home *** CD-ROM | disk | FTP | other *** search
- CIVILSET v2.2 - EGA Scenario Editor
-
- ╔══════════════════╗
- ║ 1.0 Introduction ╟─────────────────────────────────────────────────────
- ╚══════════════════╝
- CIVILSET allows you to create, modify, and save battle scenarios
- for the EGA version of CIVILWAR BATTLESET. A scenario is a
- combination of battle map (with terrain features and battlefield
- objective),armies, and description. Scenarios (xxx.CIV) files are
- saved as "flat" ASCII files and with practice you may choose to
- use a word processor or text editor to directly modify the files.
-
- There is no longer a catalog file requirement, which eliminates the
- need for the DOS SORT routine. An option has been added to allow
- you to change the directory and drives. The number of scenarios in
- a directory is no longer restricted to 20. File error handling has
- been improved.
-
- The scenario files now allow up to 40 units per side. The game
- program MUST have all files in the new format. If you have any
- files developed in the old format, you MUST convert them to the new
- format before using them. (See Section 9 below).
-
- The editor requires the following files:
- TERRAIN.EGA ─┐
- STDICON.EGA ─┼ Icon Files MUST be present
- MISC.EGA ─┘
- UNION.LDR - 15 prominent Union leaders and ability ratings*
- REBEL.LDR - 15 prominent Rebel leaders and ability ratings*
- MONTHS.DAT - dates for random scenarios
- PNAMES1.DAT - place names for random scenarios
- PNAMES2.DAT - place names for random scenarios
- RNAMES.DAT - Rebel unit names for random scenarios
- YNAMES.DAT - Union unit names for random scenarios
-
- * The two *.LDR files are simple ASCII files and can be modified with
- a text editor. The only requirement is that the total number of
- leaders in each file MUST be 15 and that the each individual entry
- is in the format:
-
- "leader name",ability #
-
- The leader name can be no more than 16 characters. The leadership
- ability score must be in the range of 10-110.
-
- ╔═══════════════╗
- ║ 2.0 Main Menu ╟───────────────────────────────────────────────────────
- ╚═══════════════╝
-
- ╔════════════════════════╗
- ║ Options ║
- ╠════════════════════════╣
- ║ Initial Scenario ║
- ║ Menu Scenario Load ║
- ║ Manual Scenario Load ║
- ║ Save Scenario ║
- ║ MAP Edit ║
- ║ ARMY Edit ║
- ║ Description ║
- ║ Briefing ║
- ║ [ convert old format ] ║
- ║ Directory C:\CIVIL17 ║
- ║ Random Scenario ║
- ║ Quit ║
- ╚════════════════════════╝
-
- ╔══════════════════════╗
- ║ 3.0 Initial Scenario ╟─────────────────────────────────────────────────
- ╚══════════════════════╝
- This option zeros all army units and provides a blank game map (all
- 'clear' hexes). Use it to create entirely new scenarios.
-
- ╔════════════════════════╗
- ║ 4.0 Menu Scenario Load ╟───────────────────────────────────────────────
- ╚════════════════════════╝
- This option provides you with a list (up to 20) of the xxx.CIV
- battle scenario files that are on the current directory, to allow
- you to select one to load. File selection is done via menu, by
- moving the cursor up or down with the "arrow keys" on the key pad,
- then pressing "Enter" to make a selection of the hilighted item.
-
- ╔══════════════════════════╗
- ║ 5.0 Manual Scenario Load ╟─────────────────────────────────────────────
- ╚══════════════════════════╝
- This option allows you to load a file from the list of files
- displayed on the screen. This list will show all the xxx.CIV
- scenarios on the current directory and drive. This option allows
- you to access more than the 20 files that can be accessed using the
- menu. To select a file, simply type the file name and press
- "Enter". Note that you omit the ".CIV" extender, it is
- automatically included.
-
- ╔═══════════════════╗
- ║ 6.0 Save Scenario ╟────────────────────────────────────────────────────
- ╚═══════════════════╝
- Before saving the file, you will be prompted to provide the battle
- name and time limit (Section 2.7) if you have not already done so.
- You will also be prompted for the file name (1-8 characters
- identifying the file on the directory). If you use a name already
- in use, the old file will be overwritten. YOU DO NOT NEED TO
- PROVIDE THE ".CIV" EXTENDER. Messages will advise you of the status
- of the file save.
-
-
- ╔══════════════╗
- ║ 7.0 MAP Edit ╟─────────────────────────────────────────────────────────
- ╚══════════════╝
- This option allows you to move the cursor across the battle map to
- place the terrain features. To select a feature, type the letter of
- the feature desired (upper or lower case). Then, move the cursor
- (arrow keys) to the desired position and press 'Enter'.
-
- You will see a raised "button" on the right hand side of the
- screen. If you press 'D' (for 'Duplicate') while a given feature is
- under the cursor, the button will be depressed, meaning the
- selected feature will be duplicated wherever the cursor is moved.
- Pressing 'D' again will toggle the 'Duplicate' feature off. This
- 'Duplicate' mode allows you to quickly draw large repetitive map
- features.
-
- ╔═══════════════════════════════════════════════════════════╗
- ║ NOTE: The scenario will not work properly unless it has ║
- ║ EXACTLY 1 objective. ║
- ╚═══════════════════════════════════════════════════════════╝
-
- Placing a terrain feature over an army unit causes the army to no
- longer be visible. Press 'A' to make armies visible again. Use the
- F10 key to return to the initial menu when you have finished
- editing your map.
-
- ╔═══════════════╗
- ║ 8.0 ARMY Edit ╟────────────────────────────────────────────────────────
- ╚═══════════════╝
- In the army editor You may add new units, edit existing units, or
- remove existing units.
-
- You will see to the right 2 buttons, a "U" (for Union) and an "R"
- (for Rebel). One button will be depressed, the other raised. The
- depressed button is for the side currently being placed. Pressing
- the other button toggles to the other side.
-
- You will also see a window with the letters of the available 'hot
- keys'. This will read 'I A E H N C G B' if the cursor is not over an
- army unit. It will read 'D E L M P S T Z' if the cursor is over an
- army unit. For instance, if the cursor is not over an existing
- unit, pressing 'C' will place a cavalry unit at the position of the
- cursor. The complete list of editor 'hot keys' show below can be
- accessed by the help menu (F1 key). Also, a status line is provided
- to show unit information by passing the cursor over a unit.
-
- 8.1 Add New Unit (Hot Key)
- ──────────────────────────
- A unit placed will be for the side currently selected. If you use a
- hot key, the unit type selected is immediately placed at the cursor
- position.
-
- ╔═══════════════════════════════════════════════════════════════╗
- ║ A place rifled ARTILLERY unit at cursor ║
- ║ B place gun BOAT unit at cursor (must be water hex)║
- ║ C place CAVALRY unit at cursor ║
- ║ E place EMPLACED GUN at cursor ║
- ║ G place GENERAL unit at cursor ║
- ║ H place HORSE artillery unit at cursor ║
- ║ I place INFANTRY unit at cursor ║
- ║ N place NAPOLEON (smooth bore) artillery at cursor ║
- ║ R toggle to place Rebel armies ║
- ║ U toggle to place Union armies ║
- ╚═══════════════════════════════════════════════════════════════╝
-
- 8.2 Add New Unit (Menu)
- ───────────────────────
- Otherwise, you may press' Enter' to pop up an menu that will allow
- you to select the unit type.
-
- You will be prompted to enter the name of the unit. If you hit
- 'Enter' a menu will appear listing the names and abilities of 15
- prominent leaders for the side being placed. If select one of these
- leaders, the name and associated morale/leadership values is
- automatically assigned to the unit. If you press 'Esc' you are
- returned to the option of providing your own name. If you assign
- your own name, the morale/leadership values will initially be set
- at default values.
-
- After you enter the desired name, press 'Enter' and the unit will
- be placed. If you wish to modify any of the unit attributes, you
- must edit the unit as described below.
-
- Each side has a maximum of 40 units available for positioning.
- There is no restriction on number of units of a given type. The
- current number of units of each type and total strength of all
- units is shown for each side as units are placed or edited. Also,
- the ratio of total Union strength to total Rebel strength is shown.
-
- The menu also provides a screen redraw feature.
-
- 8.3. Edit Existing Unit (Hot Key)
- ─────────────────────────────────
- To edit a unit using the hot keys, place the cursor over the unit
- and press the appropriate key:
-
- ╔═════════════════════════════════════════════════════════╗
- ║ D DELAY unit ║
- ║ L modify unit's LEADERSHIP factor ║
- ║ M modify unit's MORALE factor ║
- ║ P move unit to a new POSITION ║
- ║ S modify unit's STRENGTH ║
- ║ T change a unit's TYPE (I A E H N C G B) ║
- ║ Z ZAP unit at cursor ║
- ║ ! UNzap last unit zapped ║
- ║ (return) EDIT unit (bring up menu) ║
- ╚═════════════════════════════════════════════════════════╝
-
- The effect of these keys is described in the sections below.
-
- 8.4 Edit Existing Unit (Menu)
- ─────────────────────────────
- To edit a unit,move the cursor to the unit and press
- 'Enter'. You will be given the option to edit the unit.
- When you elect to edit, a window will be displayed with the
- unit characteristics:
-
- ╔═══════════════════════════════════════════════════════════════╗
- ║ side and number Rebels numbered 1-40 ║
- ║ Union numbered 41-80 ║
- ╠═══════════════════════════════════════════════════════════════╣
- ║ strength defaults: ║
- ║ 750 for infantry ║
- ║ 500 for cavalry ║
- ║ 300 for artillery, boats and Napoleons ║
- ║ 100 for horse artillery ║
- ║ 200 for general ║
- ╠═══════════════════════════════════════════════════════════════╣
- ║ morale (default is 80) ║
- ╠═══════════════════════════════════════════════════════════════╣
- ║ leadership (default is 80) ║
- ╠═══════════════════════════════════════════════════════════════╣
- ║ unit name ║
- ╠═══════════════════════════════════════════════════════════════╣
- ║ time delay if shown with an *, the unit is NOT on ║
- ║ before first field until time delay is elapsed. ║
- ║ action (default is 0) ║
- ╠═══════════════════════════════════════════════════════════════╣
- ║ entrenchment Message if unit is entrenched ║
- ╚═══════════════════════════════════════════════════════════════╝
-
- To change an attribute, select the desired characteristic from
- the menu. Strength, morale, and leadership are increased or
- decreased by pressing the 'up' and 'down' arrow keys respectively
- (following instructions on screen).
-
- Unit name may be changed by typing in a new name at the prompt.
- You cannot change the unit's side; if unit placed is for wrong side,
- first delete it, then toggle to the other side, and place the new
- unit.
-
- Pressing the 'escape' key will cancel the edit and close the
- edit menu.
-
-
- 8.5 { D } - Delay Unit
- ──────────────────────
- When specifying a 'Delay' for units, you are given the option to
- have the delayed unit either a) be off the screen until the
- specified delay has elapsed (default option) or b) be on screen but
- simply inactive. When examining a unit, a '*'next to the 'Dly'
- value indicates the unit will be OFF SCREEN until the delay
- elapses. Units that are OFF SCREEN will be shown by a blank colored
- box instead of the normal icon.
-
- For example:
- *Dly : 5 means that the unit under the cursor will not
- appear until 5 turns have elapsed. After that time, the
- unit will arrive at the battle as soon as the location
- at the cursor is not occupied by another army.
-
- Dly : 15 means the unit under the cursor will be on the map but
- inactive until 15 turns elapse.
-
- 8.6 { E } - Entrench Unit
- ─────────────────────────
- Units can be 'entrenched' using the editor. Computer-controlled
- units that are entrenched at the beginning of a scenario will hold
- their position during the game. Human-controlled units that are
- entrenched at the beginning of a scenario may refuse to leave
- entrenchments (if leadership/morale is low). Even if units follow
- orders to leave entrenchments, they require extra time to do so.
- Once units are un-entrenched, they cannot be re-entrenched in the
- game (though you COULD save the game and re-entrench using the
- editor). While entrenched, units will fight at a bonus (in addition
- to any terrain bonus) if attacked. Entrenched artillery units will
- still fire, but are receive the entrenchment defensive bonus.
-
- 8.7. { L } - Modify Unit Leadership
- ─────────────────────────────────────
- Use up/down arrow keys to change leadership in range of 10-110.
- Higher numbers reflect better leadership.
-
- 8.8. { M } - Modify Unit Morale
- ───────────────────────────────
- Use up/down arrow keys to change morale in range of 10-110.
- Higher numbers reflect better morale.
-
- 8.9. { P } - Move Unit to New Position
- ──────────────────────────────────────
- Existing units can now be repositioned by pressing 'P' when the
- cursor is over the desired unit. The move the cursor to the new
- location, and press 'Enter' to move the unit. This feature is not
- available in the Edit menu.
-
- 8.10. { S } - Modify Unit Strength
- ──────────────────────────────────
- Use up/down arrow keys to change the unit' strength. Maximum
- strength for artillery units is 1000; for other units it is 3000.
-
- 8.11 { Z } - Zap Unit
- ─────────────────────
- Using the hot key 'Z' or selecting the 'ZAP UNIT' option from
- the edit window will remove the unit. This is useful to remove
- incorrect units.
-
- 8.11 { ! } - UNZap Unit
- ───────────────────────
- If you accidentally Zapped a unit and HAVE NOT YET PLACED A NEW
- UNIT, an exclamation mark ('!') will appear in the window of
- available options. Pressing '!' will restore the unit Zapped at the
- cursor. (The unit recalled is the LAST unit Zapped). If the
- exclamation mark does not show in the window, you cannot recover
- the Zapped unit.
-
- 8.12 { T } - Change Unit Type
- ─────────────────────────────
- When the cursor is over a unit, you may change the unit type by
- first pressing 'T', then responding to the prompt to enter the
- first letter of the unit type. All the other unit attributes will
- remain the same, except that artillery type units will be
- restricted to a maximum strength of 1000.
-
- ╔═════════════════╗
- ║ 9.0 Description ╟──────────────────────────────────────────────────────
- ╚═════════════════╝
- The scenario description includes the battle name text that appears
- at the top of the game screen, and the time limit (number of turns)
- for the scenario. NOTE: the battle name text description is simply
- a title line, and NOT the file name). DO NOT USE COMMAS. A
- suggestion is to use the battle name and historical date.
-
- You must also select a time limit (number of turns) for the
- scenario. This sets a limit on how long the scenario will last.
-
- ╔═════════════════╗
- ║ 10.0 Briefing ╟──────────────────────────────────────────────────────
- ╚═════════════════╝
- The scenario briefing consists of up to 22 lines of text which is
- available on-line when the game itself is played. You will be
- prompted for then scenario briefing, which should give a synopsis
- of the battle along with any particular battle problems or
- pecularities you might want to call to attention. When you have
- finished, pressing the 'Esc' key will return you to the main menu.
-
- ╔═══════════════════════════╗
- ║ 11.0 [convert old format] ╟────────────────────────────────────────────
- ╚═══════════════════════════╝
- Use this option to read OLD FORMAT files created with previous
- versions of CIVILWAR BATTLESET. Then SAVE file as described in
- Section 2.4 above. The following procedure is suggested:
-
- a) Make a back up copy of your old scenario (just in case...)
- b) Load the old scenario using the 'convert old format' option.
- (Do NOT use the 'Load Saved Scenario' option or an error
- will result).
- c) Save the scenario under the 'Save Scenario' option. It can
- now be loaded using the 'Load Scenario' option.
-
- ╔════════════════╗
- ║ 12.0 Directory ╟───────────────────────────────────────────────────────
- ╚════════════════╝
- With this option you may change the directory used by the program
- for loading and saving files. Simply type the new path over the old
- one that is displayed in the colored box, then press "Enter". If
- the new directory is valid, it will be displayed when the main menu
- returns. Otherwise an error message is displayed, and the old
- directory is retained.
-
- ╔══════════════════════╗
- ║ 13.0 Random Scenario ╟──────────────────────────────────────────────────
- ╚══════════════════════╝
- This option allows you to quickly generate random scenarios. In
- doing this, you will be asked first for the battle size (ranging
- from a minor skirmish involving only a few units) to very large
- 'epic' battle with the maximum number of units. You can also
- control the balance of the battle, from a strong Union advantage
- (++ Union) to a strong Rebel advantage (++ Rebel). The program will
- automatically create the map, place the armies and the objective.
- The battle will also be given a fictitious place name and date. If
- you like how the battle looks, return to the Main Menu to save it
- (the default name will be 'RANDOM.CIV'. Of course, you may edit the
- map or army to modify the random scenario to suit your taste.
-
- ╔══════════╗
- ║ 14. Quit ╟──────────────────────────────────────────────────────────────
- ╚══════════╝
- Allows you to exit the program. Be sure you have saved all your
- work first.
-
-