03 - English

DSP3.0 - Help Documents >> 03 - English

OR

DSP3.0 Help Docs - J&E - Contents

=Battlefield map= =Types and characteristics of the terrain= 　It consists of a hexagon, called "Hex" Each battlefield map. The size of the entire map, the vertical has been set in combination with the similar size of either size in multiples of 8 up to 256 Hex, also from 48 beside Hex. Inside, there is not a landscape map of 256 Hex 48 Hex × vertical side that is. ■ palette "topography" in hex ​​is also present harbor cities and terrain building, such as the base also has a unique topography of the mountains and plains, such as the sea. That represents the terrain of what is actually on the map graphic of the battlefield terrain, can be found in the palette "topography" [information] that is displayed> in the menu [terrain information. When you click the top right corner of the palette "topography" the [>>] button, you can narrow down the items to be displayed. ■ Panel terrain information selection In addition, the topographic information of the point you click on the battlefield map, you can see on the left side of the screen game, terrain information selection panel. In addition, the terrain that is displayed in a dark color on the map the battlefield, represents that it's out of range "search operation" is there. ■ Simple terrain table Hover the mouse pointer to Hex terrain on the battlefield map, it displays pop-up table is a simple terrain, terrain and the name of Hex, the color of building camp can be confirmed instantly with initials. At the bottom of the table Simple terrain is displayed in the "○" "×" whether the terrain can be airborne at the same time. In addition, it appears in, "○" "×" whether the terrain is possible · VTOL helicopters landing. If that was building more terrain, the helicopter · VTOL (Ally camp camp itself) if camp, landing possible ally will be displayed as "taste" as seen from the camp of the building belongs. ● "range search operation" is in each unit, those called "range search operation" can be such as radar reconnaissance around has been set. Each building also belong to the camp, "view" overlooking the surrounding area also exists. In this game you have referred to as "range search operation collectively the" these ranges. Unit icon will be displayed on the battlefield and map the incoming enemy forces within the range search operation, as its presence was confirmed.

"Hierarchy" advanced terrain and
　The terrain of the battlefield on the map, there is a hierarchy of overlapping at different altitudes. Terrain "flat," for example, layer "ground" of the same advanced ground exists. Exists a hierarchy overlap each air of "high altitude" ultra "high altitude" "low altitude" on the layer of "earth." If the terrain "sea" is a layer, and "sea", which is the lowest altitude level, layer "sea", equivalent exists in the so-called sea level. Exists a hierarchy overlap each air of "high altitude" ultra "high altitude" "low altitude" "Earth", that the sky is. Essentially normal, with a layer "high altitude" super warhead ballistic missiles and reconnaissance aircraft some of the layer, "high altitude" weapons such as high altitude is a fighter, "layer low altitude" weapons, such as low altitude of the helicopter and cruise missile warhead is, in the layer "ground" ground weapons such as tanks, with a layer "ground" is amphibious weapons, such as hover layer, "sea" weapons, such as sea vessels, with a layer "underwater" weapons such as the sea submarine you will want to act only. "Bridge" port "" naval base "" shallow "hit" with the terrain, in the Hex same "layer" above ground "layer, and the" sea "and below the sea surface layer" Maritime boundary and the ground water is the ground may not be mixed. In short, there is an image of the harbor facilities in that part of the Hex, and the rest is covered by the sea. In this case, weapons and underwater weapons and the sea would not otherwise go up to the land, both of the weapons originally put into the ground water is not allowed to act. There is a similar terrain as "shallow sea". In this terrain, but the ground does not exist, some of the amphibious weapons will be allowed to act. Terrain terrain is also a special "snow mountain" "mountain". Topography of these two forces will not be able to layer "low altitude", to act for a high altitude. On the other hand, because there is part of the surface has been raised bulk up the mountain, the ground of some weapons will be allowed to act.

Movement restrictions due to the type of terrain and sophisticated hierarchy
　When troops are moved, depending on the type of terrain and advanced level, there is a limit to the range of movement. The ship, not only to the forest hierarchy hierarchy altitude above the ground is not possible to enter of course, for example. In addition, the tank is, how to move around in the woods rather than move the plains, the distance can move at a time will be shorter. This is due to be consumed at a rate of "moving force" of troops, depending on terrain. Power consumption of the move, it will also differ by the "movement type" of weapons that make up the force.Different for each type of move-terrain, troop movement power that is consumed, can be found in the palette table "move terrain" [information] to be displayed> in the menu table [move terrain. In addition, also listed in the column "moving consumer" (see page 95) dialog "For More Information unit" (see page 44) dialog "information weapons". In addition, the moving force is the number of consumption "-" in the terrain that is displayed, you can not move its troops from entering type. Terrain "blank" In particular, all the troops can not enter. For more information about the movement of troops "behavior - Move" Please refer to (page 58).

Can "stack" of troops advanced only by the hierarchy
　Hex of one of the hierarchy to the same altitude, in principle, not only forces a shouting. For example, the hierarchy high altitude of the metropolis, if force fighter was present force one, it is regardless of friend or foe, to Hex hierarchy high altitude, and that enters forces bomber another later is not possible. If the hierarchy is different altitude, in the same Hex unit already exists, you can force a mix of different advanced hierarchy. The hierarchy of cities have low altitude fighter unit described above, for example, you can stay at the same time the helicopter unit. You can also enter a tank unit to the ground level as well. In this way, different advanced level, the amount of the hierarchy vacant, can be a mix of overlapping forces. This is called "stack" that the overlap of this unit.

"Terrain avoidance rate" for the attack
　When under attack from the enemy, depending on the type of terrain that the forces at that time, will affect the evasion of the troops. For example, ground forces, in the forest a lot of difficult obstacles in order to attack from the enemy Atari, evasion increases, the less damage as a result. Referred to as the "terrain avoidance rate" this protective effect. Terrain avoidance rate, the effect is different depending on the type you have weapons that make up the movement of troops. Terrain avoidance and transfer rate for different types of different terrain, can be found in the palette table "terrain avoidance" to be displayed [information]> In the menu [Table terrain avoidance. In addition, terrain avoidance rate in the current terrain, troops are sitting, you can also be seen in the column "terrain avoidance" of terrain information selection panel that is displayed when you select a unit. Types of forces that move, such as B "sea" Caterpillar A "" is displayed, the percentage is that juxtaposition in the terrain is that terrain avoidance rate "column terrain avoidance." The higher the number, making it easier to avoid the attack. Incidentally, the weapons of "special" B "sea" "A sea" C "Marine" "B Marine" A "sea" hover A "" hover B "" "low altitude" "high altitude" "high altitude" super movement type is, terrain avoidance rate is not applied.

Limit point of possible airborne topographic
　Forces capable of "Airborne", from the transport aircraft and transport helicopters currently in boarding, you will be able to drop airborne troops transport, can point you will need to be airborne at that time. Airborne possible point can be seen in the table column or a simple terrain "Airborne" palette "topography" [information] that is displayed> in the menu [terrain information. Only when there are troops transported to the point with "○", you can be airborne to drop airborne troops.

Limit of possible landing site topography
　Forces and the "helicopter" is branch of an army, troops of aircraft "VTOL" type weapon, when you are in the sky of a particular terrain hex, it is assumed that landed the sake of convenience, Isle of fuel consumption required to hover not. In order to have landed, you can also with other units, subject to supply, such as fuel and ammunition supply also from the car. Possible landing point can be seen in the table column or a simple terrain "landing" VTOL "helicopter landing" of the palette "topography" [information] that is displayed> in the menu [terrain information. Is determined only when these forces to the point with "○", and you are landing. ※ point with a "taste", in the field "landing" VTOL "helicopter landing" of the palette "topography" is a member of the building as seen from the camp, of the helicopter · VTOL (Ally camp camp di) ally camp shows that it is determined it when you point to "taste", and that the landing. =Building= 　It also plays an important role especially in the terrain is building. This shelter trenches and military nuclear facilities and Dam oil-fortress-base research and missile radar base, naval base harbor, airports, factories, Army Air Force Base, base and small cities and large cities, medium-capital city There are 20 kinds of bridge, a temporary base. Building, always belongs to a particular camp, or neutral, has been placed in one of these states. If the state is neutral gray, if you have a specific camp will be displayed in the color of their camp. Other type of infantry ground troops, the evacuation shelter Dam Bridge military camp under the occupation of the enemy can not enter. Maritime and sea forces, passing the bridge military camp under enemy can not be in the same way.

Income from the building
　City from the group owns its own camp, you can get a war chest of revenue income for each phase of each turn. Amount of revenue is as follows. ● Capital: 2500 1,200: ● metropolis eight hundred: ● city in 　　500: a small city ● oil ●: 800 surplus campaign funds, but Kurikose every turn, are consumed by the production, supply, repair and replenishment of the troops. In addition, the amount of revenue terrain is another war chest can also be found in the palette "topography" [information] that is displayed> in the menu [terrain information.

Storage capacity of the building
　Part of the camp buildings and allied camp itself, you can accommodate the specific unit. Graphic of the building to Hex unit is housed, the top "▽" mark will be displayed. The number and maximum storage, the type of unit can be stored is as follows. ● Capital: (including a low altitude hover forces ground troops) unit 6 (including a low altitude hover forces ground troops) force 4: metropolis ● (ground troops, including hover) three forces: ● city of 　　two forces: ● small city (other than the ground forces hover) (including ultra-high altitude forces troops · VTOL low altitude-high altitude unit) 6 units: ● Air Force Base (unit-unit low altitude high altitude, including the ultra-high altitude · VTOL unit) 4 units: airport ● army base ●: (including ground forces hover) 6 units (including ground forces hover) forces factories: 4 ● naval base ●: 6 troops (forces the sea-Maritime Forces hover) harbor ●: force 4 (force-sea Maritime Forces hover) ● fortress Forces: 4 (ground forces other than the low altitude hover-forces troops VTOL) bunker waiting ●: 4 units (other than the ground forces hover) (ground troops, including the low altitude hover-forces troops VTOL) four forces: ● base hypothesis storage to the building, even in advanced troops of the same hierarchy, is one of the exception that allows multiple units to mix the same hex.

Production capacity supply, repair and replenishment of the building
　Can be produced for a force or forces, are housed in these buildings, to do the repair, replenishment and naval base in the Army Air Force Base-capital base. Production methods and production conditions, etc. For more details, "the production of force" Please refer to (page 41). For repair and replenishment actions "- repair and replenishment replenishment" Please refer to (page 82). Most of the camp buildings except the bridge and military self-evacuation shelter Dam oil-base research facilities, nuclear and missile radar base, for troops are accommodated when the phase supply, fuel and ammunition to replenish the You can. Similarly, in the building of the camp alliance will be able to supply the fuel. Please refer to - "repair and replenishment replenishment action" for details.

Visibility range of building
　The building, visibility range to searching for the enemy to enemy forces surrounding has been set. This is the same as searching for the enemy troops have range (see page 48), thing that you can capture enemy troops opened camp Hex view of the number of camp and allies around the building of the camp itself, are within its scope is. Visibility range of different terrain can be seen in the field "visibility" of the palette "topography" [information] that is displayed> in the menu [terrain information. The number of field "visibility" is, from left to right, represents the radius of the range Hex-and ground-based maritime and underwater visibility for low altitude-high altitude ultra-high altitude. However, because an invalid "hierarchy of searching for the enemy" in the intermediate rule, the value of the largest field of view range is used as a visibility range of another building in sight range advanced level.

Durability of building destruction
　The building, a value of "degree of durability destruction" has been set. "Degree of durability destruction" of the current situation, the building can be found in the panel "terrain information selection" when you select the terrain. ■ Durability destruction "continue to decrease and damage buildings in the command," "degree of durability destruction" is shooting "" destruction "and goes to zero", that is building on it will destroy. And repair functions such as storage, production, supply and replenishment, income will be lost sight range. Bridge-bridge with respect to the military, it will be difficult to pass itself in particular. Building is destroyed, will be displayed with "×" mark on the battlefield map. Military bridge-bridge will change the graphic that has been corrupted. Also, not a building, if the terrain is a special pillbox terrain, the terrain changes to the wasteland of the point that the moment has been destroyed. Similarly, you can destroy roads and temporary bridges are not building terrain, in which case, only the bottom topography of the road and temporary bridge will be erased as it is. Function will return to the original building had been lost were destroyed, the degree of destruction continue to durable recovery in the command "repair" of forces capable of "Repair", and the repair is complete.

Capacity building of missile launch
　In the missile base, it is possible to launch a ballistic missile warhead toward the buildings and troops. In this case, select the missile base in the same way as the normal selection unit (see page 54), specify the target shooting in the same way as the troops. For more information, see "action - shooting" Please refer to (page 70). Warhead was consumed by fire, such as supply does not compensate in ballistic missile warheads each missile base is equipped with, also there is a limited number. Current number of warheads will disappear, the numeric value is displayed at the top of the Hex building, and there are no bullets left. =Special terrain=

Road
　Terrain during the game, can also be laying on the command "road facilities" forces that are capable of "road facility" is a road terrain. Typically, in a single move, you will be able to reach farther and use the road. In addition, in the mode to transport strategy, the amount of goods by the thickness of the road will have changed. It should be noted that to lay a road across frozen rivers and deep rivers and rivers is not possible.

Temporary bridge
　Terrain during the game, can be applied with the command "bridged" forces that are capable of "cross-linking" is the temporary bridge. Unlike temporary military bridge bridge, remains in a neutral state, that occupation is not allowed. You also can not force passes through the sea-surface force. Leaving only the terrain under the temporary bridge is destroyed durability has been set, the degree of durability destruction becomes "0", destruction, shooting, flying bridge has been removed.

Pillbox
<p style="margin: 0.5em 0em 0em 1.5em; color: rgb(0, 0, 0); font-family: 'Times New Roman'; font-size: medium; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: normal; orphans: 2; text-align: start; text-indent: 0px; text-transform: none; white-space: normal; widows: 2; word-spacing: 0px; -webkit-text-size-adjust: auto; -webkit-text-stroke-width: 0px; ">　Terrain suitable for the defense during the game, it is possible to build with the command "pillbox construction" forces that are capable of "construction" is the terrain pillbox. Under changes to the wasteland terrain durability destruction has also been set to pillbox, the degree of destruction endurance becomes "0", destruction, fire, pillbox is been removed.

· Minefield minefield
<p style="margin: 0.5em 0em 0em 1.5em; color: rgb(0, 0, 0); font-family: 'Times New Roman'; font-size: medium; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: normal; orphans: 2; text-align: start; text-indent: 0px; text-transform: none; white-space: normal; widows: 2; word-spacing: 0px; -webkit-text-size-adjust: auto; -webkit-text-stroke-width: 0px; ">　Minefield, minefields are usually from the camp enemy other than the camp its allies or camp was laid, you will not be able to discover until the adjacent (camp can be confirmed without adjacent is set when you create a map). · Minefield minefield was discovered once, lose the ability to lose even if the search operation is not out of range. The Hex-minefield minefield of, (or does not matter whether the enemy camp camp was laid) and that depresses you a disservice by landmines and explosive mines troops. In addition, the minefield is the ground forces of the hierarchy, minefield is valid only for maritime forces of the hierarchy. · Minefield minefield that exploded on the map will disappear from the battlefield, leaving only the terrain but underneath, depending on the configuration may not disappear until the explosion more than once. Minefield, you can run the command "demining" forces that are capable of "demining", can be removed safely. Minefield, you can run the command "mine sweeping" forces that are capable of "minesweeping", can be safely removed as well. =Border=

Overview of the border
<p style="margin: 0.5em 0em 0em 1.5em; color: rgb(0, 0, 0); font-family: 'Times New Roman'; font-size: medium; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: normal; orphans: 2; text-align: start; text-indent: 0px; text-transform: none; white-space: normal; widows: 2; word-spacing: 0px; -webkit-text-size-adjust: auto; -webkit-text-stroke-width: 0px; ">　Is "border line" border was divided for convenience on the battlefield map, the territory of each camp. Border is basically I belong to each camp, there are also things the only problem was that simply displayed on the map, the borders of the camp-nation does not appear in force. To the border, by their function, there are the following three types. ■ display only on the battlefield map, is a border whose sole purpose is to display, the boundaries of the area of the camp, each camp and neutral-neutral country. It is usually displayed in a double line of bold colors that camp. Other camp, you can freely cross-border. ■ non-cross-border is a border that is displayed in double line of bold colors that camp. The border line has been established, even other camp also own camp, can not exceed its borders. ■ possible cross-border is a border that is displayed in double line of wire-thick lines in the color that camp. This is usually the border camp, has signed a "relationship agreement", and the particular camp. ● agreement "relationship agreement" is like a relationship "alliance" loose, as long as or beyond the borders that do not occupy and attack the camp that is, that camp agreement will come to take hostile behavior is not. However, it is considered cross-border or at least once, if you do attack and occupation, and attacked the camp agreement, and that camp will be an adversarial relationship. On or off the display border border display on the battlefield map, you can display on and off []> [View in the menu border. =Label=

Overview of the label
<p style="margin: 0.5em 0em 0em 1.5em; color: rgb(0, 0, 0); font-family: 'Times New Roman'; font-size: medium; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: normal; orphans: 2; text-align: start; text-indent: 0px; text-transform: none; white-space: normal; widows: 2; word-spacing: 0px; -webkit-text-size-adjust: auto; -webkit-text-stroke-width: 0px; ">　And "label" is a landmark, such as sticky notes affixed to the troops, buildings and terrain on the battlefield map. Troops, terrain-building is labeled, its name will be displayed on the battlefield map. The label has the following two types. ■ label terrain in its map, such as an important base in particular, there is pasted on its name in advance. Even if the place name has not been set, particularly in the capital is the name of the camp that will be displayed. ■ victory conditions label is the label that was affixed to the buildings in the map unit that has been set victory conditions. Victory or defeat conditions label is displayed in the form sandwiched between "★" mark.However, when searching for the enemy is outside the range of the camp here, the label itself is not visible outcome conditions. Victory or defeat when the label conditions can not be found, please do so actively and reconnaissance.

Display on and off label
<p style="margin: 0.5em 0em 0em 1.5em; color: rgb(0, 0, 0); font-family: 'Times New Roman'; font-size: medium; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: normal; orphans: 2; text-align: start; text-indent: 0px; text-transform: none; white-space: normal; widows: 2; word-spacing: 0px; -webkit-text-size-adjust: auto; -webkit-text-stroke-width: 0px; ">　In victory or defeat [] to display a label labeling conditions on the battlefield map, and of the Preferences dialog box to display a label [terrain] [image] to display a label, you can set the on and off for each type. At this time, you can also choose from [small] [large] the size of the label. In the game, the [View]> [label and the terrain] [Display] menu> menu [label conditions in victory or defeat, you can turn on and off the display of these labels. In addition, scenario map, "screen written directive strategy", and approximate location of the unit-building was incorporated pasted a label conditions winner, will be displayed flashing on the map reduction, please see fit. ※ If more than one label is overlapped on the battlefield map, it may appear overlapping part of the label, the image to be cut off. =Force=

State of the icon display unit
<p style="margin: 0.5em 0em 0em 1.5em; color: rgb(0, 0, 0); font-family: 'Times New Roman'; font-size: medium; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: normal; orphans: 2; text-align: start; text-indent: 0px; text-transform: none; white-space: normal; widows: 2; word-spacing: 0px; -webkit-text-size-adjust: auto; -webkit-text-stroke-width: 0px; ">　On the map the battlefield, troops of war camp, the icon will be displayed in a colored silhouette of weapons each camp. The icon unit, the state of the various forces will be displayed at the same time. ■ type weapons unit icon, depending on the type of weapons weapons that make up the troops, are represented by different graphics. If you had [Unit] is set to "Show icon forces" in the Preferences dialog, for each weapon, will be displayed in a more concrete icon. ■ Display the number of organized force to the left of the icon, the number of the current organization of its forces (the number of aircraft) will be displayed in numeric values. Such as combat, in the event of a lost aircraft have to organize the troops, we will also decrease the number of organized display. Organization number is lost, can be recovered by supplementation. Organized a number of per unit is usually machine to 10 (both 10 and 10 people), such as large aircraft and transport aircraft, aircraft or other special reconnaissance aircraft, air defense radar command center, such as vessels, vehicles and ballistic missiles a machine (both a one-vessels, etc.), antisubmarine patrol helicopter reconnaissance helicopters and so on four planes, the maximum number of organization will vary depending on the type of weapons. In addition, the number of units produced in less than the maximum number of machine organization, the number of organization at the time of its production, will change the maximum number of adult hen subsequent shows. Organization and that the number will become "0", the troops were defeated, it is removed from the battlefield map. ■ Display of mounted troops transport if you have installed other units, at the top of the unit icon "▽" mark will be displayed. ■ advanced hierarchical display icon to the right of the troops, troops advanced hierarchy to which it belongs, is displayed in color-coded "■" a small mark. ● high altitude: Ultra-red orange: high altitude ● Yellow: low altitude ● Green: Ground ● Light blue: sea ● navy: sea ● ■ Display stack a mix of hierarchy advanced separate Hex same unit is stuck overlap ( that), you will be shown alongside more than one, to a vertical "■" mark icon representing the hierarchy troops advanced on the right side. In addition, the icon of force in this case, only the icon on the most advanced forces of the hierarchy will be displayed.

Ability to display special
<p style="margin: 0.5em 0em 0em 1.5em; color: rgb(0, 0, 0); font-family: 'Times New Roman'; font-size: medium; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: normal; orphans: 2; text-align: start; text-indent: 0px; text-transform: none; white-space: normal; widows: 2; word-spacing: 0px; -webkit-text-size-adjust: auto; -webkit-text-stroke-width: 0px; ">　Around the unit that are capable of "interception" capability and "ECM", the hex indicates the range to that effect is displayed. Range of forces with the ability to influence ECM ECM is displayed in Hex translucent orange. Possible range of forces with the ability to intercept intercept is displayed in a translucent red Hex. ECM is possible intercept range and range of influence, of the upper left panel of the game screen HQ [ECM] and [intercept] button in the button, you can turn on or turn off the display. At this time, you can control the on and off individually enemy camp (ocher) (red), each for a range of allied camp (blue) own camp. [F10] key ECM effect range is, the range of possible interception in each of the [F11] key is pressed, only the self-camp camp Ally → → → You can only camp on and off the enemy, all cycle through all that.

Mark action of forces
<p style="margin: 0.5em 0em 0em 1.5em; color: rgb(0, 0, 0); font-family: 'Times New Roman'; font-size: medium; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: normal; orphans: 2; text-align: start; text-indent: 0px; text-transform: none; white-space: normal; widows: 2; word-spacing: 0px; -webkit-text-size-adjust: auto; -webkit-text-stroke-width: 0px; ">■ configured move auto to force has been set target point in "Moving Auto", not acting yet in its turn, "A" represents will be displayed AUTO at the bottom of the icon forces. For more information, see "action - move" Please refer to (page 58). ■ Displaying the end action forces became "pre-action" to end the action in its turn, "E" represents the END will be displayed at the bottom of the unit icon. =Change the display of the entire battlefield map=

Zoom in and out of the display range, frame Hex
<p style="margin: 0.5em 0em 0em 1.5em; color: rgb(0, 0, 0); font-family: 'Times New Roman'; font-size: medium; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: normal; orphans: 2; text-align: start; text-indent: 0px; text-transform: none; white-space: normal; widows: 2; word-spacing: 0px; -webkit-text-size-adjust: auto; -webkit-text-stroke-width: 0px; ">■ [Display]> [View] [view large range range of small range] [View] menu display ratio of the normal battlefield map, Hex is a 32-dot aspect is the range of [view], [Display]> [ When you run a large range - the View menu, and then zoom out to a ratio of 16 dots Hex aspect of the battlefield map, you overlook a wider range. Storage building will not display, however. Icon also forces switches to the only icon that represents the type of simple weapons, and you do not need status display of force. When you run the [View]> [View menu] to reverse a small range, and then zoom in until the dot aspect ratio of 48 Hex of a battlefield map, you'll be able to see the elements of the battlefield on the map in more detail. Display ratio, you can also switch the [F9] key. ■ [Display]> menu [Hex] frame and has a check mark [Display]> in the menu [Hex frame, the frame will be displayed in the Hex Hex terrain on the battlefield map.

Refine advanced another hierarchy
<p style="margin: 0.5em 0em 0em 1.5em; color: rgb(0, 0, 0); font-family: 'Times New Roman'; font-size: medium; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: normal; orphans: 2; text-align: start; text-indent: 0px; text-transform: none; white-space: normal; widows: 2; word-spacing: 0px; -webkit-text-size-adjust: auto; -webkit-text-stroke-width: 0px; ">■ [Display]> menu [troops] [View]> [troops] in the menu, you can select a hierarchy of forces advanced through the sub-menu. Of these, only the forces of the hierarchy that contains a check mark is displayed on the battlefield map.

If you want to move the display range
<p style="margin: 0.5em 0em 0em 1.5em; color: rgb(0, 0, 0); font-family: 'Times New Roman'; font-size: medium; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: normal; orphans: 2; text-align: start; text-indent: 0px; text-transform: none; white-space: normal; widows: 2; word-spacing: 0px; -webkit-text-size-adjust: auto; -webkit-text-stroke-width: 0px; ">■ the right button and drag, scroll bar when you want to change to a different location that is displayed in the map range battlefield window, press and hold the right mouse button on the battlefield map. Since the mouse pointer changes to a hand pointer, and then drag the map to grab as it is then. You can move the display range can also use the scroll bar on the battlefield map window. ※ During the computer thinking of delegation and turn, the operation may not be reflected immediately. ■ HQ panel display will move in the range can also use the HQ the upper left panel of the game screen. Reduction of HQ on the map panel, the range that is displayed in the map window the current battlefield, has been highlighted in white square. Drag the white frame, when you click anywhere on the map reduction, a range that is displayed in the map window to move the battlefield. Also, when you click on the right side HQ panel [b] [Ken] the button [section], the contents of the map reduced that appear in the HQ panel, the reduced map, anything that displays only the building, displays only the force will be switched to those.