STEEL PANTHERS II:  MODERN BATTLES READ ME FILE V1.0  10/21/96
(c) 1996 Strategic Simulations, Inc.

Steel Panthers II: Modern battles requires a video display that is VESA version 1.2 compliant. Most video cards have a version 1.2 compliant VESA driver built onto the bios of the video card. If you are experiencing video troubles with Steel Panthers II, your video 
card may not be VESA 1.2 compliant and will require the proper driver to be loaded. If this is the case, you should run VINSTALL. 

To use VINSTALL TO install the vesa drivers provided with your game:

1)  Change to the game directory on your hard drive (default is C:\steel2).

2)  Type in the command VINSTALL (press enter). 

3)  The VINSTALL will extract several VESA drivers to multiple directories.

4)  Change to the directory that best corresponds with the brand of video card you have.  
    (If you have a Diamond video card you need to change to the Diamond directory )
    Example: type CD DIAMOND (press enter). From within the directory you will find the drivers provided by the manufacturers. 

5)  Attempt to run the appropriate driver and then run STEEL2.  

You may also attempt to run Steel Panthers II using the command STEEL2V.  This action will load the UNIVESA driver that works with a wide variety of video cards and then attempt to run the Steel Panthers II program.  UNIVESA does not work on every video card, however.  

Note: These drivers may not be the latest VESA drivers for your card.  If you have trouble loading any of these drivers we recommend that you contact the manufacturer of your video card and request the latest version 1.2 compliant VESA driver for your card. 
_________________________________________________________________________

SuperVGA Test Library, Copyright (C) 1992,1993 Kendall Bennett.
Universal VESA TSR, Copyright (C) 1993 Kendall Bennett.

All Rights Reserved.

The SuperVGA Test Library and the Universal VESA TSR are not public domain
software. They are copyrighted software, Copyright (C) 1992,1993 Kendall
Bennett. It is however free software, or what some people term 'Freeware'.
You may use it for whatever you wish, even using it to write public domain,
freeware, shareware and commercial software. You may NOT however re-distribute
modified versions of the source code nor distribute the source code for a
profit. If you make any worthwhile changes to the source code, you can send
them to me for inclusion in a future release.

Since this software is free, it is supplied WITHOUT ANY WARRANTY;
without even the implied warranty of MERCHANTABILITY or FITNESS FOR
A PARTICULAR PURPOSE. It is supplied as it, in the hope the people
will find it useful, and that it will advance the state of the art of
computer software.

____________________________________________________________________________




This is a tactical game of combined arms conflict in the period 1950 to 1999.  There is a strong but not exclusive emphasis on armored vehicles.  The game is turn based for one or two-players.  

Changes from Steel Panthers I:  
Some of the obvious differences are in the equipment.  The effects of technological superiority are much greater than in WW2.  The helicopter,  cluster munitions, guided missiles and the chain gun also provide new challenges to the modern commander.  Overall,  firepower is much more deadly and lethality is extended to very long ranges.

The new munitions have changed some of the game options as well.  Rather than a series of pre-set difficulty levels,  many game functions that affect relative 'combat effectiveness'  are individually selectable by the player.  Later in this file is a synopsis of these functions.

The most difficult part of the game for most players is indirect fire.  This requires a fairly strict order of operations which is described in the indirect fire section below.

Addenda and Errata

If you are using a slower machine,  and the introductory video is running too slowly,  try starting with the command "steel2 -vid".  This will load a lower resolution version of the video.  It will still be slow,  but less so.

Aircraft fired on by AA missiles,  Vehicles fired on by ATGM's and helicopters fired on by either will sometimes evade - remaining in the same hex.  A text message appears on the lower message bar when this happens.  If aircraft are damaged they may leave without dropping their loads.

Pressing 'D' while in the gameplay screen will launch smoke dischargers to the three forward hexes if the vehicle is equipped with them.

When in the Direct Fire and Targeting screens you can move the cursor over units visible and the 'crosshair' cursor will appear if they are valid targets.  Left click at that point to target them.

Preplanned bombardments that arrive during player #1's turn will not replay for player #2's turn when playing an e-mail game.

Wire guided missiles that fire at vehicles will occasionally be suppressed by return fire before the missile hits.  A message appears to alert the user.

The manual does not accurately represent armor piercing ammunition types.  Late in development the listings for 'sabot' and 'HEAT' ammo were displayed in the unit information screen.  Ammo levels are now visible for these types.

Tanks will not fire sabot or HEAT rounds at infantry.

Indirect fire

The indirect fire buttons are not labeled on-screen,  but the live-mouse feature displays the button name in the message bar a top of screen.  Left to right they are:
	The unit name button
	The view unit info button
	The HE select button
	The smoke select button
	The cancel mission button
	The shift fire button
	The cluster select button

The sequence for indirect fire is important.  Click the indirect fire button.  Scroll the map to the desired impact hex.  Click on that hex with the left mouse button.  If the artillery asset you wish to use is currently firing a mission (the smoke,  HE, or cluster buttons are 'depressed')  you will need to cancel the mission.  Then click the type of mission you want. Only munitions with a picture on the button are available. Note that cluster is mostly NOT available.  If the current munitions type is OK,  and you only want to move the impact hex a short distance,  use the shift fire button.  Click shift fire and then scroll the map to the impact hex area.  You will see the impact hex and a red circle.  Click any hex that is entirely contained within the red circle and the impact hex will shift there.  When you click on the big bar with the unit type on it,  the screen view will shift to the currently selected impact hex,  if one exists. When setting bombardment hexes,  if you click on a hex that has a mission planned for it,  all weapons you have targeted on that hex will have the big bars depress.

NOTE:  Aircraft munitions are fixed when purchased.  No matter what they carry, only the HE button will select a target hex initially.  The cluster button will be blank.

Direct Fire

Using direct fire also requires a strict sequence of steps.  Select the unit with which you wish to fire.  Scroll the map until the desired target area is in the center of the map window.  Right click on the target hex.  If the target hex is not in Line-of-Sight,  you cannot fire at it with direct fire.  If the target hex is in Line-of-Sight,  click on the direct fire button.  Place the cursor over the target hex - a target reticule (crosshairs) will indicate eligible target hexes.  Left click to bombard that hex.  Repeated shots can be made by clicking the fire button.

Loading and unloading units

When loading units select the 'loadee' (the soon-to-be-passenger) first and then the 'loader' (the soon-to-be-carrier).  It is possible to reverse this and have it work if the loader is empty and picking up only one loadee,  but this will not work for barges,  boats and to load more than one small unit onto a carrier.

Player Control

The Preferences control panel allows a great deal of control over the game environment.  This replaces the 'Easy,  Medium,  Hard' settings more usually seen.  Give the different options a whirl - you can set this game to the desired level of challenge - and if things are too tough,  you can change most of them during the game!

Hot Keys

N		Next unit
P		Previous unit
A		All-Formation Command mode
G		Go to next formation HQ
L		Load / Unload unit
Y		Set Range
B		Go to Bombardment menu
R 		Rally Active unit
T		Targeting menu
W		Weapons control menu
F		Fire at targeted unit
Z		Fire at targeted hex
X		Fire smoke at targeted hex
U		Remove / Replace Smoke and Darkness
+		Zoom in
-		Zoom out
H		Headquarters menu
E		Encyclopaedia
S		Save game menu
D		Deploys smoke from vehicles with smoke dischargers.

PREFERENCES SCREEN
The Preferences screen allows &&Steel Panthers II: Modern Battles&& to be configured to suit. The screen is divided into three primary sections: General Preferences, Player Preferences, and Realism Preferences. 

General Preferences
The toggle switches and three knobs of this panel control "look-and-feel" items such as Music and Animation. Left-clicking on a toggle switch alternates between on and off. Left-clicking on the left side of the knobs for ##Sound Volume##, ##Animation Level## and ##Message Delay## causes the levels to decrease, left-clicking on the right side causes them to increase.

Music On/Off Toggle
Switches the background music on or off.

Sound Effects On/Off Toggle
Toggles the sound effects on or off.

Hex Grid On/Off Toggle
Switches a hex grid overlay for the Tactical screen on or off.

Game Animations On/Off Toggle
Toggles animations like explosions, smoke, or gunfire on or off. 

Objectives Flags On/Off Toggle
Toggles the appearance of Victory Objective flags.

Unit ID. Tags On/Off Toggle
Toggles small national flags next to each side's units. This can help you identify units on the map especially at high zoom levels.

Move Radius On/Off Toggle
Toggles on or off the display of hexes a unit can move to as a circle of lighter hexes, surrounded by darker shaded hexes. 

User Preferences On/Off Toggle
This toggle activates all of the selections chosen on the ##Player Preferences panel except ##Troop Quality##. When the ##User Preferences toggle is off, the settings listed on the ##Player Preferences panel represent 100% of the **default** national values. In order to adjust those values, for example to improve accuracy or reduce toughness, this switch **must** be toggled on. See the "Troop Quality" section on page @ for details on this feature's effect on the game.

Fast Artillery
This switches from one shot at a time displayed for the artillery barrages,  to a fast mode where all of the shots for a given unit come in at once.  When this is on,  no shooting graphics display for indirect fire or direct fire that bombards a hex.  The burst graphics will still display for indirect fire.

Hidden Fire
This switch,  when on,  allows firing units to remain hidden.  If units fire,  but do not move,  they will generally not be spotted unless in the line of sight of nearby units.  Off is the more usual setting.

Sound Volume
Increases or decreases the volume between from 0 to 5. Left-click on the right side of the knob to increase the sound level, left click on the left side to decrease it.  Please note that if the music volume needs adjustment you will need to use your soundcard utilities.  Steel Panthers II: Modern Battles uses Redbook Audio,  which plays directly from your soundcard.

Animation Level
Increases or decreases the amount of animation activity from 0 to 5. Left-click on the right side of the knob to increase the animation level, left click on the left side to decrease it, 

Message Delay
Increases or decreases the message duration from 0 to 5. Left-click on the right side of the knob to increase the animation delay, left click on the left side to decrease it, 

Player Preferences
Player Preferences adjust the difficulty of a scenario by adjusting the toughness of either or both sides in several areas within a range of 50 to 200%. These include spotting and fire accuracy, troop quality, and the resilience of tanks and infantry. These preferences allow the player to adjust the abilities of troops they play outside the default ranges assigned by the game. Forces with exceptional ratings can be degraded to simulate lower quality units, nations not known for superior units can be improved to simulate elite units. Of course, forces known for their high levels of training, equipment, and morale can also be made invincible!
For these settings to take effect, the ##User Preferences switch on the ##Player Preferences part of the panel **must** be set to the "On" position.

Spotting
This control adjusts spotting accuracy for calling down artillery and air strikes within a range of 50 to 200% for either sides. 

Hitting
This control adjusts direct fire accuracy for either side within a range of 50 to 200%. 

Rout / Rally
This quality represents two aspects of a unit's performance during combat: how likely they are to suffer morale loss and break, as well as how easily they rally.

Troop Quality
This control displays and can be used to override the setting for training in campaign games, battles made with the Battle Generator and scenarios created with the Scenario Editor. It can only be changed with the ##Country Training## toggle in the ##Realism Preference## panel turned "Off."

Tank Toughness
This quality effects how resilient a tank unit is to damage once a hit has been scored. 

Infantry Toughness
This quality effects how resilient an infantry unit is to damage once a hit has been scored. 

Troop Type
This control changes the basic choices available when purchasing infantry units on the campaign game Purchase screen, or choices made when the Battle Generator chooses troops for a battle. The choices are Foot Infantry, Mechanized Infantry, and Air mobile Infantry.
%%Note:%% Remember, all of the preferences listed above are only in effect if the ##User Preferences switch on the ##Player Preferences part of the panel is set to the "On" position.

Realism Preferences
The toggle switches of the ##Realism Preferences panel affect features of &&Steel Panthers II: Modern Battles&& which make the game more (or less) realistic. This includes features such as a realistic ammunition limit. breakdowns, command-and-control, spotting, and more.

Breakdowns On/Off Toggle
If this control is switched on, tanks and APCs which drive through structures may be damaged and become trapped. When off, armored vehicles which drive through buildings take no damage. 

Ammo Limit On/Off Toggle
This toggle controls whether or not units are subject to running out of ammunition.

Command On/Off Toggle
When on, normal rules for command and control are in effect. When off, penalties for not having a CHQ Link established are eliminated.

Morale On/Off Toggle
When on, normal rules for unit and formation morale are in effect. When off, morale penalties are eliminated.

Spotters On/Off Toggle
##Spotters## on means that only formation headquarters units, which are the "0" units of a formation (A0, B0, etc.), can act as artillery spotters. When off, any unit can call for artillery. 

Move and Shoot On/Off Toggle
When this option is "On," units that move a significant portion of their movement allotment have their shooting accuracy penalized. When "Off," no penalties are applied due to the firing unit's movement. 

Mines On/Off Toggle
This option enables or disables mines.

Country Training On/Off Toggle
This control enables or disables the ##Troop Quality setting for use with the Battle Generator and Scenario Editor.

Unit Summary Screen
The Unit Summary screen is reached by right clicking on an active unit. This screen displays the most complete details about the unit, its weapons, and its leader. 
This screen is also where you can configure the unit by changing:
	what the unit's name is, 
	which weapons the unit is ordered to use, 
	what the leader's name is,
	helicopter altitude.`


E-mail games
Always use a password for e-mail games.  The game expects it and things will run more smoothly.  E-mail will work with human vs. human games made in the Battle Generator or with human vs. human pre-made scenarios.  To play scenarios by e-mail: 

Playing a supplied scenario: 
	1.select a scenario, set "player control" to player vs. player, start normally.
	2.At the end of each player's turn, click on "end turn", and save at the neutral screen. Screen should say opponent's turn on it. Save to one of first two slots on the save menu - they're named e-mail1, e-mail2. 		3.Exit game, send by normal e-mail. 
	4.When the file is received, copy it into the e-mail directory [folder in Win'95], overwriting corresponding slot. Restart game and follow steps 1-3, above.
	No passwords - players are on the honor system.

Playing a user-generated scenario:
	1. Decide who will be player1 and player2, what the opposing forces , time period, map type, etc. - see all the options available in the battle generator - will be.
	2. Player1 then uses the battle generator to create a random battle using the agreed - upon parameters. 
	3. Player1 then purchases units, and when done, clicks on "done". 
	4. The game then asks the user to enter a password. After entering a password, player1 then saves the game to one of the two e-mail slots, exits the game and e-mails it to player2.
	4. Player2, then purchases units and deploys them. After completing his deployment, player2 clicks on "done", enters a password at the prompt that appears, saves the game to an e-mail slot, and sends it back to player1. 
	5. Player1 then opens the game using his password, does his own deployment, and begins play. Play continues from this point normally.  

Equipment
Some equipment, such as mines and certain types of artillery, is available only when the position is defending against an assault.  Air assets,  like helicopters and strike elements,  are available based on a procedure internal to the game that determines an abstract air superiority for that game.  If you have a real fixation on some given equipment,  the best option is to use the scenario editor.  Commanders have limited flexibility and choice in real command,  so too in this game.

Campaign Generator
This was called the "Long Campaign" early on,  so any manual references to "Long Campaign" pertain to the Campaign Generator.  Note that there are some special challenges and rewards for playing in the Campaign Generator.  Some scenarios will have an immediate follow-up attack,  and will not permit repairs or changes to your units - there's just no time!  These scenarios do however have an up side - all the benefits of victory are increased,  and such scenarios are the best chance a commander has to be promoted.  Some scenarios have orders that indicate you are particularly to destroy the enemy forces. In these scenarios the enemy units' victory point value is enhanced,  while the value of objectives is decreased.

Battle Generator
On the bottom row of buttons in the center is a new button 'load all units'.  This will have all units capable of being passengers attempt to load onto the nearest appropriate vehicle.

Tactical notes 

Use cover.  Move to the top of a hill,  use the targeting option to select an optimal target,  then duck back behind cover.  Never assume you have seen everything nearby.  If a building or other good position appears empty and no more pressing target exists,  pound it with direct fire.  This will supplement artillery as a suppressing tool,  and help 'keep the bad guys heads down'.

Keep some units back and at elevation to 'overwatch' your advancing units.  You will often wish to move units only part of their move so that various units in a group moving towards the same objective can provide fire support to one another.  Be patient.  Remember to rally troops right away.  This can provide extra firepower local to a situation that is 'going sour'.

Keep air units on the enemy,  and off your troops.  The pilots are going fast,  and it is a sad thing when the only tank that dies this turn is a victim of the badly misnamed 'friendly fire'.

Helicopters are fast - very fast,  but they lose shots quickly and will bug out if damaged (sometimes even earlier).  They are fine but expensive scouts.  They can provide a decisive anti-tank edge,  and are the ultimate 'battle taxis' for infantry.

Armored vehicles are more heavily protected to their front.  To move the turret,  not the whole tank toward a target,  use the Target Button in the button strip on the right to select and fire.  If you place the cursor over the target in the main screen and left click,  the whole vehicle will 'point' at the target.

When defending you can place mines.  These serve to slow the enemy,  not stop them.  No benefit accrues from placing more than four mines per hex.

Campaigns
When you buy the core units for a campaign you are purchasing the heart of your force - those units that will be with you all through the campaign.  As such,  the specifics of a given scenario should not drive the selection of these units.  During playtest there were concerns that this was a problem. Following are some descriptions of the first campaign scenarios in case you feel you wish to buy specifically for that scenario.  A word to the wise - don't.  Core units should be CORE! Also - use support points for things like barge carriers and ammo trucks.  The scenario descriptions note where river crossings are necessary.

THE CAMPAIGNS

KOREA 1950

You are commanding the spearhead of the 1st United States Marine Corps Division assault at Green Beach. Reconnaissance reports North Korean infantry in light numbers defending the city and surrounding countryside. Your orders are to seize the three hills and secure the town of Inchon in preparation of our drive to free the capital from North Korean domination.

United States Marine Corps Assault (Amphibious Landing)
                                      vs
                        North Korea Defend

You, as the USMC player, are facing a force of North Korean infantry.  The dug in North Koreans are equipped with small arms, and some recoilless rifles and mortars as support. You must land your forces and work your way inland to capture the victory objectives, destroying any enemy forces encountered along the way.



GOLAN HEIGHTS 1973

The Syrian Army has launched a surprise attack through out the Golan Heights sector.  Already lead elements of the 1st Syrian Armor Division have broken through our first line of defense and are heading for the town of Rafid.  Halt the Syrian forces and establish a new line of defense.

  Israel Delay
          vs
Syria Advance

You, as the Israeli player, are facing a force of Syrian Soviet-built tanks.  The Syrians are on the attack and will have supporting arms to back up their tanks.  The supporting troops can be infantry with ATGMs, BRDMs, aircraft, and artillery.  You must stop the Syrian advance and inflict as much damage on their forces as possible and take few casualties of your own.



GERMANY 1980

Lead elements of the Soviet 3rd Guards Tank Army is pushing through at Fulda Gap, having brushed aside the U.S. armored cavalry screen. Your orders are to delay the Soviets to give the rest of U.S. 5th Corps time to set up a defense. 

United States Army Defend
                   vs
          Russia Assault

You, as the US Army player, are facing a massive force of Soviet tanks.  The attacking Soviets may be supported by BRDM’s, motorized infantry, helicopters, and heavy artillery.  You must stop the Soviet assault and inflict as much damage on their forces as possible and take little casualties of your own, while holding on to the victory objectives.



DESERT STORM 1991

Yesterday an Iraqi mechanized battalion assaulted and took the coastal town of Khafji. This is a serious challenge to the Coalition forces here in the gulf. Your task force must eject the Iraqis out of Khafji while keeping your losses low.

United States Army Advance
                    vs
              Iraq Delay

You, as the US Army player, are facing a mixed force of Iraqi infantry and tanks.  The Iraqis may be supported with anti-aircraft guns.  You must capture the victory objectives and destroy as many defending Iraqi forces as possible, while taking few casualties of your own.


CHINA WAR 1997

You are to hold onto the city at all costs!

United States Marine Corps Defend
                          vs
                China Assault

You, as the USMC player, are facing a massive mechanized force. The Chinese can be supported by mechanized infantry, MBTs, helicopters, and heavy artillery.  You must hold on to the victory objectives, destroy the oncoming assault, and take few casualties of your own.


OKINAWA 1998

Advance units of the U.S. 1st Marine Division have begun landing on Okinawa near Minatoga. As part of this undertaking, you are ordered to secure a beachhead on Okinawa.

United States Marine Corps Assault (Amphibious Landing)
                                      vs
                              Japan Defend

You, as the USMC player, are facing a mixed force of Japanese infantry and tanks.  The Japanese have ATGM teams.  You must land your forces, drive inland to capture the victory objectives, destroy enemy units, and not take casualties of your own.  Most of your units could very well end up on the bottom of the sea. (Hint -- smoke)



YOUR CORE UNITS

Main Battle Tank - MBT is not as critical in the first part of defensive campaigns but is needed when you go on the offensive.   In defensive scenarios, the MBT is to be used as a reserve to back up your line where needed and to retake victory hexes the enemy has occupied.

Self Propelled Anti-Tank-Guided-Missile - SP ATGM is important to defensive battles.  They can shoot and scoot, be very hard for the enemy to spot, and be upgraded to tanks in offensive scenarios.

Artillery - Learning to use your artillery is the key to winning.  Defensively they can be used to bombard bridges and key road intersections to slow an enemy’s advance.  They can counter-battery the enemy’s artillery.  They can direct fire to destroy or immobilize most targets.  Also, by dropping smoke, they can hide your units from the enemy.

Surface to Air Missile - SAMs are the enemy plane stoppers that can be changed to infantry squads in offensive scenarios.

Helicopters - Helicopters are ripe targets, waiting to be plucked by the enemy.  Be careful and use the terrain to best advantage.  

Support Points - These should be used to fill out your forces for the coming scenario.

Game Graphics
At times your vehicle will appear to be driving on top of large buildings.  Buildings and the unit icons are scaled to each other rather than the ground scale.  Makes the game prettier.


"Retreat, hell!  We just got here!"

                   - U.S. Marine Captain
                     WWI France