FORTRESS BERLIN Readme.txt v1.3 Change History 3.0: Added "tickers" for VP's/Sequence of Play. Added "Last Moved" highlighter Some keyboard shortcuts modified 2.0: Added the variant module "On To Berlin!" (Paperwars magazine #55) 1.8.1: Added command radius for manuever mode (Alt-R). 1.8: Added a "Fired" marker that can be removed with a global "remove all" button. HQ's can display their command radius by pressing Ctrl-R after selecting one of them. 1.7: Added "Hide Pieces" button. Changed Map zoom hotkeys to keypad +/-. 1.6: Changed map format from .gif (totaling 5.86MB) to .jpg (totaling 2.28MB). The map looks just like the original and the map window scrolls MUCH smoother now. Screenshot below is of the .gif format. QUICK START GUIDE (from the module): FORTRESS BERLIN Quick Start Guide The obvious change from the original game will be the change to the counter artwork. I haven’t punched the counters on my copy of the game and I still can’t tell which side a counter belongs to (except the US). I’ve decided to use “standard” nationality colors for the counters, with a different font and white highlighting to make them “vassal friendly”. You should be able to read them even at zoomed out levels. I’ve also modified the map a bit, adding a white mask to it which I think helps the counters stand out a good bit. The grey German counters were a bit hard to see on some of the hexes. EDIT: Removed the white mask. It's now a clear, sharp copy of the original map. Hex outlines are now a grey color as in the original game. I've reduced the map's filesize from 13mb to 5mb while making it look even better IMHO. I have movement trails turned on by default, but may make this optional, depending on any feedback that I get. For now, it’s a cool new feature to me. EDIT: Movement trails are now controlled by a key command: Ctrl-T. Per the game rules for “Limited Intelligence”, the counters in a stack aren’t to be inspected (except the top counter naturally). To enable this, I’ve added the ability to conceal counters. Once concealed, the owning player will see a small “?” in the top right corner of the counter. The opponent will see a generic counter with the nationality symbol. I would assume that the limited intelligence would apply to all units if this wasn’t a magazine game and ATO had decided to print several “conealment” counters. So as an option, I’d say hide all pieces until the are involved in combat as per the rules. Also per the rules, the Germans are to deploy 30 of the Volkssturm units, randomly picked. This has been implemented here. Clicking on the “VS” button will open the VS draw pile. Right click on the stack that is shown, enter “30” as the number of random units to draw, and then drag the counters initially showing and drop them anywhere in that window. 30 randomly drawn VS units should appear in a big stack. I suppose for ease of use, you could do 3 draws of 10 each to make it easier to manage. FUTURE DEVELOPMENT: I’m playing with adding “private windows” (vassal term) for both sides. These would contain all the units layed out in order of appearance (as in an OOB chart) and with a global button to “conceal all”. This would allow the player to first hide all their counters with the press of one button before moving them to the main map. EDIT: With the "AT_START.sav" file that was created, I think that private windows with at start units is not neccessary. Please send any comments/requests about the module to: gary@garykrockover.com subj: Fortress Berlin Thanks and enjoy! Fortress Berlin Designer: John Prados Publisher: Against the Odds (www.atomagazine.com)