                     
               S U B W A R   2 0 5 0
   
"It is with the submarine that the initiative and full 
freedom of the seas rests. The era of the submarine as 
the predominant weapon of power at sea has begun.
It is already the instrument of ultimate nuclear
deterrence between the superpowers, holding at risk 
their cities, industries and populations as it circles 
their shores on its relentless oceanic orbit. It is 
now also the ultimate capital ship, deploying the means 
to destroy any surface fleet that enters its zone of 
operations.
Five hundred years ago, before the sailing-ship 
pioneers ventured into great waters, the oceans were an 
empty place, the only area of the world's surface in 
which men did not deploy military force against each 
other.
In a future war the oceans might appear empty again, 
swept clear both of merchant traffic and of the navies 
which have sought so long to protect it against 
predators. Yet the oceans' emptiness will be illusory,
for in their deeps new navies of submarine warships, 
great and small, will be exacting from each other the 
price of admiralty."

- John Keegan 1988

In 2050 Corporate Wars are an accepted part of business 
life. The historical precedents are well established; 
as early as the 1700s the English, Dutch/Imperial and 
French East India Companies fought land wars against each 
other, raided each others shipping and lied about,
cheated and stole each other goods and contracts. In 2050 
the system is the same but, as befits the modern world, 
more advanced and widespread. Wherever there are two or 
more companies, sooner or later there's conflict.  From 
the streets of London and Beijing to the Orbital Wheels 
and the depths of the Pacific, where there's profit, 
theres a company soldier. Corporate wars break out for only 
one reason: money. They are fought to decide takeovers, 
control sales territories, destroy stock market prices, 
grab mineral rights and the like. Financial tricks, 
propaganda, computer viruses and fraud are as much weapons 
as guns, bullets and bombs.  Assassinations and resisted 
recruitments (i.e., kidnappings) are common; sabotage and 
espionage target property as well as personnel. Battles 
and skirmishes are not unusual, but tend to be 
self-limiting due to the desire of all participants not 
to destroy whatever is being fought over. A corporation that 
has been bled to death in the course of a war is useless 
to the victor in many cases. And the wars are not without 
other rules; wholesale slaughter is generally avoided and 
customers -- any customers -- are relatively safe, even in
the middle of a shooting war.  It isn't a positive advertising 
statement to blow the customers away, after all, unless you 
can make it look like an accident or blame the opposition.  
Governments have, for the most part, stopped trying to 
control the big, warlike corporations. When an entire 
economy can be destroyed in 15 minutes by a run on the 
currency, the state tends to turn a blind eye to a murder 
or two. In several parts of the world, corporate feuds can 
be registered and legalized, giving the governments 
involved some cause to claim that they are protecting 
innocent bystanders by forcing the corporations to 
behave with restraint. The reality is that most boardrooms 
tend to think in other terms: presidents and prime 
ministers come and go and are cheap; profits are for ever..
Most corporations have at least some sort of Special 
Security Department on the payroll, made up of company 
soldiers, ninja, street samurai and assorted financial 
raiders. A few companies (most notably Texas Rangers Inc, 
Melara & Pinkerton and The Sword & Shield Society) specialize 
in supplying soldiers to fight other people's wars, and there 
is a healthy market for individual freelance talent as well. 
A good corporate warrior can earn as much as an upper-echelon 
executive, although admittedly with more risks.  At least 
during a war he gets to shoot back.


**********************
      SUBWAR 2050 
    - Version 1.0 - 
ADDITIONAL INFORMATION
**********************

This file contains updates to the Technical
Supplement.  This file also contains updates 
and/or further explanations to various sections 
of the documentation accompanying Sub War 2050.  
It is best read in conjunction with those documents 
but has been worded in a way that allows you 
immediate access to the game. 



Technical Supplement Updates


The default installation routine places Sub War 2050
in a directory named C:\MPS\SUBW.
To load Sub War 2050, type 'CD MPS\SUBW [Return]' and
then type 'SUBWAR [Return]' to run the game.


**************************
MEMORY REQUIREMENTS UPDATE
**************************

You will need 600k of free conventional memory (Largest executable size)
with 10k of free UMB (upper memory block).  Otherwise it will need 610k
of free conventional memory (largest executable size) and no UMB (Upper
Memory Block)



Mission Difficulty

You are recommended to play through the training missions the
first time you run the game.  You can elect to play through
any of the campaigns, but you should be aware of the difficulty
of each campaign in respect to the others.  The campaigns are
set up in the following order of difficulty;
Training                Easiest Campaign
North Atlantic          Easy/Medium Campaign
Antarctic               Easy/Medium Campaign
South China Seas        Medium/Hard Campaign
Sea of Japan            Hardest Campaign


Throttle Control

If you have a second joystick, or a joystick with a throttle, the
Sub War Joystick configuration will detect it's prescence and ask
if you would like to use it.  
NB:  Thrustmaster Joystick users should decline this option.


Waypoints and Head-Up-Display

Waypoints are shown as green triangles on your 
Head-Up-Display (H.U.D).  The Head-Up-Display is a computer 
generated overlay on the cockpit viewscreen that gives extra
information to the pilot.  Waypoints are shown as a green
triangle with a dot in the centre.  Once you have located a 
waypoint (using the information from your Navigation display)
you should pilot the submarine towards the centre of the triangle. 
As you approach the waypoint, the triangle will grow in size. 
You should travel through the triangle as you reach it.  
The cockpit border will flash red to indicate that you have
successfully reached the waypoint, and your Navigation display will 
now give you the details for the next waypoint.  If you wish to 
return to your last waypoint at any time during a mission 
(if you are lost, for example), press the 'W' key and the 
Navigation display will switch to the last waypoint.


Weapon Types

As well as Torpedoes, you can carry Rockets and Decoys.  
These weapons can be accessed by pressing the backspace key until 
the desired weapon is listed on your weapon display 
(right-hand side of the cockpit.)  Torpedoes will seek out an enemy 
target, that you have identified by sonar, and follow that specific 
target.  Rockets will travel in a straight line and do not lock on
to specific targets.  Decoys are used for confusing enemy Torpedoes 
by creating turbulence pockets in the water.  Torpedoes will often 
interpret this turbulence as a 'real' sonar contact and detonate
away from their intended target.
*************
Enemy Weapons
*************
When an enemy vessel has fired a Torpedo at your submarine, you 
will see a message on your Head-Up-Display: 'Torpedo Locked On' 
and you will hear a warning sound.  You have decoys that can be 
dropped to confuse enemy Torpedoes.  An alternative method for 
confusing Torpedoes is to turn quickly in the water, creating
water turbulence (or 'Knuckles').  You will also see the same 
message when an enemy submarine fires a Rocket. You will need to 
determine whether a Rocket or a Torpedo has been fired.  
It is generally advisable to drop a decoy and then move quickly away
regardless of which type of weapon has been fired.


Attitude Indicator

Sometimes during missions, when you have no visual clues, it can 
be difficult to determine where the sea-bed or surface are in 
relation to your submarine.  In order to aid the pilot, the 
Head-Up-Display shows a YELLOW cross-hair in the centre of the 
cockpit display.  One arm of this cross-hair is normally coloured 
RED to indicate the direction of the sea-bed.  If the cross-hair is
completely red, you are heading directly towards the sea-bed.
If the cross-hair is completely yellow, you are heading directly
towards the surface.



Accelerated Time

Accelerated Time (Shift & 'A') is set-up to continue operating
until one of the following events;
Change in the submarine's direction
Change in the submarine's throttle control
Firing a weapon
Reaching a waypoint
Collision with an object or the sea-bed
Pressing Shift & 'A' a second time



Additional Equipment & Special Orders

Your Submarine is fitted with Ballast Tanks and an Auto-repair 
Damage Control system.  The ballast tanks can be used to 'silently' 
move higher and lower in the water without running your engines.  
Further explanation of their use can be found on p.18 of the
Sub War 2050 Game Manual.  The Damage control system is explained 
in full on p.26 of the Sub War 2050 Game Manual.
Some Missions require you to issue Special Orders to Wing-men or
support vessels, such as rescue or demolition misions.
Please refer to p.27 of the Sub War 2050 Game Manual for 
operational instructions.



Additional Keys for use during missions

'R'     Toggle rendering between Wire-frame;  Plain; or Textured.
        [This may be necessary to speed up the display on some
           slower machines]
'W'     Display last waypoint on Navigation Display.
'5'     Review Mission Orders from within mission.
'A'     Toggle Autopilot

NB: If you have failed a mission and wish to return immediately
to the command centre - press Shift + 'Q'



Changing the game to run in a different language

Sub War 2050 has been supplied with in-game text in English, 
French and German.  The language is selected during installation
of the game.  If you wish to run the game in a different language,
you will need to completely delete the Sub War 2050 directory and 
re-install the game, selecting the appropriate language.



Changing the game to run with different sound cards

If you wish to select a different sound configuration for 
Sub War 2050, you do not need to re-install the game.  
By running INSTALL.EXE, and choosing the Reconfigure Hardware 
option, you can select a different sound card.
INSTALL.EXE can be found in the SUBW directory, or the
directory where you have installed Sub War 2050.


Mission Hints

If you are having trouble with the following missions:

Antarctic Campaign:  Mission 5, 
Sea of Japan:  Mission 6,  Tourist Attraction
Sea of Japan:  Mission 7,  Blind Run

Please read the file "Help.doc"

MicroProse - January 19, 1994


