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=Editing function= =Rules set=

Type and content of the rule
　In "Perfect 3.0 grand strategy", the rule set or apply to map a set of rules of "hard rules" Rules "senior" rules "Intermediate" Rules "Beginner" has been prepared in advance, is set in advance for each map or you can change some of the content. It can also be used to create a new set of rules by the user. Contents of individual rules can be set in the rule set is as follows. In addition, the initial value of the intermediate rule has the mention of the "(★)". ■ relevant rules] [camp information camp ●: [private (★)] from [public] In the "Table palette status" information "camp", whether the player can be confirmed, an overview of the enemy camp camp Ally You can choose. If you [the public] will appear in the palette information "camp" and the number of troops and ownership, income, number of buildings owned by war chest of the enemy camp and camp alliance was uncertain until then. ● Production: In addition to the initial force placed, so this setting is whether to allow new production units in the middle of a game. If you want to [No], you must have been forces to initial placement on the map. You can change the settings only when the "production" is the following item [(★) there. Buildings can be produced from the unit commander / Capital: [] You can choose from [within 8HEX (★) unlimited, whether you can own production unit in the building of the camp away from headquarters, the capital. -Rate: the costs to repair and replenishment of force production, you can choose whether to market fluctuation. When set to [have], rate will vary from one turn. At the same time, such as the column "price" of the dialog "production" panel, and game information dialog box that appears in the income phase, rate of change that will be displayed. Standard rate is 100 percent, the price will be cheaper than usual weapons and it is less than. Exceeds 100% On the contrary, weapons prices will rise. Maximum rate of 200%, the lowest value is 70%. Count: Production is set to [have] to complete the production of force, now takes more than one turn. Number of turns required will vary for each weapon. In general, the longer the count of production of expensive weapons. Production unit is not completed, will be housed in a building in the state of "in production" until it is complete. Storage to the building rules is invalid, the icon in the production unit will be displayed on the building, you will also see the number of turns remaining on it. In this case, forces and normal forces of production, you can stack the same level even exceptional. Forces of production does not take any action as a unit. In addition, the building is destroyed or doing the production, or when occupied by the forces of production will be deleted. If you have troops remain in production, other than it forces all have been defeated, it is considered that camp was wiped out and (the defeat). Initial production: can be set only when the "count" production [there]. When set to [have] only forces produced at the production phase of the first turn, without requiring the production count, production will be completed immediately. · Limit the number of production: If you, you will be able to set in the dialog "Setup Map", the maximum number of troops that can be produced for each camp - (★) there. When the limit is reached production during the game, the camp will not be able to produce force thereafter. ● storage: you can choose whether or not the unit can be stored in the building. When [No], the unit will not be able to enter the building only just above the terrain hex. In this case, production and supply, repair and replenishment, starting • Built-in transport aircraft such as the transport ship (get off) is changed so as to perform on the building. "Storage" is in the production of [No] when the list on the right side of the storage unit (see page 43) does not display dialog "production". In addition, immediately, troops will be placed directly on the possible location of production When you click the button [] or double-click the weapons production. Will be placed on top of the building also Mai forces. In this case, if the troops are prepared more than one pack of armed, before being placed into production forces, armed exchange dialog is displayed, you can choose a pack at the time of initial placement armed. Production and in Hex adjacent headquarters / Capital: only when you [without] the "storage", will be able to choose whether to produce force even on terrain usually six hex adjacent to the headquarters-capital You. Case of production in adjacent hexes can not be "storage" is [(★) there. If you produced in the adjacent hex-capital headquarters, you can not force that can be produced only enter the terrain. Also, you can not only produce only ground forces, including the hover. In addition, you will be placed in a hex adjacent Mai forces. Buildings that can be mounted and departure: only when you [without] the "storage", you can choose a possible starting-equipped building. [Ally] The building, in a similar setting and when you can not use only the building of the camp camp Ally "self storage" is [(★) there. If you [all buildings, you will be able to use buildings of enemy and neutral camp. ● Phase missiles: ballistic missile warhead cruise missile warhead even if you [No], eliminating the phase missile, was fired in the shooting, as a unit independent warhead will not fly. You also will not be able to intercept the warhead. In this case, ballistic missile cruise missiles are usually used as a weapon of indirect attack, battle processing is done as soon as you fire. ● The war chest replenished consumption: you can choose when the supply of fuel, ammunition, or consumption [not] the sinews of war - (★) to. [If you do not, in the non-production, repair and replenishment, can consume a war chest will disappear. ● supply lines: When you replace, repair and replenishment supply arms production in the building of the camp itself, you can choose whether you need to supply lines are connected to the building. And supply lines is like a route to transport goods and supplies from major cities, building local capital goods is the accumulation area of the camp itself, such as buildings, bridges linked by roads. The building of the destination or has been destroyed buildings en ​​route, if not something of camp Allies supply lines will be divided, which is divided as a result, the function of the exchange armed, repair and replenishment replenishment production and will not work. If you [have] only in the building supply line was connected, will not be able to exchange, repair and replenishment supply arms production. (When the strategy mode is an exception) supply lines on the map in the battlefield, will be displayed as a line of red stripes. On or off the display is done with or without check [View]> [supply lines of the menu. In addition, if you have set to itself, this menu will be disabled - (★); without supply lines. ● Durability occupation: you can choose whether or not to the process at the time of the occupation of the building, occupation degree of durability is reduced. [No (★)] and I, also regardless of organization such as the number of occupation forces, the occupation can be completed in only one act of occupation. If you [have], in each building, the occupation degree of durability, etc. are set according to the scale, the degree of durability in this occupation until the "0", the occupation will not complete.You can see the palette "topography" degree of durability that is displayed each occupation of the building, running [information]> menu [topographical information, in the column "occupation degree of durability." Occupation can be reduced by a degree of durability per turn, will be organized by the number of occupation forces. Organization is the number of occupation forces had reduced to extreme, must be multiplied by the number of turns to complete the occupation that is pretty. Durability occupation was reduced, it can be recovered by troops of the camp to do the action belongs occupation. Building was occupied, the owner of the camp was another moment, the occupation degree of durability to recover the maximum value. ● destruction of the building: you can choose whether or not capable of destroying the building. When the [None], "shooting" the "destruction" for the building will not be able to run. You will not be able to run because it eliminates the need to include "repair". In addition, and you do not need to be removed and a temporary bridge has been destroyed pillbox was once construction. Destruction of capital: only when, so that you can choose whether to whether to have the [] [(★) No, the shooting action, destruction, for the capital "the destruction of the building" is [(★) there; will be. If you [have], the degree of destruction is set to capital durability, action will be able to make "Repair" "shooting" the "destruction" against the capital. Camp along with it, the capital has been destroyed is defeated. Countries and the proprietor of the building was destroyed: when, changed it to something - a neutral country - whether to [(★) as it is - the camp proprietor of the building was destroyed, "the destruction of the building" is [(★) there; You can choose whether or not. When the [neutral country, the building was destroyed, not the original owner in the country, it changes to the building of a neutral country. Reinforcement of the building: You can select only when "the destruction of the building" is [(★) there. If you [have], you can raise the maximum value of the degree of durability of building destruction in reinforcing behavior.It allows the reinforcement is the only engineering battalion with the ability of "reinforcement" as a weapon characteristics. In addition, you can only reinforcement is a temporary bridge and bridge-building pillboxes, neutral-alliance-camp camp itself. Reinforcement when you do, in the case of temporary shelter shelter Dam Bridge from adjacent hex, a temporary bridge and other buildings, pillboxes, select the target reinforcement from directly above or adjacent hex. Destruction can be reinforced to a degree of durability turn, will be organized by the number of reinforcement troops. Each time you run the reinforcement once the substance is consumed a tool. ● building camp defeat at the time of achieving victory conditions: before they become the end of the game in the battle in more than camp 3, is achieved conditions the final victory, you can choose what to do with the processing of the camp were defeated in the middle. [Country achieved (★)] In, the building of camp defeat, but will be changed to the owner of the camp destroyed the camp that, in [neutral country, will be reset to a neutral state, regardless of the camp was destroyed. ● random phase camp: When set to [have], when the second and subsequent turn, the start of a new turn, the order of the camp will be determined randomly. If the order is fixed in the order in camp colors, and hence adverse conditions in the camp after the attack, set when you want to avoid it. Continuous phase of camp: The same can be set only when the "random phase camp" of [there]. [No] if you can, that camp was the camp of the last phase before the turn, when the next turn, and greet the first phase of camp will disappear continuously. ● replenishment phase: You can choose whether to allow the replenishment phase supply is carried out automatically for the forces that can be replenished. When the [None], supplementation must be done manually.In this case, the button "supply" to do manually to supply individual units will be able to use in the action palette. At the same time, for the [game] menu, make the supply to all units simultaneously supply [all] menu will be added. In addition, supply phase is carried out automatically supply is eliminated. Take action if supplemented with a manual, while the troops of action yet, then click the button "replenishment" of the action palette. When you run [game]> [supply all the menu, to supply all available forces at that point, you can also supply all at once. [All] menu replenishment, you may want to run many times in that turn. In addition, supply units has been completed, you can continue to take other action. ■ associated rules [unit] ● Stack: you can choose whether or not different forces that can be advanced to Hex same stack (which can be mixed overlap). When [No], it can exist in a hex, even though different advanced hierarchy, will be only one force in principle. ● (controlled areas) ZOC: to Hex Hex beneath-6 and just above the surrounding adjacent to the unit, you can choose whether or not occur, such as the impact of movement restrictions to the enemy. If you [without] Although the move will be quite free of both friend and foe, will occur in the same way as when encountered, such as warfare and intercept [(★) there. • The weapon can attack to occur ZOC: You can select from [required] [(★)] The time required, the occurrence conditions ZOC "ZOC (controlled areas)" is [(★) there. When set to [need], there was an effective attack against the forces of the other weapon, and yet there is no remaining bullets, ZOC does not occur. ● search operation: you can choose whether to use the feature of searching for the enemy units and buildings. When [No], you will be able to visually recognize the all enemy forces on the battlefield map. In this case, the group button "search operation" of the display panel will be disabled encounter is also no longer occurs. · Hierarchical search operation: can be selected when the "search operation" of [there], to determine whether the range search operation at different altitudes. [] If you have a "hierarchy of searching for the enemy", a different range of hierarchy advanced search operation is enabled and the group button "search operation" of the display panel display -> and menu] [search operation is enabled. When is the highest value is used as the range visibility of the building within the scope of visibility of different hierarchy advanced In addition, as the range search operation of the unit is the highest value in the range search operation of another hierarchy advanced [(★) No; You. -Hiding: you can choose when and whether to hide the force capable of "hiding" "search operation" is [(★) there. If you [have], forces capable of "hiding" is only when you are in a particular terrain, you can demonstrate the ability hiding. This is a special ability as well as the ability to stealth, even if the search operation in the range of enemy camp though, that it is not until you sense the presence within a certain range close to the camp of the enemy forces. Terrain that can be hidden can be seen in the column "hiding" palette "topography" [information] that is displayed> in the menu [terrain information. Forces capable of concealment, hiding ability will only take effect when you are in point with the "○". ● number of aircraft equipped with restricted: you can choose to organize the convoy when the number has been reduced, whether to limit the number of units organized to be mounted. If you [have], if damaged in combat convoy, had reduced the number of organized, you will not be able to be equipped with a force greater than or equal to the number of its organization. If the helicopter transport of troops organized machine that can be installed in 10 2, 7 has become a machine, for example, must be less than or equal to 7, each machine is also equipped with the number two organized forces. In addition, if originally a machine, such as organizing transport aircraft, based on the percentage loss of durability, the number of the organization of troops that can be installed is limited by the number rather than the organization. Degree of durability in transport aircraft that has halved, for example, can not be installed in only a few organized forces of less than half of the maximum number of organization. Case, the number will be ignored any organization - (★) None. More specifically in the above example, even though the organization of seven helicopters of machine 10 can be mounted corps of two parts, two forces are not equipped with machine 10 can leave the organization. ● supplementation: Sets whether or not can be replenished, the number of organization was lost in combat. You will not be able to fill it up to [No], is omitted replenishment phase. ● Repairs: Sets whether or not able to repair, the durability of the aircraft was lost in combat. When [No], you will not be able to be repaired. ● degree of fatigue: You can choose when combat troops was carried out to determine whether the accumulation of fatigue. Attack and also to [have], degree of combat fatigue is accumulated each time, to reach "50" of maximum value, it will not be able to fight back when attacked. During a turn, nothing must be done to combat, to recover "10" degree of fatigue. ● The experience: You can choose when and combat troops was carried out, whether you are getting the experience. When [No], the level of all troops will be treated as "E" of the lowest rank. You go up in value experience is accumulated, and when it reaches a certain stage, and E → D → C → B → A → ☆ force levels [(★) there. ● Fuel consumption: minimum minutes maximum consumption in the moving force normal to [1/2], the percentage of fuel consumed by the unconditional helicopters and air forces are not in the point can be replenished, even if you do not do anything in the sky You can choose to [1/4 (★); either. ● confluence: You can choose whether to take the action as "confluence". ● Distributed: You can choose whether to take the action as "distributed". ● Move: High-speed can be selected in addition to the normal movement in the "moving force" Normally, whether you want to be able to move fast using the "moving force" fast. In high-speed movement untapping far about 1.4 times than would normally be - move (★) there. If you move fast, fuel will be consumed twice as much however. When the fast movement is enabled, when you select the unit of action yet, in addition to the hex of the white frame can be moved to represent the normal range will be displayed in hex ​​range is also a red frame that can move fast. ■ associated rules [attack] interception ●: You can choose whether or not you can intercept forces capable of "interception". When the [None], intercept capability is disabled and the intercept will not occur. At the same time, HQ Panel group [intercept] button will be disabled. ● Critical Hits: When fighting, you can choose whether to have occurred in rare cases deadly stinger. So, when you view real fight is the name of unit, you can at the time of the simple display is flashing red, respectively "CRITICAL" on the right icon number of aircraft, give the troops against the damage larger than normal [(★) there. ● morphism Wrong: When fighting, you can choose whether to deviate is so rarely indirect impact of the attack. Will be less likely mis-fire and the force level increases. ● ally damage when hit: in the shooting attack or misuse Megahekkusu, you can choose whether or not to give damage when I attack from the side. If you [have], and hit the ally troops attack from friendly forces, damage will occur. ● siege effect: When set to [have], against enemy forces attack targets, and are in contact with more than one unit of its own camp, regardless of the direct attack and indirect attack, evasion of enemy forces is down. In this case, the effect will increase the greater the forces that are adjacent ally. ● Indirect preemptive attack: When you have set in, even if there is a weapon that can be an indirect counterattack forces were attacked, the attacker's combat processing is performed first, left side [Counterattack (★) there; You will not be able to fight back only from the aircraft. When [No] is no longer pre-emptive attack, attack and counterattack will be processed at the same time combat. ● attack specify the ground: If you [have] weapons attack Megahekkusu weapons and attack indirect usual attacks on ground forces is possible, can now be specified as a target for attack the Hex terrain rather than force. In this case, even outside the range search operation, you can specify if the target point in a range freely attack range. The ground troops were present in the impact site, but the damage was, the damage will not be issued to the building. It is also only prints, "UNKNOWN" in the battle scene. ■ [alliance] relevant rules of production in alliance camp ●: in the building of alliance camp, you can choose whether to allow production units of its own camp. If you [have], you will be able to produce forces at the base Army Navy Air Force Base, base camp, the capital of the alliance. • The production, the war chest of the camp itself will be used. ● supplementation in the camp alliance: alliance building in camp, you can choose whether to allow replenishment of the camp to its own troops. If you [have], you will be able to replenish the troops in the Army Air Force Base, Naval Base, base camp, the capital of the alliance. • The replenishment, the war chest of the camp itself will be used. ● repair in the camp alliance: alliance building in camp, you can choose whether you want to be able to repair the troops of its own camp. If you [have], you will be able to repair the unit at the port, naval base, factories, airports, army base camp Air Force Base, capital of the alliance. · To repair, the war chest of the camp itself will be used. ● ammunition supply at the camp alliance: alliance building in camp, you can choose whether you want to be able to supply ammunition to the troops of its own camp. If you [have], you will be able to supply ammunition to troops in the fortress-port, factories, army bases, naval bases, airports, large cities, medium cities and Air Force Base camp capital of the alliance. Also enables exchange at the same time armed. • The ammunition supply, the war chest of the camp itself will be used. ● attack / occupation of the alliance to camp: you can choose whether to make an attack, such as the occupation even for alliance camp. If you [have], you will take action as "occupation" "suicide" "destruction" "shooting" the "attack" against the forces of the camp buildings alliance. However, the results of these hostile behavior, the alliance will be destroyed. However, if mis-fire against troops of the camp buildings alliance occurs, the alliance will not be destroyed. Force of its own camp should be noted that when the alliance has been destroyed, housed in the building of the camp was in alliance, all will be removed. ※ The setting of this rule is valid only for the alliance camp, such as an attack against the camp-occupation agreement can be done at any time.

Set of rules at the start of the game
　When I started a new game, when you click the button [Settings] in the rule (see page 11) dialog "Changing the Map Settings" dialog "setting rules" will be displayed. The map, a specific set of rules has been set in advance. The map has been recorded in this product, either the rule set of "rules" Advanced Rules "Intermediate" Rules "Beginner", "custom" original set of rules has been set. Select the desired set of rules, "rules" when combo box is on the map, you want to use the rules that you have created on the original and different sets of rules. However, changes to the set of rules, "stuck" in the map unit has been [there] initial placement of the "storage", [None] [] [No] There are different can not be performed. If you select a set of rules other than the set of "rules" Advanced Rules "Intermediate" "Elementary Rules", the part of the contents of the rule set, you can also make a change at this stage.Of associated production "in the hex adjacent headquarters / capital" in the "stack" in the map unit is initial placement [there] The "storage", [No] [have] to the rule "storage", [No] changes can not be done "and starting building that can be equipped with" [there], [No] [ally] of [building all buildings. In addition, the change of the contents of the rule here, the rule set itself only a temporary change, you have saved the changes are not made. Close the dialog by clicking [OK] button when you set the rules.

Creating and saving rules
　When you create a rule set will execute [File]> [menu] to create rules, rule sets and call the dialog list. Here is already the rule set of the "most difficult rule" has been registered in the slot. You can register a set of users that the original rule 19 of the remaining slots. When you create a rule to select the slot you want, and then click the [Edit] button or double-click it. Dialog "Edit rule 'displays. "Rules", each choice set here when you click the [OK] button with a 6-byte characters in the column name, the rules that you have created are stored in that slot. The rule set that you created, and tread the same steps when adding gets later. ※ You can also edit the rules using the map editor. In that case, it is also possible to embed the content and rules for each map the original set of users, the contents of "custom" rule set of the original. =Production type editing=

100 types of production can be added to the original type
　The "Perfect 3.0 grand strategy" is, Taiwan, Spain, Turkey, Iraq, North Korea, South Africa, Australia newborn, China, Korea, America, Russia, Germany, UK, France, Italy, Sweden, Israel, India, Japan, in advance Jordan, Syria, Iran, Greece, Switzerland, Austria, Poland, Kuwait, Oman, Saudi Arabia, Pakistan, Thailand · UAE · Canada, Brazil, Argentina, Chile, Egypt, Portugal, Netherlands, Norway, Finland, Singapore, Malaysia, Nigeria If you have a choice of 45 different production type of Sudan, you can create (type up to 100), to be used in the production of the original game type user. Production type has been created, or export it as a separate file, you can read. You can also e-mail communication battle and play with the type of its production. ■ production type list dialog when you create the type of production run [File]> [type] production> [Edit] menu, you call the dialog list type production. ※ You can also do the editing type produced using the map editor. The dialog provides you with slots for 100 minutes to save the type of original production. In the dialog list type of production, the ground "" low altitude "" high altitude "" high altitude "super weapons" total number "of the type of production type you have saved, of weapons of Type Name" production ", that is registered, that is registered You can see the "cost" of production when the number of all different levels of each altitude, those "sea" "sea" ". ● create a new type of production when you create a new production type, select the slot you want, and then click the [Edit] button or double-click it. Production type edit dialog will appear. ● type of production [replication] can also be replicated to any empty slot, and 45 different types of existing production, the type of the saved user productivity. When you duplicate, click the button [replication] to select the first empty slot of the destination. Dialog box will appear, "Duplicating a production type" Then, click the [OK] button to select the type from which you want to duplicate production. ● type of production [Edit] when to re-edit the saved user productivity type, choose the production type of slot you want, and then click the [Edit] button. Production type edit dialog will appear. ● type of production [Delete] to select the type of slot you have saved user productivity, when you click the button [Delete], you can remove the type that production. ● type of production [output list] to select the type of slot user productivity have saved, click the button [output list, type the production of the original can be output as comma-delimited text files and the type of its production You can add 100 types.

Production type editing dialog
　This dialog box to edit the contents of the production type. When you create a production type, you must first enter the full-width characters in seven Type Name "production". This is the name that will appear in the dialog, such as "Setting Map" at the start of the game. To "weapons list" on the right side of the dialog, all weapons can be incorporated into the production type are listed. List weapons "registered" the left side of the dialog becomes the contents of the type of production that is currently being edited. In the combo box "type weapons" in the upper left of the dialog, you can narrow down the type of weapons that are displayed in the list. Also, be turned on and off each of the buttons [high altitude] [low altitude] [the ground] [sea] of [the sea] [(empty) ultra-high, narrowed it down to a different hierarchy advanced weapons that are displayed in the list of both You can. ■ registration and removal of weapons production to the type you select a weapon with "weapons list", when you click the [Add] button or double-click will be registered in the list of weapons "registered" their weapons. To remove from registration the list of weapons "weapons registration", click the [Delete] button or double-click to select that weapon. Also in the list, both of which can be used in conjunction or the Shift and Control key and drag the list to select more than one weapon at the same time. If you need to know detailed information about each weapon, you can call (see page 44) dialog "More Information weapons", click the button [More] while selecting weapons that weapon. In addition, the cost of production when the total number and type of weapons that are registered in the list "weapons registration", and they are displayed appropriately in the upper right column information dialog. ■ type of production save when you save the type of production you are editing, click the [Save] button. Even after a save, so do not close the edit dialog production type, you can also continue to work as it is. This case as well, so make the [Save] again, save will overwrite the type performed in the same production slot. When you close the dialog editing production type, click the button [Edit] end.

Export and import of production type
　Production type that you create can be exported as a separate file. For example, when get to play by passing to other users, the map was created by using or when you want to save the type of production of more than 100 which is the upper limit of the slot saved, and the type of production of original, help Please. In addition, if you want to use a player other than the first type of player production was created in the play-mail, you must export its production type, get first place in advance by loading it into a player. ■ Export production type when writing the type of production run [File]> [type] production> menu [was written], production type to call the dialog list. Select the type you want to export production in the dialog list v, and the click of a button - was written, since the dialog is displayed "in a user-defined document type production", and save the file name. ※ production files to user-defined type, ". Upd" extension is automatically added. ■ production loading type when you import a type of production run [File]> [type] production> [read] menu, you call the dialog list type production. Select the slot you want to load and save dialog the list and click the button [Read] dialog is displayed, "read a user-defined type production", select and open the file. When you want to play a map that was created using the original type of production by other users, you need to open the map that get the type of file export production to its users, after reading it in advance. ※ 2007 grand strategy "modern" contemporary grand strategy 2005 "2004" grand strategy "Modern 2003" modern grand strategy "1.0" version of grand strategy "real time" grand strategy 2.0DX Perfect "Perfect 2.0" grand strategy "" Perfect 1.0 grand strategy " It is also possible to load a type that you created in the original production of the user. " In addition, it is automatically converted to the original weapons that you created in the editor if the weapon has been registered with the type of production, and only to the type of weapons production standard weapons except the original. =Editing component ratio= 　Component ratio of the number of sky, land and sea forces of production when the computer unit, you can be registered in advance as a pattern editing. When you register, edit, you can call the Run dialog lists the composition ratio of [File]> [ratio configuration menu. Continue, either double-click to select one of the component ratio have 20 slot, call the dialog "setting the composition ratio" Click [Edit] button. Give the name of six characters or less em here, the sum of the percentage that you enter the percentage of the "sea" "Land" "empty" to be 100%. When you click the [OK] Finally, the ratio of its configuration will be registered. In addition, you can also edit the component ratio and registered using the map editor.