Home » Sid Meier's Antietam! » Sid Meier’s Antietam! – Windows Readme – English

Sid Meier’s Antietam! – Windows Readme – English

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Type
Readme
Platform
Windows
Language
English
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18.41 KB
Filename
sid-meiers-antietam_win_readme_en_1hh.txt
Sid Meier's Civil War Collection
Version 1.00f

************************************************************
** WELCOME
************************************************************

	Thank you for purchasing Sid Meier's Civil War 
Collection! This product includes the award winning Sid 
Meier's Gettysburg! and Sid Meier's Antietam!, along with 
the previously unreleased Sid Meier's South Mountain! 

************************************************************
** Notes
************************************************************

-- The limit to the directory structure you can install the
   game to is 200 characters. 

-- HTML Documentation for Sid Meier's Antietam can be 
   located in the Documentation sub-folder. This folder
   is located in whatever directory you installed Sid 
   Meier's Antietam to (default: C:\Program Files\Firaxis
   Games\Sid Meier's Civil War Collection\SMA).

-- Gettysburg is not compatible with Antietam and South 
   Mountain in multiplayer games.

-- Savegames from Gettysburg are not compatible with Antietam
   or South Mountain. Likewise, Antietam and South Mountain
   savegames are not compatible with Gettysburg.

-- Running multiple instances of any of these games can cause
   general instability. Run only one game at a time.

-- Using ALT-F4 to exit the game can cause problems if a
   popup dialogue box is open. 

-- Multiplayer for any of these games is contingent upon
   connection quality. If you are experiencing difficulty
   playing larger games, reduce the number of players. 4
   player games work under all but the most unstable
   internet/network conditions.

-- It's recommended that you disable your screen saver 
   prior to playing the Civil War Collection.

-- If you have difficulty in viewing any of the Gettysburg
   movies, install the Indeo video drivers found on the CD
   in the \Indeo folder. Double left-click on the ivi_nt95(1).exe
   file to begin installation.

************************************************************
** Gettysburg Section
************************************************************

Sid Meier's Gettysburg! Read Me
Version 1.0

This file contains late-breaking news on Sid Meier's Gettysburg!...all 
the things you need to know that didn't make it into the manual.

Install Guide Errata:
--------------------
* You are no longer required to select a language when installing.
* You now have the option to bypass DirectX install during setup (you 
  will be asked if you want to install DirectX 5 after installing the 
  game. Note that you need DirectX version 5.0 or later to run 
  the game).
* The install guide says to click READY when you are ready to begin a 
  multiplayer game; actually you click NOT READY and it changes to 
  READY.
* There is an extra choice in Custom Install: you can now choose to 
  install Additional Art to the hard drive (basically the pictures 
  that introduce each scenario).


Manual Errata:
-------------
* --NEW FEATURE!-- At the lowest level of difficulty, when the
    currently selected unit is not visible onscreen the words 
    'Click Here' will appear in the map compass; clicking the 
    compass will return the map to the selected unit.
* --NEW FEATURE!-- Clicking the unit info at the bottom of
    the screen will call up the Order of Battle screen;
    clicking the Scenario Clock will call up the Scenario
    Status screen, and pressing the F9 key will call up the
    Preferences menu.
* --NEW FEATURE!-- There is a now a Hall of Valor that stores the 
    seven highest scores achieved in a full battle. It is 
    accessible through the Reports menu.
* --NEW FEATURE!-- Whenever you quit, the current game is
    automatically saved as quit.sav. Whenever you end a scenario,
    the current game is saved as end.sav. Every 15 game minutes,
    the current game is saved as autosave.sav.
* --NEW SCENARIOS!-- There are four new scenarios not mentioned in the
    manual: Meade Reacts: Bricker Farm; The First Day: Meeting 
    Engagement; The Second Day: Echelon Attack!; and Stonewall 
    Jackson: Alternate Gettysburg. The First and Second day scenarios 
    are especially designed for multiplayer.
* --NEW PREFERENCE!-- There is now a Fewer/More Units in Scenario
    preference that determines how many units are present in each
    scenario.
* --NEW PREFERENCE!-- There is now a preference that allows you to 
    adjust the sound volume, from Off to Very Loud.
* --NEW FEATURES!-- There are some features detailed on the last
    page of the Install Guide...don't miss them!
* Cavalry will not accumulate battle stress when moving in Skirmish 
  formation.
* You can now save your game from the End of Scenario screen 
  (except in the first scenario when the Save Game button is replaced
  by a Tutorial button). The Quit button referred to in the manual 
  is now a Return to Main Menu button.
* The Drill on the Parade Ground tutorial is now called Drilling on 
  the Field.
* Golden Opportunity: Will's Woods starts at 1:30 p.m., not 1:00 p.m.
  as the manual states.
* Sickle's Folly: The Peach Orchard starts at 5:30 p.m., not 5:00 p.m.
  as the manual states.
* Turning Point: The Devil's Den is now called Turning Point: Little 
  Round Top.


Ref Card Errata:
---------------
* Clarification: When replacing a default game view with a custom 
  view, pressing Shift-F2 replaces the Find Fighting view, pressing 
  Shift-F3 replaces the Find Largest Objective view, and pressing 
  Shift-F4 replaces the Find Last Important Point view.
* When a report comes in you will hear 'Reporting, General!', not 
  'Reporting Sir!'

Notes on using Voice over Data (voice chat) 
in Multiplayer Gettysburg:
-------------------------

You must have the GSM610 audio codec installed for voice over data to 
work. Verify this by opening Control Panel\Multimedia\Devices\Audio 
Compression Codecs, where the Microsoft GSM 6.10 Audio CODEC 
should be listed, and double-click the codec to verify that it has 
been enabled.

If transmitted sound is too soft, raise the microphone level from 
the Windows Volume control panel. Do this by double clicking the 
speaker icon on the task bar. If you don't have a speaker icon 
choose Start\Programs\Accessories\Multimedia\Volume Control. 
Once the Volume Control panel is open pull down the Options menu 
and click on Properties. In the "Adjust Volume For" group select 
Recording and click OK. Now your mixer panel will show a microphone 
slider which you can adjust accordingly.

The sound driver will use any memory installed on the sound card 
which will help game performance. It works best with a 16-bit sound 
card although it will work with an 8-bit sound card. Be sure the 
correct sound device is selected in the Control Panel\Multimedia\ 
Playback\Preferred Device list box. Use the native device from
the manufacturer of your sound card; for example, if you have a
Sound Blaster 16, choose the device of that name as your Preferred
Device. There is no need to try a Game Compatible Sound Device 
(if you have one) unless you are having sound problems.

See the Install Guide for basic info on voice chat.

***************

Enjoy your game, and check out the web sites (www.gettysburg.ea.com 
and www.firaxis.com) for more info and other exciting stuff!

--Firaxis Games

************************************************************
** Antietam/South Mountain Section
************************************************************

************************************************************
** Fixes in v12.10
************************************************************

-- Saved games in multiplayer now correctly restore reinforcement
   settings.
-- Certain toolbar reconfigurations used to cause problems (Unlimber
   for infantry for instance). It now checks commands and disallows.
-- Severe rally now removes the correct number of troops.
-- Map 'speckling' has been greatly reduced.
-- For player-created campaigns, the buildXX.txt file is now 
   correctly read allowing placement of buildings and towns.
-- A human playing what was an AI player in a saved multiplayer 
   game now works correctly.
-- Troop effectiveness in multiplayer now works as it should.
-- Troops now receive road benefits in town, and road grid has been reduced.
-- Installed desktop themes no longer cause the mouse to flicker
   on the options screen.
-- A3D soundcards no longer cause sporadic fatals in-scenario.
-- The quotes prior to entering a scenario now display for the
   correct amount of time.
-- If you have scenario intro selected, extra clicks in the pick
   player screen will not cancel the scenario intro.
-- The 'photo survey' of the Burnside's Bridge scenario now 
   contains the correct compass information.
-- Entrenchment now takes the correct amount of time in all
   scenarios.
-- Some graphic artifacts from unit animations were removed.
-- Units no longer instantly route, rally, route, etc. under 
   certain conditions in certain scenarios.
-- Regiments in woods which are not moving or firing cannot be seen
   unless within small-arms range of enemy units.
-- The game now correctly lists multiplayer options.

This file contains late-breaking news on Sid Meier's Antietam!...all 
the things you need to know that didn't make it into the manual.

************************************************************
** Known Bugs
************************************************************

MULTIPLAYER

-- For Serial or Modem-to-Modem play [not internet play over a modem
   but direct connections only], once a multiplayer game has been 
   completed, it is necessary to quit the game before you can play
   another multiplayer game in this manner.

ORDER OF BATTLE vs CASUALTY REPORTING

-- Due to several factors (such as units starting some scenarios weakened,
   the fact that the game continues slightly beyond the moment at which
   the score is calculated, and internet lag problems regarding melee
   and unit capture), the score screen casualty numbers will occasion-
   ally be higher or lower than the total casualties reported on the
   OB screen at the end of the game. The score screen is correct.

************************************************************
** Some Player Notes
************************************************************

-- Big Battles and Rally : If you decide to play one of the several
   full-day battle scenarios, it would be wise to play with the
   option "Severe Rally".  After several hours, it would have been
   very unlikely for previously routed troops to keep on rallying.
   Severe rally will hinder the probability of this happening
   for heavily damaged, or inexperienced troops.

************************************************************
** Additional Changes from Gettysburg
************************************************************

-- DOCUMENTATION
  The help manual for the game is present not only in the game, but
also in a much more readable HTML format in the Documentation folder
on the CD.  In addition, the entire History of Antietam is available
in HTML format in that same folder.  This includes several chapters
of Ezra Carman's eye-witness history of the Battle of Antietam.
You may also review the license agreement in the Documentation folder.

-- MAP CHANGES

** Altering the included maps should be done at your own risk **

  The information for constructing the map is no longer present in a
single data file [previously gmapc.pcx].  Instead, there are a few
text files which comprise the information required for building a map.
In addition, the dimensions of the map can be set via the antietam.ini
file.  There are three important entries present in the ini file.

Campaign
  For Antietam, this value is 1.  Values below 20 are reserved for
further Firaxis games, however, values between 20 and 99 can be used
by external campaign creators.

GameMapX##, GameMapY##
  Where ## refers to the Campaign value determine above.  If you want
to setup values for campaign #32, the variables to be set in the ini
file are GameMapX32 and GameMapY32. These two variables determine the
dimensions of the campaign map.  The min and max values for either of
the two variables is 32 and 100 respectively.

The files which comprise the map data for Sid Meier's Antietam are
Roads.txt, Build.txt, names.txt, elev.txt, and terrain.txt.  For 
externally defined maps, you should use roads##.txt, build##.txt,
names##.txt, elev##.txt, and terrain##.txt where ## refers to the
campaign number defined in the ini file.  For example, for campaign
#32, the files names which will be used to determine the map are
Roads32.txt, Build32.txt, Names32.txt, Elev32.txt, and Terrain32.txt.

  Roads##.txt==>
  This file determines all of the roads(r), Pikes (P), trails(t),
Fords(F), and sunken roads(s) that are present on the map.  Bridges
will be automatically generated where roads and pikes cross streams or
rivers.

  Build##.txt==>
  This file determines the various buildings present on the map
whether they are mills(M), cemeteries(G), churches(C), chapels(P),
farm houses(F), houses(H) or town buildings(T).  In addition, you can
specify special buildings on the map by using lower case values from
'a' through 'z'.  These buildings are present in the image files
Specials#.pcx.  The first four buildings ('a' through 'd') are
depicted in each of the rows in Special1.pcx.  The next four buildings
('e' through 'h') are present in each of the rows in Special2.pcx.
Sid Meier's Antietam! will attempt to read consecutively as many of
these files as possible until a file is not present in the execution
directory.

  Names##.txt==>
  For scenario use, either in generation or reference, the various
names present in the campaign are present in this file.  You can
override the names present in his file via specification in the 
scenario files.

  Elev##.txt==>
  This file determines the relative heights of the campaign map.
Each value is a hexadecimal number representing the height of a
particular grid area.  From lowest to highest, the valid values
for height are 0,1,2,3,4,5,6,7,8,9,A,B,C,D,E, and F.

  Terrain##.txt==>
  This file determines the actual terrain type present at a particular
grid square of the map.  The current possible terrain types are
river(A), river with forest(B), orchard(O), forest(W), stream(a),
stream with forest(b), corn field(c), rocky(d), forest(e), rocky
forest(h), rocky forest with stream(i), rocky forest with river(j),
marsh with stream(k), marsh with river(l), marsh(m), rocky with
boulders and stream(n), wheat field(p), rocky with boulders(r), wheat
with stubble(z), wide impassible river(P).  Any other values are
treated as clear terrain until a future patch or release from Firaxis
Games is available.

************************************************************
-- CHANGING THE TOOLBAR
************************************************************

The user currently has the ability to change the order of buttons
on the toolbar.  In the Antietam.ini file, you need to include the following
five definitions.

bOverloadBarOrder=0
InfantryBarOrder=03050610000201040717080924-130
ArtilleryBarOrder=-1-10618111213141517080916-130
BdeCommanderBarOrder=030506192021222326250809242730
BigCommanderBarOrder=-1-1-1-129-1-1-12625-1-1162730

The first, bOverloadBarOrder, is a definition which determines whether
or not you wish to override the default toolbar button order.  If this
value is set to 1, The executable will look for the other four
definitions in the Antietam.ini file and utilize their information for
the toolbar button order during the game.

The other four definitions determine the toolbar button order for the
four basic toolbar configurations during the game.  For regiments of
cavalry as well as infantry, the InfantryBarOrder definition is used.
For artillery, the ArtilleryBarOrder definition is used.  For Brigade
level commanders, the BdeCommanderBarOrder definition is used.  For
Divisional or Corps Commanders, the BigCommanderBarOrder definition
is used.

The values of the definitions refer to the button type which is present
in the 15 locations of the toolbar.  Each of the types are 2 digit
decimal numbers ranging from -1 through 29.  Their meaning is the following:

-1 : Nothing - blank space on the toolbar
00 : Line               - move into line formation (regimental)
01 : Column             - move into column formation (regimental)
02 : Skirmish           - move into skirmish formation (regimental)
03 : DoubleQuick        - toggle double quick movement speed
04 : Charge             - conduct a charge
05 : Advance            - advance the unit or brigade
06 : Wheel              - wheel the unit or brigade
07 : Hold               - hold the position
08 : Fallback           - fallback from your current position if taking fire
09 : Retreat            - retreat from your position
10 : Volley             - toggle volley status
11 : Unlimber           - unlimber artillery
12 : Limber             - limber artillery
13 : TargetInf          - target infantry
14 : TargetArt          - target artillery
15 : AutoTarget         - target automatically
16 : LOS                - view the Line of Sight of the unit
17 : Halt               - halt the unit's movement
18 : Canister           - toggle canister status
19 : BattleLine         - move the brigade into a battle line formation
20 : DoubleLine         - move the brigade into a double line formation
21 : SkirmishLine       - move the brigade into a skirmish line formation
22 : ManeuverColumn     - move the brigade into a maneuver column formation
23 : RoadColumn         - move the brigade into a road column formation
24 : Attach             - attach unit or reattach entire brigade
25 : BrigadeHalt        - halt the brigade
26 : Rally              - toggle rally status
27 : Command            - command the leader (multiplayer)
28 : -- not used --
29 : Gather             - gather the artillery

The main caveat to reordering a toolbar is use only the values
which make sense to that toolbar.  Just try to rearrange the 
values which the four toolbar definitions have as defaults.
If you put 'Target Infantry' in the divisional commander's toolbar, 
the application will probably not like that too much and treat 
you with great disgust. To be more clear, use this option at your
own risk. =:-o


************************************************************
--Firaxis Games & Breakaway Games






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