P.T.O. 4 Walkthrough :
This walkthrough for P.T.O. 4 [Playstation 2] has been posted at 21 Aug 2010 by danny4lyfe and is called "FAQ/Walkthrough". If walkthrough is usable don't forgot thumbs up danny4lyfe and share this with your freinds. And most important we have 1 other walkthroughs for P.T.O. 4, read them all!
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Walkthrough - FAQ/Walkthrough+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+ | P A C I F I C T H E A T E R O F O P E R A T I O N S I V | +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+ GAME: PACIFIC THEATER OF OPERATIONS IV PLATFORM: PLAYSTATION2 GENRE: STRATEGY/WAR CREATOR: KOEI Copyright 2003 AUTHOR OF THIS FAQ: Kevin Butler AKA War Doc E-MAIL: kevinb(at)technologist(dot)com FAQ VERSION: 1.0 ------------------------------------------------------------------------------- TABLE OF CONTENTS UNIT I: INTRODUCTION 1. Legal Stuff 2. Version Information 3. Acknowledgements 4. Welcome 5. Overview UNIT II: GAME INFORMATION 6. The Modes 7. Abbreviations UNIT III: PLAYING THE GAME 8. Getting Started 9. Taking Control UNIT IV: THE GAME SCREENS 10. Strategic Screen 10.1 Strategic Map Screen 10.2 Strategic Menu Screen 11. Tactical Screen 11.1 Tactical Map Screen 11.2 Tactical Menu Screen 11.3 Tactical Report Screen UNIT V: SCENARIO MODE 12. Scenario Strategies 12. 1 Narvik, April 1940 12. 2 Matapan, March 1941 12. 3 Atlantic, May 1941 12. 4 Malay, December 1941 12. 5 Ceylon, April 1942 12. 6 Midway, June 1942 12. 7 Savo August 1942 12. 8 Eastern Solomons August 1942 12. 9 Esperance October 1942 12.10 Santa Cruz October 1942 12.11 Barents December 1942 12.12 Vella Lavella October 1943 12.13 Phillipine Sea June 1944 12.14 Leyte October 1944 12.15 Okinawa April 1945 UNIT VI: CAMPAIGN MODE 13. General Campaign Strategies 14. Initial Campaign Setup 14.1 Starting Resources and Territories 14.2 Starting Technology 14.3 Starting Ship Classes 14.4 Starting Plane Models 15. Defeating Another Country UNIT VII: APPENDIX 16. Ship Classes 16.1 Britain 16.2 Germany 16.3 Japan 16.4 United States 16.5 Summary 17. Plane Models 17.1 Britain 17.2 Germany 17.3 Japan 17.4 United States 17.5 Summary 18. Research and Development 18. 1 Ship Radar 18. 2 Gun 18. 3 Torpedo 18. 4 Anti-Submarine Weapons 18. 5 Ship Armor 18. 6 Ship Engine 18. 7 Aircraft Radar 18. 8 Bomb 18. 9 New Plane 18.10 Plane Armor 18.11 Plane Engine 19. Designing and Remodeling Ships 101 19.1 Weapons 19.2 Ship Templates 19.3 Finishing Up the Ship Class 20. Plane Design 101 20.1 Weapons 20.2 Plane Engines 20.3 Plane Templates 20.4 Finishing Up the Plane Model 21. Territories 21.1 Territorial Features 21.2 Territorial Information 22. Commanders 22.1 Traits 22.2 Rank and Promotions 22.3 Other Information 22.4 The Commanders UNIT VIII: CONCLUSION 23. Conclusion _______________________________________________________________________________ To find a particular chapter or subchapter do the following: 1. Highlight the chapter or subchapter name you wish to find. 2. Press CTRL-C 3. Press CTRL-F 4. Press CTRL-V 5. Press CTRL-F 5. You will arrive at the desired chapter or subchapter. _______________________________________________________________________________ ************* ********************************* UNIT I *********************************** ************* +==================+ | 1. LEGAL STUFF |=========================================================== +==================+ This guide may not be reproduced under any circumstances except for personal private use. It may not be placed on any web site or otherwise distributed publicly without advanced permission from the author. Use of this guide on any other web site or as part of any public display is strictly prohibited, and a violation of copyright. All content in this guide is Copyright 2005 by Kevin Butler. Only the sites listed below have permission to publish this work or to display it: www.gamefaqs.com www.cheats.de faqs.ign.com www.neoseeker.com www.wonderdogsoftware.com If you wish to put this guide on your site, e-mail me and ask. Save yourself the headache of putting up with lawsuits and whatnot because you failed to ask a simple "Can I post your guide on ?". If you wish to use info in this guide, please acknowledge that you have done so. If I don't respond or I say no, accept it as fact. This especially goes out to Dave at www.cheatcc.com since he has a habit of taking guides without permission. In addition, do not modify this guide in any way whatsoever to suit your purposes. The latest version can always be found at www.gamefaqs.com. If you see this guide on any other site then the one listed above, please e-mail me. If you wish to ask questions or give input to this guide, please e-mail me. Just have PTO IV as the subject so I know it isn't another kooky vendor trying to sell me hair gel or another XXX site telling me I have new friends. +==========================+ | 2. VERSION INFORMATION |=================================================== +==========================+ Version 1.0 3/17/05: A guide is born. +=======================+ | 3. ACKNOWLEDGEMENTS |====================================================== +=======================+ The following are a list of people, organizations, or references that have made this FAQ possible: My wonderful family (who has had to put up with the tapping on the keyboard) KOEI for making a great game GameFAQ's for putting up this FAQ Conway's All the Worlds Fighting Ships 1906-1921 Conway's All the Worlds Fighting Ships 1922-1946 Various internet sources for plane and ship data Various sources for battle histories +===============+ | 4. WELCOME |============================================================== +===============+ Welcome to my FAQ for Pacific Theater of Operations IV or PTO IV for short. Since this is a war and strategy game, there is no walkthrough per say. Instead, this FAQ is broken up into parts. First the you will be given an explanation of choices you have for playing the game. These choices are either scenario or campaign mode. Next, you will be given all the possible commands you can give with a brief description of what those commands are. The next part is dedicated to strategy. This strategy will give you an idea on how to win your strategic battles or campaigns. The last part is the Appendix. This will give detailed information on may facets of the game. Input is appreciated along with constructive criticism. If you wish to e-mail me thoughts on this FAQ, better ways of doing things, other strategies, etc., feel free. Make sure you put PTO IV FAQ in the subject. If you don't, I'm liable to discard the e-mail as spam. +===============+ | 5. OVERVIEW |============================================================== +===============+ PTO IV is Koei's fourth game in this series. Although the title is PTO IV, you also have the chance to play in the ETO (European Theater of Operations). This game is set up a little differently then the previous PTO's. This one isn't as "free roaming" as the others in the fact you must acquire all the enemies key bases. There are 50 territories and 14 key bases total in the game and you must acquire one before you can move onto the next one in the chain. In addition to the gameplay, there are 218 different classes of ships and 102 models of aircraft you can choose from. You also can design and develop another 45 classes of ships and 50 models of aircraft. Of course, all of this stuff just doesn't happen. You must also develop your technological and industrial levels to be able to accommodate the above. In addition, you must have the resources in order to do the research and build the things necessary to ensure victory. On the other side of the coin, if you aren't up to that challenge yet, you can play one of the 15 scenarios to get your "feet wet". Whichever choice you make, good luck and may victory be yours. ************* ********************************* UNIT II *********************************** ************* +================+ | 6. THE MODES |============================================================= +================+ PTO IV can be played in two modes: Scenario or Campaign. In Campaign Mode, you will play as Britain, Germany, Japan, or the United States. From this point, it is up to you as to how you conduct the war. You will then get the option of starting your game in September 1939 or December 1941. In Scenario Mode, you can fight 15 selected battles plus you also have the option of playing as the attacker or defender. These battles are described in more detail in Chapter 12. Listed below are the battles: +----------------+--------------------+----------+----------+ | DATE OF BATTLE | LOCATION OF BATTLE | ATTACKER | DEFENDER | +----------------+--------------------+---------------------+ +----------------+--------------------+----------+----------+ | APRIL 1940 | NARVIK | BRITAIN | GERMANY | +----------------+--------------------+----------+----------+ | MARCH 1941 | MATAPAN | GERMANY | BRITAIN | +----------------+--------------------+----------+----------+ | MAY 1941 | ATLANTIC | GERMANY | BRITAIN | +----------------+--------------------+----------+----------+ | DECEMBER 1941 | MALAY | BRITAIN | JAPAN | +----------------+--------------------+----------+----------+ | APRIL 1942 | CEYLON | JAPAN | BRITAIN | +----------------+--------------------+----------+----------+ | JUNE 1942 | MIDWAY | JAPAN | USA | +----------------+--------------------+----------+----------+ | AUGUST 1942 | SAVO | JAPAN | USA | +----------------+--------------------+----------+----------+ | AUGUST 1942 | EASTERN SOLOMONS | JAPAN | USA | +----------------+--------------------+----------+----------+ | OCTOBER 1942 | ESPERANCE | JAPAN | USA | +----------------+--------------------+----------+----------+ | OCTOBER 1942 | SANTA CRUZ | JAPAN | USA | +----------------+--------------------+----------+----------+ | DECEMBER 1942 | BARENTS | BRITAIN | GERMANY | +----------------+--------------------+----------+----------+ | OCTOBER 1943 | VELLA LAVELLA | JAPAN | USA | +----------------+--------------------+----------+----------+ | JUNE 1944 | PHILLIPINE SEA | JAPAN | USA | +----------------+--------------------+----------+----------+ | OCTOBER 1944 | LEYTE | JAPAN | USA | +----------------+--------------------+----------+----------+ | APRIL 1945 | OKINAWA | JAPAN | USA | +----------------+--------------------+----------+----------+ In Scenario Mode, you will be given the naval force that fought in that specific battle. You must satisfy the conditions for winning to achieve victory. You will also be given the option of going into Campaign Mode from the date of the Scenario Mode. +====================+ | 7. ABBREVIATIONS |========================================================= +====================+ In this game, there are a few abbreviations that are used. Knowing these abbreviations will go a long way in being able to quickly assess a fleet to know its composition. NOTE: These are general characteristics of the types of ships involved. As with all other things, there are exceptions to the rules. BB: Battleship - Generally go from 25,000 tons and greater. The maximum gun size for their primary batteries is 20 inches while their secondary batteries have a maximum size of six inches. They can have port, aft, starboard, and bow secondary batteries. BC or CB: Battlecruiser - These range in size from 10,000 tons to 25,000 tons. They are in-between the battleship and heavy cruiser in terms of armor and weaponry. The maximum gun size for their primary batteries is 15 inches while their secondary batteries have a maximum size of six inches. They only have port and starboard secondary batteries. BCV or CVB: Battleship/Carrier - A Japanese creation where the aft deck of a battleship was replaced by a small carrier deck. These ships could launch planes but couldn't recover them. The primary bow batteries could hold guns up to 20 inches. There was no secondary armament. CV: Fleet Carrier - Displaced anywhere from 17,000 tons and greater. Usually lightly armored, the fleet carrier's main offensive weapon is its airplanes. Most fleet carriers could carry 80 or more planes. CVL: Light Carrier - Smaller and more lightly armored then a fleet carrier. These were usually built on the hulls of CA's. They usually carried up to 45 planes. CVE: Escort Carrier - The smallest and most lightly armored of the carriers. These were usually built on the hulls of CL's and merchant ships. They usually carried up to 30 planes. CA: Heavy Cruiser - Generally from 7,500 to 10,000 tons. These ships carried conventional or dual-purpose guns up to eight inches in diameter. They had no secondary batteries but they could be outfitted for torpedo use. CL: Light Cruiser - Smaller and more lightly armed then the CA, CL's ranged anywhere from 3,000 to 7,500 tons. These ships carried conventional or dual-purpose guns up to six inches in diameter. In addition, they had no secondary batteries but they were outfitted for both torpedoes and depth charges. DD: Destroyer - Also known as "Tin Cans". Destroyers represent some of the smallest surface ships. They displaced anywhere from 1,000 to 3,000 tons. Their main batteries usually would hold conventional or dual-purpose guns up to 5.5 inches in diameter. They also had no secondary batteries but they were outfitted with torpedoes and depth charges. SS: Submarines - These vessels ranged anywhere from a few tons to almost 2,000 tons in weight. These ships carried torpedoes which could be fired from the bow, the after portion, or both. In addition, these ships usually carried three or four inch deck guns. TT: Transports - Used to carry troops, equipment, resources, etc. Very little defense and pretty easy to sink. ************* ********************************* UNIT III *********************************** ************* +======================+ | 8. GETTING STARTED |======================================================= +======================+ Once the game has loaded, you will be able to: Continue: Continue a saved game already in progress. New Game: Start a new game. After you make this choice, you will be given another choice of whether you wish to play a Scenario or Campaign. Training: This allows you to learn more about the controls and how to move through the menus. Some of it is tutorial and some of it is training. Options : You can change the following things in your game: Music: You can set it to a level from OFF to 10. Default is 7. SE : You can set sound effects to a level from OFF to 10. Default is 7. Vibration: Y(default)/N Sound: Stereo(default)/N Controls : Explains strategic commands (Strategic). Y(default)/OFF Tactical Panel: Explains strategic commands (Tactical). Y(default)/N. +=====================+ | 9. TAKING CONTROL |======================================================== +=====================+ ____________________ / 8.1 The Controls /__________________________________________________________ -------------------- The controls for this game are pretty simple. It is just a matter of being able to use them for split-second decisions. > +---------------------+--------------------------+ | BUTTON INVOLVED | RESULT | +---------------------+--------------------------+ +---------------------+--------------------------+ | DIRECTIONAL BUTTONS | SELECTS/MOVES CURSOR | | | MOVES CURSOR AMONG | | | TERRITORIES | +---------------------+--------------------------+ | X | DISPLY/SELECT COMMAND | +---------------------+--------------------------+ | SQUARE | DISPLAYS DETAILED | | | INFORMATION | +---------------------+--------------------------+ | TRIANGLE | CANCEL BUTTON | +---------------------+--------------------------+ | CIRCLE | ZOOM/UNZOOM FROM REGION | | | CONFIRM PLANS | +---------------------+--------------------------+ | L1/R1 | SWITCHES AMONG FLEETS | | | IN A REGION BY FLEET # | +---------------------+--------------------------+ | L2/R2 | SWITCH AMONG KEY BASES | +---------------------+--------------------------+ | START | STARTS GAME | +---------------------+--------------------------+ | SELECT | DISPLAYS GAME HELP | +---------------------+--------------------------+ > +---------------------+--------------------------+ | BUTTON INVOLVED | RESULT | +---------------------+--------------------------+ +---------------------+--------------------------+ | DIRECTIONAL BUTTONS | MOVES CAMERA ALONG X AND | | | Y AXIS. HIGHLIGHTS | | | COMMANDS | +---------------------+--------------------------+ | X | CONFIRM COMMAND | | | DISPLAY TACTICAL MENU | +---------------------+--------------------------+ | SQUARE | ENLARGE/SHRINK MINIMAP | +---------------------+--------------------------+ | TRIANGLE | CANCEL/BACK OUT OF | | | TACTICAL MENU | +---------------------+--------------------------+ | L1/R1 | SWITCH BETWEEN FLEETS | | | AND AIRFIELDS | +---------------------+--------------------------+ | L2/R2 | SWITCH CAMERA MODES | +---------------------+--------------------------+ | L3 | MOVE CAMERA UP/DOWN | +---------------------+--------------------------+ | R3 | MOVE CAMERA IN/OUT | | | ROTATE CAMERA LEFT/RIGHT | +---------------------+--------------------------+ NOTE: There are three camera modes: Fixed, Cinematic, and Free ************* ********************************* UNIT IV *********************************** ************* There are two screens in PTO IV: Strategic and Tactical. The Strategic screen is where you make all of your decisions concerning strategy, research, ship and plane building, and fleet movements to name a few. The Tactical Screen is where you actually conduct the battle, whether you are the attacker or defender. It is here that you make split-second decisions that could affect the outcome of the battle. +=======================+ | 10. STRATEGIC SCREEN |====================================================== +=======================+ The Strategic Screen is actually broken up into two parts. The first part is the overall map where you can get information regarding a region. In a sense, it gives you a "birds-eye" view of the overall situation. The second part deals with the eight main level menus that let you control various aspects of the game. The seven main levels are further broken up into sub and sub-sub menus (if applicable). The Strategic Screen looks like this: +-----------------------------------------------------------------------------+ | | | War Room | | +-----------------------------------------+ | | +----------+ | CURRENT DATE, TARGET, LIMIT | | | | Start | \ | | | | +----------+ | +-----------------------------------------+ | | +----------+ | | | | Fleet | | | | +----------+ | | | +----------+ | | | | Build | | | | +----------+ | | | +----------+ | | | | Deploy | | | | +----------+ +-MAIN MENU | | +----------+ | MAIN MAP AREA | | | Politics | | | | +----------+ | | | +----------+ | +--------------------+ | | | Delegate | | | | | | +----------+ | | REGIONAL QUICK | | | +----------+ | | | | | | Info | | | INFORMATION | | | +----------+ | | | | | +----------+ | | | | | | Options | / | | | | +----------+ | | | | | | | | F ###### O ###### S ###### A ###### +--------------------+ | | RESOURCES | +-----------------------------------------------------------------------------+ | . | | Set your strategy - - Base [ ] Help [ ] Info X OK O Zoom /\ Back | | . | | STRATEGIC COMMANDS | +-----------------------------------------------------------------------------+ _____________________________ / 10.1 Strategic Map Screen /_________________________________________________ ----------------------------- This is the initial screen you will start with when you either start a new game or get done with your turn. The Main Menu is turned off so you can have a chance to move around the world to see what's going on. The "Back" icon is not selectable since you are at the top level. Important features of the Strategic Map Screen are: +-------------------------------------+ | 10.1.1 Current Date, Target, Limit |---------------------------------------- +-------------------------------------+ The information at the top is displayed in the format Month Year, Week #. The target information regards what the next target is. The bottom information is the Limit or time limit you have to complete this assignment. You will be given the year and number of weeks left to complete the assignment. You will also get either a (Complete) or (Incomplete) to tell you if you have accomplished your goals. This is an example of how this information looks: Feb 1941, Week 1 Target: Invade Spain Limit: 1941, 4 (Incomplete) The above information states that it is the first week of February 1941. The goal is to invade Spain within four weeks. +------------------------------------+ | 10.1.2 Regional Quick Information |----------------------------------------- +------------------------------------+ This is quick information regarding a territory. The information you will find is: The upper left corner has the country's flag that currently possesses the territory. The I.O. number is the number from one to three indicating the level of the spy in said territory (if there is a spy in that territory). The Resident Fleet indicates what fleets are present in said territory. For more territory specific information, see Chapter 21. /===============================\ | 10.1.2.1 Closeup Information |---------------------------------------------- \===============================/ When you press the CIRCLE button, you will get a closeup of the territory in question plus several possible icons in a box. The box will be set up like this (numbers will be used to designate what the icons stand for): NOTE: If the value that an icon is zero or doesn't exist, that icon won't appear in the closeup view. +----------+ | 1 2 3 | | 4 5 6 | | 7 8 9 10 | +----------+ 1: Indicates whether this is a Key Base. 2: For enemy territories, this indicates spies present and their level from one to three. 3: The dock level. This only exists at Key Bases. 4: Number of ships in said territory. 5: Number of airfields from one to three in said territory. 6: How many transports are in said territory. The number will be in red if the number of transports is too low. 7 - 10: These represent the territorial resources in this order - Funds, Oil, Steel, and Aluminum. /================================\ | 10.1.2.2 Detailed Information |--------------------------------------------- \================================/ When you press the SQUARE button, you will get detailed information regarding a territory. This information is provided in three to five pages. Page one: This page describes the general characteristics of a territory such as weather, climate, raw materials, etc. General information such as Spy Level, Transports, Dock, and any blockades can also be found on this page. Page two: This page gives detailed information regarding any fleets that are in your territories and any enemy territories you have spied upon. Not only does it tell you how many fleets, it also tells you number of ships per fleet and fleet composition. If there are commanders in charge of any fleets, you will also see this information. Pages three through five: This/These page(s) give detailed information regarding the airfields in said territory. It tells you how many planes are on each airfield and what their composition is (i.e. fighters, bombers, etc.). It also tells you the defensive level of the air- field in question. ______________________________ / 10.2 Strategic Menu Screen /________________________________________________ ------------------------------ The main menu is where you will be making your weekly decisions regarding all aspects of the game. It will be these decisions that will determine whether you succeed or fail in the Campaign Mode. Some parts of the main menu will be discussed in more detail later on in the FAQ and this will be so indicated. +---------------+ | 10.2.1 Start |-------------------------------------------------------------- +---------------+ Advances you to the next week. The sequence of events that occur in between weeks is as follows: Tactical : This gets all battles out of the way whether they are yours or some other country's. Reports : All the information for that week. This includes new developments in technology, shipbuilding, trade disruption, etc. Meeting : These occur during the first week of every month. This is where the goals are discussed for upcoming invasions. They also serve as progress reports for your status on how an invasion is going. Strategic: This is where you make your weekly plans including moving fleets around, building ships and airplanes, doing research, etc. +---------------+ | 10.2.2 Fleet |-------------------------------------------------------------- +---------------+ This is where you get to move fleets, add/remove ships from a fleet, or appoint commanders to a fleet. /======================\ | 10.2.2.1 Move Fleet |------------------------------------------------------- \======================/ When you select this option, you will get a screen with ships at the top and this box below them: +--------------------+--------+ | Location: | BB: ## | | Destination: | CV: ## | | | CA: ## | | | CL: ## | +--------------------+ DD: ## | | Ships: ## | SS: ## | | (Damaged: ##) | | +--------------------+--------+ Pressing the SQUARE button yields the following information: Page one : Tells you the names of all the ships in that particular fleet. It also shows the names of any commanders attached to that fleet. Page two : Gives the name of the overall commander and their flagship. It also shows overall oil consumption (per move), anti-ship, anti- air, anti-sub, and fleet speed. Page three: Gives detailed information of number and types of aircraft within a fleet (if any). /==================\ | 10.2.2.2 Assign |----------------------------------------------------------- \==================/ Allows you to add and subtract ships between fleets or ships in reserve. When you select this option, you will get a screen with ships at the top and this box below them: +--------------------+--------+ | Location: | BB: ## | | Destination: | CV: ## | | | CA: ## | | | CL: ## | +--------------------+ DD: ## | | Ships: ## | SS: ## | | (Damaged: ##) | | +--------------------+--------+ Use the X button to select the fleet you want to transfer ships from. Then use the X button to select where you want to transfer ships to. You can change how the ships are transferred by using UP or DOWN on the directional pad. Some rules regarding the Assign option: - You can have a maximum of 16 ships in a fleet. - You can only have four aircraft carriers (this includes BCV's, CV's, CVL's, and CVE's). - You are allowed a maximum of 16 fleets at any one time. /===================\ | 10.2.2.3 Appoint |---------------------------------------------------------- \===================/ This allows you to appoint a commander of a fleet. The individual's rank determines what size ships they are allowed to command. The higher the rank, the bigger the ship. You will get the following box when you select this option: +--------------------+--------+ | Flagship: | BB: ## | | Commander: | CV: ## | | Commander: | CA: ## | | | CL: ## | +--------------------+ DD: ## | | Anti Ship: | SS: ## | | Anti-Air : | | | Location: | | +--------------------+--------+ NOTE: The first Commander is the name of the overall commander of that fleet. The second Commander is how many other commanders are in that fleet. As already mentioned, rank determines what kind of ship/fleet a commander can command. A fleet is determined by the largest ship (for commander purposes). The progression goes in this order: BB, BC, BCV, CV, CVL, CVE, CA, CL, DD, and SS. So for any mix of these ships, they will be listed in this order. Below is a chart of ranks and the types of ships/fleets they are allowed to command: NOTE: BB is used in this chart to represent BC's also. CV is used to represent BCV's, CV's, CVL's, and CVE's. +--------------------------------------+----+----+----+----+----+----+ | RANK\SHIP TYPE | BB | CV | CA | CL | DD | SS | +--------------------------------------+----+----+----+----+----+----+ +--------------------------------------+----+----+----+----+----+----+ | FLEET ADMIRAL, ADMIRAL, VICE ADMIRAL | XX | XX | XX | XX | XX | XX | +--------------------------------------+----+----+----+----+----+----+ | REAR ADMIRAL | | XX | XX | XX | XX | XX | +--------------------------------------+----+----+----+----+----+----+ | CAPTAIN | | | XX | XX | XX | XX | +--------------------------------------+----+----+----+----+----+----+ | COMMANDER | | | | XX | XX | XX | +--------------------------------------+----+----+----+----+----+----+ | LIEUTENANT COMMANDER | | | | | XX | XX | +--------------------------------------+----+----+----+----+----+----+ Further information regarding Commanders can be found in Chapter 22. +---------------+ | 10.2.3 Build |-------------------------------------------------------------- +---------------+ Probably one of the most important aspects of the game. This is where you can literally design your own class of ship or aircraft model. In addition, you can build and redesign classes that already exists. Chapters 19 and 20 go into much more detail related to the designing and building processes. This command can be delegated. NOTE: You can only have a total of 256 ships (all types) at any one time. /=============================\ | 10.2.3. 1 Ship -> Shipyard |------------------------------------------------ \=============================/ From this menu option, you can build a ship within an existing class. Make sure you have the resources and money before you decide to build a ship. Industry affects how long it will take to build the ship. When you select this option, you get a screen with the following across the top: BB, CV, CA, CL, DD, SS. Once you choose the type of ship, you will get this screen: +----------------------------------------+ | Time : (in weeks to complete ship) | | | | Cost : $$$$$(Current: $$$$$$) | | Steel: #####(Current: ######) | +-------------------+--------------------+ | Anti Ship: L #### |Max Speed: ##kt | | Anti-Air : L #### |Aircraft : ### | +-------------------+--------------------+ When you press the SQUARE button, you get additional information regarding the ship class. This information is: Page One : A repeat of the time to complete the ship, the cost involved, and the amount of steel required. In addition, it also tells how many ships are available in that class and whether that class is available to build within. Page Two : A brief synapses of the classes Anti Ship ability, size of the main guns, number of main guns in the stern and bow, secondary gun size, number of guns in the port and starboard, torpedo capacity (if any), and mines (AKA depth charges if any). Page Three: A more detailed overview of number of anti-air gun turrets and machine-gun bays. Also maximum number of aircraft this class can hold. Page Four : The classes defensive values and speed are on this page. Page Five : A brief history of this class along with a picture. When you press the X button, you get the following screen: +----------------------------------------+ | SHIPS [###] (MAX ### EXISTING ###) | +----------------------------------------+ | | | Cost : $$$$$(Limit: $$$$$$) | | | | Steel: #####(Limit: ######) | | | | Ships: ###(### Remaining berths) | +----------------------------------------+ SHIPS is how many ships you want to build. MAX is the maximum number of ships you can build while EXISTING is how many ships of that class exist already. Cost and Steel are the running total depending on how many ships you plan to build. The Limits are the total national resources of these items you can use (same as current from the first screen). Ships and Remaining berths are how many ships you currently have and how many ships you are still allowed to build. The total of the two numbers will be 256. /===========================\ | 10.2.3. 2 Ship -> Design |-------------------------------------------------- \===========================/ Allows you to design a new ship class either from an existing class or from scratch. This is discussed in more detail in Chapter 19. /==========================\ | 10.2.3. 3 Ship -> Scrap |--------------------------------------------------- \==========================/ Allows you to scrap a ship class. Remember, you can only have 50 classes beyond what the game gives you so this would be a reason to use this command. Before you can scrap a class, you must first all ships that are a member of that class. /==============================\ | 10.2.3. 4 Aircraft -> Build |----------------------------------------------- \==============================/ This option allows you to build a plane from an existing model. Industry affects the rate you can make planes. When you choose to build, the first screen can show some or all of the following across the top: Fighter(Carrier)/CF, Fighter/F, Fighter(Seatype)/FF, Bomber(Carrier)/CB, Bomber/B, Attack Plane(Carrier)/CA, Attack Plane/A, Attack Plane(Seatype)/CF, Scout(Carrier)/SC, Scout(Seatype)/SF, Flying Boat/FB Once you choose the model of plane you wish to build, you will get the following screen: +----------------------------------------+ | Cost : $$$(Current:$$$$$$) | | Aluminum: ###(Current:######) | +-------------------+--------------------+ | Anti-Air: L #### | Max Speed: in km/h | | Bomb : L #### | Max Range: in km | | Torpedo : L #### | | | Scout : L #### |Undeployed: ### | +-------------------+--------------------+ If a plane doesn't possess a characteristic from the left side, then it will be annotated None after the colon. When you press the SQUARE button, you get additional information regarding the plane model. This information is: Page One : A repeat of the cost involved and the amount of aluminum required to create one plane. In addition, it also tells how many planes are available in that class and whether that model is available to build within. Page Two : A brief synapses of the model's Anti-Air ability, size of the primary and secondary guns, whether it can be used a bomber and/or a dive bomber, and what kind of bombs/rockets/missiles it can carry. Page Three: A more detailed overview of the plane's torpedo ability (if any), scout ability (if any), any radar installed on the aircraft, and number of crew members. Page Four : The engine type and size, armor, max speed, and max range. Page Five : A brief history of this model along with a picture. When you press the X button, you get the following screen: +----------------------------------------+ | PLANES [###] (MAX ### Undeployed ###) | +----------------------------------------+ | | | Cost : $$$$$(Limit: $$$$$$) | | | | AL : #####(Limit: ######) | | With our Tech level, we can | | build #### units in 1 week (tot for wk)| +----------------------------------------+ PLANES is how many planes you want to build. MAX is the maximum number of planes you can build for the current week while Undeployed is how many planes of that model exist already. You cannot have more then 999 planes of any model Undeployed. If you want more planes, then deploy the ones you have onto carriers or airfields. Cost and AL are the running total depending on how many planes you plan to build. The Limits are the total national resources of these items you can use (same as current from the first screen). As mentioned before, industry affects your production rate. For every point of industry, you can build five aircraft. That will represent the maximum amount of planes you can produce per week. The upper limit is 999 planes for 200 industry. The (tot for wk) represents a running total of how many of that plane model you have made for the week. Once it reaches your maximum, you cannot produce any more of that model for the week. Ships and Remaining berths are how many ships you currently have and how many ships you are still allowed to build. The total of the two numbers will be 256. From this menu option, you can Build a plane within an existing model, Design a new airplane model, or Scrap an airplane model. /===============================\ | 10.2.3. 5 Aircraft -> Design |---------------------------------------------- \===============================/ Allows to design a new plane model either from an existing model or from scratch. This is discussed in more detail in Chapter 20. /==============================\ | 10.2.3. 6 Aircraft -> Scrap |----------------------------------------------- \==============================/ Allows you to scrap a plane model. Remember, you can only have 45 models beyond what the game gives you so this would be a reason to use this command. When you scrap a model, you can reclaim the aluminum used in the production of that plane. /================================\ | 10.2.3. 7 Shipyard -> Remodel |--------------------------------------------- \================================/ With this option, you can Remodel an existing ship class. See Chapter 19 for more details. /==============================\ | 10.2.3. 8 Shipyard -> Scrap |----------------------------------------------- \==============================/ When you choose this option, you will get all, some, or none of the following across the top of the screen: BB, CV, CA, CL, DD, SS. Only ships that are currently in the shipyard can be scrapped. This means you will have to Assign ships to the shipyard to scrap them. Remember, to scrap a ship class, you must scrap all ships that are part of that class. Once you choose to scrap a ship, you will be shown how much steel you can re- claim from the scrapping. /=====================\ | 10.2.3. 9 Airfield |-------------------------------------------------------- \=====================/ You can Build or Scrap an airfield with this option. When you Scrap an airfield, all remaining planes will be sent back to the reserve pool for other deployment. You can Build an airfield in a territory that has less then three airfields. When you choose to Build an airfield, you will be given a map of that territory and the possible places an airfield can built at. The cost is 3,000 and it takes three months to construct an airfield. /=======================\ | 10.2.3.10 Transports |------------------------------------------------------ \=======================/ To build transports, you must have two things: Steel and money. It costs 500 and 1,000 steel per transport and you can have 100 transports maximum. +----------------+ | 10.2.4 Deploy |------------------------------------------------------------- +----------------+ This command allows you to deploy aircraft to carriers and territories. Keep in mind that only specific aircraft can go on carriers while other specific aircraft can go on airfields. This command can be delegated. /===============================\ | 10.2.4.1 Aircraft -> Carrier |---------------------------------------------- \===============================/ When you select this option, the following screen appears: +----------------------------------------+ | Fleet: | +-------------------------+--------------+ | Fighter: Name Reserve | | | Escort : Name Reserve | | | Bomb : Name Reserve | Aircraft: ## | | Torpedo: Name Reserve | Hold : ## | | Scout : Name Reserve | ###% | +-------------------------+--------------+ Fleet is the fleet name such as 1st Fleet, 3rd Fleet, etc. The left column are the names of the various aircraft serving in those specific capacities. Some aircraft can serve in more then one capacity. The only planes that can be used on carriers are the: Fighter(Carrier), Bomber(Carrier), Attack Plane(Carrier), and Scout(Carrier). Planes that can be used on the BB's, BC's, CA's, and CL's are the: Fighter(Seatype), Attack Plane(Seatype), and Scout(Seatype). The Reserve column is the number of that type of plane you still have in reserve as replacements. The right side is basically the total amount of aircraft the fleet has (Hold) out of the maximum amount of aircraft the fleet can have (Aircraft). This number is expressed as a percentage. For example, if Hold is 50 and Aircraft is 100, then you are at 50% capacity. When you press the SQUARE button, you get additional information regarding the ship class. This information is: Page One : A repeat of the time to complete the ship, the cost involved, and the amount of steel required. In addition, it also tells how many ships are available in that class and whether that class is available to build within. Page Two : A brief synapses of the classes Anti Ship ability, size of the main guns, number of main guns in the stern and bow, secondary gun size, number of guns in the port and starboard, torpedo capacity (if any), and mines (AKA depth charges if any). Page Three: A more detailed overview of number of anti-air gun turrets and machine-gun bays. Also maximum number of aircraft this class can hold. Page Four : The classes defensive values and speed are on this page. Page Five : A brief history of this class along with a picture. Pressing the X button gives you the following across the top: F, E, B, T, S. These letters represent the following: F=Fighter: These are used to protect the fleet or airfield from enemy air attacks. E=Escort : These escort the bombers and/or torpedo bombers to and from their target and take care of any enemy fighters along the way. B=Bomber : Attacks targets with bombs, rockets, or missiles. T=Torpedo: Attacks targets with torpedoes, bombs, rockets, or missiles. S=Scout : Scout planes. You will get the following screen: +-------------------+--------------------+ | Anti-Air: L #### | Max Speed: km/h | | Bomb : L #### | Max Range: km | |
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