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