What the heck is TCP/IP
SPIII Ten Commandments
General Terms Used
Knowing Your Stuff!!
Tips
Common Cheats and Glitches
Tips and notes on control and command
Go to page 2,Comments, and Skurvy's game archives.
To play TCP/IP-
(1) find your Intro program in sp3online folder, a program file.
(2) choose TCP/IP
(3) Then choose join
(4) Put a name
(5) Then the servers IP, which server provides
( a typical IP may look like this 111.7.26.111)
(The person setting up game is the server)
You chat by hitting enter.
To go between the game and Mplayer, hit alt key plus the tab key (alt/tab)
To set up TCP/IP game on your PC
(1) use your winipcfg.exe program to determine your IP address.Tips- Determine who has the fastest PC, it should be server.
Shut off your pager so you won't crash, it will happen if you are paged during
turn
transition.
If your PC is the server, and it is going slow, log off of Mplayer. Intro.exe
doesn't need
Mplayer to run, you can set up game ICQ or on AOL's instant messenger, e-mail.
etc.
It don't matter how awesome your units are if you don't know where his guys are. If he can see where YOUR attack is coming from, and you don't see his stuff, he probably will zap the hell outa ya, or arty you till you cry UNKLE.
This is old hash to the veterans of the game. for folks green to online play, listen up!
The above statement is usually the first thing that a young troop learns on his
own.
Historically, since the turn of the 19th century, soldiers who were given the
latitude
to decide for themselves how to tackle a problem were better at what they were
there
to do - eliminate the enemy. If the soldier was bound to what the REMFs( I ain't
giving
a definition, ask a military veteran) decided what was the right way, they were
losers.
Want an example? France=Maginot Line, U.S.=Vietnam, Iraq? Want more?
One of the the things you must have in any contest, game or sport is flexibility of mind. You must be able to adapt to a changing situation, usually one you only partially control. When things go against you, you must accept the fact that your opponent may have outwitted you, or out guessed you. Being knowlegeable about the game you are playing is of the first importance. Be glad that you are only playing a game. It is not combat. There, your first mistake is liable to be your last. Maybe, if you are lucky, you live through your first few mistakes, learn how to stay alive, while destroying your foe instead.
Steel Panthers III is only a GAME!
You live through your mistakes, and hopefully, learn from them. Energy wasted on 'meeping'(meep=moan and weep) could be better spent in analyzing the game you lost and spotting your mistakes.
Perhaps your foe knows what works to make the artillery better. Find out how. Ask
them nice
and they might tell you. Put your saved online game from Msave into Save in
SPIII, your regular
game, and look. Replay the game. Send the files to a friend and replay it.
How in heck do you think chessmasters become masters? they do their homework. a
coach watches
his game films. A soldier studies military history. he works on his strategy and
tactics.
He develops new strategies and tactics to counter his opponent's.
Being A superior player takes a bit of offline time, learning what is available,
looking at
units
in the encyclopedia (See your manual!) to see their capabilities should be an
important
subject,
If you want to win. Look at how well they penatrate armor. Find out how far they
see.
Of course, you can buy things and try 'em out. Don't get mad if you get
blasted.
Maybe you find out because you get your butt kicked by a "new" find, or trick. So
what?
Suprise, the soldiers buddy. When the first troops who stuck a dagger into
the end of
their musket and gave the other guys cold steel, they acheived SUPRISE.
But what do you know?
Word got around, and soon every grunt had a bayonet.
Thus it goes in any game!
When the first guy threw a forward pass in U.S. football, he suprised the heck
out of the
other
side. Soon, all football teams were using the forward pass.
Advice before a ladder or a tournament game.
Make sure of the different variables/preferences before you play. Decide on the composition of forces, arty restrictions, air, etc.
CHEATS AND GLITCHES
GLITCH/CHEAT: Hueys ,Blackhawks and Chinooks will only run from AAD one
time,(and if it hit
will stop running)
after that they will ignore it unless hit.
CHEAT:If you bombard a retreating unit, (like a gunship) it will go to "Ready"
and fight.
Use direct bombard "Z" or indirect(ARTY) That was put in so units could shoot
back under
fire. I don't think SSI thought we'd shoot at our own stuff.
CHEAT: if you move a unit capable of transporting them to a gun, infantry, or sam
unit, you can
load it up and hit undo. the unit will go back to starting point, but with the
unit you loaded
onto it, also.
CHEAT: If during deploy, you assign a air strike or a fire mission to a
particular unit,
and then"lift" or "unassign" the mission, during the game that unit can hit the
previously targeted hex at 0.0 response time.(note- there is some argument as to whether or not this is a cheat- a strike unit can of course have a pre planned attack in real combat.)
GLITCH: West German vs West German causes crashes. Also, some other country combinations will Glitch also.
'Mutant Maps'- defined as a meeting engagement where the map has been manipulated to make the hexes all 'V's in a north-south configuration. It is done by setting up the game as an Assault-Random River, then switched back to Meeting Engagement. Be aware that whichever side is used as the assaulting side in set-up will not get any hexes in his territory, but the defending side USUALLY gets at least 2 sets of victory hexes in his.Try it yourself- I can reproduce this time after time- so make sure you trust the guy who is setting up, or everyone deploy closer to their own map edges. Otherwise- you will start behind the 8-Ball.
If I can help, E-mail me at [email protected], or click on my name or pic.
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Your Friendly Adversary,
Skurvy
GOOD HUNTING!