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Enemy Nations (Readme) (e)

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Readme for Enemy Nations:

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Errata
1.	When you complete researching radio it will tell you that you can 
now have multiple main windows by pressing SHIFT-CLK. It is actually 
CTRL-DBL-CLK. Also, you can do this click anywhere on a map, not just 
on a unit.
2.	Sometimes a vehicle will get stuck trying to leave a building and 
then no other vehicles can leave the building. We know how to fix this 
but it’s too dangerous a fix without extensive testing. So what we have 
done is made it a lot less likely to happen. But when it does (usually in 
factories creating vehicles) hold down CTRL-LMB and drag the mouse to 
fully enclose the building. Then click on a location away from the 
building and all vehicles in the building will exit.
3.	When a vehicle (or infantry) is constructed, it can be sent up to 10 
hexes away from the entrance of the factory. Therefore it is best to 
locate a vehicle factory’s entrance at least 5, and preferably 8 hexes 
away from any other building - especially tall ones.
4.	In some cases when Xilitum is discovered they are not displayed 
on the main map windows. To display them after discovering Xilitum 
click the show resources button on the main map twice and they will be 
displayed.

Notes on play
Enemy Nations can now change your screen resolution (Win 95 & NT 
only and only if your video driver supports it) when it starts and then 
set it back to what it was when the game exits. (It does NOT change the 
resolution if you ALT-TAB to another application, only when you exit.)

You can set the resolution to run at in the advanced options. The game 
will also prompt you if you are running at native (your existing) 
resolution and that’s too much for the speed of machine you have. At 
the prompt you can change the resolution.

Remember, even 800x600x8 is twice the number of pixels that you have 
at 640x480 which is the resolution that most other games run at. We 
can always do as good as other games. It’s just that for slower machines 
we can’t display at better resolutions.

If you need coal at both a Smelter and a Coal Power Plant and your coal 
mine(s) cannot keep up with the need, then you can have a situation 
where 1 truck arrives and takes all coal and delivers it to 1 building and 
the second truck gets nothing and the second building is starved for 
materials. In this case you need to build more Coal Mines because the 
trucking system cannot allocate a scarce material for you.

Be careful to not block the entrance of a building with another building. 
If you block a building that does not need truck access (like an 
Apartment) then it cannot be repaired if damaged because the crane 
and truck will not be able to enter it. If you block a building that 
provides/uses materials that are trucked, the trucks will not be able to 
enter the building and they will be idled waiting for access.

Troops & vehicles at rest will attack enemy units. However, there are a 
couple of restrictions on this. First, units are not considered enemy 
unless you have attacked that player, that player has attacked you, or 
via an Embassy you have set your relations to war.

Second, troops & vehicles will only attack enemy units that are within 
range. They will not move to attack. So, if the enemy is hammering one 
of your buildings and you have 20 tanks just out of range of the enemy, 
they will not go defend the building (we plan on improving this in 
Enemy Nations 2).

Third, troops & vehicles have fields of fire. They can only shoot in the 
direction they are pointed. Some have a wider field of fire than others 
but they all have restrictions. So units need to be pointed in the general 
direction of the enemy units.

If you cover all of the above, then your units will automatically attack 
enemies.

When saving a game, it can take over a minute for games with lots of 
units. During this time the game will not respond to your cursor. Keep 
an eye on the disk light and if it’s blinking it’s still saving.

You can not join a game in progress (the manual says you can). We have 
disabled this feature because there is a nasty bug in it and to fix it 
would require significant changes in the game.

Your CD has the complete demo version of Enemy Nations in the DEMO 
subdirectory. We encourage you to have everyone and anyone install 
the demo to try out the game. You are also welcome to copy the files to 
corporate network servers, BBSes, etc. This holds for the files in the 
DEMO subdirectory only.

You can run from your hard drive instead of the CD. To do this:
1.	Copy enations.dat from the CD to the hard drive.
2.	Start Enemy Nations with the CD removed.
3.	When you are prompted for enations.dat, press the browse 
button.
4.	Select the file enations.dat (this is the standard file open dialog).
5.	Click OK
6.	Enemy Nations is now reading enations.dat from your hard drive. 
However, it still needs the CD for copy protection.
7.	When you receive a second prompt asking for the CD (not for 
enations.dat), put the CD back in the drive and click OK.
8.	Now each subsequent time you start it will read from the 
enations.dat on the hard drive and use the CD only for copy protection.

If you are trying to join a network game, you need to be connected to 
the network. In the case of an Internet game, if you connect to the 
Internet by dialing in on your MODEM, you cannot connect to a 
network game until you have dialed in and connected. If there is no 
connection there is no way to talk to our server and find games.

Enemy Nations will now default to not using DirectSound if DirectSound 
is emulated. Instead it will use the Miles Sound System waveOut calls. 
(In other words, you do not need to do anything and it will use the best 
system for sound.)

Advanced Options - Music
The line based on free memory has been changed to based on speed. 
Nothing in the program has been changed. It's just that the music data 
is based totally on processor speed and CD speed and not on memory 
at all. So the new phrase is more accurate.

IMPORTANT - PLEASE READ
This is somewhat long but it is critical that you read this before 
changing some of the advanced options.
- December 1996
Development of Enemy Nations was started 2 years ago. At the time we 
had to guess what types of machines would be selling for Christmas 96 
as our high-end target (the 486/66 was our low-end target). We wanted 
to create a game that played well on the low-end but scaled up and 
gave high-end systems everything they could ask for. We predicted that 
200 MHz systems with MMX and 64Meg of RAM would be standard for 
Christmas 97. We missed by 6 months.
In addition, we decided to take the art far beyond what any other 
company had done. We realized that having incredibly hi-res art would 
increase the size of the sprites. What we could not predict was how 
much it increased it. This was mostly due to the incredibly detailed job 
the artists did. The art was beautiful but also a lot larger than expected.
If you use 8-bit art and no zoom 0, Enemy Nations runs fine on a 486/66 
with 8Meg of memory. And with these settings Enemy Nations has art 
that is significantly better than any other real-time game presently 
shipping.
However, the combination of the above two items gave us art that, at 
full color and all 4 zoom levels, is over 400Meg in size. This is not a 
typo. Where most other real-time games generally have 5 - 10 Meg of 
art, in 32-bit color mode with zoom 0 Enemy Nations has 400Meg of art. 
Needless to say, this requires a bit more machine.
This left us with 2 choices. First, we could disable all features that 
would not run on systems shipping today. This was the sensible choice 
because users feel let down if they cannot play a game with all features 
turned on, no matter how good the game is in the mode their machine 
can handle. The other choice is to leave these features in so that people 
can make use of them if they buy a newer machine. We are leaving the 
features in so you can use them. But it may be several years before you 
can run with all settings on maximum. (On the flip side, you should find 
Enemy Nation’s graphics to be among the best of any game even 1 - 2 
years from now.)

These settings are dependent on 3 parts of your system, the clock 
speed, the available memory, and the CD speed. We will address each 
of those parts below so you know what to expect.
If you increase the bit depth of the art, the size of all your art is 
increased. This increases the load time and memory required to store 
the art. 15/16-bit art is twice the size of 8-bit art, 24-bit is 3 times, and 
32-bit is 4 times. So your memory requirements (both physical and 
virtual) go up by 2/3/4X. Your CD speed also needs to increase by this 
amount to pull the art off of the CD quickly. Finally your CPU speed 
needs to be about 3X faster for all non 8-bit art both to handle the 
extra virtual memory work and because the decompression code for 
15/16-bit art is slow. 
When rendering the screen 24 times a second in 15/16/24/32-bit mode 
the processor needs to handle 2/3/4 times as much data per pixel. And 
this quite simply requires the processor to be 2/3/4 times as fast.
If you add zoom 0 you will need to load about 5X as much art as before 
(the zoom 0 art is about 4X the size of all the other art). So again you 
will need 5X the memory, a 20X CD ROM drive, and a faster processor. 
However, zoom 0 is actually the most efficient zoom level to render so 
you do not need a faster processor while playing.
Note that aside from rendering hi-res art, the faster processor and CD 
are not essential to play Enemy Nations at the higher settings, just to 
load the sprites in a reasonable amount of time. For example, a 486/66 
with a 1X CD ROM drive could load and play 8-bit art with zoom level 0 
– it would just take a very long time to load.

Finally we come to the music & sound effects. Enemy Nations has all 
music as both MIDI and as 22K, 16-bit, Stereo digital audio. It has all 
sound effects as both 11K, 8-bit and 22K, 16-bit. At the low end with 
MIDI music and 8-bit sfx Enemy Nations can play on almost any system. 
(This is also the shareware version because it is less data.)
Because we had the low-end covered, we pushed the upper end to near 
CD-Audio level quality. But this requires a system with at least a 6X CD-
ROM and P/120 processor. If you have less than that then the system 
drops back to the low-end music/sfx. (One note, except on very low-end 
systems, digital audio music will be played when not in the game, such 
as in the main screen.)
Because we had MIDI/8-bit for the low-end, we could give you awesome 
sound for the hi-end. But it means people in the middle will have to use 
the low-end MIDI/sfx. Which for most PC speakers will sound as good as 
the hi-end sound.

If you set the art and music to the "based on" settings, it will make an 
informed choice for you. This choice may change from game to game 
because each time Enemy Nations starts up it estimates the CPU speed 
and CD speed and these measurements will differ slightly from game to 
game. We strongly recommend you leave these settings alone. 
However, if you wish, you can change them. And aside from memory 
requirements, Enemy Nations will run. It just may run too slow.
And hopefully, over the next several years, when you upgrade your 
system, you will find that Enemy Nations continues to deliver leading-
edge art and sound.