CMSF Game Manual
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Combat Mission: Shock Force Game Manual (c) 2007 battlefront.com, inc. all rights reserved. v1.01 Shock Force 1 License This License does not provide you with title to or ownership of the software program “Combat Mission: Shock Force” (the “Software”), but only a right of limited use of the Software, and ownership of the media on which a copy of the Software is reproduced. The Software, including its source code, is, and shall remain, the property of Battlefront.com, Inc. You may make a copy of the Software solely for backup pur- poses, provided that you reproduce all proprietary notices (e.g., copyright, trade secret, trademark) in the same form as in the original and retain possession of such backup copy. The term “copy” as used in this License means any reproduction of the Software, in whole or in part, in any form whatsoever, including without limitation, printouts on any legible material, duplication in memory devices of any type, and handwritten or oral duplication or reproduction. The manual may not be copied, photographed, reproduced, translated, or reduced to any electrical medium or ma- chine-readable form, in whole or in part, without prior written consent from Battlefront.com, Inc.. All rights not specifically granted in this Agreement are re- served by Battlefront.com, Inc. You shall not, in any way, modify, enhance, decode, or reverse engineer the Software. User-created scenarios and other materials like graphics or other mods may be dis- tributed free of charge, but shall not be sold, licensed, or included as part of any package or product that is sold or licensed, without the prior written consent of Battlefront.com, Inc.. You may not rent or lease the Software or related materials. You may permanently transfer the Software and related written materials if you retain no copies, and the transferee agrees to be bound by the terms of this License. Such a transfer terminates your License to use the Software and related materials. In order to install and run the Software, you acknowledge and agree to the installation of a third party licensing application on your computer. Limited warranty Battlefront.com warrants to the original purchaser that the media on which the Soft- ware is recorded is free from defects in workmanship and material under normal use and service for 90 days from the date of delivery of the Software. This warranty does not cover material that has been lost, stolen, copied, or damaged by accident, mis- use, neglect, or unauthorized modification. Battlefront.com’s entire liability and your exclusive remedy shall be, at Battlefront.com’s option, either return of the price paid, or replacement of the media which does not meet the limited warranty described above. The media must be returned to Battlefront.com with a copy of your purchase receipt. Any replacement Software media shall be subject to this same limited warranty for the remainder of the original warranty period, or thirty days, whichever is longer. Limitation of liability BATTLEFRONT.COM MAKES NO OTHER WARRANTY OR REPRESENTATION, EXPRESS, IMPLIED, OR ANY WARRANTY ARISING FROM A COURSE OF DEALING, TRADE US- AGE, OR TRADE PRACTICE WITH RESPECT TO THE SOFTWARE OR RELATED MATERIALS, THEIR QUALITY, PERFORMANCE, MERCHANTABILITY, NON-INFRINGE- MENT, OR FITNESS FOR A PARTICULAR PURPOSE. AS A RESULT, THE SOFTWARE AND RELATED MATERIALS ARE LICENSED “AS IS.” IN NO EVENT WILL BATTLEFRONT.COM BE LIABLE FOR ANY SPECIAL, INCIDENTAL, OR CONSEQUEN- TIAL DAMAGES RESULTING FROM POSSESSION, USE, OR MALFUNCTION OF THE SOFTWARE AND RELATED MATERIALS. SOME STATES DO NOT ALLOW LIMITATION AS TO HOW LONG AN IMPLIED WARRANTY LASTS AND/OR EXCLUSIONS OR LIMITA- TION OF INCIDENTAL OR CONSEQUENTIAL DAMAGES SO THE ABOVE LIMITATIONS AND/OR EXCLUSION OF LIABILITY MAY NOT APPLY TO YOU. THIS WARRANTY GIVES YOU SPECIFIC RIGHTS AND YOU MAY ALSO HAVE OTHER RIGHTS WHICH VARY FROM STATE TO STATE. 2 Combat Mission The Reality of Reality, A Foreword Computers are basically fancy calculators. They like order, simplicity, and predictability. Chaos is not something that a computer handles very easily or very well. Depending on the circumstances, it might even be impossible for it to do. A tactical combat simulator, unfortunately, requires the computer to simulate chaos, both natural and man made. Further, when the simulation is executed in RealTime, the computer must calculate these difficult things quickly and efficiently. If this wasn’t tough enough, the gamers using the simulator require that the computer also devote a large amount of its power to push around polygons to make the simulation seem real. Oh, and all of this should work on the average home PC that has been purchased within the last few years. What game developer in their right minds would want to tackle something like this? Us, of course! Strangely enough we even enjoy it. For a tactical combat simulation to be successful the developer needs to be realistic about what can and can’t be done in the practical sense. In effect this means picking what to simulate and how to simulate it very carefully. It also means simulating as many elements as abstractly as possible so that resources can be devoted towards those things which are not as easily abstracted. Therefore, as realistic as Combat Mission is it doesn’t mean players won’t notice abstractions from time to time. It’s unavoidable simply because few gamers have a super computer at home! Why is this important? Because you, the end user, need to know that although Combat Mission appears to simulate the real world and all its chaos down to the last boot heel and Shock Force 3 rock, there are some fundamental abstractions necessary to make this whole thing work on your PC. The end result is that as you play CM sometimes you will see things that don’t look quite right. A soldier shooting through solid ground, perhaps, or a tree branch passing through a passing tank. In a perfect world we would have enough time and computing power to avoid these abstractions. Since we don’t, we can’t. What we can do is make sure these abstractions do not negatively impact the realism of the overall simulation. The “big picture” of your experience in CM is, after all, what is most important. Unlearning Combat Mission Gamers familiar with the original Combat Mission series will quickly figure out that we haven’t spent 3 years simply redoing what we already did. Instead, when we started working on CM:SF we decided, from the start, that nothing was sacred. We set out to build a better game engine and anything we felt holding us back from pushing forward was changed or abandoned completely. Yet at the same time we tried very hard to preserve the core of what made the original Combat Mission great. The resulting game probably has, feature for feature, more differences with the earlier Combat Mission games than you might expect to see. It will probably take some time to really get used to the differences, though we are confident that once the initial surprise of how different the game is you’ll be fine. Just like many of you were fine playing Combat Mission for the first time after years of wargames that looked and felt like paper and dice board games. Back then we called the process “unlearning”, so perhaps now we should call it “re-unlearning”! 4 Combat Mission Table of contents The Reality of Reality, Veteran ..................................... 36 A Foreword ............................... 3 Elite .......................................... 37 Unlearning Combat Mission ....... 4 Basic Screen Layout .................. 38 Game User Interface (GUI) ........... 39 CM:SF Backstory ........................ 7 Unit Info Panel .......................... 39 The First Unconventional Team Info Panel ........................ 41 Conventional War ........................ 7 Details Panel ............................. 42 A developer’s conundrum .............. 9 Detail Panel Components ............ 43 Installation & Licensing ............ 12 Command Panel .......................... 46 Installation from disc ................... 12 Menu Options ............................. 47 Installation for Download version ... 12 Command Interface ..................... 48 License Overview ........................ 12 Playback Interface ....................... 49 Licensing .................................. 13 Spotting & Floating Icons ......... 50 Un-Licensing ............................. 14 E-license support ........................ 15 Commands ................................ 52 Move Commands ......................... 53 Keyboard & mouse Controls ..... 16 Combat Commands ..................... 58 Camera Navigation ...................... 16 Special Commands ...................... 62 (Mouse) ................................ 16 Administrative Commands ............ 67 (Keyboard) ............................ 16 Instant Commands ...................... 68 Unit Selection ............................. 16 Commands ................................. 17 Command & Control (C2) .......... 70 Command Keys ........................... 17 Maintaining C2 Links .................... 71 Editor ........................................ 17 Information Sharing .................... 72 3D Map Preview ........................ 17 Leaders ..................................... 74 2D Map Editor ........................... 18 Air & Artillery Support .............. 75 Options ...................................... 18 Requesting Support ..................... 76 Customizing hotkeys .................... 18 Selecting a Spotter ...................... 76 Options