STARTING GAME
Batch files are no longer used. To
start the game, type “PAC” from the DOS command line
or double click on the pac.exe file name from Windows. If you
receive an out of memory error or low memory warning and are in
DOS, configure your autoexec.bat and config.sys to provide 634K
of memory. If in Windows, try remarking out all lines in the
autoexec.bat and config.sys and the program should run fine. RUNNING
GAME
Once the introductory screen and
credits have finished, the player will be in the main screen. From
here, he may choose to play a new game, a saved game or view the
VCR. Once he has finished with which ever he chooses, he will
return to this screen. To exit the game, he should hit the
escape key, while in this screen.
TYPES OF GAMES
The player may now choose to play
a game against the computer opponent by selecting Japanese Computer
or Allied Computer. He may watch the computer play by itself,
by selecting Both Computer. He may play a hot seat game against
another human by selecting Both Human. He may also play an
email game with another human by selecting Secure PBEM. If
he chooses to watch a VCR replay, the balance and game type buttons
are ignored.
SECURE PBEM GAMES
Should the player choose to play
a secure PBEM game, he should select the desired scenario and balance
and Secure PBEM. He will be asked for a password. He must
remember this password for the duration of the game. If he
is player one, when he selects End Turn, he will be asked for a
slot in which the game is to be saved. The game will then save
and return to the main screen. He should send the game files
associated with that slot to his opponent. When player two
starts the scenario sent to him, he will be asked for a password,
as well. When player two selects End Turn, he should send the
files back to player one, for resolution. Player one will then
be asked for a slot in which to save the VCR replay file. This
file will end with the extension “. VCR”. It can
be any slot, including the game slot. The turn will then resolve
and player one will be asked for a slot in which to save the game. Once
saved, he will be returned to the main screen. He will then
need to send the game files and the VCR file to player two. If
a player tries to load a secure PBEM file as anything other than
Secure PBEM Game or tries to load a normal file as a Secure PBEM
game, he will receive an error message and be returned to the main
screen. The secure PBEM files are encrypted and cannot be read
by the normal file routines or by 3rd party editors. Replaying
a resolution in s secure PBEM game will always produce the same
results. Basically, you can't cheat in a secure PBEM game and
you do not have to worry about your opponent cheating, even by accident. The
program will prompt the player when he needs to save the game and
when he should send the files to his opponent.
VCR FILES
The “. VCR” file is
a file containing all the orders that have been given by both players
and a copy of the random seed for that turn. When replayed,
a player will see the same thing the player who executed the turn
saw on his screen. The same air attacks, naval movement combats
and combat results. VCR files are only created in Secure PBEM
games and in current form will not reproduce the combat resolution
for the turn properly, if any command on either side is under full
or operational computer control. This is because computer controlled
commands do not follow the orders given by a player and recorded
in the VCR file. Once the first player gains access to the
first orders screen, all commands and all subs are assigned to human
control. After that, in secure PBEM games these cannot be changed
to computer control. The battle report still works, in addition
to the new VCR.
BUGS FIXED
Destroyers and destroyer escorts,
which begin the turn in Los Angeles and participate in the routine
convoy phase, as anti-submarine escorts, should no longer end up
in Calcutta.
Merchant ships and tankers should
no longer disappear from ports and end up in Calcutta, Los Angeles
and Tokyo after the routine convoy phase.
Japanese resources should no longer
underflow to 4 billion, when they are reduced to zero. This
bug made allowed the Japanese player to never run out of resources. The
correction will make capture of resource rich bases very important
in the early game, as lack of resources will hinder development
of heavy industry.
Japanese cruisers and destroyers
and British destroyers that have been sunk should no longer be available
a couple turns later to the computer opponent. This bug allowed
the computer opponent to pick ships from the dead pile, if it needed
a ship of that type and none were available.
Land Based Units receiving replacements
should now continue to receive them until they are at full strength. A
bug caused units to stop receiving them when current strength +
20 exceeded maximum.
The routine that repaired aircraft
rounded the number of aircraft, which could be repaired down, which
meant that if only one plane was damaged, it could not be repaired. Now,
if only one plane in a group is damaged, it may be repaired.
Exiting some screens by pressing
ESC would sometimes cause a game lock up or unusual results. These
have been corrected.
GAME CHANGES
The way replenishment fleets are
handled has changed. They will now travel to the fleet they
are ordered to replenish and, if movement allows, move back to where
they started. This will prevent players from creating a replenishment
fleet and a transport fleet, then transferring the ships from the
transport fleet into the replenishment fleet and refueling an empty
fleet at a base some distance away. The player could repeat
the process and move all land based unit and war ships from any
base between Hawaii to Calcutta during the orders phase of one turn
and with no chance of submarine or aircraft interception.
The computer opponent is no longer
given a to hit advantage in air-to-air combat, when playing a human
player.
The computer opponent is no longer
given an advantage in naval combat, when playing a human player.
The computer opponent is no longer
given an advantage in bombing missions, when playing a human player.
The computer opponent is no longer
given an anti-aircraft advantage, when playing a human player.
When groups not under human control
make air strikes, the delay is no longer set to zero. This
allows the player to play one command against the computer opponent
and still see resolution of all combat.
Players may now choose not to upgrade
aircraft when the automatic upgrade routine selects newer aircraft. Whenever
a group is eligible for aircraft upgrade, the player will be asked
if he wants to change the planes. If he says yes, the planes
are exchanged normally. If he says no, the planes are not upgraded
and a toggle is set, so that the player will not be asked again. Once
that toggle is set, the player will not be asked again for the rest
of the war. If the player decides he wants to manually upgrade
the aircraft, he may do so. Once he manually upgrades them,
the toggle is reset and the next time the aircraft become eligible
for upgrade he will be asked, again. Manually upgrading aircraft
no longer causes all the planes in the group to become damaged. Groups
under computer control for a side under human control will query,
before upgrading. Note that since upgrades occur at the end
of resolution for the turn, player two, in a secure PBEM game would
never have the chance to verify upgrades, and so no automatic upgrades
are made in this type of game. All upgrades must be player
initiated and manual in secure PBEM games.
When a player manually upgrades
an air group to a new type of plane, the planes no longer become
damaged. The computer opponent does not have its aircraft damaged
when upgrading and fair is fair.
The sea paths, which controlled
the paths fleets took from one base to another, have been removed. All
fleets now have access to all ocean hexes. The computer opponent
has been recoded to utilize this. Fleets will now tend to take
a much more direct course to their destination.
Japanese tankers need no longer
be in any special port, to be used by the routine oil collection
routine.
British ships will only be withdrawn
from service in the Pacific on the first week of each month, which
will make operational planning with these ships possible.
There are now separate flags for
Australia, Britain, Holland, United States of America, China and
Japan.
A number of new aircraft types and
icons have been added.
A number of new ship classes and
ship icons have been added.
The map art has been reworked and
improved.
The data base files, which contain
information on aircraft, ships, bases and land-based units, have
all been overhauled. Corrections and changes have been made.
Bombers will no longer drop their
bombs into the sea and attack patrol craft with machine guns. They
will now bomb the PC like any other ship. Because of the size
and speed of a PC, they will be hit less often than larger, slower
ships.
The strategy used by the computer
opponent has been reworked. This makes defense in the Central
Pacific and the British bases in the Far East much more important
than before, because the computer opponent will now sometimes use
a very aggressive strategy.
When the computer player is Japanese,
tankers are now rounded up and sent to Nagoya on a regular basis.
MBT and Mosquito Boats automatically
upgrade weapons in middle of 1942 and 1943.
Allied 1.1” guns are now upgraded
to 40mm during around December 1942.
The Nisshin and Mizuho are now withdrawn
from service and upgraded to CVL, if now already sunk, in early
1943.
A land march path between Port Moresby
and Milne Bay ahs been created.
A new button, "Other Campaigns"
has been added to the main screen. This button evokes a screen
from which the player may choose new campaigns released by Matrix
Games or produced by end users. [The campaigns should be saved
games that have been renamed, "OBC_A" through "OBC_J"
and should have an associated ".MD" file. It may
include a comment file, such as "OBC_A.CMT", which might
have the name of the campaign and the author. This is just
a text file, with the extension changed to ".cmt" and
may be up to 60 characters long and should end with a chr$13. To
do this, use a text editor, not a word processor and hit ENTER at
the end of the text. If the comment file is found, the data
will be displayed on the other campaign screen. The version
2.0 release of the game has no other campaigns with it and the player
will see an "a - not found" type message for all these
campaigns. Matrix Games will be releasing "Other Campaigns"
'a' through 'e'. The 'f' through 'h' campaigns are for third
parties and end users.
EDITOR
An excellent editor for the database
files has been included with the product. Rich Dionne authored
this editor.
UNIT CHANGES
The following land based units are
now transferred from one command to the other automatically:
JAPANESE
65th Inf Bgd to 17th Army, in Jan
of 1943
Naha SBF to 32nd Army, in March
of 1944
36th Canadian Inf Div to CenPac,
in Jan 1945
3rd Australian Inf Div to SoPac,
in Jan 1944
5th Australian Inf Div to SWPac,
in Jan 1943
11th Australian Inf Div to SWPac,
in Jan 1943
11th Australian Inf Bgd to SoPac,
in Jan 1944
23rd Australian Inf Div to SoPac,
in Jan 1944
1st Australian Armored Bgd to SWPac,
in Jan 1943
17th Ind Inf Div to British 14th
Army, in May 1942
20th Ind Inf Div to British 14th
Army, in May 1942
23rd Ind Inf Div to British 14th
Army, in May 1942
26th Ind Inf Div to British 14th
Army, in May 1942
Here are the aircraft upgrades that
have changed from the original release of the game:
USAAF
P-35 upgrades to P-39
unit #56 to unit #20
P-36 upgrades to P-39
unit #19 to unit #20
P-39 upgrades to P-38F
unit #20 to unit #22
P-38F upgrades to P-38J
unit #22 to unit #23
P-40E upgrades to P-40N
unit #21 to unit #55
P-40N upgrades to P-51
unit #55 to unit #25
B-18 upgrades to B-25
unit #37 to unit #40
B-17E upgrades to B-24
unit #42 to unit #43
B-24 upgrades to B-29
unit #43 to unit #44
A-20 upgrades to A-26
unit #38 to unit #39