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DSP3.0 Help Docs - J&E - Contents

=Map Editor= =Overview of the Map Editor= 　Tool for the user to create a map of the original data is the map editor. If you want to play with variegated map, you can do to create this map data in the map editor. In the map editor, you can create a map as well as the original data, also enjoy making changes to the existing map data. It is also possible to open and edit map data for the series of successive grand strategy. ※ If you load the map data of successive grand strategy series, you will need those products, that are installed on your computer. ■ how to start the map editor map editor, and this title game is turned into another program. When you start the map editor, and then point to [Program] Click on the [Start] button WindowsR, that is displayed from the [Start] menu. Please click in the program group "SystemSoft Game" in the menu "map editor" in the "Perfect 3.0 grand strategy." =Create a new map reading, save=

Create a new map
　When you create a new map, you can run [File]> [New] menu. Map of 64 × 64 terrain hexes that are configured with the "sea" the entire surface will appear. Map size can be changed later.

Read the map
■ read the map data of an existing map of "grand strategy Perfect 3.0" (extension ". dm3") and, scenario map existing data (extension ". ds3"), intermediate map data saved in the middle of creating When loading (extension ". dt3") to, run] [File] [Open the map> the menu. Will be displayed "open the map" then a dialog, you must first switching scenario [] [Normal] In the intermediate data [] the type of data you want. Please click continue to select the data, [Open] button. ■ read the map of grand strategy series of successive "modern grand strategy 2008" 2007 "(. n7s extension" "". n7m ") today," (". n8s" extension ". n8m") modern grand strategy, " grand strategy 2005 "(. n5s extension" "". n5m ")" Perfect 2.0DX grand strategy ", the modern grand strategy", (". dxs" ". dxm extension)" 2004. g2s "extension (" " "Perfect 2.0 grand strategy"), ". ds2" extension (". Perfect version 1.0 grand strategy dm2"), "real-time extension 2003" (the modern grand strategy. drm ")," "extension (" "g2m." "Perfect 1.0 grand strategy" ". gdm"), a child "grand strategy Ⅶ" ". dpm"), extension ("Ⅶ Power Up Kit grand strategy" ". map"), extension (". pmp (extension modern grand strategy ")," 2002 grand strategy today. wfm ")," "extension (" 2001 grand strategy. wfm ")," "extension (" Ⅵ grand strategy. ddm ")," "(extension" Ⅳ "(extension". da4 ") version of grand strategy," Real-time integral Ⅵ grand strategy "," (. ddm extension ")" "(extension". da4 ") extension WIN Ⅱ" (grand strategy, " "for Windows95 grand strategy" ". dfm"), a child can read the map data ". exm"), extension (. When reading, you will run a series of strategy map [Open] [large file]> the menu. Then appears "to open the series large strategy map" dialog, please click to select the desired data, [Open] button. In this case, in map units have been initial placement, only the terrain is loaded force is removed. 　However, only the map of 2003 "grand strategy" Modern Perfect 1.0 "version of grand strategy" real time "Perfect 2.0 grand strategy" 2004 "grand strategy" modern "contemporary grand strategy 2005" 2007 "grand strategy" Modern 2008 "grand strategy" Modern You can load forces, including the initial placement. In this case also, with respect to initial placement of some units and functions, it may be changed or deleted.

Save Map
■ Saving the middle of the map data when you save the map data in the middle created, run the menu - Save As in the intermediate file] [file]>. Dialog box will appear. "Save intermediate files" Then, give it any name, and then click [Save] button. Intermediate data format (extension ". Dt3") in, the file will be saved. If you save the intermediate data once, only after you run the [File] menu> [Save] in the intermediate file, Save will be made ​​to the data between them. Files in this format is a format which can not be played directly in the game, including inconsistencies in the set, the data of all work in progress on the map will be saved. Of design data, the intermediate data will not be saved, however. ■ Saving of map data files to a playable format map data, there are three types in the game actually. Is the campaign map data that is configured with multiple sheets map data for one of two types that and scenario map data, such as the written directive strategy-screen briefing will be displayed normal map data in the form of map data in general, at the start of the game. Scenario map data and location data, select the normal map "map" folder in the directory has been installed "Perfect 3.0 grand strategy", usually. If you want to save as a normal map data scenarios playable map data, is automatically checked for leaks, such as the integrity of the setting and configuration inconsistencies, deficiencies will be reported in the "map check" dialog found. Unless you correct the deficiencies, in that format can not be saved. ※ "campaign creation and editing of scenarios" about the campaign map data, please refer to the (144 pages). ● this operation to save the normal map file format when you save files in the normal map, perform the menu [File]> [Save file as a normal map. Dialog box will appear. "Save file as a normal map" Then, give it any name, and then click [Save] button. Normal map data format (extension ". Dm3") in, the file will be saved. When you save as a normal form map, the map data set scenario has been entered, the part of the scenario set will be deleted. In this case, a dialog that asks if you want to run the store still will be displayed. ● Save the scenario map file when you save files in the form of scenario map, perform the menu [File]> [Save as scenario map file. Dialog box will appear. "Save as scenario map file" Then, give it any name, and then click [Save] button. Scenario map data format (extension ". Ds3") in, the file will be saved. If you save it as a scenario map format, the normal scenario map data set has not been entered, such as briefing screen does not appear at the start of the game. In this case, a dialog that asks if you want to run the store still will be displayed. ● Saving simple map file when you save files in the form of simple map is a map editor that started in simple mode, run the menu [File]> [Save as a simple map file. Dialog box will appear. "Save file as a simple map" Then, give it any name, and then click [Save] button. Simple map data format (extension ". Sm3") in, the file will be saved. =Change of map terrain data= 　In this film can be embedded in the terrain data that were created by a user with the advent of each map (see page) editor terrain. One way to do this is to save the map you can do so by reading the data on any terrain.

Initialization of terrain data
　Reads the data you are using the standard terrain in the "Perfect 3.0 grand strategy."

Terrain data is read
　Topographic data will be loaded when you click, "OK" button to select the data from any terrain in the terrain data that have been registered in the slot. By storing the map after reading, can be applied to map the terrain data. ※ topographic data has been prepared in advance to suit the terrain graphics for each of the "Warring States" "Fantasy" "space" in the terrain data have been contained. Please use when you create a map that assumes the terrain of each graphic. =Basic operation of the Map Editor=

The deployment mode of the seven
　Elements that can be placed on the map, there are four kinds of label-force topography, reinforcements, make the arrangement in the mode of its own. ● terrain placement mode: When you draw the terrain, run [Edit]> [mode menu terrain placement, placement mode switch to the terrain. ● troops deployment mode: When you deploy your troops, you can run [Edit]> [mode menu placement force, placement mode switch to the troops. Conditions even when the label was placed troops to victory or defeat, is done in this mode. ● reinforcement placement mode: When you place the reinforcements appear in the middle of a turn, you can run [Edit]> [mode menu placement reinforcements, reinforcements to switch to deployment mode. Conditions even when the label was placed reinforcement troops to victory or defeat, is done in this mode. In fact, such as how to deploy reinforcements, with the exception (see page 141), and according to the mode specified unit placement of reinforcements turn. ● label placement mode: when or attach labels to the terrain, such as place names and buildings at a particular point on the map, labeling buildings victory conditions, you can run [Edit]> [mode menu label placement, label placement mode Switch to. In addition, when label conditions to force victory or defeat, not in this mode, perform the deployment mode or reinforcement troops deployment mode. ● border deployment mode: When you place a border line, run [Edit]> [mode menu border line arrangement, placement mode switch to the border. ● Deployment Mode mine mine: When you place a minefield, a minefield of special terrain, run [Edit]> [mode menu placement mine mine, mine mine to switch to deployment mode. ● Area campaign troops deployment mode: after the first two maps of the campaign map, when you set the unit placement area, run [Edit]> [area mode menu placement campaign troops, troops deployed in campaign mode area Switch. ※ can also be performed in each mode switch button on the "Tools" palette switching mode. ※ When the simple mode, and for reinforcements, unit placement area has been newly established campaign can not be placed, will be 5 in both the type and placement mode-positioned element.

"Tools" palette
　"Tools" palette window] [When you run> the [Tools] menu will be displayed. You can manipulate the call from the "Tools" palette main features of most of the map editor. In the upper palette, the group of buttons for group call button to toggle the display method switching button group to each mode, the map, the various pallet has been placed. In the middle, the group of buttons to change the way you use column view button tools force display, topography of the selected icon, to draw the terrain, a suite of tools used to deploy troops to buttons, the design has been placed. Button, the only thing that can be used in the current mode is active. If you mouse over the button active, the button name will be displayed as a help tip. When performing operations such as placement, select the mode in the mode switching button to display the various palette if necessary, it is to use the tools on the map to select the tool button is a suite of tools, basic becomes the flow of the operation. ■ Extended information name terrain icon terrain and XY coordinates of the Hex "Tools" palette and click has been extended to the button "Show extended information" on the bottom right "Tools" palette, the mouse pointer is positioned will be displayed. In addition, the unit name and type of troops mini-icon weapons are placed in the hex the mouse pointer is positioned is displayed in hierarchical order advanced. In this case, the unit is mounted-storage will not be displayed.

"HQ map" palette
　When you run the [window]> the [HQ] menu map, "HQ map" palette will be displayed. To "HQ map" palette, the entire map will be thumbnailed. Building only will be displayed all terrain, when you turn on the button [building] [image] When you turn on the button. ■ Moving the display range on, "HQ" palette when you want to move to another location of the map display range, click the desired location, and then drag the white square frame. ※ You can also move the display range in the scroll bar of the window. Also, when you right-click while holding down the shift key, the mouse pointer on the map will become the tool of palm. If you drag the mouse in this state, you can move the display range. When you create a map, before placing the label-terrain troops, and before you finish the settings for the entire map, you can create a smooth.

Change of map size
　Map size of 64 × 64 vertical horizontal Hex will be used automatically when you create a new map. To change this, run the menu [Edit]> [Change the map size. In the dialog "Change map size", and "48" "56" "64" ... each of which can be selected from Hex sizes up to "256" in multiples of 8 "height" and "width". In this case, what size to make changes to the "anchor" for a reference point where to set the anchor button. You can map or Hex 48 Vertical and horizontal × 256 vertical Hex, such as a map of the landscape a little bit of Hex 48 Hex 64 horizontal × vertical, you can create a map of various sizes depending on the combination. ※ Please note that if you resize the map in the middle rather than creating a new map, and make the change from large to small size, will remove some of the deployed terrain. Change to a larger size from small size, the topography of the sea part of the new extension will be drawn tentatively. ※ Please note that if you change the size in the map was loading design, it would have been clear design. In that case, please re-read the design again.

Use of design
■ read the design is useful when creating a new map, when you work with reference to the design of such a map. When you execute [Open the design] [File]> the menu, the file in bitmap format put capture in scanners and other pre-formatted file or JPEG (". Bmp" extension) ". Jpg" extension (". Jpeg Reading "), can be viewed as a design. In this case, you will see the dialog "design position" to determine the position of the design by dragging the white frame. If you check the [Paste] At this time the entire, design will be automatically scaled to fit the entire map. ※ When you make changes after loading the design of map size, so they are also cleared the loaded design, In that case, please re-read the design again. ■ design you want to paste the image data when there is a bitmap or JPEG format to the clipboard, and paste the design to run [] [File]> the menu, you can paste the clipboard data as design. In this case, the dialog "design position", as well as when loading the design will be displayed. ■ Moving the design in the dialog "design position" to be read once pasted display design, and to move the design to run [] [File]> the menu, you can change the position and re-display ratio. ■ how to display the design if the design load, how to draw the map by [] [Tools]>> [design only] [Map] only choose one of the [transmission] menu, choose how to display the design You can.

Map settings
　To map data, you may want to set in advance, the initial parameters and various items for the entire map. This setting is the map. Done in the dialog "Setup Map" map settings is displayed when you run [Edit]> [Settings menu map. Items that have been set should be noted, in a real game dialog "List of the Map Settings" at the start of the game (see page 11), you can change some items in the dialog "Changing the Map Settings", for confirmation. In this case, and will focus on items that can be set only in the map editor. ● name of the map: You can set within (40-byte characters) 20 characters em the name of the map. ● Difficulty: Select from 6 ~ "★ ★ ★ ★ ★" for up to (most difficult) (easiest) "☆ ☆ ☆ ☆ ☆", the items to be displayed as "difficulty", which is the difficulty of the game You can. This is not a real difficulty is to display a guideline for the player from the author of the map, however. ● participation: each camp into eight color-coded, set the player in charge. [COMP] case, that camp will not appear in non-compete [if] [USER] in charge, if the computer in charge of human players. Create a new camp of all time has been set to [non-participation. Case of the non-compete] will not be able to set other items. ● camp: the camp each race, you can put the name of any camp in less than (16 characters) 8-byte character. ● Type: to each competing camp, the assignment must be placed in advance the type of weapons production. Production type can be selected, and the existing 45 types, you can edit their own user list dialog production type production type that is registered with the type of production slot (see page 113) and (100 maximum). When you create and edit type of the original production run [File]> [type] production> [Edit] menu, you call the dialog list type production. For more information, see "edit type" production please refer to page 112 funds ●: be set in the range of "0" to "99999999", the war chest will be at the start of the game, camp by that possession You can. ● Upper limit: can be set in the range of "0" to "99999999" the upper limit of the sinews of war camp during the game that can be possessed. ● troops: can be set in the range of "1" and "999", the maximum number of troops that can be possessed camp. While creating a map, if you try to cross the placement of this number, unit number, a warning is displayed, you will not be able to deploy more troops. If you are not sure of the number of troops will be if you do not have proficiency still the operation of the map editor, you are placing, the number of actual deployment at a stage nephew set to a maximum value of this number first, and finish creating the map Alternatively, you can adjust the number accordingly. ● Production: You can set only if you have set to [have] the "production limit" in the rule set. You can specify a range of "1" and "999", the maximum number of troops that can be produced for each camp.In the game, and production limit is reached, the camp will not be able to produce force thereafter. ● Tune: You can increase hit rate in the uniform of the troops of that camp, the rate of avoidance. Helps to raise the level of the strength of the CPU and the handicap race. ● 【BGM】: can be selected in the combo box to play the song as BGM. You can listen to a song of choice at this time, when you click the [BGM] button. You can also select the BGM of the (". Wav" extension) WAVE format that the user create your own. In that case, keep in "bgm" folder in the directory "Perfect 3.0 grand strategy" has been installed, the WAVE file, you will be able to select as the BGM. ● Action: You can select from the following three types, when the computer was in charge of that camp, the trend of routine thinking. Type of attack is thought to repeat the forward and boldly attack and occupation: emphasis on invasion. Type of solidify the defense is thinking defense against attack from the enemy camp: emphasis on defense. Attack and defense is moderately Konasu thinking while looking at the situation: offense and defense equally. ● Ratio: when the computer is responsible for the production of that camp, thinking is a routine component ratio of production to influence the number of empty land and sea forces to be produced. To produce somewhat larger proportion of common [balance], aircraft [emphasis on air combat, to produce extra ground troops [emphasis brigade, prepared in advance the ratio of four to produce extra troops vessels [emphasis naval battle; has been. ● Difficulty: You can enter a percentage in the column "sea" "Land" "empty", if you select [Custom], free to set the ratio. Place to register the component ratio of the original user can advance (up to 20 types), or you can select it (see page 38). ● alliance: When you check the color column in the other camp "alliance" every war camp, you can set the camp and its alliance with each other. In addition, you can set a maximum of six alliance. The alliance only, non-alliance camp is the same relationship that the enemy shall be deemed to be, directly, to manipulate the forces of the alliance can not be player camp. ● agreement: When you check the color column in the other camp "agreement" every war camp, you can set the relationship agreement (see page 12) that interact with the camp. In addition, you can set a maximum of seven relationship agreement. ● Rule] [Setting: You can set the rules to be embedded in advance in the map. [●] setting victory conditions: you can set the conditions that victory in the map. ● Comment] [Map: You can enter up to 256 characters em, and descriptions that appear in the comments section of the dialog, such as "new game". ● Heading] [Setting: You can set the text color and background color of the display of the map name in the dialog "New Game".

Evaluation configuration map
　You can change the evaluation criteria for each item in the "occupation rate building", "shot down", "survival units", "materials balance", "budget war chest", "strategy days" for each map.You set the percentage on which to base the E → D → C → B → A → S, that you enter a number greater than or equal to the number on the left is not possible at this time.

Rules set
　It is possible to set the map data in advance, a set of rules to be applied to each map. When you do specify a rule set first, and then click at the bottom of the dialog "Setup Map" button [Setting rules, call the dialog "Set Rules". "Rule:" And in the combo box, specify a set of rules you want to apply. Set of rules, the type set of rules 20 and four types of "hard rules" Rules "senior" rules "Intermediate" Rules "Beginner" has been prepared, the original user-created a new pre- select the user rules set of 20 different If you are setting rules that are embedded in the map data. In addition, the rules set for the user, when you make changes in the dialog "setting rules", are embedded in the map data also changes. However, the user set the original rules that were stored for any changes will not be added. And regardless of rule set, you can also be embedded in the map data to its original configuration rules specific to that map. In that case, "Rule:" In the combo box, select the rule set called [custom], set the item for each rule. The map of the work in progress, or if you place storage units had been placed stack, if you already changed, a confirmation screen will appear. ■ Creating original rule when you want to keep the original set of users create a rule to run [File]> [menu] to create rules, rule sets and call the dialog list. For more information, see "set rules" Please refer to (page 102). ※ You can also call the dialog from the game program set list of rules.

Condition setting victory
　Usually, either occupying the capital of all of the camp the enemy, and driven out on the map the battlefield to defeat the forces of all the camp enemy, but will win in that map, paste the label condition winner to force a building or If this happens, you can set the victory conditions in more detail. When configuring the victory condition first, and then click at the bottom of the dialog "Setup Map" button - setting victory conditions, call the dialog "setting victory conditions." Here, click the tab for each camp participant, set the victory conditions for each camp. Camp is set to "non-compete", you can not change the content. ● victory conditions [building]: If you check, you can enable the label to the building conditions have set victory or defeat of any other camp. If you select [All] In addition, all buildings must be occupied the label was affixed victory conditions, do not take that victory condition is met. If you select [any one], the occupation, even if one of them, victory condition is satisfied. ● [troops] victory conditions: If you check, you can enable the label is set to force a certain outcome condition of camps. If you select [All] In addition, if you do not defeat the forces of victory or defeat all the conditions attached label, do not take that victory condition is met. If you select the [] is any one, even if you destroy one of them, victory condition is satisfied. ● transport] [Conditions of victory: If you check, you can enable the label the outcome of the transport conditions have set the force of its own camp. Transportation conditions and victory is a special victory conditions that (You may want to move themselves) to the point of transporting or moving target specific transport troops. Transport to the target point, you can set the percentage in the column "number of aircraft achieve", or do I transport the troops of the number of how many. You can set is the percentage of the number of organization rather than the number of troops. For example, if you label the condition the outcome of the transport unit 3 of the Special Forces (human total of 30 • Number of organization), and greater than or equal to "20"% the percentage, the target point transport alone forces a number of organization has been reduced to six conditions are met will be transported to win if possible. On the contrary, even though they have three forces, the total number of transport to meet victory conditions that organization when it becomes less than 5 can not be. Transport target point is set separately for each unit was labeled the outcome of the transport conditions. If you wish to move or transport to transport the target point, the outcome of the transport conditions force has been set, will disappear from the map is automatically collected troops at that point. At the same time, are considered the number of victory conditions are met the organization of troops was recovered is counted, and the number of aircraft to achieve reach. In addition, it is assumed to be damaged by the outcome of the transport conditions of combat forces has been set its own camp, and less than the number of aircraft achieved victory transport conditions, the camp and were defeated at that point. ● [become a victory to satisfy the conditions of any one above.]: If checked, even if the [victory conditions building] [victory conditions force] [victory conditions transport] was set up multiple, meet any one field will win. ● [become a victory and satisfy all the conditions above.]: to win if you check, if the [victory conditions building] [victory conditions force] [victory conditions transport] was set up multiple, and less than all will not. ● turnover: At the time of the number of "turn limit" has elapsed, you can choose to become [win] [[draw] The defeat of the throat - that camp. Select the [defeat] If you want to set a "negative within a limited number of turn, if you can not clear the condition label victory or defeat." Conversely, if set in the manner that the way you want it, [victory] "(if you survive) wins within a limited number of turn, if the player did not defeat."

Scenario setting
<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 scenario map data, you can leave when the scenario incorporates a sentence ending of sentences that appear on the screen and clear briefing at the start of the game. This is the scenario set. The normal map data, scenario setting is not saved. Scenario setting is done in the dialog "Settings" scenario displayed by selecting [Edit]> [Settings menu scenario. Scenario setting [Edit]> [Settings from the menu scenario, each done by running the menu [Settings] [briefing document operations control center, set victory conditions] of [Settings ending. ● Full Text: can be written in less than (600 single-byte character) 300-byte characters, the text is displayed as a status summary screen ending. This sentence, because it is automatically flowed across multiple screens at the beginning of the ending screen, Japanese-specific processing, such as prohibitions do not write "," "." At the beginning are not performed. ● Ending image: When you click the Settings dialog box under the right scenario, settings "dialog screen bitmap ending" will be displayed. Loaded when you select (". Bmp" extension) bitmap image file here, will now be displayed in the lower left corner of the screen the actual ending. The full-size image size is 600 pixels × 240 vertical pixels horizontally, in the case of any other size, it will be displayed will be scaled automatically fixed aspect ratio. ■ [Preview] button When you click the button, how it will appear in the actual briefing screen and ending screen text or images that you set, you can check. End the preview screen display switches to the destination when you click the [Next] to the previous screen during the preview, when you click the [Back], you can click the [start]. ※ You can also check by performing editing> the [Preview] menu briefing. ※ You can also check by performing editing> the [Preview] menu ending. ● Page: Specifies the page that you want to edit. You must have a body always has been entered for each page. ● The image briefing: When you click the box at the top left of the dialog "setting briefing," Settings "dialog box bitmap briefing screen" is displayed. Loaded when you select (". Bmp" extension) bitmap image file here, will now be displayed in the lower left corner of the screen the actual briefing. The full-size image size is 600 pixels × 240 vertical pixels horizontally, in the case of any other size, it will be displayed will be scaled automatically fixed aspect ratio. ■ Setting the briefing [to view the briefing; ●: You can set whether to display, the screen briefing at the start of the game, a newspaper article that describes the scenario in the wind. ● Heading: you can enter within (22 single-byte characters) 11 characters em, the headline in a newspaper-style headlines briefing screen. ● Full Text: up to 10 × 30 characters or double-byte line, can be written in less than (4800-byte characters) characters em 2400 a total of 8 full page in a page, the text that is displayed as an overview on the situation briefing screen. This document, because it is poured automatically Kinsoku across multiple screens at the beginning of the briefing, and do not write "," "." At the beginning, there is no Japanese-specific. ■ written directive setting victory conditions ─ strategy strategy [to view the written directive; ●: at the start of the game, you can set whether to display the screen of instructions on the screen strategy briefing. In addition, you can choose from two types of switching the screen go page by page, how to display the [Page] and body system, we will scroll up and down the text of the method [scroll]. ● Name of strategy: you can enter within (40 single-byte characters) 20 characters em, the subheadings that appear on the screen of instructions on the screen strategy briefing. ● victory conditions: you can write within a (single-byte character 560) 280-byte characters, of Victory Conditions screen briefing screen that is displayed at the start of the game, victory or defeat the body condition. Please be careful so as not to conflict with the settings of the outcome of the actual conditions such as a label. ● war camp: you can write within a (single-byte character 900) 480-byte character, the camp participants victory conditions that appear on the screen of the briefing screen. Please be careful so as not to conflict with the settings of the actual war camp. ■ Setting the ending [to view the ending; ●: If checked, when a clear map of the scenario, the ending screen will be displayed. ● Heading: you can enter within (40 single-byte characters) 20 characters em, the headline of a newspaper-style headlines that appear on the screen ending. ● Full Text: can be written in less than (4800-byte characters) em 2400 characters, the text that is displayed in the screen as the content strategy written directive strategy briefing screen. This sentence, because it is automatically flowed across multiple screens at the beginning of the mission mandate, prohibition of Japanese-specific processing, such as do not write "," "." At the beginning are not performed. =Drawing of the terrain= <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 the map editor, changing the characteristics of the terrain load terrain data, in the drawing rules are with respect to standard terrain. Also read the terrain data can be "bridged" the terrain "mountain", for example, that the temporary bridge is not possible.

Basic drawing procedure
<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 basic procedure to map the terrain when the draw is as follows. ① Run [Edit]> [mode menu terrain placement, placement mode switch to the terrain. Select the button to display the terrain "terrain palette" Run window] ② [> [palette menu terrain, you want to draw. ※ the tab for the type [9] [A building basic terrain building] [B] [Bridge] [Bridge] [temporary river / road building] [A] [B building destruction destruction destruction] of [Bridge] In "palette terrain" By clicking, you can switch the type of terrain that is displayed in the palette. In addition, the terrain name will be displayed as a help tip If you mouse over the button on top of the terrain. ※ on the "Tools" palette terrain: The selected icon will be displayed in actual size "column terrain palette." ※ landscape features, each of which can be verified with each pallet of "terrain can be transported" table "terrain avoidance" "terrain mobility table" "terrain information." ※ When you right-click the Hex terrain that has been drawn on the map, will be selected for that drawing terrain. ③ In the [Tools] menu, select the type and pen type drawing. ④ When you click the mouse on the map and drag from source to destination, the selected terrain is drawn.

Drawing types
<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; ">　Drawing on the type selected with the button [Tools]> on the "Tools" menu and palette type [drawing] There are the following types. ● [pen]: When you click the Hex, you can draw the terrain only to that point. You can draw continuously as you drag. ● [line]: drawing will be executed when the target hex drawing will be displayed temporarily to the linear drag and release the mouse button at the end. By simply clicking, you can also draw a terrain only to that point. ● box] [paint: drawing will be executed when Hex target range will be displayed temporarily to draw a box shape as you drag, you release the mouse button at the end. By simply clicking, you can also draw a terrain only to that point. ● [fill]: Fill in the selected terrain, the same terrain range and terrain that you clicked. ● [copy]: copy range will be displayed temporarily to the box-shaped gray As you drag, and release the mouse button at the end, you will be able to move the copy range. After this, when you click again on another point, the paste is confirmed. If you simply click when selecting a range, only a Hex will be copied. ● [Delete area arrangement unit / line of supply sea / river / road]: the terrain has been selected, regardless of when you click the Hex that was laid on the area arrangement unit / line of supply sea / river / road, on the terrain of that point You can only delete placement area units / maritime supply lines / rivers / roads were laid. Can be removed continuously as you drag.

Pen type
<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 pen type selected with the button [Tools]> on the "Tools" menu palette and pen] [Types There are two types of the following. ● Hex [single]: You used to draw only one Hex, the terrain. ●】 【Megahekkusu: 7 is a thick pen that can be drawn together a total of 6 Hex Hex Hex and surrounding a center point, the terrain.

Special terrain
<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 can be produced with capital in each camp (it does not matter that instead of the capital, to place the unit commander of the troops) must place exactly one capital. If during the game, you want to produce its troops to the camp, must not, depending on the type of weapons, must be placed by placing the terrain can be produced. For example, even if the sea and harbor much trouble, if there is no naval base, camp is even not be able to produce vessels. ■ temporary bridge, bridge port, naval base, according to the orientation of the coastline on the map, the harbor-naval base is provided that each Hex four kinds of graphics. Bridge, bridge military, flying bridge, from the implications and responding to the direction of flow of the river, that can be placed on the bridge of an irregular shape, there are nine kinds of graphics Hex. Temporary military bridge-bridge-bridge, in a real game, please note that you can not enter from outside the doorway the ground forces. Also, Bridge-port, naval base was destroyed, there is a different graphic orientation. ■ river frozen rivers and deep rivers, roads, river topography and freezing river topography and deep terrain and river terrain road, even if you select the type and pen type drawing of another example, the "line" type drawing force, is fixed to "Single Hex" type pen. Class roads and rivers, because the terrain itself is not independent, will be drawn on top of the other terrain. ■ maritime supply lines supply lines maritime supply lines can be drawn on top of the shallow sea and the shallow sea, or if the rules of supply lines [there] will be applicable only if the strategy mode. In addition, the drawing will be fixed next type "line" to force, to "Single Hex" also in the same manner as pen type such as a road. Maritime supply lines, because the terrain itself is not independent, will be drawn on top of the other terrain. ■ missile base [Properties] menu will be displayed after you deploy a missile base, and that you right-click the Hex. When you do this, the dialog "setting ballistic missile" will be displayed. Type "missile" in the combo box, you can set the ballistic missile that can be "shooting" from the missile base. In this case, the ballistic missile, you can also select other than the type that is set to the type of production that camp. "0" to "255" interval turns until you are able to fire the bullet next after the shooting in the "interval firing", in the range of "0" to "10" the number of warheads in: "the number of missiles" also You can set the range. Is set to "0", the turn spacing, you will be able to launch a ballistic missile between a plurality of turn. ■ blank terrain in the terrain, terrain is only terrain special blank. In this terrain, you can not even approach any troops. It is also possible to use this property, or entering a restricted area only a portion of the map, place a strip on the sides of the map, to create a pseudo-map of non-standard size.

Palette "information on the number of building"
<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 number and amount of revenue building war chest for each camp was placed on the map, you can see in the palette "information on the number of building" that appears when you run window] [> menu [information on the number of buildings. The numbers in the table represents a number of building war chest upper, lower is obtained. =Deployment of troops=

The basic deployment steps
<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 basic procedure when placing the troops in the map are as follows. ① Run [Edit]> [mode menu placement force, placement mode switch to the troops. To display the "palette forces" Run window] ② [> [palette menu forces. "Camp placement:" in the "palette forces" ③ in the combo box, select the camp of the troops that you want to place. "Map Settings" then type weapons production that was set to camp (see page 116) will be displayed in the palette. Here, click to select the unit you want to place. ※ "type weapons:" In the combo box, you can narrow down the type of weapons are displayed. ※ When you turn on and off the six buttons at the top of the list, you can narrow down the type of advanced weapons to a different hierarchy to be displayed. ※ When you double-click the list of weapons (see page 44) is displayed dialog "More Information weapons." ※ When you have selected the troops on the palette, you can click on the button number of the field pack "Select Pack", you can choose a pack of armed during deployment. ※ "number of aircraft located:" in the combo box, you can set the number of aircraft the organization of troops to be deployed. ※ on the "Tools" palette troops for the selected icon is displayed in column "pallet unit." When you click the mouse on the map ④, the selected unit will be placed. ※ terrain that can be deployed forces is limited to the terrain that force approach is possible. ※ numeric value was set for each camp (see page 125) ("a" and "999"), is the upper limit of the number of troops that can be placed "field forces" in the "Map Settings".

Dialog "Comparison combat"
<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; ">　When you run the [Edit]> [Comparison battle menu, dialog "comparison" combat-comparison can be confirmed will be displayed when the combat power of any two weapons were engaged during the game. How to place the troops, please help if you want to compare. Dialog "Comparison battle" will be displayed in the format expected to conform to Senka dialog. Upper left and right column in the combo box of "weapon", select the weapons of both sides. In the middle row can be selected in the [■] button a weapon to use. In the lower register, you can specify both the terrain is located. Then, the data will be shown on the simulated aircraft such as the number of each defeat.

Type drawing 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; ">Placement tool button to choose [Tools]> on the "Tools" menu and palette] [Types drawing force has the following types. ● [troops] placement: When you click the Hex, you can place troops to that point. ●】 【troop movement: When you click the Hex have deployed troops, Hex that will be displayed in white semi-transparent. Continue, if you click again on another point, the unit is removed from the original point, troops will be moved to a new point. At this time, or other units equipped with the troops transport, storage, etc. are located-locate the stack, if there are multiple units on the original Hex, all of those troops will be moved. ● troops] [Delete: When you click on the troops deployed using this tool, a dialog "Confirm dissolution" is displayed. Troops will be deleted when you click the [Yes] here. If you click-equipped troops in storage, you have selected in the pop-up menu you want to remove troops. In addition, if you delete the convoy are equipped with other units, will also be deleted troops on board.

With placement and housing placement
<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; ">　If you want to place in a state where troops are housed in the building, select the sub-menu here [storage] from the pop-up menu that appears when you click on a building capable of housing. ※ If you want to place just above the building that can store, select the menu [located here] from the pop-up menu. If you want to deploy troops in the state equipped to transport the troops, select the sub-menu here [with] from the pop-up menu that appears when you click the unit can be mounted. ※ If you have been equipped with a transportation unit further transportation corps, that you want to place mounted on there, you can select a sub-menu that is displayed at the bottom of the convoy to follow further the pop-up menu, the corresponding [with here;.

Property 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; ">　When you run the [Properties] menu by right-clicking the unit was placed, the dialog "Properties troops" will be displayed. ■ name of unit to unit was placed, you can give a name of any unit or less (32 characters) 16 characters em. Forces name of the initial state, has the same name and the name of the weapon. ■ number of aircraft can be changed in the combo box, the number of troops deployed organization. ■ The value of experience you can enter in the range of "0" to "250" the value of the unit was placed initial experience. By the numerical value of experience, the level "Lv" forces, and changes E → D → C → B → A → ☆. ■ conditions label the outcome of the troops in the dialog "property unit" can be labeled conditions were placed winner forces. ● outcome condition transport conditions "victory or defeat:" When you select a condition added to the successful transport of [this] In field units, are labeled the outcome of the transport conditions. "Coordinate (x, y) of the destination transport", and even in that case, you must specify the XY coordinates of the target point move and transport. In addition, when the labeled condition the outcome of the transport, or become a victory dialog "setting victory conditions" in the column "number of aircraft achieve" (see page 127), after a successful transport movement of the organization of how much, You must also set up to suit. Label the outcome of the transport conditions are not only swelling forces of human player is responsible for its own camp. ● victory conditions force conditions "victory or defeat:" If you select [add to condition the annihilation of this unit - victory or defeat in the field, victory or defeat will be labeled conditions. Is considered to be a victory condition is met if you set the forces of the enemy camp conditions this victory or defeat, to destroy the troops. Are considered to be the defeat of its own camp if you set the force of its own camp, and that the troops will be destroyed.

Palette "List of unit 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; ">　Label affixed to the troops that victory or defeat conditions, can be found in the palette list "label forces" that appears when you run window] [> menu] [List of unit label. The palette "List of unit label" is the "victory conditions", "coordinates" XY "unit name" mini-icon, type "Tp." Weapons of the troops, "color camp" of troops, of the contents of the transport unit display will be displayed as "victory conditions" if the conditions of victory display and XY coordinates of the goal of "imports" for victory conditions, normal. If you double-click on the troops in the palette list "label troops" will be displayed only when the centering of the unit that Hex will blink, and that its troops out of the screen.

Event set for troops
<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 the dialog "property unit", the troops were placed, you can set the unit event. "Events", when certain conditions are met during the game, is a feature images and text will be displayed. When setting the unit, put a check to [set up the event, to display the dialog "setting event forces" Click [Settings] button. Choose from either of the [success] [transportation] troops wiped out the conditions of the troops here, an event occurs. If you check the [Use the image, when the event occurs, the image is displayed. Image, in the dialog "Setting bitmap image event" that is displayed when you click the image of the upper box dialog, read and set the (". Bmp" extension) bitmap image file. The full-size image size is 280 pixels × 240 vertical pixels horizontally, in the case of any other size, it will be displayed will be scaled automatically fixed aspect ratio. In the "Title", you can enter 18 characters in length em the title that appears in the event. In the text box below, you can enter within (900 single-byte character) 450 characters em the body text to be displayed at the event.

Palette "Event List"
<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; ">　Event was set to force the troops, can be found in the palette list "event" that is displayed when you run window] [> menu] [List of events. In this palette at the same time, you can see events and reinforcements appeared, also map the event set to terrain building. "Column coordinates, turn reinforcements" is to field "subject", the number of coordinates of the buildings or turn reinforcement troops to the field "conditions", the color-name reinforcements camp buildings unit name (or terrain label name) is " "reinforcements" "(success)" occupation (Building) "in the column" Image ", one of the" destruction (Building) "is" No "" Yes "of the image will be displayed transport", "wiped out (troops).

Pack initial armed 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; ">　If the unit is equipped with a pack of more than one armed, you can specify the initial state armed pack. When selecting a Pack armed, run the menu [armed] Right-click on the replacement unit to display the dialog "replacement" armed. Operation after the "action - armed replacement" conform to (see page 85).

Deformation after deployment of troops
<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; ">　Forces have the ability to "deformation" There are two types that can be moved and the vehicle form, forms of movement impossible position, there are forces in the palette in advance. If, after the troops had placed these once, you want to change the form of the other, run the menu [deformation] Right-click on the troops. Will be displayed whether or not to deform the dialog "Confirm", then click the button [Yes] if then deform. At this time, the forces that must have been placed in a deformable point. In addition, the unit once deformed, the deformation is to again, you can revert to the original form.

Auto-configuration of the unit move
<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; ">　Troops were deployed, is probably a good idea to set the target point and moving in the movement path of movement auto is available. When setting the auto move, run window] [> [move auto menu, to display the palette "auto move". Setting method, see "How to move auto" in the game conforms to (see page 62). If the computer player was in charge of the camp of the troops have set the auto move, in a manner that takes precedence over the routine thinking, and will work to move their forces to move the target point. ■ Check and clear the path of auto move will be shown the movement path of the troops have set the auto move, in the palette "auto move" again and then select [troops], and click the button [Setting move. If you want to cancel the move is set to auto unit, perform the menu [release] Right-click the auto move troops.

Palette table "force"
<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; ">When you run window] [> menu] [Table troops, palette table "force" the list will be able to view the deployed troops. Pallet configuration table "force" in the game (see page 93) is almost the same, some features have been changed. ● Selection of camp: in the combo box at the top left of the palette, you can choose the camp of the troops in the palette to display "force table". [Change] ● reinforcements turn: if the camp of the currently displayed, reinforcements have been deployed, you can change a single turn of reinforcements appeared. "Changing the turn appeared in" For more information, please refer to (page 141). ● another turn [Delete]: If the camp of the currently displayed, reinforcements have been deployed, in turn appeared in another, you can delete it summarizes the reinforcements. "Deleting a different turn of reinforcements" for more information, please refer to (page 142). ● All units] [Delete: You can delete all the troops have deployed in the camp of the currently visible on the map. Dialog box will appear. "Confirm" and you want to run, and then click the [Yes] if you want to delete. ● [Property]: (see page 137) is displayed dialog "property of the troops" when clicked. ■ number alignment of forces and has repeatedly Placing and removing troops, missing part of the number is raised to the troops. When you run the menu [Edit]> [] alignment of forces when such number, unit number is automatically stuffed missing, a list of all troops of the camp will be updated.

Other forces operations
<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; ">■ For more information forces when looking at (see page 95), perform the menu [More] Right-click the dialog forces "For More Information forces" of the deployed troops. ■ Deleting a forces removal of troops were deployed, you can run that is displayed when you right-click the [Delete] troops from the menu. =Placement of reinforcements=

The basic deployment steps reinforcements
<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 basic procedure of the map when you deploy the reinforcements, but usually according to the placement of troops, you will need to set the turn of the reinforcements appeared. ① Run [Edit]> [mode menu placement reinforcements, reinforcements to switch to deployment mode. To display the "palette forces" Run window] ② [> [palette menu forces. "Palette forces" ③, unlike the normal force at the place, "Turn reinforcements:" field will be displayed additional. Here, you select the turn you want to place reinforcements. In the game, the reinforcements will appear on the map and will this turn. ※ The values ​​that can be set up as reinforcements turn, will be among the number of turns was set (see page 124) and ("999" maximum) Run "turn limit" in the "Map Settings" from "2". ④ after placement, the placement in accordance with the method of normal forces. ※ In "palette forces" "turn reinforcements:" If you change the number of turns of the field, except for reinforcements was placed in its turn, is hidden from view on the map. Reinforcements display is hidden, "Turn reinforcements:" By changing the number of turns where you placed the column, will appear on the map again. Incidentally, in the palette table "force" is, in turn reinforcements are displayed on the map is currently in surplus, in turn forces the display is hidden will be displayed in gray. ● Event reinforcements appeared to set the event to check the [] in the "palette troops", when you click the button [Settings] dialog "Configuring event appeared reinforcements" will be displayed. Event appeared reinforcements is an event that occurs when a force of reinforcements appeared on the battlefield map. "Setting event of force" Limitations of text-input method, the image displayed at the time of the event appeared reinforcement conforms to (see page 130). Event appeared reinforcements has been set, you can check (see page 130) Palette "Event List".

Changes in turn appear
<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; ">　Reinforcements appeared set to turn, you can change each unit. In this case, run the [Properties] menu by right-clicking the reinforcements on the map to display the dialog "property unit".Turn in the field to change the "Turn reinforcements" in succession. If they were in the setting of multiple reinforcements to appear in the same turn, which can also be changed to another turn together turn their appearance. In that case, view the camp of reinforcements to display the palette table "force", you want to change. Click the button [change] turn reinforcements continued to display the dialog "Change reinforcements turn." Specify the number of turns on the right side after the change, change the number of turns on the left side of the six original dialog, click the button [change], all target reinforcements, appeared in turn will be changed.

Delete another turn of reinforcements
<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; ">　If they were in the setting of multiple reinforcements to appear in the same turn, you can delete them in bulk to another appeared to turn their reinforcements. In that case, view the camp of reinforcements to display the palette table "force", you want to change. Click the button [Delete] In another turn continues to display the dialog "Delete turn different reinforcements." Specify the number of turns of reinforcements that you want to delete the dialog, the dialog "Confirm" when you click the button to display [Delete]. When you click the button [Yes], where their camp reinforcements had been deployed reinforcements to turn all that will be removed.

Appearance of reinforcements in the game
<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; ">　Reinforcement troops were placed in the map, and the turn is set to visit during the game, appeared on the battlefield map as reinforcements. At this time, if you can not limit stack appeared in the presence of another force to Hex reinforcements appeared to originally, and then appeared from the Hex appeared near the specified point. If there is no possible Hex first appeared, that reinforcements will be deleted. =Placement of the label=

The basic procedure label placement
<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 basic procedure of terrain in the map when you place the label is as follows. ① Run [Edit]> the menu [label placement mode, switch to the mode label placement. To display the "label" dialog by clicking on the terrain you want to paste the label ②. If you want to attach names to the terrain that simply ③, enter the label name in less than (32 characters) 16 characters em "column label name", and then click the [OK] button. ※ If you want to label the image in that terrain, check the [Use the label image, click the box in the lower half of "label" dialog to continue. Dialog box will appear. "Setting the label bitmap image" Then, select the (". Bmp" extension) bitmap image file you want to label the image. The full-size image size is 280 pixels × 240 vertical pixels horizontally, in the case of any other size, it will be displayed will be scaled automatically fixed aspect ratio. ④ If the selected terrain was a building, can be labeled victory or defeat conditions. In that case, check the label - and victory conditions, and then click the [OK] button. ※ If you label without victory or defeat conditions attach names to the building, topography of the building name is automatically entered as a label name. This label name can also be changed later. ※ is considered to be a victory condition is met if the labeled conditions in victory or defeat enemy camp and neutral building, and those occupying the building. Are considered to be self-camp was defeated when put to the building of the camp itself, and those buildings will be occupied. ※ The number of labels that can be placed terrain is limited to up to 1000, including one with a map of victory or defeat label conditions. ● map event to set the event to check the [] in, "label" dialog if the selected terrain was building, dialog "Set map event" will be displayed when you click the [Settings] button. Map event is an event that occurs when either of these conditions [building] of [occupation] destroyed buildings have been met. "Setting event of force" Limitations of text-input method, the image that is displayed when the event occurred map conforms to (see page). Event appeared reinforcements has been set, you can check (see page ■) dialog "Event List".

Palette "List of terrain 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; ">　The labels applied to the terrain, you can check in the palette list "labels" that appears when you run window] [> menu] [List of terrain label. In the palette list "label", if "No." Label, a label was the name "terrain" which was affixed, "label name" of the label, a building other than its neutral label of the building " the presence or absence of "victory conditions", "color coordinate camp" XY, the terrain "is displayed. When you double-click the label in the palette list "label", Hex was affixed a label will blink, and centering will be displayed only when the screen is out of its terrain.

Re-edit 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; ">　When deployed to re-edit the label, you can either click again on the terrain that was labeled, to display the "label" Run the [Properties] dialog right-click menu. When you close the dialog with [OK] button changes to the label name and victory conditions here, the changes will take effect.

Delete 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; ">　When you delete a label deployed, run the [Delete] menu Right-click on the terrain that was labeled. When you click the button [Yes] dialog box will appear. "Confirm Delete" Then, the label that will be removed from the terrain on the map. Terrain label is removed, the label No. Of the palette list "label" will be automatically renumbered. =Placement of the border=

Border deployment procedures basic
<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 basic procedure when placing the border on the map is as follows. ① Run [Edit]> [mode menu border line arrangement, placement mode switch to the border. To display the "palette borders" Run window] ② [> [palette menu border. "Camp placement:" in the "palette borders" ③ in the combo box, select the camp of the border that you want to place. If you want to place a border camp does not appear, select the [neutral]. Type "border" of the "palette borders" ④ in the combo box, only [view] to select from three types of possible cross-border [] of [transboundary] not want to place the border. ⑤ in [Tools] menu, select the type and pen type drawing. ⑥ When you click the mouse on the map, if you drag from source to destination, in the form of the selected type of border surrounding area of the camp that will be drawn. ※ During the game, only the border of the outer edge of the area of the camp will be displayed as a border. ※ border only [view] is simply a representation that the area of the camp, to the area can enter freely. Even if you had signed a relationship agreement with that camp, the relationship agreement will not be destroyed even if the cross-border. ※ In the border] [allow cross-border, the border crossing over the line that the other camp, you can enter the camp area of the border. If you had signed a relationship agreement with that camp, the relationship agreement will be destroyed as soon as they crossed the border at this time. ※ In the border crossing [not] is also another camp that also camp, you will not be able to back and forth across the border together. ※ can also be placed in multiple locations as enclaves surrounded by the border, the area of the same camp. However, if the enclave that had contact with each other, the outer edge of the border was the fusion of the contact, that part of the border will not be displayed during the game.

Re-editing 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; ">　Once the border was placed, by overwriting, you can re-arrangement at any time to another camp and types of borders. There are also how to execute the [Properties] menu by right-clicking the border of the outer edge of the area Hex, to edit the contents of the border to display the dialog "Properties border." In this case, you can be around for a six-sided hex that, individually to set and change the type of border.

Delete 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; ">　When you remove the border of the deployed, "camp located:" in the "palette borders" in the combo box, select the [Delete]. If you drag from source to destination continue, or click an area of ​​the border is in place, the border area will be removed from that point on the map. =-Placement of the minefield minefield=

Deployment step-minefield minefield basic
<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 basic procedure when placing map minefield minefield, is as follows. ① Run [Edit]> [mode menu placement mine mine, mine mine to switch to deployment mode. To display the "palette mine mine" Run window] ② [> [palette menu mine mine. In the "Palette mine mine" ③, [mine] from [Select] to want to place mine. "Trigger count:" for "mine mine palette" ④ in the combo box, minefield, a minefield that is set in the range of "1" through "10" or explosion many times. "Camp placement confirmation:" further, to set the camp-visible minefield that the minefield during the game. ⑤ When you click the mouse on the map and drag from source to destination, minefield, minefields will be placed. ※ minefield can be placed in the ground portion of the non-frozen rivers and deep rivers, bridges, rivers and buildings. ※ minefield can be placed only in a shallow sea, sea. ※ at the top of the icon of the minefield, minefields are located, the number of trigger count is displayed. To the left of the icon, camp placement confirmation will be displayed in the "■" mark a small camp also color. These information, during the game will not be displayed.

Re-edit 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; ">　Run the [Properties] menu by right-clicking the minefield, minefields were placed, and to display the dialog "Properties mine mine", you can change the camp confirmation and placement trigger count of the minefield, a minefield.

· Remove 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; ">　When you delete a minefield minefield-deployed, in the "palette mine mine", select the [Delete]. Continue, if you click the minefield minefield-placed, minefield minefield of point-it will be deleted from the map. =Creation and editing of the campaign map=

Create a new campaign map procedure
<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; ">① When you create a campaign map, in advance to create multiple copies (up to 50 sheets), the scenario of a single map or normal map and its material, map data format (". Dm3" extension ". Ds3") in You must have saved. Once you have the material ②, run [File]> [New Campaign] menu to display the dialog of two "Figure" map link "Edit Campaign". The latter is intended to ensure a tree-view, the link status of the map all registered in the campaign map. "Campaign name:" The top of the dialog "Edit Campaign" in, you can name the campaign map in less than (32 characters) 16 characters em. When you click the button at the bottom of the dialog ③ Map] [Read dialog is displayed, "Read Maps", select the map file to open it first had been prepared. Map is loaded, a thumbnail image that will appear in the middle of the dialog, the message content will be displayed at the bottom "and" Map name. When you defeat them in the map-draw-win ④, either proceed to process what each of which can be selected in the combo boxes of "defeat Link" Link "draw" "Link victory" on the right side of the upper dialog. ● [Finished]: When you defeat-victory-draw the map that is automatically set that terminates the campaign. ● [ending]: When you defeat-victory-draw the map that is the setting that displays the "ending" of the scenario configuration of the map. ● [Retry]: When you defeat them in the map-draw-win, is that you can choose to play the map again. ● Map] [Added: When you defeat-victory-draw the map that is the setting that proceed to the next map (link). If you choose how to handle this, you will see the dialog "Specifying map", please select the next map. When loaded, the destination map ⑤ link, in turn, will be displayed in the dialog "Edit Campaign" is the map. At this time, the name of the previous link yuan map will be displayed in the column "Map What links here" on the left upper dialog. In addition, the dialog is displayed in a tree-like "figure map link" link structure of the map that you have registered. The same procedure, please register reads sequentially map the third, fourth ... of. ※ When you want to view the original map of the map link that is currently displayed, and then double-click the column name in the map, "Map What links here". ※ With the register more than one map, when you call the dialog "Edit Campaign" a map of any of them, in the dialog "figure map" link, then click the desired map. ※ If you want to replace the map that you registered, call the dialog "Edit Campaign" map, and then click the button at the bottom of the dialog [change map. ※ If you want to remove the map once you register, you can change the link to the map calls the dialog "Edit Campaign" map in the map that link, you want to delete, cut off the link. After you register a map of all the constituent ⑤ campaign map, then click [Save] button at the end. Dialog box will appear. "Save as campaign data" Then, click the [Save] button with the name of your choice. Location, select the "map" folder in the directory "Perfect 3.0 grand strategy" has been installed. Campaign data format (extension ". Dc3") in, the file will be saved.

Editing the campaign map
<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 data file of the campaign maps are stored together all the elements contained in each map that make up the campaign. For this reason, such as when you make changes to each map, you will need to reload the map of them in the campaign map, again, to save updates. If you want to edit again the campaign map, and displays the run [File]> [Edit menu] campaign, "Open the campaign" dialog. Click to select the campaign map files that were stored here [Open] button to display the dialog "Edit Campaign".

Considerations when you create a campaign map
<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 campaign map, troops of the camp itself survived in the previous map, 8 Hex around the capital of the camp itself, the headquarters area, the placement force campaign, the following scenarios will start is placed manually or automatically. At this time, the only force headquarters had been owned by the previous map are not carried over to the new map. If the value exceeds the limit on the number of troops the total number of troops has been placed on the map and the new forces of the previous map has been set into the new map, minutes beyond the maximum number of units carried over from the previous map troops are on the computer is automatically selected or removed, the unit will be placed. Scenario in the campaign, the color of its own camp of camp when you play with a map of the first picture, will be used for future references. Scenario in the campaign, the number of units per one camp will be limited to a maximum of 999 units through all the maps. Campaign "scenario" for other features please refer also to page 86.

Area deployment mode troops campaign
<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 campaign map after the first two can be placed in the 8-Hex around the capital headquarters troops took over from the previous map. If you want to deploy troops to this other place, You have set up the unit placement area. The basic procedure when setting up a unit placement area is as follows. ① Run [Edit]> the menu area [Campaign] troops deployment mode, switch to the unit placement area mode campaign. When you click the target point of ②, unit placement of semi-transparent display area will be set on the Hex terrain. ※ When you delete a area arrangement unit that has already been set, you can run [Tools]> [type drawing -> menu [delete area arrangement unit / line of supply sea / river / road, supply lines sea / river / road "a tool / switch to the "delete force deployment area, and then click the unit placement area of interest. =Auxiliary function of the map editor=

Replacement of the camp color
<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; ">　After you place the building when the forces and to some extent on the map, that you want to replace the total color of the camp and another camp camp camp a certain color, it is hard to re-place one at a time. "Exchange of the color camp" to be displayed when this happens, replace the color [camp] [Edit]> when you run the menu and use the dialog.

Check map
<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; ">　When you come to some extent of the map is created, [Edit]> In the [check] menu map, and check the integrity of the data, such as whether or not spend the capital limit on the number of buildings. Such as when there was a problem with consistency, you need to pay attention to dialog is displayed. Map checking is done automatically when you save the map as a data file that you can actually play the map. If there are inconsistencies, as the intermediate data, but you can save the data, as the map data can not be saved.

Output of the image map
<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; ">　When you run the menu [Edit]> [output to a bitmap file, you can output the image as a bitmap image file, the map data is currently being edited. In this case, you can output the image as will be the only image of the Hex terrain. Labeling, such as forces and was placed, the graphic images are not included.

Display-related functions
<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; ">　By switching [View]> [View] [view large range in scope - a small range [View] menu, you can change the display ratio of the map. [Display]> In the menu [frame Hex] The [Display]> In the menu [Display unit] The [Display]> In the menu [label terrain] The label terrain, on and off the icon display unit, on and off the frame display Hex [Display]> In the menu [label] The victory conditions can be switched, respectively, on and off the labeling conditions force the outcome of the buildings, on and off the display. Can be turned on and off the display of the border by selecting [View]> [Display the menu border. You can switch weapons [Unit] to [type] the display format of the icon by selecting [View] force> the menu icon [troops]. If you select the menu [View]> [camp] color customization dialog "Customize the color camp" will be displayed. Detailed instructions, please refer to the customization of color in the Preferences dialog box [camp].

Undo the work function
<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; ">　When you run [undo] [Edit]> the menu, you can cancel tasks such as drawing and terrain forces the previous arrangement. In addition, the work is canceled [Edit]> [try] in the menu, but you can also run it again.