You are on page 1of 7

Sid Meier's Civil War Collection

Version 1.00f
************************************************************
** WELCOME
************************************************************
Thank you for purchasing Sid Meier's Civil War
Collection! This product includes the award winning Sid
Meier's Gettysburg! and Sid Meier's Antietam!, along with
the previously unreleased Sid Meier's South Mountain!
************************************************************
** Notes
************************************************************
-- The limit to the directory structure you can install the
game to is 200 characters.
-- HTML Documentation for Sid Meier's Antietam can be
located in the Documentation sub-folder. This folder
is located in whatever directory you installed Sid
Meier's Antietam to (default: C:\Program Files\Firaxis
Games\Sid Meier's Civil War Collection\SMA).
-- Gettysburg is not compatible with Antietam and South
Mountain in multiplayer games.
-- Savegames from Gettysburg are not compatible with Antietam
or South Mountain. Likewise, Antietam and South Mountain
savegames are not compatible with Gettysburg.
-- Running multiple instances of any of these games can cause
general instability. Run only one game at a time.
-- Using ALT-F4 to exit the game can cause problems if a
popup dialogue box is open.
-- Multiplayer for any of these games is contingent upon
connection quality. If you are experiencing difficulty
playing larger games, reduce the number of players. 4
player games work under all but the most unstable
internet/network conditions.
-- It's recommended that you disable your screen saver
prior to playing the Civil War Collection.
-- If you have difficulty in viewing any of the Gettysburg
movies, install the Indeo video drivers found on the CD
in the \Indeo folder. Double left-click on the ivi_nt95(1).exe
file to begin installation.
************************************************************
** Gettysburg Section
************************************************************
Sid Meier's Gettysburg! Read Me
Version 1.0
This file contains late-breaking news on Sid Meier's Gettysburg!...all

the things you need to know that didn't make it into the manual.
Install Guide Errata:
-------------------* You are no longer required to select a language when installing.
* You now have the option to bypass DirectX install during setup (you
will be asked if you want to install DirectX 5 after installing the
game. Note that you need DirectX version 5.0 or later to run
the game).
* The install guide says to click READY when you are ready to begin a
multiplayer game; actually you click NOT READY and it changes to
READY.
* There is an extra choice in Custom Install: you can now choose to
install Additional Art to the hard drive (basically the pictures
that introduce each scenario).
Manual Errata:
------------* --NEW FEATURE!-- At the lowest level of difficulty, when the
currently selected unit is not visible onscreen the words
'Click Here' will appear in the map compass; clicking the
compass will return the map to the selected unit.
* --NEW FEATURE!-- Clicking the unit info at the bottom of
the screen will call up the Order of Battle screen;
clicking the Scenario Clock will call up the Scenario
Status screen, and pressing the F9 key will call up the
Preferences menu.
* --NEW FEATURE!-- There is a now a Hall of Valor that stores the
seven highest scores achieved in a full battle. It is
accessible through the Reports menu.
* --NEW FEATURE!-- Whenever you quit, the current game is
automatically saved as quit.sav. Whenever you end a scenario,
the current game is saved as end.sav. Every 15 game minutes,
the current game is saved as autosave.sav.
* --NEW SCENARIOS!-- There are four new scenarios not mentioned in the
manual: Meade Reacts: Bricker Farm; The First Day: Meeting
Engagement; The Second Day: Echelon Attack!; and Stonewall
Jackson: Alternate Gettysburg. The First and Second day scenarios
are especially designed for multiplayer.
* --NEW PREFERENCE!-- There is now a Fewer/More Units in Scenario
preference that determines how many units are present in each
scenario.
* --NEW PREFERENCE!-- There is now a preference that allows you to
adjust the sound volume, from Off to Very Loud.
* --NEW FEATURES!-- There are some features detailed on the last
page of the Install Guide...don't miss them!
* Cavalry will not accumulate battle stress when moving in Skirmish
formation.
* You can now save your game from the End of Scenario screen
(except in the first scenario when the Save Game button is replaced
by a Tutorial button). The Quit button referred to in the manual
is now a Return to Main Menu button.
* The Drill on the Parade Ground tutorial is now called Drilling on
the Field.
* Golden Opportunity: Will's Woods starts at 1:30 p.m., not 1:00 p.m.
as the manual states.
* Sickle's Folly: The Peach Orchard starts at 5:30 p.m., not 5:00 p.m.
as the manual states.
* Turning Point: The Devil's Den is now called Turning Point: Little

Round Top.
Ref Card Errata:
--------------* Clarification: When replacing a default game view with a custom
view, pressing Shift-F2 replaces the Find Fighting view, pressing
Shift-F3 replaces the Find Largest Objective view, and pressing
Shift-F4 replaces the Find Last Important Point view.
* When a report comes in you will hear 'Reporting, General!', not
'Reporting Sir!'
Notes on using Voice over Data (voice chat)
in Multiplayer Gettysburg:
------------------------You must have the GSM610 audio codec installed for voice over data to
work. Verify this by opening Control Panel\Multimedia\Devices\Audio
Compression Codecs, where the Microsoft GSM 6.10 Audio CODEC
should be listed, and double-click the codec to verify that it has
been enabled.
If transmitted sound is too soft, raise the microphone level from
the Windows Volume control panel. Do this by double clicking the
speaker icon on the task bar. If you don't have a speaker icon
choose Start\Programs\Accessories\Multimedia\Volume Control.
Once the Volume Control panel is open pull down the Options menu
and click on Properties. In the "Adjust Volume For" group select
Recording and click OK. Now your mixer panel will show a microphone
slider which you can adjust accordingly.
The sound driver will use any memory installed on the sound card
which will help game performance. It works best with a 16-bit sound
card although it will work with an 8-bit sound card. Be sure the
correct sound device is selected in the Control Panel\Multimedia\
Playback\Preferred Device list box. Use the native device from
the manufacturer of your sound card; for example, if you have a
Sound Blaster 16, choose the device of that name as your Preferred
Device. There is no need to try a Game Compatible Sound Device
(if you have one) unless you are having sound problems.
See the Install Guide for basic info on voice chat.
***************
Enjoy your game, and check out the web sites (www.gettysburg.ea.com
and www.firaxis.com) for more info and other exciting stuff!
--Firaxis Games
************************************************************
** Antietam/South Mountain Section
************************************************************
************************************************************
** Fixes in v12.10
************************************************************
-- Saved games in multiplayer now correctly restore reinforcement
settings.

-- Certain toolbar reconfigurations used to cause problems (Unlimber


for infantry for instance). It now checks commands and disallows.
-- Severe rally now removes the correct number of troops.
-- Map 'speckling' has been greatly reduced.
-- For player-created campaigns, the buildXX.txt file is now
correctly read allowing placement of buildings and towns.
-- A human playing what was an AI player in a saved multiplayer
game now works correctly.
-- Troop effectiveness in multiplayer now works as it should.
-- Troops now receive road benefits in town, and road grid has been reduced.
-- Installed desktop themes no longer cause the mouse to flicker
on the options screen.
-- A3D soundcards no longer cause sporadic fatals in-scenario.
-- The quotes prior to entering a scenario now display for the
correct amount of time.
-- If you have scenario intro selected, extra clicks in the pick
player screen will not cancel the scenario intro.
-- The 'photo survey' of the Burnside's Bridge scenario now
contains the correct compass information.
-- Entrenchment now takes the correct amount of time in all
scenarios.
-- Some graphic artifacts from unit animations were removed.
-- Units no longer instantly route, rally, route, etc. under
certain conditions in certain scenarios.
-- Regiments in woods which are not moving or firing cannot be seen
unless within small-arms range of enemy units.
-- The game now correctly lists multiplayer options.
This file contains late-breaking news on Sid Meier's Antietam!...all
the things you need to know that didn't make it into the manual.
************************************************************
** Known Bugs
************************************************************
MULTIPLAYER
-- For Serial or Modem-to-Modem play [not internet play over a modem
but direct connections only], once a multiplayer game has been
completed, it is necessary to quit the game before you can play
another multiplayer game in this manner.
ORDER OF BATTLE vs CASUALTY REPORTING
-- Due to several factors (such as units starting some scenarios weakened,
the fact that the game continues slightly beyond the moment at which
the score is calculated, and internet lag problems regarding melee
and unit capture), the score screen casualty numbers will occasionally be higher or lower than the total casualties reported on the
OB screen at the end of the game. The score screen is correct.
************************************************************
** Some Player Notes
************************************************************
-- Big Battles and Rally : If you decide to play one of the several
full-day battle scenarios, it would be wise to play with the
option "Severe Rally". After several hours, it would have been
very unlikely for previously routed troops to keep on rallying.
Severe rally will hinder the probability of this happening

for heavily damaged, or inexperienced troops.


************************************************************
** Additional Changes from Gettysburg
************************************************************
-- DOCUMENTATION
The help manual for the game is present not only in the game, but
also in a much more readable HTML format in the Documentation folder
on the CD. In addition, the entire History of Antietam is available
in HTML format in that same folder. This includes several chapters
of Ezra Carman's eye-witness history of the Battle of Antietam.
You may also review the license agreement in the Documentation folder.
-- MAP CHANGES
** Altering the included maps should be done at your own risk **
The information for constructing the map is no longer present in a
single data file [previously gmapc.pcx]. Instead, there are a few
text files which comprise the information required for building a map.
In addition, the dimensions of the map can be set via the antietam.ini
file. There are three important entries present in the ini file.
Campaign
For Antietam, this value is 1. Values below 20 are reserved for
further Firaxis games, however, values between 20 and 99 can be used
by external campaign creators.
GameMapX##, GameMapY##
Where ## refers to the Campaign value determine above. If you want
to setup values for campaign #32, the variables to be set in the ini
file are GameMapX32 and GameMapY32. These two variables determine the
dimensions of the campaign map. The min and max values for either of
the two variables is 32 and 100 respectively.
The files which comprise the map data for Sid Meier's Antietam are
Roads.txt, Build.txt, names.txt, elev.txt, and terrain.txt. For
externally defined maps, you should use roads##.txt, build##.txt,
names##.txt, elev##.txt, and terrain##.txt where ## refers to the
campaign number defined in the ini file. For example, for campaign
#32, the files names which will be used to determine the map are
Roads32.txt, Build32.txt, Names32.txt, Elev32.txt, and Terrain32.txt.
Roads##.txt==>
This file determines all of the roads(r), Pikes (P), trails(t),
Fords(F), and sunken roads(s) that are present on the map. Bridges
will be automatically generated where roads and pikes cross streams or
rivers.
Build##.txt==>
This file determines the various buildings present on the map
whether they are mills(M), cemeteries(G), churches(C), chapels(P),
farm houses(F), houses(H) or town buildings(T). In addition, you can
specify special buildings on the map by using lower case values from
'a' through 'z'. These buildings are present in the image files
Specials#.pcx. The first four buildings ('a' through 'd') are
depicted in each of the rows in Special1.pcx. The next four buildings
('e' through 'h') are present in each of the rows in Special2.pcx.
Sid Meier's Antietam! will attempt to read consectively as many of

these files as possible until a file is not present in the execution


directory.
Names##.txt==>
For scenario use, either in generation or reference, the various
names present in the campaign are present in this file. You can
override the names present in his file via specification in the
scenario files.
Elev##.txt==>
This file determines the relative heights of the campaign map.
Each value is a hexadecimal number representing the height of a
particular grid area. From lowest to highest, the valid values
for height are 0,1,2,3,4,5,6,7,8,9,A,B,C,D,E, and F.
Terrain##.txt==>
This file determines the actual terrain type present at a particular
grid square of the map. The current possible terrain types are
river(A), river with forest(B), orchard(O), forest(W), stream(a),
stream with forest(b), corn field(c), rocky(d), forest(e), rocky
forest(h), rocky forest with stream(i), rocky forest with river(j),
marsh with stream(k), marsh with river(l), marsh(m), rocky with
boulders and stream(n), wheat field(p), rocky with boulders(r), wheat
with stubble(z), wide impassible river(P). Any other values are
treated as clear terrain until a future patch or release from Firaxis
Games is available.
************************************************************
-- CHANGING THE TOOLBAR
************************************************************
The user currently has the ability to change the order of buttons
on the toolbar. In the Antietam.ini file, you need to include the following
five definitions.
bOverloadBarOrder=0
InfantryBarOrder=03050610000201040717080924-130
ArtilleryBarOrder=-1-10618111213141517080916-130
BdeCommanderBarOrder=030506192021222326250809242730
BigCommanderBarOrder=-1-1-1-129-1-1-12625-1-1162730
The first, bOverloadBarOrder, is a definition which determines whether
or not you wish to override the default toolbar button order. If this
value is set to 1, The executable will look for the other four
definitions in the Antietam.ini file and utilize their information for
the toolbar button order during the game.
The other four definitions determine the toolbar button order for the
four basic toolbar configurations during the game. For regiments of
cavalry as well as infantry, the InfantryBarOrder definition is used.
For artillery, the ArtilleryBarOrder definition is used. For Brigade
level commanders, the BdeCommanderBarOrder definition is used. For
Divisional or Corps Commanders, the BigCommanderBarOrder definition
is used.
The values of the definitions refer to the button type which is present
in the 15 locations of the toolbar. Each of the types are 2 digit
decimal numbers ranging from -1 through 29. Their meaning is the following:
-1 : Nothing - blank space on the toolbar

00
01
02
03
04
05
06
07
08
09
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29

:
:
:
:
:
:
:
:
:
:
:
:
:
:
:
:
:
:
:
:
:
:
:
:
:
:
:
:
:
:

Line
Column
Skirmish
DoubleQuick
Charge
Advance
Wheel
Hold
Fallback
Retreat
Volley
Unlimber
Limber
TargetInf
TargetArt
AutoTarget
LOS
Halt
Canister
BattleLine
DoubleLine
SkirmishLine
ManeuverColumn
RoadColumn
Attach
BrigadeHalt
Rally
Command
-- not used -Gather

move into line formation (regimental)


move into column formation (regimental)
move into skirmish formation (regimental)
toggle double quick movement speed
conduct a charge
advance the unit or brigade
wheel the unit or brigade
hold the position
fallback from your current position if taking fire
retreat from your position
toggle volley status
unlimber artillery
limber artillery
target infantry
target artillery
target automatically
view the Line of Sight of the unit
halt the unit's movement
toggle canister status
move the brigade into a battle line formation
move the brigade into a double line formation
move the brigade into a skirmish line formation
move the brigade into a maneuver column formation
move the brigade into a road column formation
attach unit or reattach entire brigade
halt the brigade
toggle rally status
command the leader (multiplayer)

- gather the artillery

The main caveat to reordering a toolbar is use only the values


which make sense to that toolbar. Just try to rearrange the
values which the four toolbar definitions have as defaults.
If you put 'Target Infantry' in the divisional commander's toolbar,
the application will probably not like that too much and treat
you with great disgust. To be more clear, use this option at your
own risk. =:-o
************************************************************
--Firaxis Games & Breakaway Games

You might also like