174 lines
8.8 KiB
Plaintext
174 lines
8.8 KiB
Plaintext
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UMS II: NATIONS AT WAR
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UMS II is the second release of Intergalactic's Universal Military
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Simulator. Included with the product are three scenarios: Alexander
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the Great's campaigns from Spain to India; Assault on Fortress
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Europe: June 1 - July 31, 1944; and Napoleon's Campaign of 1805.
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There are separate Desert Storm scenario packages available directly
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from Intergalactic for an additional cost; they're not included with
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UMS II. A "Planet Editor" will be available shortly, also as a
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separate product, that will permit the creation of user scenarios.
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For now there is no ability to model unique scenarios. (This review
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is based on the IBM-PC version.)
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Interestingly, the box mentions a "special fantasy scenario,
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demonstrating the flexibility and artificial intelligence of UMS
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II." That scenario has been replaced by the Napoleon scenario
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mentioned above.
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The IBM version provides either CGA or EGA graphics (no VGA), and
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supports a Microsoft-compatible mouse. The minimum configuration for
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the IBM is 512K of RAM and a 256K EGA card. I found the speed of the
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program unacceptably slow when using 520K on a 386/16 VGA system. At
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580K of free RAM, the speed improved immensely. There are a lot of
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disk accesses. I recommend running from a RAM disk and using a
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mouse. There is no copy protection whatsoever. The game is available
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on either 5-1/4" or 3-1/2" diskettes: Make sure you purchase the
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correct format for your system.
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I believe it is necessary to define what the term "simulator" means
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with respect to UMS II. UMS II provides the _environment_ to run
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military campaign scenarios that have been created using the Planet
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Editor. You have the ability to adjust almost any parameter
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imaginable and see the effects. This is the true purpose of UMS II.
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Those looking for an arcade game or flight simulator definitely will
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be disappointed.
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The parameter control in UMS II is awesome! There are 15 (!) pages
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in the manual detailing the parameter adjustments.
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One of the most unique is the ability to adjust the effects of
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weather. You may manipulate the size of high and low fronts (wind
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patterns are clockwise for High pressure, and counter-clockwise for
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Low pressure in the northern hemisphere, reversed in the southern
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hemisphere!); climates; temperature differences between land and
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sea; seasonal temperature differences; and prevailing winds.
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Changing parameters may produce snow or thunderstorms that can
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affect the attrition or movement of units.
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Would you like to see how Alexander's army would have fared if
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blizzards had raged through the Mediterranean? How about seeing the
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effects of becalming Lord Nelson's fleet? These are just some of the
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factors that can be manipulated in UMS II.
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As expected, movement of units is controlled by a wide variety of
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factors. Sailing ships have different speeds, depending on wind
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speed/direction and the ship's heading (close-hauled, beam
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reaching, broad reaching, running, or becalmed). Land units are
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affected by terrain such as tracks, roads, highways, railroads,
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rivers, or canals.
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Supplies play a very concrete role in UMS II, just as in real
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life. Units use up supplies each turn, depending on their mission
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(attack, assault, defend, etc.), and the terrain they are in. You
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can adjust the attrition of the units depending on the amount of
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supplies remaining. Nasty things happen to units that run low on
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supplies, so you must ensure that supply lines literally remain
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open!
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There are many military operations that can be modeled with UMS
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II. For instance, paratroop landings behind enemy lines, amphibious
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landings, missiles, and nuclear attacks are all possible. In the WW2
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scenario, the Germans fire V1 rockets at England! There is another
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version in the Game Publishers Forum's library on CompuServe (GO
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GAMPUB), in which the Germans have nuke V1's! Naturally (!), you can
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modify the nuke's primary blast range, secondary effects, and
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secondary blast effect.
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UMS II also permits you to access the combat equation. You may
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adjust any of the factors used in computing the combat results. This
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is the place to go if you want to tamper with the differences
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between groups (technology, leadership, terrain, or experience).
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Another interesting aspect is the ability to customize the computer
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opponent. You are allowed to totally change the AI's preferences. Do
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you want the computer opponent to be more inclined to land instead
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of sea campaigns; more defensive than offensive; produce more combat
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units rather than improving forts/ports; play conservative or
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reckless? These factors are all adjustable.
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If you are new to wargaming, this could become totally
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overwhelming. On the other hand, I believe experienced players will
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welcome the tremendous flexibility provided by UMS II. It should
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also be remembered that you don't have to change parameters at all.
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UMS II simply provides the ability to tailor an encounter to
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investigate the effect of different parameters.
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This is not to say that UMS II doesn't have problems. There was a
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mix up in the first batch of copies shipped, and they contained
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down-level code. Fortunately, Intergalactic stepped in quickly and
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provided free upgrades to anyone experiencing problems.
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My biggest complaint with UMS II is that the only scenarios
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provided are _huge_. There are so many units that it is very
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difficult to learn how to use the simulator. Intergalactic should
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have included at least a small training scenario as a tutorial. I
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have discussed this with Intergalactic and they have agreed to
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upload a suitable scenario to GAMPUB's library.
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Although the manual is an excellent reference text, it assumes that
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you're very familiar with wargaming concepts. There is no attempt to
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introduce novice players to the art of warfare. Most novice players
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will be totally at a loss on where to start. This is compounded by
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the three scenarios included with UMS II. An introductory chapter or
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two would definitely be useful.
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I also believe that Intergalactic made a mistake attempting to use
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one manual for all versions of UMS II. Sections where the
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instructions are different for use on the IBM (as opposed to other
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systems) are very confusing. Considering the sophistication of the
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program, a simplified manual focusing on each machine type would
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have been much better.
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Just to show that you can't please everyone no matter how hard you
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try, I also want the ability to change even more parameters!
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Unit detection (hidden units) is controlled by a global variable.
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This means that modern subs are no more hidden than any other unit.
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The detection distance is the same for AWACS aircraft as for
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individual ground units. Obviously, this should be corrected for
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simulating modern warfare, which depends so heavily on stealth. This
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should not be a problem with simulations before WWI, as sensors
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really didn't exist then. Happily, Intergalactic has indicated that
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they have the ability to add this feature in the code. It's really
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dependent on market demand.
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Although not a major problem, I would like to see VGA graphics. The
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simulator can only use 16-color EGA as the highest resolution. The
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screen is also divided into fairly large (almost 0.25") squares.
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This makes features (coasts, islands, mountains) appear very
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"blocky." By the way, there are 16 different terrain types, ranging
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from ocean to mountains. Each was displayed using a different legend
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and color in EGA resolution.
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The display of units in heavily occupied areas is also not
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optimum. They are shown as rather large counters, and stacks are
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slightly offset. This makes the higher display levels (there are
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four, from group to division) of less value, since the screen
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quickly becomes very cluttered.
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You must also be careful to ensure that the original disks are not
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destroyed. UMS II modifies scenario files as it plays out a game. If
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the original disk is used, the scenario will be permanently
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changed! There is no warning, except in the documentation. A more
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user-friendly approach would have been for UMS II to copy its data
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to a temporary file and avoid the problem altogether.
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UMS II provides an amazing environment for simulating military
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encounters. In its present form, I believe the game will overwhelm
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novice players, and is really most suitable for experienced
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wargamers. This could be corrected, at least in part, by including
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tutorial documentation and some simple scenarios. The addition of
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the Planet Editor will complete a package that should please the
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most jaded commander!
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Intergalactic is active in the Game Publishers Forum, and will
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answer questions and provide support. They have an excellent record
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for customer service and send out free multi-page newsletters to all
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registered users.
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UMS II: NATIONS AT WAR is published by Intergalactic and
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distributed by MicroProse Software.
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y |