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 That scenario has been replaced by the Napoleon scenario mentioned above.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