View the manual

View the manual
© 2006 1C Company. Developed by Dark Fox. All rights reserved. This product contains software technology licensed from
Nival Interactive. © 2006 Nival Interactive. Nival, the Nival logo and the Enigma Engine logo are trademarks of Nival Interactive.
All rights reserved. Uses Bink Video. Copyright (C) 1997-2006 by RAD Game Tools, Inc. Other products and company names
mentioned herein are trademarks of their respective owners.
Epilepsy warning
Please read before using this game or allowing your children to use it.
Some people are susceptible to epileptic seizures or loss of consciousness
when exposed to certain flashing lights or light patterns in everyday life.
Such people may have a seizure while watching television images or playing
certain video games. This may happen even if the person has no medical
history of epilepsy or has never had an epileptic seizure. If you or anyone in
your family has ever had symptoms related to epilepsy (seizures or loss of
consciousness) when exposed to flashing lights, consult your doctor prior
to playing. We advise that parents should monitor the use of video games
by their children. If you or your child should experience any of the follow
ing symptoms: dizziness, blurred vision, eye or muscle twitches, loss of
consciousness, disorientation, any involuntary movement or convulsion
while playing a video game, discontinue use IMMEDIATELY and consult
your doctor.
Table of Contents
Epilepsy warning . . . . . . . . . . . . . . . .2
Technical Support . . . . . . . . . . . . . . .2
Introduction . . . . . . . . . . . . . . . . . . . .4
Installation and Startup
System Requirements
Installation . . . . . . . . .
Starting the Game . . .
Uninstall . . . . . . . . . . .
Game Description
• Make sure that the room in which you are playing is well lit.
• Rest for at least 10 to 15 minutes per hour while playing a video game.
Game Screens
• Do not stand too close to the screen. Sit a good distance away from the
screen, as far away as the length of the cable allows.
• Preferably play the game on a small screen.
• Avoid playing if you are tired or have not had much sleep.
. . . . . . . . . . . . . . .5
Main Menu . . . . . . . . . . . . . . . . . .
New Game . . . . . . . . . . . . . . . . .
Load Game . . . . . . . . . . . . . . . . .
Options . . . . . . . . . . . . . . . . . . . .
Settings . . . . . . . . . . . . . . . . . . . .
Game Settings . . . . . . . . . . . . . .
Sound Settings . . . . . . . . . . . . . .
Graphics Settings . . . . . . . . . . . .
Exit Game . . . . . . . . . . . . . . . . . .
Precautions During Use
. .6
. .7
. .8
. .8
. .9
. . . . . . . . . . . . . . . . .12
Campaign Screen . . . . . . . . . . . . . . .12
Technical Support
Before contacting our technical support, please prepare a detailed specifica
tion of your computer and exact description of the problem. It will help us
to provide you with support in a fast, efficient way.
Via email at: [email protected]
Please use the email address provided. All support enquires to the company
address, or phone number(s) cannot be answered by our staff.
For more information and updates please visit:
Chapter Screen
. . . . . . . . . . . . . . . .13
Mission Screen
. . . . . . . . . . . . . . . .13
Personal File Screen
. . . . . . . . . . . .14
Status Signs . . . . . . . . .
Information Panel . . . .
Combat Unit Parameters
Indicator . . . . . . . . . . . .
Minimap . . . . . . . . . . . .
Game Control Buttons .
. . . . . . . . .24
. . . . . . . . .25
. . . . . . . . .25
. . . . . . . . .25
. . . . . . . . .26
Command Panel . . . . . . . . . . . . . .
Types of Commands . . . . . . . . . .
Using the Keyboard . . . . . . . . . . .
Selecting Combat Units . . . . . . . .
Selecting One Combat Unit . . . . .
Adding Units to a Group . . . . . . .
Selecting Units of One Type . . . .
Using the Frame . . . . . . . . . . . . . .
Assigning Number to a Group . . .
Group Centering . . . . . . . . . . . . .
Cancel Selection . . . . . . . . . . . . . .
Issuance and Execution
of Commands . . . . . . . . . . . . . . . .
Command Sequence . . . . . . . . . . .
Independent Actions . . . . . . . . . .
Weapons and
Armament Encyclopedia . . . . . . . . .15
. . . . . . . . . . . . . . . . . . . . . .31
Campaign stats . . . . . . . . . . . . . . .
Combat Interface . . . . . . . . . . . . .
View . . . . . . . . . . . . . . . . . . . . . . .
Combat Units . . . . . . . . . . . . . . . .
Reversible and Irreversible Losses
Buildings . . . . . . . . . . . . . . . . . . .
Structure Belonging . . . . . . . . . . .
Mission Objectives Window
and Current Objective Window . . .36
Mission Objectives Window . . . . . .36
Current Objective Window . . . . . . .36
Object Parameters . . . . . . . . . . . . .
Armor . . . . . . . . . . . . . . . . . . . . . .
Weapons Characteristics . . . . . . .
Firing Modes, Radiuses,
and Fire Sectors . . . . . . . . . . . . . .
Damage Level . . . . . . . . . . . . . . . .
Main and Additional
Ammunition . . . . . . . . . . . . . . . . .
Game Menu
. . . . . . . . . . . . . . . . . . .34
Message Window
and Console . . . . . . . . . . . . . . . . . .
Message Window . . . . . . . . . . . . .
Console . . . . . . . . . . . . . . . . . . . . .
Controlling the Game Speed . . . .
Mission ending Menu . . . . . . . . . .
Control Keys . . . . . . . . . . . . . . . . . .38
Legend . . . . . . . . . . . . . . . . . . . . . .38
Background . . . . . . . . . . . . . . . . . .41
Credits . . . . . . . . . . . . . . . . . . . . . . .42
World War I (WWI) is a real time strategy based on the modified Blitzkrieg
RTSengine, developed by Nival Interactive. The players will take part in the
events of World War I (1914 1918), taking command of the Russian,
German, and the Entente troops.
Key game features:
Possibility to represent any of the three sides presented in the game: the
Russians, the Entente (France and England) or the German Army, which also
includes the AustroHungarian troops.
A large number of combat units of different branches including heavy,
siege, field and trench artillery units, cavalry, infantry, tanks, aircraft, engi
neers and paramedics.
1. Insert disk 1 into your CDRom drive to install
the game.
2. If the Autorun function is on, the setup menu will appear.
3. Follow the instructions of the install wizard.
4. If the Autorun function is off doubleclick on My Computer icon on the
Windows Desktop, then open the CDROM directory and doubleclick on
Setup.exe. Follow the install wizard instructions.
The possibility to take part in actual historical events of World War I, such
as for instance the Osovets battle or the Brusilov Breakthrough.
5. In the course of the installation the game files will be installed onto your
computer and a program group will be created in the Windows Start
menu, allowing you to run the game, visit the related webresources,
uninstall the game and view this file.
Installation and Startup
6. Insert the game disk 2 into your CDRom drive before you start the
In order for the game to run on your computer, your system must corre
spond to the following requirements.
System Requirements
Minimal configuration:
Windows 2000/XP
DirectX 8.1 (or higher)
Pentium III 500 MHz
128 Mb RAM
3Dvideocard with 32 Mb of memory
800x600 monitor
• 1620 Mb of free diskspace (plus some 500 Mb for Windows swapfile
and gamesave files)
Recommended configuration:
• 32x CDROM
• 1620 Mb of free diskspace (plus some 500
Mb for Windows swapfile and gamesave
Windows 2000/XP
DirectX 8.1 (or higher)
Pentium IV 1.6 GHz
256 Mb RAM
3Dvideocard with 64 Mb of memory
1024x768 monitor
Starting the Game
Once the installation is complete insert disk 2 into your CDROM drive and
run the game by selecting “Start game” from the program group (by default
“\1C\WWI”). Press “New game” in the main interface of the game to start
a new game.
To remove the game from your harddrive select «uninstall» from the pro
gram group in the Start menu.
Game Description
The game consists of three campaigns one for each side involved in the
conflict: Germany, Russia, and the Entente. After selecting one of the three
available campaigns the player will be able to take part in various opera
tions such as for instance: defend the fortress of Osovets or lead the
Brusilov Breakthrough offensive, etc.
The action moves through the chapters in chronological order. The time and
place of the game is tied to the maps and is close to the actual events of
WWI. The battlegrounds engulf the territories of Germany, France, Russia,
Poland, and other countries in the period between 1914 and 1918.
The game allows certain simplifications compared to actual combat, making
the playing process more comprehensive and interesting and does not
require the player to distract from the game to solve secondary tasks.
It is possible to capture and use enemy artillery and defense fortifications
in the game. Ammo supplies and replenishments of lost troops are carried
out through conditional storage facilities and depots.
As compared to other similar games, the combat in WWI is mostly position
al. Another key feature that radically changes the combat strategy is the use
of cavalry.
New Game
Press New Game to open the game selection
It contains the following buttons:
Press this
button to open the cam
paign selection menu:
From the historical viewpoint the game uses actual weaponry and materiel
that existed at the time and place of battles, including experimental and
limited edition samples.
Select one of the three sides
involved in WWI and proceed to
the game interface and start your
way through the scenario. Or
press Back to return back to
game selection menu.
The overall gameplay time is approximately 30 to 50 hours.
Key features:
• RealTime Strategy dedicated to the war that changed the world
• Airplanes, cavalry, first tanks and much more
• 30 missions spread over 3 campaigns for the Entente, Russia, and
Campaign selection menu
• Bonus chapter: “Intervention into the Soviet Russia»
Additional missions
Press this button to open the
additional missions menu:
Main Menu
After you start the game and watch the introduction video, you will be
taken to the main menu:
The majority of main menu but
tons will open other submenus.
Their structure and designation
are provided below.
Here you can select one of the
available additional campaigns,
chapters, or missions not related
to the main scenario. Each of the
three top buttons opens a corre
sponding selection window:
Press Back to return back to
game selection menu.
Additional missions menu
Player Profile
Press this button to open the
player profile window:
Main menu
Here you can type in your name
or nickname, select the game dif
ficulty level, as well as choose the
violence display level.
Press Back to return back to main
Player profile menu
Load Game
Press Load Game to open the
game load menu:
This menu contains the following
Through this menu you can access different game
settings and some additional features. It con
tains the following buttons:
This button opens the game settings window
described below in the corresponding section.
Press this button to view the list of companies and people involved in the
making of the game.
Press Back to return back to main menu.
Game load menu
The settings window contains four groups of parameters. Use the buttons in
the left part of the screen to switch between those.
Load saved game
Press this button to go to the list of previously
saved games.
One of the following control elements is used to set each of the parameters:
Press Back to return back to main menu.
Allows to select one of the available values. Values are changed in cycles
when you leftclick on the switch.
Text field
Contains a numeric or text value. To change the parameter leftclick on the
field, type in the new value and press Enter.
Slide bar
List of previously saved games
Allows smooth changing of the parameter value. To move the slider across
the bar leftclick on it and drag it across the bar. The left side of the bar is
minimal value, the right side – the maximum value.
Each of the parameters has a popup hint explaining its designation. Switches
have additional popup hints, explaining the possible parameter values.
button in the top right corner of the screen serves to show the help
window about this particular screen; similar buttons appear in all the game
interface screens. You can also press F1 to open the help window.
Press Options to open the
options menu:
The buttons at the bottom part of the screen have the following meaning:
restores the default parameters preset by the game developers;
saves all changes and takes you back to the options menu;
does not save changes and takes you back to the options menu.
Options menu
Game Settings
Graphics Settings
Settings screen: Game
Settings screen: Graphics
Player name
Player name shown on the campaign screen
Video mode
Affects the level of enemy preparation; with
«Deadly» difficulty level you will only be able to
save the game inbetween the missions. Other
values: «Low», «Normal», «High», «Deadly»
Full list of video modes: (dots in line) x
(number of lines) x (color bitrate).
Texture quality High resolution Sets the quality of displayed textures.
Available values: «High», «Low»,
Sets the speed of the mouse cursor on the screen
Violence display in combat. Possible val
ues: «on», «off»
Determines the method of marking the
destination point after the «move» com
mand: one marker per each unit or one
common marker for a group of units.
Possible values: «Separate», «Common»
Allows to set the shape of the game cur
sor. Possible values: «Game», «System»
Difficulty level Normal
Sound Settings
Music volume
Sets the background music volume
FX volume
Sets the sound effects volume
Settings screen: Sound
Image brightness
Image contrast
Monitor gamma correction
FX quality
Allows setting the quality of video effects
with regard to video system productivity.
FPS limit
Sets the minimal frames per second rate,
below which the game speed will be
reduced automatically. 0 removes the limit
Exit Game
Chapter Screen
Exit game and go back to Windows.
The chapter screen will appear after you start
a new campaign and each time after you com
plete a mission.
Game Screens
Game screens are used to select a certain operation within the game sce
nario, develop a strategy and prepare your troops for the mission after
familiarizing with the territory maps and your combat objective. Once the
operation is complete you will find here an independent evaluation of your
The name of the current chapter
is shown in the upper part of the
The window in the right part of
the screen shows the operation
In each game screen you will see the
button in the top right corner that
opens the help file on this screen. You can also access the help file by
pressing F1.
Chapter screen
Campaign Screen
After selecting a campaign (in the campaign selection screen at the start of
the game) and during the intermissions inbetween the chapters you will be
taken to the campaign screen.
The screen title will show the
name of the campaign you
In the left part of the screen you
will find a description of actual
historical events of the current
campaign. It includes the infor
mation on the disposition and
numbers of troops, objectives of
each party, the process and the
results of the campaign. Use the
sidebar to scroll the text.
The buttons at the bottom of the screen have the following functions:
opens your personal file with an evaluation of your skills and
a list of your awards;
opens the save game window, allowing to save the current state of
the game;
opens the selected missions screen;
takes you back to the campaign screen.
Mission Screen
The mission screen will appear after you select a mission in the chapter
Campaign screen
The screen title shows the name
of the current mission.
The map on the right shows the WWI seat of war.
In the left part of the screen you
will see a window with a list of
combat objectives, which must be
completed during the mission. In
order to ensure a successful mis
sion accomplishment, you have to
fulfill all the key objectives deal
ing with the elimination of enemy
forces and capturing their posi
tions, or gaining new positions
The buttons at the bottom of the screen have the following functions:
opens the inbuilt «Weapons and
Armament Encyclopedia»;
opens the current chapter screen to
select a mission;
back to main menu.
The window in the left part of the
screen contains the name of the
current mission, its type and
a short description of it.
Mission screen
and reaching new frontiers. You are free to choose the order of completion
of your combat objectives.
This screen also shows a list of your awards and your
current military rank.
To read a detailed mission description click the panel with the mission title.
To hide the description click the mission title panel once again. To scroll
through the text use the sidebar in the right part of the window. A mission
description would often contain useful hints on how to complete some of the
mission objectives with minimal losses or avoiding unnecessary risks.
So what are the qualities your command eval
uates you with?
In the right part of the screen you will see a sketchy tactical map of the
area. It shows the relief, forests, fields, rivers, roads, bridges, populated
areas, etc. Key objective locations are marked with purple arrows. If there is
an objective highlighted in the list on the left, its arrow on the map will
have an additional marker.
The map does not show the positions of your troops, the enemy forces, or
fortified lines. Nonetheless, studying the map carefully may provide you
with some very valuable information, prior to starting the mission. For
instance you can identify the locations best suited for ambushes (road
bend, closed forests) or paths that you can use to stealthily advance your
troops to a inhabited locality captured by the enemy.
Under the map you will see a text window with the mission description.
Usually it includes the description of the type of the mission, its difficulty
level, provided combat objectives, and the current events in this sector of
the front, the enemy forces, and their weak points. Use the scrollbar on the
right to scroll through the text.
The buttons at the bottom of the screen have the following functions:
starts the mission (after pressing this button, the mission is
loaded, and you are taken to the combat screen);
takes you back to the chapter screen.
Tactics the ability to inflict maximum damage to
enemy manpower and materiel, with minimal losses
on your own side.
Supply and Support the ability to deliver the resources needed
for your troops in minimal time. This also includes the ability to use avia
tion support.
Carefulness the ability to destroy enemy buildings and fortifications with
minimal losses on your own side.
Subordinates Upbringing the ability to manage your troops in such a way,
as to keep them alive and increase their potential.
The Art of War this one is directly dependent on how fast you accom
plish all the objectives with a minimum number of game loads.
Sense of duty this one is determined by your aspiration to carry out all of
your objectives.
The command may also mark your combat merit with orders and medals.
You may also get some awards for taking part in historical battles. The
most valuable orders are given for special military leadership merits in
strategy and tactics, when you inflict maximum damage to the enemy with
minimal losses on your own side.
The buttons at the bottom of the screen have the following functions:
opens the stats screen of the current campaign;
takes you back to the current chapter screen.
Personal File Screen
The personal file shows a list of
the player skills required for
troops management and success
ful combat, as well as your
achievements since the start of
the current campaign (in
a graph).
Weapons and
Personal file screen
This screen contains the contents
of the inbuilt weapons and arma
ment encyclopedia, describing all
weapon types, materiel units and
means of transportation featured
in the game with the exception of
Weapons and Armament
Encyclopedia screen
To view the encyclopedia you must press the corresponding button on the
campaign screen. You can also access some of the articles directly from the
mission results and rearmaments screens, by pressing the details button to
the right of the selected weaponry or materiel item.
button at the bottom of the screen will
take you back to the contents of the encyclo
In the right part of the screen is the list of armament and equipment,
grouped by type. To open a certain section of the list, click the panel with
its name. Use the scrollbar on the right to view the list.
The list includes the following types of armament and materiel:
Transports — trucks and cars not equipped with any armament;
Artillery — cannons, howitzers, mortars, hicaliber machineguns, and AA
Armored materiel — armored cars and tanks;
Aviation — all types of aircraft;
Trains — armored trains and railway artillery units.
The large buttons in the left part of the screen are used to sort and filter
the encyclopedia articles:
All Materiel — opens a full list of weapons and materiel of all countries
involved in WWI.
Allied Materiel — opens a list of weapons and materiel used by the Entente
German Materiel — opens a list of weapons and materiel used by the
German troops.
Russian Materiel — opens a list of weapons and materiel used by the
Russian troops.
Select the item from the encyclo
pedia, which you want to read
detailed information on and press
button on the right, to
open the weaponry description
The screen title shows the name
of the weaponry/materiel unit
described in the article. The text
of the article is found in the
left part of the window.
Usually the article
Weaponry description article
designation of the unit, its historical back
ground and comparison to similar units used
by the armed forces of other countries. The
technical specifications are listed at the end of the
article. On the right, you can see a large picture of
the unit.
opens the mission stats
Campaign stats
The campaign stats screen contains a table with statistical data.
takes you back to the
chapter screen.
The screen title shows the type of
the statistics displayed: when you
come to this screen from the
chapter screen, you will see your
results starting from the begin
ning of the chapter — «Chapter
Stats». If you open the stats
screen after completing a mis
sion, the results of this mission
(“Missions Stats”) will be dis
played. A similar screen is used
Stats screen
to display the results of a net
work game (see section “Ending the Game”).
Damage — the number of destroyed enemy units (with the experience
points gained shown in brackets; the number of experience points is
depending upon the value and class of the destroyed enemy unit).
In the lower left corner of the screen you will see the
interface panel, comprised of three main parts:
a minimap with control buttons, indicators
with combat unit parameters under the min
imap and the command panel on the right side.
Interface panel
The minimap allows you to look after the action on the battlefield and con
trol your troops over the entire mission territory. On the indicators you will
see the necessary data on the selected combat units. The command panel
will help you give orders to your units.
To the right of the interface panel you will find an information panel that
provides data on the parameters and status of the object your mouse cur
sor is pointing at (or active objective, if the cursor is pointing at an empty
space or the interface panel).
Losses — irrecoverable losses among your own troops (with the experience
points gained by the enemy for their destruction shown in brackets).
Trophies — the number of captured enemy units.
Aviation — the number of air strike calls.
Resources — the amount of resources and reinforcements delivered to the
Information panel
Destruction — number of buildings destroyed.
You can minimize/maximize the panel using the arrow button to the right
of the command panel or use B key. You will not be able to access the
information panel if the combat screen resolution is set to 640x480.
Combat Interface
The larger part of the combat
screen is occupied by the actual
game screen that shows the part
of the combat area, where the
mission is being carried out. In
the upper left corner of
the screen you will see
text mes
Combat screen
ing all
events and combat unit reports.
The screen shows the part of the terrain where the mission is taking place.
To view the terrain you can move the camera using the arrow keys or the
mouse (move the cursor to the side of the screen or left click on a spot on
the minimap).
When you move the camera, you can see the entire terrain, the overall relief,
trees, rivers, roads, buildings, etc., as well as warehouses and permanent
fortifications of the enemy. At the same time you can only see the enemy
troops, their combat units, firing points, earth fortifications and building
occupied by the enemy if they are located within the field of vision of your
own forces or within the field of vision of your recon, bombing, or landing
Combat Units
A combat unit is an armed group of minimal size or fighting vehicle that can
receive separate orders. In WWI a combat unit is an artillery unit (cannon,
mortar, etc.), armored vehicle (tank, fighting vehicle, etc.), or automobile.
An infantry or cavalry detachment (conditionally corresponding to the size
and armament of a platoon) consists of several soldiers and an officer. As
rule a platoon is considered a separate combat unit and carries out com
mands as one separate entity. If necessary you can disband a platoon and
give orders to each separate soldier or officer, and then regroup the platoon
back, keeping the manpower regulations (see Section «Strategy and Tactics»
for more details). You cannot reform infantry and cavalry detachments at
will. A sniper (recon unit) is also a separate combat unit.
Artillery guncrews are considered as a part of the artillery unit and cannot
act independently of those. Losses in an artillery guncrew (complete or par
tial) can be replenished, if the artillery unit itself has not been destroyed. If
the entire squadron is lost you will not be able to control the artillery unit,
until you form a new squadron. An artillery unit without a guncrew can be
captured and used by the opposing combatant — in particular, you can
capture unmanned enemy units and restore their combat ability, by sending
your own squadron there and repairing it if necessary.
Over the combat units in the game field you will see a framed colored bar
that shows the unit’s status in hitpoints. For people that would be their
health level and for vehicles it is the amount of mechanical damage that
this unit can take. The length of the colored bar corresponds to the remain
ing amount of health or mechanical damage points, while the color of the
bar is determined by the level of damage: green for no damage or small
damage, yellow and brown for middle damage, and red for critical damage.
The bar is not shown over infantry and cavalry units, guncrews and engi
neers that have maximum health and are not selected.
All damage that did not result in the destruction of a combat unit is con
sidered reversible and can be recovered overtime. Engineering troops can
repair damaged materiel, while the wounded are treated by the paramedics
(in the field) or other military personnel (the wounded have to be placed in
buildings of sufficient size).
Reversible and Irreversible Losses
Manpower losses suffered by the player in the course
of combat can be recovered with the help of sup
ply trucks that can transport personnel (there
will be a corresponding button in the controls
menu of such a truck). Losses in an infantry or
cavalry platoon can be recovered while there is
at least one survivor left from the platoon.
Guncrews can be recovered (fully or partially) as
long as artillery unit itself has not been destroyed. If
the player loses all supply vehicles or if they
are unavailable, manpower losses cannot be
recovered. Losses among engineers are recov
ered automatically while you still have engineering
vehicles at your disposal.
If in battle you lose a combat unit that has suffered
irreversible damage and is completely destroyed it is
considered as an irreversible loss. After you complete the mission
the lost combat unit will be replaced with a new identical one with a com
plete crew, however its level will be reduced to 1, and its experience will
correspond to the initial value of this level.
A building is an artificial structure on the terrain. Structures consist of resi
dential houses, public buildings, agricultural structures, production facili
ties, train stations, churches, etc.; fences; bridges; fortifications: pillboxes,
bunkers, watchtowers and warehouses. Just like combat materiel, each
structure has a certain amount of mechanical damage points and can be
either damaged or destroyed. Damaged structures can be repaired by engi
neering troops.
Also on the terrain you may find earthworks such as trenches and barrage
constructions (barbwire lines and block obstacles). These can be built by
engineering troops over the course of the mission. Trenches are not struc
tures; they have no mechanical damage points, and cannot be destroyed.
Obstacles are not considered as structures either, but they can be destroyed
with bombs, artillery shells and by armored vehicles and cannot be
Structure Belonging
Thanks to their defensive properties buildings can be used by the infantry
as shelters or firing points. The belonging of buildings as well as fortifica
tions depends upon whose infantry is inside. Nonoccupied buildings are
considered neutral. Same would apply to those buildings of which it is not
known, whether they are occupied by the enemy or not (unless the enemy is
exposed by your own troops). Structures that do not have inner premises
(bridges, walls, fences, etc.) are always neutral. Each depot initially always
belongs to either of the parties, but can be captured by the opposing party.
A depot is considered captured if your forces have occupied the adjacent
territory; moving your infantry troops inside is not required (unless there is
enemy infantry inside).
When a building is occupied you will see a column of colored health bars
next to it, with the number of bars corresponding to the number of people
inside. Enemy infantry is shown with red bars, your own infantry with green
Object Parameters
Firing Modes, Radiuses, and
Fire Sectors
The weapon’s ability to hit a target also
depends on the effective firing range.
This parameter shows the defensive properties of an object, its ability to
withstand damage inflicted by shells and firearms. The size of the armor is
determined primarily by the properties and thickness of the material of
which the object is made of as well as the rational selection of armor form
and the armor sheet angle. Objects that do not have defensive properties,
have a zero armor value. When a shell hits the armor the object (and man
power behind the armor) will receive no damage if the armor value is higher
than the level of the shell’s armor penetration capacity (taking into consid
eration the random factors).
There are two types of firing against ground targets
— ballistic firing and direct firing. With a direct shot
the shell trajectory does not exceed the height of the
target, while with ballistic fire the shell goes higher than the target. The fir
ing type is determined by the type of the weapon: antitank guns can only
fire with direct shots, while mortars are only suited for ballistic fire, heavy
cannons and howitzers can do both. Defensive fire (or area shelling) can
only be of a ballistic type.
Objects can have different defensive properties on different sides, that is to
say, that the game does take into account the difference between front,
side, rear, and top armor. Usually armor values of combat units are signifi
cantly different depending on the side. Buildings, on the other hand, would
normally have identical armor value on all sides, save for the roofing. The
game uses a simplified shell vs. armor model: the hitting angle is not con
sidered. The shell/armor interaction depends on a number of random fac
tors and the parameter panel shows the average value of the armor. If the
armor value is equal to the level of the shell’s armor penetration character
istics, the damage probability will be 1/2
Weapons Characteristics
Any weapon in the game has two basic parameters:
Damage is the amount of damage inflicted onto an object if hit: a unit
health level or the number of mechanical damage points if materiel (build
ings) will be reduced by that value. The weapon parameters show the aver
age damage value, while the actual damage may be lower or higher. This
primarily depends on the shot accuracy and a number of random factors.
Armor penetration is the ability of a bullet or shell to break through the
armor. If there is no armor, or if its value is lower than the armor penetra
tion value, the object will be damaged. The weapon parameters show the
average armor penetration value, while the actual value may be lower or
higher. This is determined by a number of random factors.
For combat units that have several weapons (e.g.: tanks) the
parameters panel will show the values of the most
powerful one, i.e. cannon.
For each weapon and firing mode there is a minimum and maximum range.
The minimal firing range is important in close combat: for instance infantry
can fire pointblank, but heavy cannons have a socalled dead zone. The
direct shot firing range is usually within the field of vision of a combat unit.
With the ballistic firing the range can be a lot larger than the effective field
of vision of the squadron, so the firing units would need spotters to correct
the firing accuracy. In order to make the ballistic fire more efficient, you
may want to shootin your weapon to a certain terrain point. In that case,
a target, noticed by the spotter within a certain radius from that point (in
other words within the shotin area) can be hit with higher efficiency and
without giving your squadron any additional orders – the spotter will auto
matically correct the fire.
Antiaircraft (AA) units capable of hitting ground targets have three range
parameters: minimal and maximum ground radiuses and a maximum air
target radius. Another parameter related to AA weapons is the maximum
altitude, at which they can reach a flying enemy aircraft. Planes in their turn
are flying at their “ceiling” altitudes to avoid AA units.
The fire sector is determined by the weapon’s design. Infantry small arms,
mortars, tankmounted cannons and AA guns have an allround fire sector
and can lock on any target within their effective radius. The fire sector of
field artillery units is limited and in order to reaim the target somewhere
outside its current sector, it will have to be disabled for some time.
The fire sector of infantry units, located inside a building is limited by the
view from the windows and positions suitable for fire. In order to see the
available firing areas you must first select a building, where the infantry is
hiding, and the select one of the infantry icons in the upper left corner of
the screen and press Alt+R.
Current firing radiuses and fire sectors of selected combat units can be
viewed by pressing Alt+R:
Red circles — indicate the minimum and maximum direct firing radiuses;
Green circles — indicate the minimum and maximum ballistic;
Blue circle — indicates maximum firing radius for air targets;
Red sector — indicates the direct firing fire sector;
Green sector — indicates the ballistic firing fire sector;
To view the shootin area of the selected weapon press Alt+Z.
Damage Level
This parameter shows the remaining health level (for infantry and cavalry)
or the remaining amount of mechanical damage points (for materiel and
structures). Aside from the colored bar located directly above the object,
the damage level is shown on the left colored indicator line at the bottom
part of the interface panel. For infantry units located in buildings or vehi
cles, the health level is shown in vertical columns.
aged, an exclamation sign indicates an ambush, etc.
The status of a combat unit can be viewed in
a popup hint, if you select the unit and point
the cursor at the corresponding sign on the
information panel.
Information Panel
The information panel shows the
parameters of the object, which
the mouse cursor is pointing at.
When the cursor is pointing at an
empty area on the terrain or at
the information panel it will dis
play the parameters of the select
ed object.
Information panel
Main and Additional Ammunition
While open the information panel displays:
Every combat unit has a certain amount of ammunition — shells, cartridges,
mines, etc. The speed of ammo consumption depends on the weapon’s fir
ing rate. When the amount of ammunition closes to zero a special yellow
sign appears above the combat unit. Once the unit completely runs out of
ammo the sign turns red. A unit with a red sign cannot fire at all.
• The object rank sign and its commander name (only for combat units,
that are part of a “permanent” detachment);
In order to avoid situations when
your units run out of ammuni
tion, you should regularly replen
ish their ammo with supply
• Object name.
Artillery and infantry units use
different types of ammo: shells
and cartridges accordingly. This
ammunition is considered as pri
mary. The majority of armored
Ammo required
materiel has two types of
weapons, for instance, a cannon and a machinegun. The shells for the can
non are considered as primary ammo, while the cartridges are the second
ary ammo. The ammunition of the main and secondary weapons is shown
as two colored bars in the middle of the interface panel indicators. For sup
ply vehicles these indicators display their current supplies stock.
Status Signs
Aside from ammo level signs, other signs dis
playing the current status of combat units may
appear over them: for instance a shovel sign
indicates that the artillery unit or armored
vehicle is being dug in, a track sign indicates that
one of the armored vehicle’s tracks has been dam
• Four armor parameter figures (front, side, rear, and top) and two figures
indicating the characteristics of the main weapon (damage and armor
Combat Unit Parameters Indicator
The combat unit parameter indicators are the three colored bars at the bot
tom of the interface panel. These describe the following parameters (left to
• Damage level (health);
• Primary ammo or supply stock;
• Secondary ammo;
The length of the colored bar corresponds to the current parameter value
with respect to its normal value. The color of the line also depends on the
value of the parameter: green — normal or close to normal, yellow and
brown — for average values, red — for low values.
The minimap shows a downsized scale of the terrain landscape (forests,
fields, rivers, roads).
The brighter areas on the minimap indicate those
regions, which are located within the view of your
troops. Purple arrows indicate combat objective
locations. Your forces are shown in green color, the
visible enemy forces are displayed in red. The current area shown on the
game field is displayed on the minimap in a highlighted rectangle.
The orange expanding circles indicate the approximate location of long
range enemy artillery (once they start the bombardment you will start
receiving messages from the sound ranging intelligence). Blue circles will
appear when you press Aviation Support button or the CapsLock key; this
will show the location on the map border from where the planes will be
coming in.
The minimap can also be used for movement. Leftclick on a spot on the
minimap, and the game field will center on it. To explore the area you can
press and hold the left mouse button moving the cursor across the minimap.
Game Control Buttons
Under the minimap you can see four control buttons:
Game Menu — opens the game menu and pauses the game; you can
also open the game menu by pressing Esc or F10.
Current Combat Objective — opens the information screen with the
last received combat objective; you can also use the O key to open this
Air Support — calls in air support if available in the current mission.
After pressing this button on the command panel, a new set of buttons
will appear indicating the types of air support available in this mission.
In the lower part of each button you will see the availability indicator: if the
button is currently unavailable, the indicator will show the remaining time
till this type of air support is available again. You can also use CapsLock to
summon the aviation.
Command Panel
The command panel shows the list of commands that can be carried out by
the currently selected combat unit or a group of selected units. The panel
consists of 12 buttons, the designation of which depends on the selected
object and may vary from one unit type to another. For a command
description drag the mouse cursor over a button and read the text in the
appearing hint window.
The available at the present moment are yellow – they correspond
to the commands that can be carried out by the
selected unit or group. When the picture on the
button turns gray, the button becomes unavail
able, this means that the selected unit or group
of units cannot carry out this type of commands.
Some of the buttons operate as upper level menus
opening a set of optionbuttons available for this
command. For instance the infantry Change
Formation command button would open a set
of options, corresponding to different forma
tions — March, DoubleQuick, Crawl,
Situationdepenting). To go back to previous com
mand menu press the Cancel Option Selection but
ton (bottom right of the command panel).
Types of Commands
Simple commands are carried out immediately and do not require any addi
tional indications: for instance the Hold Position command would bring all
selected units to a halt, while Belay would cancel any previously given
command. With simple commands, pressing the corresponding button leads
to immediate action.
More complex commands would require the player to point at an object. For
instance after giving the Turnaround command to a squadron or a crew,
the player will need to specify a point on the terrain which must be covered
by the new fire sector. When giving the Attack command you must specify
the target to be attacked. When you press the button of a command of this
type it will be highlighted in red and will remain highlighted until you spec
ify the required object. At the same time the shape of the cursor changes
depending on the command. Rightclicking executes the command while
a leftclick would cancel it.
Finally there are commands that require you to specify the location of
extended objects on the terrain, — for instance, you want your troops to dig
a trench or install a barbwire fence. After selecting this command from the
engineering truck menu, click the object startpoint on the terrain, press
and release the right mouse button, and move the cursor in the direction of
the endpoint. A red line will appear in the location of the future object.
Once you come to the desired end point of the object, rightclick again, and
the order will start being executed. Leftclick cancels the command.
Using the Keyboard
In many cases it is much more convenient to use the keyboard for those
commands that you use frequently. The button columns on the command
panel always correspond to the keys on the left side of the main set:
To select all combat units of one type located on the
current map, leftclick on one of them while
holding Ctrl.
Panel (infantry)
Using the Frame
To select one or several combat units on the game
screen you can also use the expanding frame. To do
that imagine a rectangle surrounding the units you would like to
select, then leftclick on an angle of this rectangle and move the cursor
diagonally to the opposite angle holding the left mouse button. The selected
part of the screen will be marked with a darker background with a light
frame. After you release the left mouse button all units within the rectangle
will be selected.
Panel (tank)
Assigning Number to a Group
Note that the two upper lines of buttons correspond to the same commands
for different types of combat unit. This makes commanding mixed groups
of combat units easier.
Selecting Combat Units
When the cursor is positioned over an object (be it a combat unit, building
or structure), the name of this object and its parameters are shown on the
parameter panel. The objects you can control are the combat units and
groups belonging to you.
Selecting One Combat Unit
Leftclick on a combat unit to select it. The colored bar above the selected
unit indicating its damage level will be brighter compared to those located
above other combat units.
Adding Units to a Group
To add a certain combat unit to a selected group, pres and hold LShift,
and then left click on the unit you want to add to the group.
Selecting Units of One Type
To select all combat units of a certain type
(brand) appearing on the screen, simply dou
bleclick on one of them. This option is very
convenient say when you want to select all
artillery units on the screen before starting artillery
preparation against enemy targets.
If you assign a number to a group it will be much easier to command it and
execute tactical maneuvers. To do that, select a group of units, and then
press a Ctrl+0...Ctrl+9 key combination. The group will be assigned a num
ber from 0 through 9, which will be shown above all participants of the
group. This way you can create up to 10 independent groups (note that
each separate unit can only be part of one group).
To select one of the designated groups, press the key with the number cor
responding to this group (0...9).
Assigning a combat unit to a group does not prevent you from giving it
separate commands and moving it to a different group.
Group Centering
For a quick search of a remote group with an assigned number use the
Alt+0...Alt+9 combination, which will center the screen on this group.
Cancel Selection
To cancel the selection of a combat unit or group, leftclick on an empty
space on the terrain. To remove a combat unit from its current group press
and hold Shift key and leftclick on this unit.
Issuance and Execution of Commands
You can control your detachments by giving them certain commands. To do
that you must first select the desired unit or group of units. The list of the
available commands depends on the type of the selected unit or the com
position of the selected group.
A group comprised of identical combat units can carry out all commands
available to one of the units. For instance you can select several artillery
units and order them to Turn Around each of the guncrews will then turn
its cannon in such a way so that its fire sector faces the specified point.
A group comprised of different combat units can only carry out common
orders. For instance if you have a cannon and a tank selected in one group, you
cannot order them to execute continuous fire, since a tank cannot do that.
Once given a command, a combat unit or a group will proceed with it, using
all available means. When a command cannot be executed you will receive
a negative report with an explanation, with a respective text message on the
Command Sequence
Combat units can «memorize» several commands and execute them
sequentially. For instance you can order an artillery squadron to move their
cannon to a certain location and attack a target currently outside its firing
radius. To do that press and hold Shift and then click the buttons on the
command panel in the required sequence and release Shift. In order to stop
the sequence, give this unit any other command.
Independent Actions
Combat units can carry out certain actions independently, guided by the
regulations and using their AI. For instance any combat unit capable of
moving and carrying fire, will move in and attack any enemy in sight. In
order for your troops to stay in their positions (for instance, in defense),
you must order them to Hold Position.
Likewise, if an enemy is located outside the field of vision of your unit, it
will not be attacked, even if it is within this unit’s firing radius. An enemy
spotted through the binoculars or a sniper optical scope, also be ignored
unless you command to attack it.
If you order a unit to attack an enemy outside of its firing radius (firing
radius and fire sector can be viewed by pressing Alt+R), the unit will close
in on the enemy and attack them. The command will not be carried out if
this unit cannot move independently – for instance if a cannon cannot be
moved only by means of its crew or if a tank has a damaged track.
When you order your combat units to Move to a certain location, they will
attack any enemy they may encounter on the way, but will do their best to
keep on the route. If you order your troops to Move on Alert, your
combat units will pursue the enemy as far as they can, and only
after that, resume their way to the set location.
If a target is located outside of the field of vision
of your combat unit (e.g. a longrange cannon),
but within its firing radius, and if, at the same
time, some other of your units (e.g. a sniper)
sees that target, you can attack it. The sniper will
then assume the role of the spotter, correcting the
fire. A reconplane can also be a spotter.
Attack aviation is also capable of independent action:
fighters can spot an enemy plane within their
patrolling radius, however if you specify the
exact location of the enemy, it will take less
time to destroy them. Bombers and fighterbombers
can correct their strikes themselves: for instance they
can attack an enemy tank or a pillbox if it is located
not far from the initially specified attack point.
The shape of the cursor on the battle screen depends on the situation. As
a rule, when pointed at an object, the cursor will show the default action
that can be performed with a rightclick.
Regular cursor indicates that there is no object selected or no
default action available at the present moment, this cursor is also
used in all menus and interface elements. After you select an object
on the combat screen the shape of the cursor will change.
«Select» cursor – handshaped – means that the object you are
pointing at (combat unit or building) can be selected.
«Enemy» cursor – skullshaped – will appear when you point your
cursor at an enemy unit or a building occupied by the enemy (no
default action).
«Neutral» cursor appears when you point to a neutral structure, or
at a building, on which you do not have information on the presence
of enemy units inside (no default action).
«Move» cursor shows that the currently selected unit or group can
be given a command (default action — move to the specified loca
«Follow» cursor appears if you selected a mobile unit and are
pointing on another unit that can be followed by it (for instance
order an infantry platoon to follow a tank).
«Fall in» cursor means that the selected group of units must line up
in a compact formation once it reaches its point of destination (usu
ally the group will try to restore its initial formation). For that you
issue a move order while holding the Alt key.
«Move on Alert» cursor will appear when you give a corresponding
command to the selected combat unit or group. When moving to the
specified location your troops will attack any enemy in sight and
may temporarily deviate from their course in order to pursue the enemy.
«Attack» cursor – crosshairshaped – will appear when you point
the cursor at enemy units or buildings with enemy units in them:
rightclick will start an attack.
«Shootin» cursor opens when you select the corresponding com
mand from an artillery unit’s menu and serves to specify the point
where you want to shootin.
«Continuous fire» cursor opens when you select the corresponding
command from the menu of an artillery unit and serves to specify
the area at which you want to concentrate your continuous fire (this
area may be outside of the field of vision).
«Turn Sector» cursor will appear when you order the selected unit
or group to Turn Around. Clicking the right mouse button will
cause the weapon to turn so that the indicated point is in the center
of the new firing sector.
«Dig in» cursor appears when you point at the selected combat unit.
The default action will order the unit’s crew to dig the unit in.
«Survey» cursor appears when you order the unit to survey the area
through binoculars (applies to platoon commanders and snipers) and
serves to specify the direction of the survey. Binoculars or an optical
scope allow seeing the area at larger ranges but with a narrower sector.
«Air Support» cursor appears after you summon the aviation and
serves to specify the target for the aircraft: recon area, bomb strike
sector, fighter plane interception area or targets for fighterbombers.
«Occupy» cursor appears when you have a selected infantry unit
and point at a building or materiel unit that can be occupied, or if
you point at a transport unit.
«Abandon» cursor appears when you select a building or vehicle
currently occupied by your infantry troops and order them to aban
don their current location. It serves to specify the location where
you want the troops to move after they leave the building or vehicle.
«Supplies» cursor appears when you order the supply truck to
replenish ammo and serves to specify the location where you want
the truck to go to start supplying the troops located nearby.
«Reman» cursor appears when you select a transport vehicle that
can carry personnel. It serves to specify the location where you want
the truck to go to reman the detachments.
«Replenish Supplies» cursor will appear if you select a supply truck
and point at one of your supply depots. Choosing this option will
send the truck to the depot to replenish the spent supplies (ammo,
personnel, etc.).
«Dig Trench» cursor will appear when you
select the corresponding option from an
engineering vehicle’s Build menu and
serves to specify the location to dig a trench
at. (Use the right mouse button to specify the start
and endpoints of the trench).
«Antipersonnel Fencing» cursor will appear
when you select the corresponding option
from the Build menu of an engineering vehicle. It is used to
specify the location where to set barbwire fencing (Use right mouse button
to specify the start and endpoints of the trench).
«Antitank Obstacles» cursor will appear when you select the corre
sponding option from the Build menu of an engineering vehicle. It is
used to specify the location to set antitank hedgehog at.
«Build Bridge» cursor will appear when you select the correspon
ding option from the Build menu of an engineering vehicle. Building
a bridge across the river is only possible in certain locations — look
for a semitransparent bridge contour between the two banks.
«Detach Cannon» cursor will appear after you select the Deploy
Artillery command for a transport with a trailerized cannon. It
serves to specify the location for the deployment of the weapon.
«Hitch Cannon» cursor will appear over a cannon if you have
a towcar selected. Serves to specify which cannon to take in tow.
«Capture Cannon» cursor will appear when you point at a lost can
non the crew of which has been killed in action (it can be your own
or the enemy’s weapon). You can either capture the cannon with
infantry or assign a new crew by sending in a supply truck.
«Lift Mines» cursor will appear when you select the corresponding
option from the menu of an engineering vehicle. It serves to specify
the location for the engineers to left the mines off.
«Set Mines» cursor will appear when you select the corresponding
option from the menu of an engineering vehicle. It is used to specify
the location for the engineers to set the mines at.
«Wait» cursor shows that the game is currently not in interactive
mode, and that all commands are unavailable.
«Repair» cursor will appear are you
select Repair from the engineering
vehicle menu and serves to specify the
location where you want the vehicle to go to
repair the damaged combat units or
Game Menu
You can access the game menu at any time by
pressing Esc. The game menu contains the
following options:
scrolls through the list use the scrollbar on the right.
Note: each time you load a saved game it
becomes known to your command and it will
seriously affect their evaluation of your com
bat abilities...
To load the latest quicksave file press F8.
Settings. Opens the Settings
Window which is similar to that of the
Main Menu (See Section «Settings» of
«Main Menu»).
Game menu
Save game. Opens the game save window.
For each saved game you can either use the
name suggested by default, or type in your
own name. Game save filenames can use all
Latin characters, numbers and other Windows’
supported symbols, except for “space”, “~”
(tilde) and “`” (left apostrophe). You can use
one of the existing filenames as an example. If
you choose the name of an existing game the
old file will be overwritten.
Game save window
Settings window
Control help. Opens the hotkeys refer
ence window.
You can also access this window by
pressing F1.
You can also use F5 for «quick save» (save
game without opening the game menu).
A game saved this way will always have the
word «quick» in its name, and will be replaced
next time you press F5. To load a quicksave
file press F8.
Finally the game has several autosave options. The game will be auto
saved at the start of each new chapter, and at the start and end of each
mission. Autosave filenames are preset and cannot be changed, which is
why these files are periodically renewed. With the help of these files you
can always restart a chapter or a failed mis
sion. On the «Deadly» difficulty level normal
and quicksave functions become unavailable
so you can only use autosaves or manual
saves between missions.
Hotkey reference window
Mission objectives. Opens the mission objectives window (see next part).
Mission ending. Ends mission and open the Mission ending menu (see «
Mission ending Menu» below). Note: exiting to main menu will interrupt the
game without saving.
Continue game. Closes the game menu and takes you back to the game.
Load game. Opens the
list of previously
saved games.
Select the desired
filename from the
list and press the
button at the bottom
of the window. To
Load game window
Mission Objectives Window and
Current Objective Window
Message Window
and Console
Mission Objectives Window
Message Window
To open the mission objectives window
click the Mission Objectives button of
the game menu or press Tab. The con
tents of this window are identical to
those of the list of objectives on the
mission screen (see «Mission Screen» in
«Game Screens»).
The panels with the titles of your mis
sion objectives will the detailed descrip
tions of objectives: the «+» sign to the
left of the title indicates that the objec
Mission objectives window
tive can be opened by leftclick. Press
on the panel again to close the description. Next to the title you will see an
indication of the current objective status: completed objectives are marked
with a checkmark, failed objectives are marked with a crosssign. The but
ton at the bottom closes the window and returns you back to the combat
Information on all important events in the game is
shown in the upper left part of the screen. Once a new
message arrives the old lines are moved upwards and will with time disap
pear from the screen altogether (they are saved in the console window).
The color of the message depends on the type:
green — information on completed objectives, system messages (game
load/save, game speed change, etc.);
yellow — received objectives;
red — everything related to the enemy (enemy aircraft takeoff, long range
artillery attacks, etc.).
To open the consol window press ~ (tilde). The consol window stores all
messages received throughout the mission. The color of lines in the consol
window matches that in the message window. To view the message log use
PgUp & PgDn. To exit the console press ~ one more time.
Current Objective Window
The current objective window is located
in the upper left corner of the combat
screen and contains the description of
your latest received objective. The win
dow is opened at the beginning of the
mission when you receive the main part
of your objectives. Press the button at
the bottom of the window to close it.
Controlling the Game Speed
You can also always access this window
by clicking the Current Combat
Objective button (second left under the
minimap) or by pressing O.
Num. – — decrease speed one step;
You can change the speed of the game in a wide range (10 steps up and 10
steps down from normal speed), as well as pause the game. When you
change the game speed, the speed of all the action taking place on the com
bat screen will decrease or increase proportionally.
To change the game speed use numpad keys and the spacebar:
Num. + — increase speed one step;
spacebar — pause game.
Current objective window
Note that some of the objectives will be issued during the mission,
so it is advisable to take a look at this window every once in
a while. The information on a new objective will be
shown in the message line and vocalized with
a sound alert.
Game speed change notifications are shown in the message window and
stored in the console, game pause notification appears in the center of the
screen. When the game is paused, you can still explore the terrain, select
combat units and give commands to them, specifying movement locations
and targets. This mode is very convenient for giving sequences of com
mands to your units.
Speeding up the game is quite useful when your detachments need to per
form some routine tasks with no direct interaction with the enemy — for
instance, when you dig trenches to fortify your defense lines and put infantry
into the trenches, or when you need to lead a detachment via a preliminarily
explored route from their initial positions closer to the enemy forces, etc.
Before starting direct operations it is strongly recommended to return back
to normal speed. Slowing the game down may be useful when you control
multiple combat groups or when the frontline is rather long and you have
to move a lot from one flank the other correcting the action of your subor
dinates. It is also recommended to pause the game every once in while for
better evaluation of the current combat situation.
Note: decreasing the game speed may be necessary with a low processor or
video card performance, when the calculation of object locations on the
map and scenery display take up the larger part of the resources, and there
isn’t enough resources left for calculating the object behavior models and
their interaction. At that controlling the game becomes rather difficult as
the system response time increases. If it is the case decreasing the game
speed may in fact enable the objects on the screen to move faster and
decrease the system response time, since the algorithms of the game model
will receive more resources. If you have set a minimal FPS rate (the default
value is ‘5’) in the settings menu then if under critical conditions the speed
of video output decreases significantly the game speed may be reduced
automatically. Once the critical moment is over, you can boost the speed
back manually. If for some reason you do not want to use the auto
decrease function you can switch this feature off by setting the value to ‘0’.
Mission ending Menu
To open this screen, press the Mission
ending button in the game menu. The
menu contains the following options:
End mission. Ends current mission and
opens the stats screen (available only
after you win the mission).
Mouse commands are denoted as follows:
Press and release the left
mouse button
Press and release the right
mouse button
Double click the left mouse
Combat Screen Interface
Help screen
Quick save
Quick load
Save screenshot (creates a shotXXXX.tga file in the
/screenshots folder)
Esc or F10
Display game menu
Open the list of all combat objectives
Pause on/off (you can still give commands to your troops
in this mode)
Increase game speed
Decrease game speed
Add command to sequence (for instance you can specify
several patrol areas for a plane, etc. Commands are added
to the queue while shift is pressed. Once you release the
key the commands are executed);
Delete all messages
Show/hide console (message/chat log)
PgUp, PgDn
Scroll up/down in the console
Restart mission. Restarts the mission
with the same initial conditions.
Go to main menu. Interrupts the current
campaign and opens the main game menu.
Mission end menu
Exit to Windows. Closes the game and takes you back to Windows.
Back. Takes you back to the combat screen so that you can continue your
current mission.
Control Keys
Names of separate keys are shown in square
brackets. EG: Caps Lock.
Key combinations are shown with a «+». This
means you have to press the first key, hold it, and
press the second key. EG: Ctrl+Enter.
Command Panel Interface
Show/hide info panel
Show current combat objective
Caps Lock
Call for air support (the air support type is selected with
option buttons on the command panel)
Q, W, E, R
Four top buttons on the command panel
A, S, D, F
Four middle buttons on the command panel
Z, X, C, V
Four bottom buttons on the command panel
Camera Controls
Move camera forward (NW)
Move camera back (SE)
Move camera left (SW)
Move camera right (NE)
Remember current position on map
Return back to previously saved position
Combat Unit Controls
On June 28, 1914, a Serb patriot, named Gavril
Princip assassinated the Austrian Archduke
Franz Ferdinand in Sarajevo.
Following the advice of German Emperor William II,
a month later – on July 23 – AustroHungary deliv
ered an ultimatum to Serbia in a rude form in order
to provoke the Serbian diplomats to respond similarly.
Although the Serbs restrained themselves from returning the insult, their
response still did not please the AustroHungarian Government. On July 28,
the Empire declared war on Serbia and the AustroHungarian artillery start
ed shelling Belgrade.
Select object (to cancel selection click on an empty area)
Select all units of this type on the screen
On July 30, the Russian Government announced allhands mobilization, and
the next day the Germans demanded from Russia to stop the mobilization.
The Tsarist government ignored this ultimatum.
On August the 1st Germany declared war against Russia and two days later
Default action (move, attack, etc.)
against France.
When clicking on an object: attack this object (you can
attack any object on the map including your own combat
units); when clicking on the terrain: march on alert
War broke out.
When clicking on terrain: proceed to location ignoring all
enemy troops, fall in formation upon arrival; When clicking
on a building or defense fortification (for infantry): besiege
or occupy building
Add this unit to selected group
Ctrl+0...Ctrl+9 Assign number to group
Select a group assigned earlier
Select a group assigned earlier and center the screen on it
Show firing radius/sector of selected units
Show shootin area (for artillery)
World War I became an event of paramount importance. Its scales and con
sequences have never been repeated through the entire history of
humankind. The war lasted for 4 years and 3 months, involving 38 coun
tries, where about three fourths of the Earth’s population lived. Million
sized armies were involved in operations, equipped with the latest stateof
the art weapons and arms.
The results of the war were devastating: 10 millions killed (equal to the
number of all people killed in all European wars over the previous millenni
um) and 20 million wounded.
On June 28, 1919 the winning countries (namely the US, England, France,
Italy, etc.) on one side, and Germany on the other, signed a peace agreement
that ended the war. The final conditions of the agreement were developed
in 19191920 at the Paris Peace Conference. Germany has lost considerable
territories, took the obligation to observe the independence of Austria,
Poland, and Czechoslovakia, pay the reparations, cancel the allnation draft,
dismiss its General Staff, limit its armed forces to 100,000 men… Germany
was not allowed to have heavy artillery, tanks, and military aviation.
The conditions of the Treaty of Versailles were hard and humiliating to the
German pride, but strange as it is, very good for the country itself. It kept
its main values: the nation, the land, and the independence.
Should the Treaty of Versailles cause the reverse, that is to oblige the
exhausted Germany to maintain a 23 million strong army, supply the
armed forces with heavy artillery, etc., no one knows whether the Germans
would be able to rise from the ashes and start another war 20 years later.
*** Dark Fox ***
Producer and Project Manager:
Pavel Nazarov
Lead Programmer:
Anton Korzunov
Interface Programming:
Andrey Kislov
Andrey Ignatyev
Andrey Ovsyannikov
Lead artists:
Alexander Ivakhin
Elena Kaskova
Concept Art:
Elena Kaskova
Alexander Ivakhin
2DGraphics and Textures:
Alexander Ivakhin
Elena Kaskova
Alexander Kuzmin
Maksim Aksyonov
Alexander Kuzmin
Maksim Aksyonov
Alexander Kuzmin
Maksim Aksyonov
Alexander Ivakhin
Special FX:
Andrey Ignatyev
Andrey Ovsyannikov
Alexey Nazarov
Video Director:
Dmitry Gusenkov
Alexey Nazarov
Lead Game Designer:
Vladimir Kislov
Mission Design:
Vladimir Kislov
Andrey Kislov
Alexey Nazarov
Dmitry Larin
Historical Consultant:
Andrey Kislov
Dmitry Gusenkov
Andrey Kislov
Tech Writer:
Dmitry Gusenkov
Sound Director:
Sergey Kutzebov
Boris Yakovlev
Nikolay Saburov
*** 1C Company ***
Andrey Grishchenko
Pavel Krutov
Marketing & PR:
Nikolay Baryshnikov
Anatoly Subbotin
Alexey Artemenko
Sergey Konovalov
Alexander Shishov
Alexander Trifonov
Dmitry Kiyatkin
Sergey Kiyatkin
Dmitry Savin
Konstantin Shavruk
Alexander Latyshev
Boris Yakovlev
Nikolay Saburov
Recording, Mixing, Mastering:
Boris Yakovlev
Nikolay Saburov
Recorded by:
Composite Students’ Philharmonic of
the Russian Music Academy
Boris Yakovlev
Recorded, mixed and mastered at Nicr
Sabur Habib Records in 2004.
Dmitry Gusenkov
Internal Testing:
Andrey Ignatyev
Andrey Ovsyannikov
Special thanks to:
Composite Students’ Philharmonic of
the Russian Music Academy, Boris
Nikolay Saburov
Andrey Ignatyev
Andrey Ovsyannikov
© 2006 1C Company. Developed by Dark Fox. All rights reserved.
This product contains software technology licensed from Nival Interactive.
© 2006 Nival Interactive. Nival, the Nival logo and the Enigma Engine logo
are trademarks of Nival Interactive. All rights reserved.
The game uses FMOD music and sound system.
Copyright © Firelight Technologies, Pty, Ltd. 19942006. Used under
The game uses the Bink video display system.
Copyright © 19972006 by RAD Game Tools, Inc. Used under license.
The developers of WWI want to thank the developers of all freeware and
technologies used in the game.
Lua scenario language developed by Waldemar Celes, Roberto Ierusalimschy
& Luiz Henrique de Figueiredo.
Lua Copyright © 19942000 Tecgraf, PUCRio. All rights reserved.
Ogg Vorbis Copyright © 2002, Foundation.
Libpng Copyright © 20002002 Glenn RandersPehrson.
Zlib Copyright © 19952002 Jeanloup Gailly & Mark Adler.
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