Killer Bee Software Proudly Presents

 

By

 

Mark Kinkead

 

 

Original programming by

Mark Lewis Baldwin

Bob Rakosky

 

New Artwork by

Anthony Affrunti, a.k.a. Wydraz

 

Copyright © 2003 by Mark Kinkead, Killer Bee Software

All Rights Reserved

 

Table Of Contents

Introduction

How The Game Is Played

Scenario Selection

Viewing the Map and Map Navigation

Scenario Long Description

Scenario Options

Competition

Handicap

Game Length

Hit Probability

Damage Type

Line Of Sight (LOS)

Delays

Victory Points Awarded Per Kill

Mines

End Game

Autosave

Game Phase Clock Settings

Scenario Options Command Buttons

Starting a Game

Playing The Game – Phase By Phase

Placement/Weather Effects

Mobile Artillery Plot

Indirect (Artillery) Fire

Artillery Plot

First Direct Fire

How Direct Fire/Return Fire Works

Movement

How Movement and Passing Fire Works

Special Movement Commands

Transporting

Neutral Country Invasion

Close Assault Attack

Engineer Unit Commands

Build/Destroy

Mine/Clear Mine

Second Direct Fire

Scoring

Game Rules Details

Unit Descriptions

Tanks

Armored Car

Infantry Based Units

Artillery Based Units

Mines

Unit Capabilities Charts

Basic Hit Probabilities

Weather

Line Of Sight and Spotting

Moving Through Terrain On A Map

Ending The Game

Scoring Evaluation

Playing A Network Game

Getting Ready For A Connection

Connecting With The Enemy

Chat Window

Starting A Network Game

Saving A Network Game

The Perfect General Internet Edition Interface

Map Window Area

Scrolling the Map

Zooming In and Out

Displaying Scenario Information On The Map

Displaying And Hiding The Side Windows

Using The Cursors

Direct X and Resetting The Display

Status Message Bar

Side Windows

Game Window

Other Keys of Interest

Scenario and Player Statistics

Making Your Own Maps and Scenarios

Configuring The INI File and Customizing Your Game

Credits

Introduction

 

Welcome to The Perfect General Internet Edition. It is my pleasure to bring this game back for you.  This wonderful computer war game was originally programmed  in the early 90’s by Mark Baldwin and Bob Rakosky. It is one of my personal favorite all time games. The game is very well balanced, provides a good strategic challenge in solitaire play, and provides a very intense challenge in head to head play.

I personally have been playing The Perfect General since it came out in the early 90's. The game captivated me with its challenge and simplicity. After I got a screaming 2400 baud modem, I began playing human players, and saw the true balance and challenge of the game. Unfortunately, the game has suffered the same fate as many other games of that decade. The companies which produced such wonderful games are bankrupt and gone, and it has become increasingly difficult to find such games and be able to play them on your modern day platform.

But the game system itself is still excellent, and I had found myself constantly thinking about this game and wanting to play it, without having to break out the old dusty CPU and fire up DOS. I am pleased I have the opportunity to bring it back to life.

Be aware that much of the original source code is in this version of the game. due to this fact, while every effort is made to insure quality, you may occasionally experience a problem or flaw in the game. However, I am sure the game will bring hours upon hours of entertaining play, as it did a decade or so ago.  The game has been enhanced somewhat, but the original game play and rules have mostly been preserved. A scenario editor has been added, which I’m sure will bring countless hours of new challenges. It also has been adapted to be playable on the Internet, for only against a human opponent can the true Perfect General be determined.

 

How The Game Is Played

 

The Perfect General Internet Edition is abstract tank warfare on a tactical scale.  The game is usually played in a ‘match’ style, where you get a chance to play both sides of the battlefield.

 The maps are hexed based, and players select the units they desire after being allotted buy points. Reinforcement points are also available during a match depending on the scenario played.

 Each player has a choice of various tanks, infantry, and artillery units. Once units are purchased, they are placed in designated areas and play begins.

 A game is a series of turns, with each turn having separate phases for each player to facilitate Artillery Action, Direct Fire Action, and Movement Orders.

 When the first game is over, if a match is to be played, the players switch roles and play another game. The score from both games is tallied, and the winner is determined statistically.  Which one of you will be The Perfect General?

  

Scenario Selection

 In order to play The Perfect General Internet Edition, a scenario must first be selected. There are several scenarios provided with The Perfect General, and you have the capability to create new scenarios and variations on existing ones via the scenario editor.

Choose a Scenario Menu Option

 To select a scenario, select the menu option Play Game->Choose Scenario…. The scenario files (with the file extension “.scn”) will be displayed. Choose the desired scenario file to load it into the game.

Once the scenario is loaded, the map it uses is displayed and the name of the scenario is displayed in the window. At this point you can inspect the map, review the scenario description, and review and adjust the Scenario Options before beginning play.

 Viewing the Map and Map Navigation

 For information on viewing and navigation in the map window, please see the section  Map Window Area in The Perfect General Internet Edition Interface.

  

Scenario Long Description

Long Description Menu Option

 The Scenario Long description gives you background information and important details about the scenario. A small text description is provided within the game, and there may possibly be an HTML presentation for the scenario.

 The Scenario Long Description can be displayed by selecting the menu option Play Game->Long Description or by pressing [Ctrl + D].

Long Description Display

The Long Description Window is displayed to the right of the screen. To see the HTML presentation for this scenario (if one exists), click on the “View HTM Briefing” button in the Long Description window.

 To close the Long Description Window, click on the “Close” button in the Long Description Window.

 

Scenario Options

Scenario Options Menu Selection

 The Scenario Options are the aspects of a scenario that can be changed before play. Once a game is started, most of these options cannot be changed over the course of the game, even if the game is saved for completion at a later time.

 To view the Scenario Options, select the menu option Play Game->Scenario Options or by pressing [Ctrl + O].

Scenario Options Display

 Various aspects of the options are presented for you to adjust. These are

Competition

Balanced - a match is to be played, with both players playing a game as Attacker and Defender. Player #1 will be attacker first.

Player 1 Attacker – only one game will be played, and the player designated as Player #1 will play the Attacker.

Player 1 Defender – only one game will be played, and the player designated as Player #1 will play the Defender.

Handicap

The handicap gives the player a Buy Point advantage in the game, by reducing the Buy Points of his opponent. There is no combat advantage given.

Game Length

There are two types of games available for a scenario to offer a variation on length and size of the game. The Scenario Options Display only shows game length, but the Buy Points may be affected in a game as well. The Buy Points differences, if any, should be explained in the scenario Long Description.

Std. Game – The “Standard Game” is traditionally the shorter game, and less Buy Points are awarded.

Long Game – The Long Game is traditionally longer, and more Buy Points are usually available.

Hit Probability

Always Hit – In this case, every unit that can fire will always hit its target.

Random Hit – In this case, a unit only has a probability of hitting another unit, based upon range, altitude, unit types and terrain.

Damage Type

Full Kill - In this case, if a unit hits another unit, that unit hit is always destroyed.

Partial Kill – In this case, when a unit is hit, it experiences damage based upon the capabilities of the attacking unit.

Line Of Sight (LOS)

Full View – In this case, units are always visible and exposed to attack.

Limit to LOS – In this case, units can be hidden and thus protected from fire (and possible detection).

Delays

 

These are the various delays that affect the animation and response times in the game. These delays can be altered during any game with the exception of a networked game.

 

Ret Fire

This sets the time (in 1/1000th of a second) a player has to react to ordering return fire when fired upon.

Pass Fire

This sets the time (in 1/1000th of a second) a player has to react to ordering passing fire when an enemy unit is moving in range.

Message Delay

This sets the minimum time (in 1/1000th of a second) that messages are displayed in the status window.

Animation

This factor (note factor, not time) sets the speed of the various movement and fire animations throughout the game. The lower the animation factor, the faster the animation.

Victory Points Awarded Per Kill

A new feature in The Perfect General Internet Edition, players can now receive victory points for destroying units, and suffer penalties for friendly fire incidents.

There are two tables, with several rows and two columns each. The rows describe each unit in the game (Awards are not given for mines) .

The columns are:

            Kill – point awarded for a kill of this unit type.

            FF – points subtracted for a friendly fire kill of this unit type.

Apply To Kills If this option is selected, victory points will be awarded for kills during the game. The points for units killed are awarded at the end of the turn the unit was destroyed.

Apply to FF – If this option is selected, victory points will be removed from a player's score for friendly fire kills during a game. The points are removed immediately upon the friendly fire incident.

Mines

Hide Mines If this option is selected, mines are hidden until discovered. They are always visible to the player who placed them.

Cost Hidden mines may be an unbalancing factor in the game. To counter this, the amount entered will be applied to the cost of mines for this scenario if the “Hide Mines” option has been selected.

End Game

These options will determine if a game can end early based on particular circumstances.

 End on VP – In this case, if selected, the game will end if one side reaches or exceeds the specified Victory Point total, ATT for the Attacker, DEF for the Defender.

End On Elim – In this case, if selected, the game will end of one player is eliminated and has no hope for reinforcements in the game. The surviving player (if any) is awarded the victory points for all victory areas for the remaining turns of the game.

Autosave

Autosave will save the game twice a turn. The first save will be after both
sides have performed the placement phase. The second save occurs at the
end of each turn.

This file will be placed in the data/svgame directory under the name:


autosave_<save type>_<turn number>.<tpg/tpr>

Where

"save type" is the phase saved: 'pl' for after the placement phases, 'end' for end of turn

"turn number" is the turn is saved on

"tpg/tpr" indicates the game type - 'tpg' for local games, 'tpr' for remote games.

Remote games are saved on both computers and both copies must exist to continue the game.
 

Game Phase Clock Settings

These are optional clock that can be used during the game to move play along and limit the amount of thinking time a player has. The amount of time allotted to a clock is based on the number of units available in a phase. Phase Clock Type describes the optional clock to be used and Seconds Per Unit describes the amount of time allotted to that clock each time it is needed.

Mobile Plot Phase  - This clock sets the number of seconds for the Mobile Artillery Plotting Phase.  It is based on number of seconds per Mobile Artillery unit available.

Arty Plot Phase – This clock sets the number of seconds for the Artillery Plot Phase. It is based on number of seconds per Light and Heavy Artillery unit available.

Direct Fire Phase – This clock sets the number of seconds for the Direct fire Phases. It is based upon the number of seconds per unit able to fire upon a target in that phase.

Return Fire Clock – This clock sets the number of seconds for return fire once a player has indicated he wishes to perform return fire. (This is not the timer to determine if return fire will occur, but happens after the player has indicated his desire to perform return fire). Since this clock affects fire with only one unit, it is based on number of seconds.

Movement Phase – This clock sets the number of seconds available in the player’s movement phase. It is based upon the number of seconds per unit capable of moving during the phase.

Passing Fire Clock – This clock sets the number of seconds a player has to perform passing fire during the movement phase after indicating his desire to do so. (This is not the timer to determine if passing fire will occur, but happens after the player has indicated his desire to perform passing fire). It is based on number of seconds per unit able to fire upon the moving unit.

Scenario Options Command Buttons

 Use – Closes the Scenario Options Display and sets the options defined as the current scenario options.

Save – Saves this set of options to be used as your default settings every time you start the program.

Reload – Reverts the scenario options to your default settings you had previously saved.

 

Starting a Game

Game Start Options

Once the scenario has been chosen and the scenario options have been set, it’s time to play! You can begin play by selecting the menu item Play Game->Play Scenario and making one the following menu selections:

You Vs. Computer – This will start a game with you as Player #1 and the Computer as Player #2

Computer Vs. Computer – This will start a game with the computer battling it out against itself, while you sadistically watch the action.

Vs. Human – Hotseat – This will begin a game with two human players at the same machine.

Vs. Human – Network – This will begin a game with another human opponent. Note, a network connection must already be established with the opponent before this option is available.

When a game has been started, human players will be prompted to enter their General’s name. The level of the computer player will also be specified at this time. Network games have further steps that must be taken to begin a game. See the Networking Section.

Playing The Game – Phase By Phase

 

Each turn in The Perfect General Internet Edition is broken into phases. These phases are

  1. Placement/Weather Effects
  2. Mobile Artillery Plotting
  3. Indirect (Artillery) Fire
  4. Artillery Plotting
  5. First Direct Fire
  6. Movement
  7. Second Direct Fire
  8. Scoring

In each phase, the Attacker is first to go. When he has completed that phase, the Defender does his actions for that phase.

The Plotting, Fire, and Movement phases can be ended with the menu selection Phase Control->End Phase or by pressing the key combination [Ctrl + P].

End Phase Menu Option

Placement/Weather Effects

In this phase, players may receive buy points to purchase units. This is dependent upon the condition set forth in the scenario being played. In some scenarios, players are able to hold unused points for subsequent turns.

 In the placement phase, for each reinforcement situation for a player, the player first chooses the units to buy. The Unit Purchase window appears on the right side of the screen.  Points Remaining describes how many Buy Points are available to the player. An image of each unit available is displayed, as well as the Number of that unit that has been purchased and the total Cost applied to purchasing units of that type.  The Points Used describes how much has been spent in total so far.

Purchase Side Window

 To purchase a unit, simply Left Click on the image of the unit to add one more to your unit pool. If you desire to remove some units from this pool, Right Click on the image of the unit to remove one.

 The Done button allows you to begin placing these units. You are allowed to overspend as you determine your force organization for this reinforcement, but you will not be allowed to select Done until you have resolved the overspending.

 After the units for this reinforcement area have been purchased, you will then proceed to place them. You will not be allowed to go back and redo your purchases once you have selected done and moved on to placing the units.

 The Placement Window to the right will display the units in your reinforcement pool.

Placement Side Window

The units can only be placed in the regions indicated by YOUR player’s color (Attacker is red, Defender is blue). To place a particular type of unit, first Left Click the image of that unit in the placement window (moving the Mouse Wheel will also change the selected unit), then Left Click on the desired hex on the map. If you wish to remove a unit you previously placed, simply Left Click on the unit you had previously placed and it will be returned to your unit pool. After you are satisfied with the placement of all of your new units, click on the “Done” button.

 After purchase and placement has occurred for all reinforcement areas under the players control, the phase for that player will end.

 At the end of this phase, any weather effects that apply to this turn will be announced.

 Mobile Artillery Plot

Mobile Artillery Phase

In this phase, the player will be able to plan the fire of his Mobile Artillery Units (if he has any). Mobile Artillery units that are given targeting orders during this phase will fire in the Artillery Fire Phase and not be able to fire anymore during this turn.

 This phase may be optionally timed (see Game Phase Clock Settings).

 The player's first unit to plot fire will be automatically selected. Hexes which can not be targeted by this unit will shadowed.

Shadowed Hexes

 To target a hex, simply Left Click on the desired hex and the target hex will be indicated by a target icon. The next unit will be automatically selected.

 If you wish to reassign a previous targeting order, Right Click on the Mobile Artillery unit performing the orders and those orders will be cleared, and that unit re-selected and ready for new orders.

 If you wish to not plot a target for that unit in this phase, select the ‘I’ Command Button in the Game Window on the right or press [I].

 If you wish to defer the targeting of a unit that is selected, Right Click on the next Mobile Artillery unit you wish to give targeting orders to, select the ‘N’ Command Button or press [N].

 Please note that when every Mobile Artillery Unit owned by the player in this phase has either been given a target or told to ignore, the phase will automatically end with out a prompt.

 

Indirect (Artillery) Fire

Artillery Fire Phase

In this phase, the results of the Mobile Artillery Plotting and the previous turn’s Artillery Plotting are determined and displayed. The players cannot stop the action during this phase.

Artillery Plot

Artillery Plot Phase

In this phase, the player will be able to plan the fire of his Light and Heavy Artillery Units (if he has any). Light and Heavy Artillery units that are given targeting orders during this phase will fire in the Artillery Fire Phase of the next turn and not be able to fire anymore during this turn.

 This phase may be optionally timed (see Game Phase Clock Settings).

 The player's first unit to plot fire will be automatically selected. Hexes which cannot be targeted by this unit will shadowed.

 To target a hex, Left Click on the desired hex and the target hex will be indicated by a target icon. The player will then be provided with three options:

Barrage Options for Light and Heavy Artillery Units

Barrage – The hex will be hit with suppressive artillery fire. In the next turn, the hex where the fire falls will block line of sight, and be impassible. If the unit is Heavy Artillery, the surrounding hexes will also block line of sight for that turn and units entering that hex will lose movement points and may be damaged.

The artillery piece performing a barrage fire must survive the remainder of the turn if the barrage is going to occur. Otherwise it reverts to non-barrage.

Non-Barrage – The artillery will not affect Line of Sight or prevent subsequent movement into the hex in the turn the fire occurs.

Never Mind – The player has changed his mind and does not wish to target this hex. He will be able to select another target.

Upon targeting a hex, the next unit will be automatically selected.

 If you wish to reassign a previous targeting order, Right Click on the Artillery Unit performing the orders and those orders will be cleared, and that unit re-selected and ready for new orders.

 If you wish to not plot a target for that unit in this phase, select the ‘I’ Command Button in the Game Window on the right or press [I].

 If you wish to defer the targeting of a unit that is selected, Right Click on the next Artillery unit you wish to give targeting orders to, select the ‘N’ Command Button or press [N].

 Please note that when every Artillery Unit owned by the player in this phase has either been given a target or told to ignore, the phase will automatically end without a prompt.

 If you wish to view the planned target locations at any other time during the game turn, you can toggle the target displays on via the menu selection Display Options->Display Artillery Targets or by pressing the key combination [Alt + T].

 

First Direct Fire

First Direct Fire Phase

In this phase, each player gets a chance to fire his units at those defending units that have been spotted and are in range. Only units not having previously fired or those Artillery units not plotting fires for the next turn are able to participate in this phase. The unit must also have a spotted target within range.

 This phase may be optionally timed (see Game Phase Clock Settings).

 The unit window in the Game Display Window will indicate the unit which is currently selected. The yellow unit cursor will also be around the unit.

 The unit window will display the unit type, percentage damaged, and the hit damage the unit can inflict.

 The target window in the Game Display Window will indicate the hex (and contents) of the current target hex. The white target cursor will also be around that hex.

 The target window will indicate the terrain type label, the range from the active unit, and the altitude of the target hex. If the hex contains a unit, it will alternatively display the unit type, range, percentage damaged, and the probability to hit this target with fire from the current active unit. Clicking on the ‘A’ Command Button or pressing [A] will toggle the target hex information.

 To change the current target, Right Click on the desired hex, use the Numeric-Key Pad Keys to move the target hex cursor in various directions (use [SHIFT] to move ten squares in the selected direction), press the ‘SPC’ Command Button or press [SPACE] to select the next available target for the current active unit.

 To select another active unit, Right Click on the friendly unit desired, or select the ‘N’ Command Button or press [N] to get the next unit available.

 To ignore the current active unit for this phase, select the ‘I’ Command Button or press [I].

 To fire at the current target, Left Click in the target square, or select the ‘RET’ Command Button or press [RETURN/ENTER].

 How Direct Fire/Return Fire Works when initiated, the active unit will fire at the target unit. If the owner of the target unit is a human player, the ‘F’ Command Button will change to a green color, indicating to the targeted player that he must decided whether or not to return fire within the Return Fire Response Time defined in the Scenario Options. If the player does choose to respond, he will select the ‘F” Command Button or press [F] while the button is still green. If the targeted player does not wish to return fire, he can cancel the Return Fire Response Timer by selecting the ‘I’ Command Button or pressing [I]. Only units which have not previously fired that turn can return fire.

 If Return Fire is selected, the targeted unit will then have an opportunity to fire upon any target it has available. Return Fire can be optionally timed (see Game Phase Clock Settings). The same mouse, Command Buttons and key commands work in return fire, except the player cannot change active units.

 After the targeted player has selected whether or not to Return Fire and if so, determined the return fire target, the effects of the first direct fire will be displayed, and then the return fire effects will be displayed. It is possible that the return fire could result in another return fire situation, so the first player should be ready to react.

Movement

Movement Phase

During the movement phase the player will have an opportunity to move those units that have movement points available. Those units that have lost movement due to artillery fire in the earlier Artillery Fire phase will not be able to move.

 This phase may be optionally timed (see Game Phase Clock Settings).

 The current active unit is displayed in the Unit Window of the Game Display Window. The unit type, percentage damaged, and fuel available will be displayed. The yellow unit cursor will also surround the unit.

 To select another active unit, Right Click on the friendly unit desired, select the ‘N’ Command Button or press [N] to get the next unit available.

 To ignore the current active unit for this phase, select the ‘I’ Command Button or press [I].

 To place the current active unit on Sentry, select the ‘Y’ Command Button or press [Y]. A unit placed on sentry will not move or ask for movement orders in subsequent movement phases throughout the game unless specifically selected by the owning player.

 The target window will display the currently selected target hex to where the unit intends to move.  To change the current target hex, Right Click on the desired target hex, use the Numeric-Key Pad Keys to move the target hex cursor in various directions (use [SHIFT] to move ten squares in the selected direction).

 To move a unit, Left Click in the hex you wish to move the unit to, or to move to the currently selected target hex, select the ‘RET’ Command Button or press [RETURN/ENTER].

 When a unit is given a movement order, it immediately begins to move towards its destination. Units can move through other units, but if a player stops a unit in a hex which also contains another unit, the player must move that unit out of that hex before he can select another unit to move.

 The owning player may interrupt a unit’s movement by Right Clicking on the map.

How Movement and Passing Fire Works –If the opposing player has a unit which has not fired that turn, can see the unit moving and the unit moving is within range, the opposing player will have the opportunity to fire at the moving unit. The ‘F’ Command Button will change to a green color, indicating to the opposing player that he must decided whether or not to fire at the moving unit within the Passing Fire Response Time defined in the Scenario Options. If the player does choose to fire, he will select the ‘F” Command Button or press [F] while the button is still green.

If the opposing player does choose to perform passing fire, he will proceed as if it was the Direct Fire phase in terms of choosing which units to fire, but he can only target the currently moving unit. Also, selecting the ‘I’ Command Button or pressing [I] at this time will indicate his desire to not fire at the moving unit allowing the unit to continue moving.

The opposing player can request passing fire for each hex a moving unit moves through at the time the unit reaches that hex.

Moving units that are fired upon have no opportunity to return fire.

Special Movement Commands

 

Transporting

Infantry, Engineer, Bazooka, Light Artillery and Heavy Artillery are units that can be transported.  Only units which have not moved or fired during the current turn can be picked up for transport.

 The Light, Medium, Heavy Tanks and Armored Cars can carry the transportable units. The cost to pick up or drop off a unit is one movement point. To pick up a unit, the transporting unit must move on top of the unit to be transported (you must have enough movement points left to move onto the unit AND pick it up). Then the player will select the ‘T’ Command Button or press [T]. The transporting unit can now move with the transported unit in tow. To unload the unit, the player will select the ‘T’ Command Button or press [T]. The transporting unit must have enough movement to unload and leave the current hex  for an unload command to be implemented.

 Units unloaded will not be able to fire or move in that turn. Units are not able to move independently or fire while in transport.  If the transporting unit is spotted by the opposing player, the opposing player will know that the transporting unit has cargo.

 If the transporting unit is destroyed while carrying cargo, that cargo is also destroyed.

If you do not remember what the cargo of a particular unit is, this information can be acquired by Left Clicking on the Unit Cursor Window or pressing [Z].

Neutral Country Invasion

In some scenarios, during the movement phase you or your opponent may wander into areas that have been predefined as neutral countries. When this occurs, the movement phase temporarily stops, while the opposing player is awarded reinforcement points to buy units and place inside the borders of the neutral country.

 The player receiving the points will do so just as if it was the placement phase. When placement has ended, play resumes back in the invading players movement phase.

Close Assault Attack

If a moving unit successfully enters a hex adjacent to an enemy unit, and has enough movement points left to enter the enemy’s hex, it can perform a Close Assault Attack. In an assault attack, the moving unit is ordered into the defending unit’s hex. Only one unit will survive the assault.

 The probability of the success of a Close Assault Attack is based upon the unit types involved, whether or not the defending unit has fired in the turn, the existing damage of both units, and the terrain in the defender’s hex. The assault probability can be observed in the information displayed in the Target Window of the Game Display Window.

 The defending unit that survives a Close Assault Attack will not be able to fire again in the turn. If an attacking unit is victorious, he will have no more movement points for the turn or be permitted to fire.

 If the Scenario Options  are “Always Hit”, the odds of success in the attack are 50%.

 For “Random Hit”, the following table gives the odds for Close Assault Attacks:

Attacker==>

Defender

AC

LT

MT

HT

AC

40%

50%

60%

70%

LT

30%

40%

50%

60%

MT

20%

30%

40%

50%

HT

10%

20%

30%

40%

BZ

60%

70%

80%

90%

IN, EN, MA, LA, HA

80%

85%

90%

95%

Additional Bonuses/Penalties (5% minimum odds, 95% maximum odds)

 Defender is in defensive location (town, forest, higher altitude): reduce odds by 10%

Defender has fired: increase odds by 20%

Attacker greater than 50% damaged: reduce odds by 20%

Engineer Unit Commands

Engineers have two special commands available to them during the movement phase. These are Build/Destroy and Mine/Clear Mine.

Build/Destroy

With this command, the Engineering unit may be able to alter the terrain within the hex he currently occupies. The ability and results of this alteration is defined within the map itself. Most common alterations are the construction and destruction of bridges.

 In order to use this command, the Engineer Unit must still retain all of its movement points. When the Engineer Unit is the current active unit, the player can start building by selecting the ‘B’ Command Button or pressing [B]. This process will take two turns. The Engineer unit cannot move during this time, but he can fire.

Mine/Clear Mine

With this command, the Engineering unit may be able to build a mine within the hex he currently occupies. Or, it will be able to remove a mine if one already exists in the hex. The ability to build a mine in a particular hex is defined within the map itself. Most common terrain types where mines cannot be built are on rivers and towns.

 In order to use this command, the Engineer Unit must still retain all of its movement points. When the Engineer Unit is the current active unit, the player can start building by selecting the ‘M’ Command Button or pressing [M]. This process will take one turn. The Engineer unit cannot move during this time, but he can fire.

Second Direct Fire

Second Direct Fire Phase

In this phase, each player gets a chance to fire at those defending units that have been spotted and are in range. Only units not having previously fired or those Artillery units not plotting fires for the next turn are able to participate in this phase. The unit must also have a spotted target within range.

 This phase works exactly as the First Direct Fire Phase.

Scoring

Scoring

At this point the victory points accumulated for this turn are calculated and displayed, and the players are now ready to continue to the next turn.

Victory Points Awarded

Victories points are determined  in several ways.

The most common way is by the occupation of a victory region. In order to get points for this, a player must have at least one unit in the region (mines do not count), and there cannot be any enemy units in the region (mines do not count).

Another way to receive victory points is through unit kills. This can only occur if the Apply To Kills checkbox is checked in the Scenario Options dialog.

A way to lose victory points is via friendly fire kills from artillery fire. This can only occur if the Apply To FF checkbox is checked in the Scenario Options dialog.

Points can also be awarded if a special terrain is present within a Victory Terrain region. This possibility should be specified in the Scenario Long Description for the scenario. These points are either awarded each turn, or at the end of the game. This is an additional feature supplied through the scenario editor for the game. There are no scenarios with this type of victory region with the release version of the game, except for the map editor tutorial scenario.

 

Game Rules Details

 

 

Unit Descriptions

The various units in the game have different speeds, strengths and damage capacities. Some units have special abilities, such as transporting cargo or building bridges. All units have their weaknesses. It take The Perfect General to effectively use the right combination of units on the field of battle.

Tanks :

Light - LT

Medium -MT

Heavy -HT

Tanks come in three flavors, Light, Medium and Heavy. The Light Tanks are the cheapest and fastest, while the Heavy are the most powerful, durable and have the best range. All tank types can transport non-mobile artillery  and infantry based units. All tank types can assault attack other units.

Armored Car - AC

The Armored Car is the fastest unit in the game. It is also very weak on defense. It is capable of transporting non-mobile artillery and infantry based units. The armored car can perform assault attacks on other units, but cannot use direct fire against Heavy Tanks.

Infantry Based Units

Infantry Based units do not move very fast on their own, but they can be transported by Tanks and Armored Cars. Though they can fire at all unit types during direct fire, they have a limited range. There are three types of Infantry Based Units. These are:

Infantry - IN

The grunts used to hold the ground you have taken or are defending. The more fascist regimes will find they are an inexpensive means of clearing mines.

Bazooka -BZ

These are grunts with some slightly more effective weapons for combat.

Engineers - EN

Specialized troops capable of Building/Destroying Bridges and some other terrain, as well as laying or clearing Mines. Engineers are the only unit that can safely move into a mined hex. Engineers that build or destroy terrain will take two turns to complete the task. Engineers that lay or diffuse mines will do it in one turn. Engineers can still fire while working, but cannot move.

Artillery Based Units

Artillery can be extremely effective when accurate, and horribly expensive and useless when not. Artillery Units are capable of Indirect fire. Artillery Based Units are capable  of firing during the Direct Fire phase as, but only if the unit has not been used in the it's plotting phase (Mobile or Regular) during that turn.

Artillery fire will destroy any unit in the hex in which it lands, and disable the movement capability of a unit in an adjacent hex, and possibly even damage it. Artillery fire is not the most accurate, and shots can stray up to three hexes away.

Artillery fire can be done as a barrage attack or as a non-barrage attack. See the Artillery Plot Phase Section for more information on how this attack works.

The Artillery Based Units are: 

Mobile Artillery - MA

This unit has a limit artillery range and is quite expensive. It has the added advantage of being able to plan its fire at the beginning of the turn, just before it fires. The mobile artillery unit cannot transport other units, and cannot perform close assault attacks. Mobile Artillery Units are not able to lay down a barrage in a hex.

Light Artillery - LA

The light artillery unit is the least expensive of artillery units, but also has the  most limited range. It is not able to move on its own, but can be transported by tanks or armored cars. It is capable of laying a barrage.

Heavy Artillery - HA

Heavy Artillery Units are the most expensive unit in the game. They have a powerful range, and a very effective attack.  It is not able to move on its own, but can be transported by tanks or armored cars. It is capable of laying a barrage, and the hexes adjacent to the barrage hex will disable and cause damage to any unit that enters the hex.

Mines - MN

Though purchased by one player, mines know no friends. Any unit (except for Engineers) that enters a hex with a mine is immediately destroyed.  Mines cannot move once placed.

Mines have two "charges". That means they can blow up two times,  and then they are no longer effective. Mines can be diffused or created by Engineer units.

Mines do not count as a unit in regards to 'elimination'.

As a new feature of The Perfect General Internet Edition, there can be hidden mines. These mines are only hidden from your opponent, and will be discovered when a unit stumbles upon one. Hidden mines can be used by making the appropriate setting in the Scenario Options.

Unit Capabilities Charts

 

Unit Type

Abbr

Cost

Speed

AC Rng

LT Rng

MT Rng

HT Rng

Other Rng

Bombard Rng

Damage To Destroy

Damage Inflicted On Enemy

ArmoredCar

AC

5

9

6

3

1

-

6

-

3

2

Light Tank

LT

6

6

8

6

4

2

8

-

6

3

Medium Tank

MT

8

5

10

8

6

5

10

-

8

4

Heavy Tank

HT

12

4

13

11

8

6

13

-

15

6

Mobile Artillery

MA

14

4

13

11

8

6

13

11

6

6

Light Artillery

LA

9

0 *T

13

11

8

6

13

13

1

6

Heavy Artillery

HA

20

0 *T

13

11

8

6

13

26

1

6

Infantry

IN

1

1 *T

1

1

1

1

5

-

4

2

Bazooka

BZ

3

1 *T

8

6

4

2

8

-

4

3

Engineer

EN

5

1 *T

1

1

1

1

5

-

4

2

Mine

MN

3(1)

0

0

0

0

0

0

0

(2)

FULL

 

Notes:

Abbr = Abbreviation

Rng = Range

(1) If Hidden Mines Selected in Scenario Options, this value is also set in the options.

(2) Mines can be cleared by EN or destroyed through artillery fire only.

(*T) Transportable Unit

  

Basic Hit Probabilities

 

Range To Target

 

1

2

3

4

5

6

7

8

9

10

11

12

13

14

All Armor, BZ, Arty

90%

80%

71%

63%

56%

50%

45%

40%

35%

32%

28%

25%

22%

18%

IN vs. Armor

10%

-

-

-

-

-

-

-

-

-

-

-

-

-

Infantry vs. IN, EN, BZ

75%

65%

50%

35%

20%

-

-

-

-

-

-

-

-

-

EN vs Armor

50%

-

-

-

-

-

-

-

-

-

-

-

-

-

EN vs IN, BZ

65%

50%

35%

20%

10%

-

-

-

-

-

-

-

-

-

 

Some Terrain reduces the hit probability by 20%

The unit at the higher elevation receives a 10% bonus (when attacking or defending)

  

Weather

On some turns in some scenarios, there may be weather effects. These will be described in the Long Description of the scenario.

 The Perfect General Internet Edition has added the concept of probabilistic weather. Now, some user made scenarios may contain only a possibility of a weather event occurring on a turn. All of the original scenarios have a weather probability of 100%.

The weather types are:

Clear

No affect on movement or line of sight. Units can see out 25 hexes.

Mud

Affects movement only.

Fog

Affects sight range, units can only see out 10 hexes.

Rain

Affects movement like mud  and sight range like fog.

Storm

Severely effects movement and sight range.

Night

Effects sight range, units can see out 5 hexes. Units also cannot move adjacent to enemy units.

  

Line Of Sight and Spotting

 If sighting rules apply, all units begin the game as unspotted. This changes when

-         If the unit occupies non-blocking terrain and an enemy unit has a direct line of sight to the unit, it is immediately spotted.

-         If the unit, previously hidden unit moves or fires from a location within Line Of Sight of an enemy, it will become spotted at the end of the phase.

-         If the unit is adjacent to an enemy unit, it will become spotted at the end of the phase.

 A unit will again become unspotted when it ends a phase out of the enemy’s Line of sight.

Moving Through Terrain On A Map

Terrain cost to units will vary based on the map. There are no consistent costs from map to map for terrain such as clear, desert, swamp and beach.  The Target Cursor Window as described in the section Game Window shows the movement cost for a unit in the terrain currently selected by the target cursor for the current map.

Weather may also effect movement on the various types of terrain on a map.

Moving up a slope will experience an extra cost of one movement point. Units Moving on a road will experience a benefit of one-half movement point.

   

Ending The Game

Often times, the one more turn syndrome takes hold when a battle is fierce, but the game has come to an end. The players are allowed to continue on and play more turns without scoring if desired. Player #1 will be prompted as to whether to move on with the final scoring evaluation, or to play another turn. 

After the game has ended and the evaluation examined, if it is only the first game of a match, the players will switch sides and play again.

 

Scoring Evaluation

End Game Evaluation

At the end of each game, the players are able to observe statistics about the game.

Player

The commanders' names.

Hit Efficiency

The number of times units achieved hits in direct fire versus the number of attempts.

Artillery Efficiency

The number of time artillery fire actually hit its plotted mark versus the number of attempts.

Collateral Damage

The amount of damage and destruction caused to the countryside. Could be politically damaging.

Score

This is the point score from the game.

Evaluation

This is your rankings for the game based upon your performance. Possible ranks are:

2nd Lieutenant
1st Lieutenant
Captain
Major
Lt. Colonel
Colonel
Brig. General
Major General
Lt. General
General

Force Losses

Amount of units destroyed during the game in buy points.

Individual Unit Losses

These are the number of units lost in the game.

Friendly Fire Losses

The number of friendly kills by artillery in the game in buy points.

Surplus

The amount of buy points not used in the game by a player.

Match Evaluation

 Statistics are also presented at the end of a match:

  

Player

The commanders' names.

Hit Efficiency

The number of times units achieved hits in direct fire versus the number of attempts.

Artillery Efficiency

The number of time artillery fire actually hit its plotted mark versus the number of attempts.

Collateral Damage

The amount of damage and destruction caused to the countryside. Could be politically damaging.

Score

This is the point score from the both of the games -  under the Red Infantry Unit for score as attacker, under the Blue Infantry Unit for score as defender.

Evaluation

This is your rankings for the match based upon your performance. Possible ranks are:

2nd Lieutenant
1st Lieutenant
Captain
Major
Lt. Colonel
Colonel
Brig. General
Major General
Lt. General
General

Force Losses

Amount of units destroyed during the match in buy points.

Individual Unit Losses

These are the number of units lost in the match.

Friendly Fire Losses

The number of friendly kills by artillery in the match in buy points.

Surplus

The amount of buy points not used in the match by a player.

Playing A Network Game

 An additional feature to The Perfect General Internet Edition is the ability to play a human over a network connection. Players can hook up on a private LAN or via the Internet to determine who is the best. The game takes on a whole different pace, and players might find it a much greater challenge and more satisfying competing against human opponents.

 Network play is essentially the same as single play, except that players need to initially be connected. In order to connect, one player’s game program will need to contact the other. This will require some coordination between the parties desiring play. There are many chat programs available for use on the Internet, and it is highly recommended that one be used to quickly and easily get the needed Internet Address information to the player initiating the connection.

Players need to remember that The Perfect General Internet Edition is not a "Real Time Strategy" game, it is turn based strategy, and should be considered more like playing a board game at times. Therefore, as in the single player game, one player will execute a phase completely before the other player can do so. Also, turns may appear laggy at times when during direct fire and movement. This is because your opponent is guaranteed the  Ret Fire Delay time and the Pass Fire Delay time configured in the scenario.

Players are able to chat at anytime while they are connected. However, players must realize that having certain message dialogs displayed will prevent their game from processing messages sent by their opponent, and these dialogs will need to be closed before incoming messages can be received.

Either player can can start a game, and there really is no concept of a Master player in network play. Instead, one person's program will have control of a game, while the other person's program will be waiting for action from the first person.

 

Getting Ready For A Connection

The player choosing not to be the connecting player, needs to prepare to receive the connection. He does this by determining his Hostname/Internet Address and Port number. This data can be entered manually or obtained from the "Connection Service".

Using The Connection Service

A new feature of the game is that now you can obtain a player's IP and port easier using the "Connection Service". This "service" is really a set of scripts that communicate with the program via HTTP. These scripts can be set in the INI file.

Advertising A Game

The connection service begins when one player wishes to "advertise" a game. That player selects the menu option Program->Network Connection->Wait For Connection.

He then selects the "Do Advertising" Option and enters a title for the session and selects a connection service host if more than one is available. This is the host that other players will use to look for the game.

Listening Port Selection and Advertising Options

 

He then enters the port number he gave the connecting player, and waits for the connection.

Waiting for Connection Screen

 

A player looking for a connection selects the menu option Program->Network->Connect With Another Player.

To find available games being advertised, he selects a server from the list and presses the "Refresh List" button. If there are any games available, they will appear in the list on the right hand side.

The player may then select one of these available games, and the IP Address and port number will appear on the left hand side. Clicking "OK" will then attempt to connect to that game.

The list is not continually refreshed, so if a player feels more games will be appearing over time, he must use the "Refresh List" button at that time.

Manual Acquisition of the IP Address/Hostname and Port

The Hostname/ IP Address gives the location of the machine on the Internet. It is not the purpose of the document to explain what these are in detail, but the hostname is the name assigned to the computer you are using with your domain name added onto it. For example, if a machine had the name “gamer” and the domain was killerbeesoftware.com, the hostname would be gamer.killerbeesoftware.com.  If you do not know the name, the IP address can be used. The IP address can usually be obtained by calling up a windows command prompt (from Windows Start-run-“cmd” or “command”) and entering the command “ipconfig.exe”. This will display the data below:

Determining IP Addresses Using IPCONFIG.exe

In this example the IP address is 192.168.1.101

     One might be able to get the hostname by entering the “nslookup.exe <ip address>” command (XP/2000)

     The port number is the number on which the particular machine will expect a call. This is some number you specify between 1 and 65000.  Be aware that many other games and programs (like email programs) use certain port numbers, so pick a port number not currently in use. Selecting something above 10000 is always a good rule of thumb.

Router/Firewalls

    The person who will wait for a connection will need to be aware of  whether or not he is protected by a router or firewall software from the Internet. If so, then the port number selected must be “opened” in the firewall, and the router must be able to “forward requests” on that port to the appropriate computer. It is beyond the scope of this manual to describe how to do this, and it varies with different firewalls and routers.

Connecting With The Enemy

After the hostname/address and port number have been correctly determined, the player who will wait for a connection should send this information to the connecting player.

Wait For Connection Menu Selection

 Then, to wait for a connection, a player selects the menu option Program->Network Connection->Wait For Connection.  Note: Only select "Do Advertising" if you wish to advertise your game with the connection service.

Listening Port Selection

He then enters the port number he gave the connecting player, and waits for the connection.

Waiting for Connection Screen

 

Connect With Another Player Menu Option

 The connecting player then selects the menu option Program->Network->Connect With Another Player.

He is then prompted for the address and port number on the left hand side, and presses ok.

 If all goes well, the two games will become connected.

A chat window will appear at the bottom of the main window. Within it is a text box, which will allow you to send messages to the players you currently have selected as wanting to chat with.

Game Screen With Chat Window

Chat Window

The [`]  (tilde no shift) key will set the focus into the chat box where you can type your message. Also be aware that when you send your message with the [Return] key, focus will return to the game window.

Only one line of chat will be visible in the game window. To add lines, click on the spin box in the lower right corner of the screen. You are able to scroll through the messages by clicking on the scroll bars in the space which receives messages.

At this point players may now communicate via chat, as they load and study different scenarios. The two connected players do not have to be looking at the same scenario at this time, or have the same scenario options set.

Starting A Network Game

Eventually, the players will want to start a game. One player chooses the scenario and sets the options.

Play vs. Human via Network Option

Once he has done this, he starts a game with the menu option Play Game->Play Scenario->vs. Human – Network. This player will be designated as Player #1.

Challenge Alert

The other player will be alerted to the fact that he has been challenged.

 If he accepts the challenge, he becomes Player #2.

 Player #1 enters his name, and then does Player #2.

Scenario Validation

If Player #2 does not have the same scenario loaded as Player #1, Player #2 is alerted to what scenario has been chosen by Player #1. Player #2 must load the scenario and select the Validate Button if he wishes to continue. At this point both games will make sure they have exactly the same scenario and map file loaded.

Scenario Options Approval

 If the scenario and map are successfully validated, Player #2 will then be advised as to the scenario options chosen by Player #1. He will not be allowed to change these options, only accept or reject them.

 Upon acceptance of the options by Player #2, the game begins and proceeds as it normally would.

Saving A Network Game

 Either opponent in a network game can initiate a save. However, the opposing player must confirm the save process. Upon confirmation, both players will be prompted for file names, and the game is saved on both computers. Both saved game copies will be required to restart the game at a later date.

The Perfect General Internet Edition Interface

The Game Interface with The Game Window Visible

Attempts have been made to faithfully follow the original interface of The Perfect General. The basic game interface is broken into 4 areas. These are

  1. The Map Window Area
  2. The Status Message Bar
  3. The Side Windows
  4. The Chat window (Network Connection Only)

 

Map Window Area

The Map Window Area is the largest portion of the interface. Here the players will observe the action and often interact in this area to issue commands related to locations on the map.

Scrolling the Map

 To scroll the map in any direction, point the mouse on the map in towards the edge you wish to scroll to while holding down the Middle Mouse Button, or holding down the [Control] and the Right Mouse Button.

To scroll the map with the keyboard, hold down the [Control] key and use the arrow keys or num pad keys for direction.

Some players find the use of the Middle Mouse Button, or holding down the [Control] and the Right Mouse Button to scroll the map uncomfortable. They are able to switch the role of these buttons with the Right Mouse Button by selecting the menu item Display Options->Switch Right/Middle Mouse Button or by pressing [F1]. However, be aware that using this option will switch the function for these to buttons for the whole game, not just scrolling. So selecting units will be done with the middle button if scrolling with the Right Mouse Button is preferred.

 

Zooming In and Out

Zoom Level Options

 When a scenario has been loaded, the game map is displayed. The scale upon which the map is presented can be adjusted by changing to one of the six available zoom levels, via the menu option Display Options->Zoom, or by pressing Alt + 1, Alt + 2, Alt + 3, Alt + 4, Alt + 5, or Alt + 6.

Displaying Scenario Information On The Map

The scroll speed can be changed by selecting the menu option Display Options->Set Scroll Speed. Allowable speeds are between 0 and 100. The lower the number, the faster the scroll should occur.

 If there is a side window to the far right of the game screen, it can be toggle off to reveal more of the map by pressing [W].

Display Toggles

In an active game, to show or hide the artillery targets you have assigned, select the menu option Display Options->Display Toggles->Display Artillery Targets or use the key combination [Alt + T].

In an active game, to show or hide labels designating unit types, select the menu option Display Options->Display Toggles->Display Unit Labels or use the key combination [Alt + U].

In an active game, to show or hide the labels detailing the damage to visible units, select the menu option Display Options->Display Toggles->Display Unit Damage or use the key combination [Alt + D].

In an active game, to show or hide the unit and region depictions on the mini map, select the menu option Display Options->Display Toggles->Display Unit/Regions on Minimap or use the key combination [Alt + M].

A hexagonal grid can be placed upon the map by selecting the menu option Display Options->Display Toggles->Display Hex Grid or by the key combination [Alt + G].

The map edge can be toggled on and off by selecting the menu option Display Options->Display Toggles->Display Map Edge or by pressing the key combination [Alt + E].

The geographic labels on the map can be toggled on and off by selecting the menu option Display Options->Display Toggles->Display Map Labels or by pressing the key combination [Alt + L].

The victory point labels for the scenario can be displayed by selecting the menu option Display Options->Display Toggles->Display Victory Point Values or by pressing the key combination [Alt + V].

The starting locations for a scenario can be toggled on and off by selecting the menu option Display Options->Display Toggles->Starting Locations or by pressing the key combination [Alt + S].

The reinforcement locations for a scenario can be toggled on and off by selecting the menu option Display Options->Display Toggles->Reinforcement Locations or by pressing the key combination [Alt + R].

The neutral countries on the map can be toggled on and off by selecting the menu option Display Options->Display Toggles->Display Neutral Country Regions or by pressing the key combination [Alt + N].

The victory point regions on the map can be toggled on and off by selecting the menu option Display Options->Display Toggles->Display Victory Point Regions or by pressing the key combination [Alt + P].

Displaying And Hiding The Side Windows

If the “side window” is visible and the Mini-Map displayed, you can change your position on the map by Left-Clicking on the desired location in the Mini-Map.

Using The Cursors

Unit and Target Cursors

There are two cursors used on the map, the Unit Cursor and the Target Cursor. The Unit Cursor is generally signifying the current active unit. The Target Cursor generally signifies the hex in which you plan to take action (move, fire, etc.). In a game, on the map, the Unit Cursor is yellow and the Target Cursor is white. The unit cursor surrounds the current active unit in a phase. The target cursor surrounds the current targeted hex.

In certain phases, the target cursor can be moved by Right Clicking the mouse on the desired hex. It can also be moved in various directions via the Numeric Keypad or arrow keys. Holding down the [SHIFT] key while using the numeric keys will move the cursor 10 hexes at a time.

Direct X and Resetting The Display

The Perfect General Internet Edition is a Direct X application. Microsoft's Direct X is a video card assisted drawing library, and in order to properly view the map area, you should make sure you have the latest version of Direct X and the latest version of video drivers for your graphics card.  The latest version of Direct X can be found at http://www.microsoft.com/windows/directx/ . The latest version of your card's video drivers can be found at the website of your video card's manufacturer. Outdated drivers or an old Direct X version can cause performance and display problems.

Reset Display Option

The only area that uses Direct X for display is the map area. Because of the nature of Direct X, the drawing area and the program, the map area may at times from the display being taken over by a screen saver, resolution change, or another application. If the map appears messed up, use the menu option Display Options->Reset Display to try and correct the problem.

 

Status Message Bar

Status Message Bar and Phase Indicators

The status message bar will relay various information relating to events that occur in the game. It also has the eight phase buttons, which will change colors to indicate which phase is current and which player is currently active in that phase.

 The message delay will set the minimum time a message will be displayed in the Status Message Bar.

On the far right of the status bar are the phase indicators. These indicators will show what your current phase is and who the current active player is (red for attacker, blue for defender).

Side Windows

Before, during, and after the game, the interface will use various side windows to help convey information about the game. All side windows can be toggled on and off by selecting the menu option Display Options->Toggle Side Window or by pressing [W].

 The side windows that might appear are:

About Window – displays the credits and copyright information. It can be closed via the “close” button.

Spend Buy Points Window – This window appears during the player’s placement phase when he is purchasing units for reinforcement.

Placement Window – This window appears during the player’s placement phase when he is placing units previously purchased.

Game Window – This window is very important during game play. It contains various important information about the game. It is comprised of the following parts:

The Game Window

The Mini Map

            The mini map is a compressed version of the full game map. It can be used for navigation by Left Clicking on the desired area of the map. The Mini-Map will also display all friendly units and all visible enemy units.

The Score Boxes

There are two boxes, one for each side, indicating the score for that side.

The Clock

The clock is used whenever the optional timers, set in the Scenario Options, are used. It can be a useful aid to a player when time is fleeting.

The Turn/Phase Indicator

The Turn/Phase Indicator describes the turn number, current phase, and current active player in the game.

The Weather Indicator

The Weather Indicator shows the weather for the current turn. See Weather under additional game rule details for more information.

The Command Buttons

The command buttons give the user the ability o play the game with the mouse, and also serve as a good reference for the matching key command. The Command Buttons and their functions are :

‘F’ – Used to indicate the desire to Return Fire or conduct Passing Fire. When such an opportunity occurs, the button’s color will change from White to Green. Don’t hesitate too long, for this is definitely a timed opportunity. Corresponding key to press is [F].

‘I’ – Used to ignore the currently active unit. Generally will cause the unit to not take any action during the current phase and will not be automatically called up again before the phase ends. Corresponding key to press is [I].

‘N’ – Used to defer the use of the currently active unit. Generally will cause the unit to not take any action at the moment, but it will be automatically called up again before the phase ends. Corresponding key to press is [I].

‘SPC’ – Used to alternate between targets. During a fire phase, this command will switch to the next available target, if another one is available. Corresponding key to press is [SPACE].

‘RET’ – Used to perform an action upon the current target square. In the movement phase, this would order a unit to move towards that square. In a Fire pahse, it would order a unit to fire at that target. Corresponding key to press is [RETURN] or [ENTER].

‘C’ – Used to center on the current active unit. Corresponding key to press is [C].

‘T’ – Used in the movement phase to load and unload units. Corresponding key to press is [T].

‘B’ – Used in the movement phase to order an Engineer unit to Build or Destroy a hex. Corresponding key to press is [B].

‘M’ - Used in the movement phase to order an Engineer unit to Make or Clear a Minefield. Corresponding key to press is [M].

‘Y’ – Used in the movement phase to indicate a unit will never move again unless specifically selected.

The Unit Cursor Window

   The Unit Cursor Window displays information about the current active unit, which is encircled on the map with the yellow unit cursor. It will display information about its type and current damage. Clicking on the unit cursor window or pressing [Z] will display more information about the unit, such as the type of cargo it carries if any.

The Target Cursor Window

The Target Cursor Windows displays information about the unit and terrain in the current hex surround by the white target cursor. Information on the target hex can be toggled by clicking on the target cursor window or by pressing [A].

The Target Cursor Window also describes the movement cost for the terrain in the target hex. This will either be a numeric value, or one of the following codes:

NA - Not Allowed: Movement in this hex is not allowed.

Inf - Infantry Only: Only Infantry, Bazooka and Engineers are allowed to enter the hex.

HF - Half Full Movement: Half Of a unit's full movement (non-infantry) will be the cost of entry.

Other Keys of Interest

 

The Arrow Keys and the Numeric Pad Keys, 1 – 9 (excluding 5) can be used to move the target cursor around the map in the corresponding direction ([NUM- 8] is North).  Holding down the [SHIFT] key and pressing one of the keys will make a 10 hex jump in that direction.

[S] – Used to select another unit. This will change the current active unit (if possible) to the friendly unit in the target cursor.

 

Scenario and Player Statistics

Study Battle Records Menu Options

When taking a break from the intense combat, Generals can review their statistics with scenarios and compare themselves to others using the Scenario and Player histories. 

If selecting the scenario history, the user will be prompted for a scenario. Upon selection of that scenario, the game statistics will be displayed.

Scenario History Display

 

Player

The side whose statistics are being displayed, or the name of the best scoring player.

Score

The average score for each side played in the scenario.

Hit Efficiency

The average number of times units achieved hits in direct fire versus the number of attempts.

Artillery Efficiency

The average number of time artillery fire actually hit its plotted mark versus the number of attempts.

Collateral Damage

The average amount of damage and destruction caused to the countryside.

Force Losses

The average amount of units destroyed during the match in buy points.

Friendly Fire Losses

The average number of friendly kills by artillery in the match in buy points.

Surplus

The average amount of buy points not used in the match by a player.

Opponent

The player who was the best scoring player's opponent.

 

If selecting the player history, the user will be prompted for a player name. Then the desired player's record will be displayed.

Player

The  person or the opponent whose data is contained in that row.

Score

The average score for that player.

Hit Efficiency

The average number of times units achieved hits in direct fire versus the number of attempts.

Artillery Efficiency

The average number of time artillery fire actually hit its plotted mark versus the number of attempts.

Collateral Damage

The average amount of damage and destruction caused to the countryside.

Force Losses

The average amount of units destroyed during the match in buy points.

Friendly Fire Losses

The average number of friendly kills by artillery in the match in buy points.

Surplus

The average amount of buy points not used in the match by a player.

 
Making Your Own Maps and Scenarios

A feature sorely lacking from the original version of The Perfect General was a scenario and map editor. Now, an editor for scenarios and maps is included. All the features capable of making all the scenarios and maps in the game are available within the editor. Because the game was not designed originally with an editor in mind, the editor is not the easiest software to use. There is a separate manual for the editor included within The Perfect General Internet Edition, and it is highly recommended it be read to understand both the concepts involved in constructing a map or scenario, and how to use the editor program itself. Also, make sure to check up on editor updates at http://killerbeesoftware.com

If you like the functionality used in a particular scenario or map, make sure to open that map or scenario and study how it was done.

Configuring The INI File and Customizing Your Game

The Perfect General Internet Edition comes with a configuration file called PG.ini, found in the root directory of the game. Within this file, the user is able to change various settings within the game, including the various colors used for cursors and hexes, zoom levels, and other basic defaults. The graphics can be edited or changed as well. Consult the INI file directly for instructions on configuring the individual settings. Remember to always make a backup of the ini file before changing it.

Credits

Programming

Mark Kinkead

Original Programming:

Mark Lewis Baldwin

Bob Rakosky

New Artwork

Anthony Affrunti, aka Wydraz

Alpha Testing

Richard Kinkead

Victoria Kinkead

Beta Testing

Victoria Kinkead

Anthony Affrunti

Stacey Ramsay

Scott Skinner

Leo Lane

Sean Lorber

Mike Kent

John Kinkead

Mark Baldwin

Lou Brutus

Kevin McCarthy

George Parthenis

Steven Woodcock

Tom McCurin

Skip Franklin

Mike Munsil

Lester Hawksby

Frank Miller

Dale Borchardt

Bruce Woodcock

Les Evens

Michael Needler

Greenlee Brittenum

Bill Brock

Dave Johnson

Ben Krech

Shirley Hayes

Almost Everything Else

Mark Kinkead

 

This Game Is Dedicated  To The Memory Of My Father, Richard Kinkead