Battle Setup

The Battle Setup screen provides an interactive map and a simple menu to set up and create battles in Ultimate Epic Battle Simulator 2. It is available in Sandbox mode.

## Maps

The right screen shows the selected Map of the battle, which can be selected from a dropdown. The map can be moved by holding left click while moving the mouse opposite of the intended direction. The map can be zoomed in and out by using the mousewheel.

Armies are represented by colored quadrilaterals on the map, with an arrow pointing the direction it is facing. They can be moved by holding left-click and rotated by holding right-click. Obstacles such as buildings and steep terrain will prevent units from spawning, so place carefully!

## Armies

The left screen is for setting up armies for the battle. More armies can be added by clicking the plus sign at the bottom left, up to a maximum of 18 armies. Armies can be deleted by clicking on the cross, the minus sign, or be cleared via the Reset All button.

### Units

Units can be picked to form an army from a wide variety of categories ranging from Ancient Egypt to WW2. Each army can be assigned to one of 4 teams, which are hostile to each other. Numbers of units in their ranks can be set by the amount, which defaults to 100,000. The maximum amount of unit the game can simulate is 24 million units, that is, if your computer can handle it.

### Orders

Armies can be given orders that dictates how they act on the battlefield. They will hold on to the order indefinitely, unless given new commands via RTS mode.

**Attack**

Attack is the default order for armies. It orders them to charge toward their enemies at the start of the battle, flanking them whenever possible. This order is preferable for clashes, as melee units will try to take advantage of the surrounding as much as possible and fill in the ranks whereas ranged units will close in for accurate shots.

**Hold**

The hold order makes the army remains stationary in its place. This can ensure the army does not abandon their advantageous post or chokepoint. But as they do not move, they can be in a disadvantage where they are outranged and outnumbered.

**Guard**

The guard order is a mix of both hold and attack. Armies will start at hold order until they are attacked, where they will switch to attack. In the attack frenzy, they can rally nearby allies that are also in guard mode to join them in their charge.

The frenzy depends on the distance of other units on guard mode, which can influence all units on guard mode if they are all placed tightly. They charge until all threats are eliminated in the vicinity, where the units hold and guard their position once more. The order is great for making an army stay in one area, but still support its flanks when assaulted or sally when under fire.

### Rank Shape and Space

Currently, the game allows the customization of unit spacing and formation length. Space determines how far each unit are from each other in an army, with 1 being the tightest and 99 being the loosest. Some units, mostly ones with big a footprint such as Shermans will take up a much bigger space than normal.

Rank Shape determines how long the army forms its rank. 1 being the default creates a square formation where the army's length is equal to its width. Values lower than 1 shortens the rank, down to a minimum of 0.1; values above 1 lengthens the rank, up to a maximum of 99.

## Options

Several toggles can be enabled or disabled to fit the player's preferences.

**RTS Mode Enabled**

This option allows the player to enter RTS Mode by pressing **R** in a battle, allowing one to take command of selected units.

**Blood Volumes**

Currently an experimental option, blood volumes allow the formation of puddles and lakes from the cumulation of blood. The toggle is recommended as it brings striking imagery to the combat. In addition, the rivers of blood can alter the battlefield by becoming a drowning hazard to anybody.

**Map Boundary Local to Battle**

This option sets a square border on the edge of armies to save on computing power. Borders blocks the path of units as well as the camera. The option can be useful on small-scale battle shwere the whole map is not needed, but it is very buggy at the moment. Some bugs include: borders placed too close, units disappearing through borders, unit scaling walls due to broken pathfinding and glitched blood splatters beyond the border.

**No Gore**

Enabling the option disables blood splatters in the game. No blood, no blood rivers or lakes.

## Tips

* Adding armies will copy the army above it.
* The "Reset All" button may need a few more clicks to fully clear and reset all armies.
* The army squares can be hard to spot if the army has low numbers. Temporally increase their number or spacing until they can be found and moved on the map.