Please : excuse the very poor english of this file : it was translated with an automatic translator
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" NAVAL STEEL ADMIRALTY "

Mod naval "strategic" for WinSPMBT (" WinSteelpanthers Main Battle Tank ", in other words Steel Panthers's 2 adaptation for Windows)

By general von Schtroumpfnagel

For the amateurs of naval action.
This " readme " is a little bit long, but it is only intended to present you the mod and this one does not contain any " paper rule "(ruler) (direct use of the functions(offices) of the basic software).

 For any information concerning the use of the basic software, refer to the on-line textbook(manual worker).

 This " readme " is "a little bit loose" but I tried hard to make the most complete presentation possible of the mod.

 The paragraphs of this " readme " written in italic are not applicable ( abandoned projects)

This mod is delivered in its version 3, definitive. If passionate persons wish modifications, they will directly be able to realize them and I am at their disposal for any technical advices. I shall not realize them myself because I am on the other thing(matter).


 The object of this mod is triple:

 1/ To allow players to play the scenarios that it(he) will make
 2/ To allow players interested in the historic simulation to build up itself their own vessels and "historic" situations
 3/ Be of use of platform to moddeurs interested in the naval subject and mastering software packages SHP_EDIT and MOBHACK (supply by the publisher(editor) with the game WinSPMBT), to allow them to carry(wear) this work farther and to amuse real historic navies (it would be so possible to recreate the battle order of the French navy, or quite other navy of time WW II, or WW I, by adjusting in this last case speeds and calibres).
  

  
 I thank all the amateurs of naval war who helped me by their advices, information and files of icons, in particular Dolfo, Sparfel and Pdifolco on the forum of Net4war without whom, according to the formula dedicated but always exact, this mod would not have been what it is. I also thank for his news the webmaster of the site " The Unpredictable ", dedicated to warships.


Version of the mod: 3  
Version of used WinSPMBT: WinSPMBT not patch (the mod was not tested with the new patch 2.0 available)

Attention: If you create scenarios for NAVAL STEEL ADMIRALTY or index cards of vessels or historic vessels, take care of always clarifying the version of the mod with which your work was made, to guarantee the compatibility of files.

Where to get itself WinSPMBT? ( Free downloading): on the site of POSTAL AREA CAMO WORKSHOP



Sources images and documentation:  

 - Site " Encyclopedia Lemaire Soft "
 - different Anglo-Saxon sites on navies
 - Site " The Unpredictable " 
 - Site " second world war " (left: "Vessels")
         
            



 This mod adapts WinSteelpanthers to the naval action (period Assists world war), with new icons, images, sounds and battle orders.
  
 I tried hard, with the material supplied by Sparfel, to make rather correct icons.  

 In spite of the big difference with the environment of origin of the software ( ground fight), the mod was settled(adjusted) so that all the features of the software remain freely useful by the players, without particular constraint.

 The mod is playable only against a human opponent, in e-mail or in chair tournante. It(he) does not put of pb technique with an opponent IA, but this one badly administers the provisioning of the units and the strategy, contenting with making some " fight tank " almost on the spot, what is not satisfactory. 
 It is also possible to play him(it) only, by assuming alternately two camps. Indeed, the uniform aspect of the sea card does not allow to remember itself exactly the position of vessels, what always leaves a relative margin of "surprise" (one knows, as in the reality, as the enemy " is there ", but not exactly where).
       
Contents of the file: (under Zip.rar - " Dzipper " with Winrar)

The present file " Readme "
Files modified with the mod
1 file " CamoGame " (modifications of the regulations of the game to adapt them to the mod, and to accelerate notably animations).
1 card "ocean" (for the repertoire " Map " of the game)



 Installation:

 Install(settle) at first game WinSPMBT. When this installation is made, " dzippez " the file " naval Steel " in a some repertoire, then copy the files which it(he) contains exactly in the corresponding repertoires of the game without modifying / reappointing or to move these (take just care of making a copy of protection of your original files before this operation, to avoid having to re-settle game to play in normal version).


 If you prefer to have 2 installations of the game, an usual in the basic game and one in the mod, take care of choosing a name of different repertoire as that of the mod (STEEL AIRAUTE, for example). Otherwise, program executes by virtue of one's office the not transformed version.

 As a rule, the mod works as well with the downloaded version " free " as with the CD version. It(he) was however create with the version " free ".




Custom(usage) of the mod:

 The mod can not be used that in mode(fashion) "scenario" (not in mode(fashion) " Battle " or in mode(fashion) " campaign ").



Scale(ladder) of the mod:

1 tour(tower) of game = about 10 minutes (6 tours(towers) represent so approximately one hour of real time). A scenario of 24 tours(towers) will represent so a naval commitment of about 4. 00: most of naval commitments were generally rather brief and did not extend beyond some hours).

1 hexagon = 1000 m about (against 50 m about in the basic game - distances posted(shown) by the software should so be multiplied by 20 - cf: 500m in the software are worth 10 000 m in the mod)



Regulation of preferences and date:

 The date must be settled(adjusted) to 2015. Vessels are "bought" exclusively in the screen " Armour ". You can use the navies French, British, Italian, American, Japanese and German, or the navies " Red " and "Green".  
Aircraft carrier with armoured bridges:

 Door planes type of which is followed by the abbreviation * have an armoured bridge (their armour plating "pip" was strengthened with the software mobhack). 

Abbreviations of the mod:

PA: Aircraft carrier
CP = Short reach
MP = Averages reach
LP = Long reach
Or SM = Under sailor
N or NS = Vessel of surface   
In or Avenue = Plane
3t = Vessel in 3 turrets before
P = " In dive " (Bombers)
LASM: Fight anti under navy(marine)
ASM: Weapons and navy units Anti-sous
ASM-H = Grenada ASM in "Hedgehog"
AA = Anti-arien
CL = light Standard(cannon)
M/L: Average / light
TI: indirect Shot
L: Distant (distant Planes = planes except cards - interface artillery)


Collection(capital,fund) of cards:

 To create your own "navy" cards, use the capital of card supplied in the mod ( small and big ocean). These capital of card were conceived to contain sea hexagons which the "landing" of planes by vessels (carry(wear) planes or carries(wears) seaplanes, vessels provided with seaplane or with hunter on catapult) will be possible. They are not placed on all the surface of cards, to feign the constraints of " put in the wind " for the vessels which unstick planes. 
 The hexagons of " true - false sea " were made with the common ground covered then with " Rough " (certain files " ter " of the basic software having been inverted to allow this effect).

 The hexagons of " true - false sea " distinguish themselves by a small effect of "vagueness("wave").

 Vessels flowed on these hexagons disappear as on the other hexagons of " true sea "

 You can obviously not use(employ) these capital of card, but function(office) "land" will not be useful in your scenario on sea zones.

 " Hollow of visibility " on the special cards for the mod:

 On the capital of cards supplied with the mod, you will notice sometimes " hollow of visibility ". It is about a simulation of " sea hollow ", which sometimes can hide the sight of vessels or simply to hamper(bother) this one.


Special capacity of air bases, of carries(wears) planes, cargo boats of transport and of certain big snavires:

 - Air bases can "embark / off-load" vessels and planes
 - The cargo boats of transport can embark air bases or coastal batteries(drum kits) to move them.
 - Door planes can embark planes (loading can take place everywhere, but landing can take place only near a rib(coast) or a cliff - forced impossible to circumvent of the software). Note that the loading of planes brings only the protection of carry(wear) plane, because it is not necessary to embark planes to provide them.
 - Door planes and air bases serve of refreshment point for planes, of which the stock of ammunitions is (artificially, realism being here sacrificed to the interest of the game, and also to represent "logistic" constraints  *]) very limited, afin exactly of them
 "Bind("connect") in carry(wear) planes. ATTENTION: planes have to be in position " landed " to get fresh supplies. Provisioning makes on the same compartment as the unity of provisioning or on a neighboring compartment, during a complete tour. You will constantly have to provide your planes, by watching to avoid their interception by the enemy hunters on the route 

 - Certain vessels (hardened, cruisers, cargo boats) can embark a seaplane of recognition or a hunter of air defence (he can be embarked everywhere, but can be landed only near a rib(coast) or a cliff / Ilt - forced impossible to circumvent of the software).


| *]: "logistic" Constraints: it(he) was not possible with the software " to stick " planes in aircraft carrier and to depend them on them otherwise that by assigning to them door plane as HQ, what put besides a pb for the "reunification", carries(wears) them planes to live(remain) behind and planes to go to the contact. The formings(trainings) of planes have so a level of munition very weak, to oblige them to mean getting fresh supplies in carry(wear) planes after every wave of assault (except interceptors, which have a wider autonomy, what makes them very dangerous for the hunters bombers). So, a shot amounts to a wave of assault.


Attacks and absurd situations:

 It(he) would be obviously without any interest for the players to use the features of the software and the characteristics of the mod to create absurd situations (cf: "embarking" warship another warship; loading of more than 2 planes on a battleship, a vessel of fight anti under navy(marine) attacking(affecting) a vessel of surface in the pomegranate(grenade) anti-under navy(marine), etc.).



Bases and ports(bearings):

 You can create decorations of ports(bearings) and bases with the ground of the software and also the units of the type "harbour facilities" supplied in the mod. Their destruction can moreover be the stake in your scenarios. Among these units, appear the " Deposits(warehouses) of provisioning ", which are of the type " ammo ", and which can so provide your units with ammunitions in the class(course) of the game (Reminder: planes have to be in position " landed " for this operation of provisioning). You have, to protect these installations, from batteries(drum kits) AA and from planes of protection (this unity does not move: the planes establish(constitute) the "weapon"). These planes of bases can also attack(affect) in the bomb(spray) or in the torpedo the vessels which pass near your base. Finally, you can place coastal heavy batteries(drum kits) of artillery.


Aircraft carrier and the battlefield:

If your scenario corresponds to a battle in which carry(wear) them planes remained very remote, you can place them in an edge of card by surrounding them with "unmoved" ground, with the relief (what will prevent them from seeing and from intervening or from being attacked(affected)). Their only role will be so to assure(insure) the provisioning of the planes of the fleet.

 You can also use the air and sea aviation " except card " rather than to use(employ) planes " on card ".
  



Vessels carrying(wearing) an abbreviation "3t" in their type:

 They are liners (cruisers or hardened) of a particular type (Cf: Nelson in the British navy), who concern three big turrets of strong calibre their front 
( While turrets are normally distributed on the front and the back).

 These vessels have, of this fact of particular characteristics in the mod:

 1/ Their parameter of armour plating is also strong on all the faces, to feign the fact that they can fire of all their power without having to present the side (on the other hand, the players "purists" will be able to decide not to fire on the back of these buildings(ships)).

 2/ Because of the concentration of their fire, they have a power and a quality of shot particular.
    
Small noticed and at present insoluble technical problems:

 1 / Avoid moving vessels on the hexagons of the edge of card (they meet themselves blocked(surrounded)). A contrario, you can use this small defect of the mod "to block(surround") voluntarily carry(wear) them planes which your scenario considers as " except card ".

 2 / When you modify the parameters of an unity, this modification is taken into account and appears in the screen " click straight ahead unity " (but not in the screen " detailed(retailed) information ": if you want that your modifs appears in this screen, you have to make them under Mobhack, software of publishing(edition) of units and battle orders supplied with WinSPMBT).). 

  

Reach of weapons:

 The reach held(retained) in the mod is not the maximal theoretical reach of weapons but generally the reach of operational efficiency optimum (about 2/3 of her(it) carried(worn) theoretical). This costs especially for the heavy artillery of navy(marine) (the other weapons often have their maximal reach)


Indirect shots:  

 Besides the big common vessels, which " fire directly ", you have vessels capable of realizing indirect shots (with the interface "Artillery" of the software). You will so be able to compose freely your fleet by mixing or by using only such or such type of vessels, according to your preferences of game. 
 Vessels capable of indirect shots administer as in the basic software, without particular constraint. They can also make " direct shots ". 
 They will be "a little less watchful" for the shots of reaction than vessels with " direct shot ", and it is so preferable to accompany them with vessels with direct shots for the protection.

 Contrary to vessels for rules(rulers) of firing angles, vessels with indirect shots are used without requiring any particular rule(ruler).


 Note: you will often listen, in case of indirect shot, and after the rumours(noises) of salvoes and explosions, the sound of a vessel which pours, even though no target was got(touched). It is an impossible to circumvent constraint of the software, which uses by virtue of one's office, in case of indirect shot, the file "sound" which I transformed to illustrate the wreck of vessels in case of blow in the purpose further to a direct shot.  

Particular case of the artillery of big calibre:

 From the inclusive 380 mm, the artillery of navy(marine) of vessels with " direct shot " have a minimal distance of shot (to avoid shots with " carrying end ", little realistic with artillery of this calibre).
 When these artillery of strong calibre fire, you will notice a light period(delay) during the posting of the yellow screen (this is an impossible to circumvent constraint of the software, because these artillery are in fact weapons anti-cisterns).

 The artillery of navy(marine) calibre of which is lower than 380 mm have no minimal distance of shot, as well as the artillery of vessels capable of indirect shot.

Particular case of the shots of torpedoes by maritime sous:

 For the same reason that above, a light period(delay) occurs when submarines pull(fire) torpedoes.

How "to wet" appearances(mines):

 You can place in your scenario of appearances(mines) as in the basic software: they will remain immovable and will produce the same effects.
 You also have minefields drivantes.
 Minefields are simple units with special parameters, which are transportable by vessels stamp sponges of appearance(mine) (use of the command(order) to embark / off-load of the software).
 Attention: appearances(mines) can be embarked everywhere, but can be put down(deposited) only along coasts or on hexagons containing an ilt or a cliff. You can then move these minefields drivantes (1 hex by tour(tower)).

Planes " Except card ":


 To feign the role of distant air and sea bases or that of the aircraft carrier remote from the theater of the battle, you have planes " except card ", as in the basic software
 (Bombers torpedo boats, bombers and heavy bombers).

 You also have seaplanes of recognition with long reach (besides the small seaplanes on cards). They administer in the interface " Air Ops " ( Spotters) except card.





Change of the data of vessels in the publisher(editor) of scenario (or levels of munition):
  
 You can personalize your vessels by changing their parameters in the publisher(editor) of scenarios: types of weapons, ammunitions, experience(experiment) of the coprincipal of the vessel, morale of the crew, etc.  This will allow you to recreate enough exactly real "historic" vessels.

 In particular, you can modify the weapons of units. You will find all the naval weapons of time, and notably very heavy calibres (406 and 456 mm), as well as special weapons (explosive Speedboats(stars) and piloted torpedoes, used notably with the Italian navy).  

The Resistance of the big vessels in shots:

 Do not wonder of the resistance of battleships and cruisers in shots: these vessels conceived for naval battles could take(collect) serious knocks before sinking and they established(constituted) the skeleton of the fleets. Account held besides pb of precision of shot, it is logical that a duel of naval guns between big vessels of equivalent class in armament and in armour plating lasts certain time before knocks touch the purpose.




Grenada anti-under navies(marines):
  
 To avoid inconvenient shots of reaction of pomegranates(grenades) ASM on vessels of surface, do not approach the enemy destroyers LASM and the enemy planes LASM with your vessels of surface (Carried(worn) with these pomegranates(grenades): 1 hex).

 It would be possible to deactivate these pomegranates(grenades) to avoid this pb, but in that case, destroyers LASM become vulnerable in submarines as other vessels.

 Pomegranates(grenades) anti-under navy(marine) of type " H " correspond to said devices ASM " in hedgehog ", which allow the destroyers LASM to cover one more hypermarket(large surface) during shots. These weapons have in the mod a greater reach (2 hex): it is evident that this reach does not correspond to a distance of shot of 2000 m, but feigns simply greater possibilities of covering of important zones for a period(delay) of identical time. 

For the purists: Firing angles


 There are no "rules("rulers") papers in NAVAL STEEL ADMIRALTY, but the players who wish it can refine simulation by creating rules(rulers) relative to firing angles.   

 For these amateurs, special vessels were included in the mod, with a particular disposal of the armament (details(rooms) of bow and distinguished details(rooms) of stern) and a regulation of parameter adapted armour plating.

 These vessels must be used only with rules(rulers) of firing angle because otherwise, their parameters of armour plating risk to falsify the mod. The players who do not wish to play with particular rules(rulers) and to use that the features of the basic software have to use(employ) only the common vessels (vessels with direct shot or with indirect shot).


How to represent historic vessels having more artillery than the others?

 By agreement, and the being mod a " basic pedestal ", all the vessels of the same type are considered as having a number of appreciably identical artillery.
 To represent vessels having a significant superiority in number of artillery, it(he) is enough for the players, in the publisher(editor) of scenario:

 - To sacrifice the place of torpedoes and\or armament AA to represent these supplementary details(rooms)
 - To increase from 25 to 50 % (to round off in the superior unity) the " ROF " of these vessels
 (More cadence of Fails of fire) in Mobhack (more artillery = more steady shots =
 Shot)
 - To increase from 25 to 50 % their " Fire control " (to round off in the superior unity).

 Noted: vessels containing sign "3t" (For: 3 main turrets of bow have a double armament, to represent the greater capacity of shot due to this disposal.

 Creation of scenarios with the mod:

 The mod allows the players to make their own scenarios of historic naval action, at the need by reappointing units and by modifying in the publisher(editor) some of their technical characteristics to adapt them to the historic context (it is so possible of 
"To personalize" such or such vessel to recreate a real vessel: " Bismarck ", " Hood ", " Richelieu ", etc. ).

 Vessels are bought in the screen " Armour " and the date must be settled(adjusted) to 2015. It doesn't much matter the size(greatness) of cards.

 You can create scenarios implying the 6 big navies of time
( GB, the USA, France, Germany, Italy and Japan), and you can also use battle orders "Green" and " Red " to represent the other countries.

 Scenarios can correspond to the air and sea war in the peace-loving person, in mditerrane, in the North Sea, or even in the Atlantic Ocean (Battle of the Atlantic Ocean).

 The stake in your scenarios can be:
  
 - The destruction of the enemy fleet in open sea
 - The control of certain points (for example a strait, a cap, a given zone, the neighborhood of a naval base, etc. ). In that case, you can use the "objectives" of the software in normal conditions to bound zones to be controlled
 - Sending to lead him(it) in a zone of safety(security) or its interception.

-Sending or interception of a force of invasion (landing) (Use of barges and ground troops which should go to occupy objectives to earth(ground)).
   
-Evacuation or destruction of an expeditionary force

 - The attack against a port(bearing) or an air and sea base.
    
 You can include zones of earth(ground) in your scenarios, and place there coastal batteries(drum kits) as well as air and sea bases. The zones of earth(ground) can be from any relief, but must be quite then "covered" of " ground impassable " (dark gray), to avoid that certain vessels cross them (even so, you will note that vessels can "follow" the coasts of very near). You can place of the relief on the zones of earth(ground) (order: common ground, relief, then to cover the whole with " unmoved ground "): so, this relief will hide sight from vessels (battles in isthmi either straits or Fjords blocked by islands).





 To place 2 units (for example ground installations) on the same hexagon in the publisher(editor) of scenarios, it is enough to use the touch shift (Idem during the game, to move two units on the same hexagon).
    
Units " Ammo " of the mod (units inclining the capacity to provide the other units with ammunitions): 

 Carry(wear) planes (for vessels and planes) - carry(wear) Them planes are supposed to be accompanied with vessels of provisioning which take place under their air protection.

Naval deposits(warehouses) of provisioning (for vessels only)

Air base (for planes only)



Choice of the type of the flagship in a scenario:

 If you want to obtain a flagship of the type " Armoured admiral ", you have to settle(adjust) the date of your scenario over 2015.

 If you want to choose the type of this vessel amira yourself, change him(it) in the publisher(editor) of scenario with the common commands(orders) of the software.  

 If the flagship does not appear at once in the screen of purchase (this occurs sometimes), the type of vessel which you buy in first will determine automatically the type of your flagship. In that case, the bought vessels do not appear automatically in the screen: buy there some some, then click " First Unit " or " Prewious Unit " to appear them.


Creation of naval formings(trainings) in a scenario:

 You can buy "isolated" vessels, or "pairs" of vessels of the same type.
 You can also buy complete "groups" of vessels of different types.
 Finally, in the publisher(editor) of scenarios, you can recompose your own formings(trainings) with the command(order) " to re-assign a new HQ to an unity " (c.a.d to transfer her(it) from a forming(training) to the other one).
 In Mobhack, you can create complete OOB and particular formings(trainings) for a "historic" navy of your choice.
   



 State of vessels:

 The flowed vessels disappear of the card with their crews. The various states of vessels are:

Ready: vessel in state to fight(dispute)
Buttoned: capacity of shot and location of the vessel temporarily decreased
Pinned: temporary averages system drive and direction(management)
Routed: grave averages and fire with edge
Retreating: very grave averages - temporarily made a break Vessel
Destroyed: flowed or by train to pour


Ground elements:

 You arrange buildings(ships), hangars, elements of air bases, harbour facilities and batteries(drum kits) AA to create ports(bearings) or bases of which destruction or defence will be able to become the stake in your scenarios (because all these elements are not of the "ground" but the real units, with a " cost " in points raised(brought up)).

 Attention: when you create a scenario with such elements, take care of not arranging them in base on the card before being well certain to have bought all the necessary units (because in every new purchase of units after a first investment, software " redispose " units along edges and ruins your work of decoration). Take care also of arranging these elements of ground installations lastly, having placed the vessels of two camps. Besides, in a given scenario, it's better to give bases with these ground installations only to the only one of two camps.

 As regards the ground: It's better incline the elements of the ground bases on the common green ground, then then only to cover the hexagons of the bank with of unmoved ground which will forbid the access of it to vessels (the other hexagons can be left in green, or covered with grey "pavement" or with sand, etc. ).

 To block(surround) the line of sight at the level of the sea, you can create reliefs of any levels (Place at first the green ground, then the relief, and finally unmoved ground). Planes will be then the only ones to be able to observe of the other one quoted(esteemed) by big areas of earth(ground), what will allow you to make scenarios of naval action in isthmi or straits.


 Armour plating of vessels:

 To allow the players to reproduce the naval tactics of the time of second world war, the armour platings of the big liners (except those of the vessels with the sign "3t") are paramtrs more thick on the sides than on the front or the back. The players will have so interest to be presented the side of their vessels for a better resistance, by establishing(constituting) " lines of vessels ", as in the naval historic reality. It is not very realistic on the strict plan of the armour plating and the " surface of target offered to the enemy ", but it allows to feign the fact that vessels had nevertheless to appear a little side to have the best power of shot against the opponent, by using all their turrets - software does not regrettably allow to feign it otherwise, at least to my knowledge), to oblige the players to establish(constitute) " lines of vessels " as in the historic reality.

 Conversely, the smaller vessels have superior values of armour plating for sides and lesser for the front and the back (their interest, because they have no major power of fire, being always to present a profile " finest " possible for the opponent). 

    

Smoke screens: 

As in the reality, vessels have of smoke to mask their movements. They pull(fire) with the touch " D " (The hexagons where are pulled(fired) smokes are chosen by directing the red arrow of every vessel or by reorientating the vessel if it lacks it).


Icones vessels:

 Vessels are represented with icons (one for every type).
 Liners (hardened and cruisers) have besides a small arrow which indicates the orientation of their turrets (without distinguishing the front or the back, because software does not allow him(it)). Most of the vessels being tanks, this arrow correspond to the turret of the basic game. The lighter vessels have not this arrow because they transfer automatically to fire.
 Particular cases: 1 / The flagship of every player contains an abbreviation " white star " to differentiate him(it) the others (it is generally about a heavy battleship).
 2 / On cruisers AA and destroyers, the arrow of orientation is white, better to distinguish them.
 3 / The white arrow of carries(wears) planes do not revolve, and is intended that to indicate to the players where is the front of the vessel.
 4 / The destroyers of fight ASM have a special "arrow" (milked white and not red)

Interceptors:

 They were not limited as the other planes in munition, to make task more difficult for the hunters bombers equipped with torpedoes and with bombs(sprays) which attack(affect) vessels.

Shots of reaction: 

 Only certain vessel AA (cruisers and destroyers AA) makes shots of reaction AA. The other vessels have weapons AA but they make rarely shots of reaction (attacks can not so mostly that be "volunteers", against enemy planes which would linger). This feigns the fact that numerous vessels of Second world war lacked really effective protection AA and that buildings(ships) with custom(usage) specially AA often had to accompany formings(trainings) to protect them. 


 However, even though they are not systematically subjected to the shots of reaction AA, keep(guard) for the spirit that your hunters bombers remain fragile in vessels AA and in shots of interceptors. Furthermore, their number is limited; watch so to use(employ) them sensibly and save them, because they are often the instrument of the victory in air and sea fights 
   
    

Naval appearances(mines) and nets anti-mines:

 You can place it in your scenarios, with the common commands(orders) of the software ("to buy" appearances(mines) from two camps, you have to settle(adjust) the curser "confrontation" successively to defence for each of them: only a camp " in defence " has the right to appearances(mines)). The players have minesweepers to eliminate appearances(mines) (these vessels are " clearing cisterns ": it is enough to place them in front of the mined(undermined) hex or on this one to obtain, in one or several tours(towers) as the case may be, a passage free of appearances(mines)).

 In the same way, you can create nets anti-mines by using obstacles anti-tanks, the icon of which was modified.

 Besides the "fixed" appearances(mines), every player can, in the class(course) of the game, put naval appearances(mines) drivantes with his stamp sponges of appearance(mine). (Appearances(mines) are common units, with special characteristics, simply transported and put down(deposited) by "landing"). It(he) arranges, besides the small stamp sponges of appearances(mines), cruisers minelayers, and of submarines of the same type. It was not possible to create planes affected persons of appearance(mine) because software does not authorize landing since planes, even on the small islands ( hlicos )

 Because of an impossible to circumvent constraint of the software, drifting mines can be landed only near coasts or on certain hexagons of " false sea " which are really small islands disguised as water (to see  " Melt of card ") by minelayers. Then, every player can "divert" his appearances(mines) as he hears(understands) him(it) (the "speed" of these appearances(mines) is settled(adjusted) to 1 hex by tour(tower)). These minefields drivantes "attack("affect") automatically any enemy vessel which enters their compartment or a neighboring compartment. These appearances(mines) can be "attacked("affected") with warships but their parameters are such as these attacks will be ineffective. They are not sensitive to the action of minesweepers (they can not kill(abolish) that the appearances(mines) of the basic software).  


Sounds:

 New sounds (movement and shots) were implanted to correspond to the universe of the naval action.   
 However: when you fire at an empty hexagon (what in the mod does not present any interest), sound stays that of origin (forced impossible to circumvent of the software).


Reversing:

 The special touch ("8"), which allows the reversing on earth(ground), does not work in sea. 

Reorientation of vessels:

 You will notice that most of the big vessels can be reorientated on the spot, and no that their reorientation ensues from the movement (including half a tour(tower) in a "tight" beam(shelf)). On the other hand, most of the lightest vessels can be reorientated on the spot without loss of points movement ( better maneuvrability).

Vision: 

 The mod was foreseen to be played with a " general level 1 - 50 vision " (to choose in your scenarios). These figures not representing inevitably precise distances in the mod, but levels of "legibility" of the environment (conditions weather reports, state of the sea, at night or day, etc. ).
 This regulation allows a good "suspense" of game (war fog) on a very big sea card.

 However, you can attribute(award) to such or such unity a vision more important than " general so defined vision ". When " general vision " chosen in your scenario is lower than the " personal vision " of a vessel or a plane, it is this " personal vision " that software applies automatically to the unity (but opposite is not true: when the "personal" vision of a vessel is lower than the " general vision ", it(he) benefits from this "general" vision).




Behavior of the software:

 The mod was tested to adapt itself perfectly to the functions(offices) of the software, including the functions(offices) administered automatically. However, an impossible to circumvent constraint is that the planes which are destroyed(annulled) produce flames which stay then on the card (but not vessels when they are flowed). Attribuez-in the ardent diesel oil 

How to place / move 2 , 3, etc. units in the same hexagon:

 In the publisher(editor) of scenario or in the game, it is enough to use the touch " shift " at the time of the movement or of the investment, as in the basic game.

How to embark / off-load units:

 Exactly as in the basic game, with the normal commands(orders) of the interface of the software.

  

Air formings(trainings):

 The air units represent a variable number of planes. Every unity has 1 unique(only) point of munition (1 Pt munition = 1 wave of assault). According to the necessities of your scenario, you can increase the nb of waves of assault of every forming(training) until 3 (3 Pts ammunitions = 3 waves of assault = 3 times more planes).



Earth (Islands, bases, etc. ):

 In your scenarios, you can place ground zones which will be inaccessible in vessels. Proceed so: 1/ Place the common ground 2/ Place the possible reliefs - any levels are possible 3/ Cover the whole with of unmoved ground (this is indispensable: if you do not make him(it), certain light vessels will go on the earth(ground), because it was necessary to attribute(award) them a ground " speed " to give them of better capacities of reorientations than the heavier vessels).

Types of available vessels: 

 They are listed in the screens of purchase. They are " typical vessels ", that you will be able to adapt to such or such historic context according to your scenarios (types go from the battleship heavy to the small fast speedboat(star)). I tried hard to list most of the types of vessels of time.  

 In the publisher(editor) of scenarios - or in the Mobhack software, supplied with the game for those that practise him(it), it will be possible for you to individualize the parameters of such or such vessel, for example to recreate " Bismarck ", " Hood ", etc. by being of use you values and parameters defined with the mod for the typical vessels.

Available weapons:

 Even there, they are " typical weapons " of which you will be able to modify characteristics in the publisher(editor) of scenario or in Mobhack.

Light artillery from 20 to 60 mm ( Small vessels)
Turrets of artillery of navy(marine) (calibrate types from 75 mm to 456 mm)
Light artillery of navy(marine) (20 in 60 mm)
Let us knacker out AA ( ANTI-ARIENS) from 20 to 100 mm
Torpedoes (pulled(fired) with planes, submarines and\or vessels of surface): torpedo SM, NS and AVENUE. According to the unity which pulls(fires) them, and CP, MP, or LP according to their reach..
Bombs(sprays) (Had: bombers and hunters - bombers in dive)
Machine guns and artillery of planes (Planes)
Grenada anti-under navies(marines) ( LASM) - Thrown(launched) with planes LASM or destroyers LASM
Smoke (get(touch) D)
Fixed naval appearances(mines) (publisher(editor) of scenarios) + naval appearances(mines) drivantes (these last ones are in fact purchasable "units" in the screen with vessels).



Responsibility:

According to time-honoured expression, I decline any responsibility as for the losses of data or all other damage to property or immaterial bound(connected) in aid of this mod or by ensuing directly or indirectly.


Broadcasting(distribution) and STEEL's admiralty modifications 

 Broadcasting(distribution) free of this mod authorized, as well as its modification.  

 This mod does not have to be the object of a business concern but it can be spread(diffused) in a review of games or on a site without particular license.

 You can modify ( included additions) this mod and spread(diffuse) your version modified without any particular license, on condition obviously to indicate the modifications which you realized and to resume them in your account in a separated file " readme " of presentation. To avoid confusions in this domain, between the possible versions of each, I suggest that you name(appoint) your mod so:
            
 " Your pseudo_SNA_1.0 ".

 The works of the directed moddeurs "handwrittings" could improve the decoration of this naval universe (elements of ports(bearings), bases, etc. ).

 If you are a specialist of the material(subject) (I think of the former(ancient) players of famous "Admiralty" on card) and that the "realism" seems to you ( very ) limited, be indulgent: Steel Panthers was not conceived originally for this kind(genre) of simulation 

   
  
 Good chance to the pupils amiraux in their naval actions, and long life in " NAVAL STEEL ADMIRALTY ", which I put in the sea  Players and moddeurs of any hairs or nostalgic of famous "Admiralty", make in what you will want.

APPENDICES:

1 / Photos of "historic" vessels 

 For the players who possess and know how to use X-View and Gimp, as well as Shp_edit and Mobhack, and who would wish to make "historic" vessels, they can find on numerous sites of the photos of vessels of time and implant them in the software.  

 2 / List useful software packages for modder " NAVAL STEEL ADMIRALTY ":

 Here are the necessary tools to make your own fleet  

Mobhack: supplied with WinSPMBT - Creation of oob (Battle orders): units, weapons, formings(trainings).
Shp_edit: supplied with WinSPMBT - Creation of the icons of game

 Transcoder: Conversion of sounds wave in size mp3, size sound of the game.
 X-View: conversion of files bmp / jpg in lbm (photos of vessels)
 Gimp: Conversation of the palette of colours (photos of vessels)

Or to find these last 3 software packages:

X-Views: http://www.xnview.com/ 

Gimp: http://www.gimp-fr.org/telecharger_windows.php 

Transcoder: http://www.germanixsoft.de/  




At the end of text- 

    

