DOCUMENT:Q175403 09-NOV-2001 [homegame] TITLE :CC: A Bridge Too Far: Contents of Readme.doc for Macintosh PRODUCT :Microsoft Home Games PROD/VER:WINDOWS:2.0 OPER/SYS: KEYWORDS:kbsetup kbusage kbtlc ====================================================================== ------------------------------------------------------------------------------- The information in this article applies to: - Microsoft Close Combat: A Bridge Too Far, version 2.0 ------------------------------------------------------------------------------- SUMMARY ======= The following information is contained in the Microsoft Close Combat: A Bridge Too Far, version 2.0 Readme.doc for the Macintosh. This file is copied to the A Bridge Too Far folder when you install the program. It can also be found in the root folder on the A Bridge Too Far compact disc. README.DOC Microsoft Close Combat: A Bridge Too Far Readme File Macintosh Version, October 1997 Copyright Microsoft Corporation, 1997 This document contains important information for installing and using Microsoft Close Combat: A Bridge Too Far. CONTENTS A. Installation Notes B. Hardware and System Compatibility: Performance Issues C. Head-to-Head Play D. Tips, Information, and Corrections A. Installation Notes To run A Bridge Too Far on a Macintosh computer, you need: Power Macintosh personal computer. 16 megabytes (MB) of RAM. At least 40 MB of available hard disk space. 4X CD-ROM drive or higher. Video card that supports 800 x 600 resolution or higher at "Thousands of colors." System 7.5 or later. Headphones or speakers (recommended). 28.8 modem for head-to-head play. B. Hardware and System Compatibility: Performance Issues It is recommended that you turn Virtual Memory ON when running A Bridge Too Far. With Virtual Memory turned on, A Bridge Too Far's RAM requirements drop by roughly 1.5 megabytes. To change A Bridge Too Far's memory settings, click on it in the Finder and press Command+I or choose Get Info from the Finder's File menu. Enter the desired value into the Preferred Size box. Here's a chart of screen resolution settings and memory requirements for A Bridge Too Far. Resolution Preferred Size Preferred Size (with VM on) (with VM off) 800x600 15000k 16500k 832x624 15500k 17000k 1024x768 16500k 18000k 1280x1024 20000k 21500k Users of slower machines may experience a delay in gameplay when A Bridge Too Far is loading game data. Please do not restart your computer if this occurs. To improve game performance: Press the Spacebar to display the menubar. Select Preferences. Set the Game Speed to Fast. Check Remove Trees. Check Remove KIA Soldiers. Removing trees and KIA soldiers is not persistent across game sessions. Each time you begin A Bridge Too Far, you will need to reselect Remove Trees and Remove KIA Soldiers in the Close Combat Options dialog box to improve game performance. Note for 16Mb PowerMac Users: If you have a PowerMac with 16Mb of RAM, you must turn Virtual Memory ON before playing A Bridge Too Far. Your Virtual Memory must be set to at least 24Mb and your monitor set to a resolution of 832x624 pixels or smaller. The maximum required Virtual Memory may vary depending on the version of MacOS you are running, and what extensions you are loading. If A Bridge To Far fails to load with your current VM setting, increase this setting. C. Head-to-Head Play If you use international characters (high ASCII) during chat in head-to-head play between a Macintosh computer and a PC, the character display will be garbled. D. Tips, Information, and Corrections Tips If you'd like to hear frequently updated tips and strategies for Close Combat: A Bridge Too Far, call our automated Hints Line at (900) 786-HINT, 24 hours/day. Calls are $0.95/minute. You must be 18 years or older or have parental permission. For more information on A Bridge Too Far, visit our web site at http://www.microsoft.com/games/closecombat. If you would like to play against opponents over the Internet, check out Zone.com at http://www.zone.com. Information Regardless of which speed (Slow, Medium, or Fast) you have selected in the Game Speed box in the Close Combat Options dialog box, during head-to-head play game speed is always Medium. When you see a value for percentage done, it refers to percentage of time complete. For instance, if a battle is five days long and you have completed one day, you are 20 percent done. The numeric keypad does not work during chat. You will need to use the number keys at the top of your keyboard. The progress of XXX Corps is shown on the maps of the Briefing and Supply screens by a wide green or yellow line. Green indicates XXX Corps has been or is currently at that operation, while yellow shows the operation where they are about to arrive. When defining deployment zones using Battlemaker, you must allow one square for each additional force added to your original units or you may have deployment errors where not all of your units can be deployed at the start of the battle. When playing a Grand Campaign or the Nijmegen Sector Campaign, the operations for Nijmegen River Crossing and The Island begin with the arrival of XXX Corps. The initial day number you see is an estimate of when they arrive and may change according to gameplay results. For the Nijmegen River Crossing, it will begin two hours after XXX Corps has arrived at the Nijmegen Bridge operation unless XXX Corps arrives after 1200 hours. In this case, the Nijmegen River Crossing will start at 1000 hours the next day. When playing a Grand Campaign or the Arnhem Sector Campaign, the Arnhem Relief Attempt operation will only start if the allies in the Arnhem Bridge operation make it to the Arnhem bridge. Sometimes during gameplay, soldiers under a Defend order may shoot at enemies you cannot see on the game screen. You learn about enemy soldiers through observation. Initially, you may only see a red dot on your map monitor representing enemy troops. You won't be able to see the actual enemy soldiers, but you will be able to see muzzle flashes if they fire at you. Through continued observation, enemy soldiers will be listed on your soldier monitor, but they will show only grayed-out information or question marks. When you have had the enemy in your sights for some time, you will be able to get detailed information on their physical and mental state in the soldier monitor just as you can for your own men. When you use the Requisition screen to add new troops, you are not guaranteed their exact experience and morale levels. The bars you see on the Requisition screen represent your request. Once you return to a battle, you will receive troops close to the levels you requested but they may differ slightly because of the actual quality and rank of the soldiers received. You can customize three types of Battlemaker files. The first is a points-only file where both players can requisition equipment based on the points allocated to them in the file. The second type of file has troops that are already allocated and there are no additional requisition points. In this type of Battlemaker file, players go immediately into battle. The third type of Battlemaker file is a combination of the first two types and has both allocated troops and requisition points. During the requisition phase in this type of battle, a player cannot alter established troop allocations. Players can get new troops only through available requisition points. When you issue any kind of move order to a unit, that unit will attempt to deploy behind protective terrain in the direction of the move. For example, if you give a move order to the north, the soldiers in that unit will look for cover to use against enemy soldiers to the north of them. With this method, you can use short move orders to reposition teams in buildings. When you issue a fire order to a target out of the line of sight (red fire line), the order may not be disobeyed if the unit can move closer to the target and get in line of sight there. If still out of the line of sight, the order will be canceled, but this may result in unanticipated movement by your troops. It is generally best to only give direct fire orders to those targets you can see. Corrections On page 13 of the manual, the information about the Hide order is incorrect. Units given a Hide order will not fire back if fired on and will only fire if an enemy unit comes within 30 meters of their location. Once they start firing, they may continue to fire at other targets until order is restored and they revert back to hidden status. On page 15 of the manual, a prone soldier can only throw a grenade up to 1/2 its normal range. On page 15 of the manual, prisoners will follow the team that captured them around the map. If prisoners move near a lower value team belonging to the side of the capturing team, they will start following that team. Should no enemy team be near the prisoners because the capturing team has been eliminated, prisoners will free themselves and run for the friendly edge of the map. On page 17 of the manual, if both sides agree to a ceasefire but one side controls no victory locations on that map, the side with no victory locations will be forced to flee the map. Also, if you choose to flee, soldiers near enemy teams or belonging to static units such as 88 FlaK guns will be lost. The confirmation dialog box will tell you how many soldiers you lose if you choose to flee. If the number is unacceptable, click Cancel and try to move friendly teams away from enemy teams and then try to flee again. On page 22 of the manual, the Stunned action does not occur. G.I. is also used for British and Polish infantrymen. On page 28 of the manual, the Supply screen is only available for Grand Campaign games. For all other campaigns and operations, supply is handled automatically. On page 57 of the manual, the information about DirectPlay TCP is no longer appropriate, as the feature has been removed from A Bridge Too Far. Also, there are the following changes in terminology: Close Combat TCP is now TCP/IP for Internet or LAN Play. DirectPlay Modem is now Modem Connection For DirectPlay. DirectPlay Serial is now Serial Connection For DirectPlay. Thank you for choosing Microsoft Close Combat: A Bridge Too Far. Additional query words: 2.00 close combat abtf ====================================================================== Keywords : kbsetup kbusage kbtlc Technology : kbHomeProdSearch kbGamesSearch kbCloseCombatSearch kbCloseCombat2 Version : WINDOWS:2.0 Issue type : kbinfo ============================================================================= THE INFORMATION PROVIDED IN THE MICROSOFT KNOWLEDGE BASE IS PROVIDED "AS IS" WITHOUT WARRANTY OF ANY KIND. MICROSOFT DISCLAIMS ALL WARRANTIES, EITHER EXPRESS OR IMPLIED, INCLUDING THE WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE. IN NO EVENT SHALL MICROSOFT CORPORATION OR ITS SUPPLIERS BE LIABLE FOR ANY DAMAGES WHATSOEVER INCLUDING DIRECT, INDIRECT, INCIDENTAL, CONSEQUENTIAL, LOSS OF BUSINESS PROFITS OR SPECIAL DAMAGES, EVEN IF MICROSOFT CORPORATION OR ITS SUPPLIERS HAVE BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGES. SOME STATES DO NOT ALLOW THE EXCLUSION OR LIMITATION OF LIABILITY FOR CONSEQUENTIAL OR INCIDENTAL DAMAGES SO THE FOREGOING LIMITATION MAY NOT APPLY. Copyright Microsoft Corporation 2001.