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1997-12-05
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15KB
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316 lines
*********************************************************************
* Title: SICKLES' FOLLY: THE PEACH ORCHARD *
*********************************************************************
* Scenario Template
*
* First Line = Title of scenario
* '-' lines = Scenario tree designation and description
* LINE 1
* 1st digit = Type (0 = Union Attack, 1 = Rebel Attack,
* 2 = Meeting). This determines icon used
* on "pick scenario" screen.
* 2nd digit = Direction (0 = North, 1 = NE, ... 7 = NW)
* 3-4 digit = Main VP site (see names.txt)
* This determines location of icon on
* "pick scenario screen"
* Comma = Optional separator. Word after comma
* determines type of scenario:
* Hist = Historical
* Spec = Speculative
* Multi = Multiplayer
* (This just determines message displayed
* on Pick Scenario screen).
* LINES 2-3 = Description
* Time lines = Starting and ending times and date. Ending time
* also contains a number of 'x' characters equal to
* the number of quasi-historical variants. Lines can
* also contain hexadecimal bitmasks (0-f) indicating
* at which difficulty levels the variant can be chosen.
* Variant lines = One line for each 'x': description of variant
* Remember that the first line corresponds to
* the -last- 'x', because this is a 'bitmapped'
* format.
*
* Troubleshooting: If scenario hangs when run, it usually means you've
* listed a unit that doesn't exist in the Order of
* Battle file. Comment out lines with '*' until you
* find the one that is creating the problem.
*********************************************************************
* Theme: Rolling attack in echelon.
Sickles' Folly: The Peach Orchard
Folie de Sickles : Peach Orchard
Sickles' Fehler: Peach Orchard
-16M2,Hist
-McLaw's division rolls towards the Peach Orchard.
-Will Sickles hold salient or fall back to the ridge?
-La division de McLaw s'avance vers le verger de pΩcher.
-Est-ce que Sickles tiendra la saillie ou reculera vers la crΩte ?
-McLaws Division greift Peach Orchard an. Kann sich
-Sickles halten, oder fΣllt er auf den Hⁿgelkamm zurⁿck?
17.2,2,7,1863,
19.2,2,7,1863,xxx,
McLaws Deploys Center
McLaws Deploys Left
McLaws Deploys Right
McLaws se dΘploie au centre
McLaws se dΘploie sur l'aile gauche
McLaws se dΘploie sur l'aile droite
McLaws im Zentrum
McLaws an der Linken
McLaws an der Rechten
**********************************************
* Victory Point Sites *
* + who desig points,variants,locx,locy,name *
* *
**********************************************
*
* '+' = (1 column) indicates this line specifies a victory site
* who = (1 column) who holds site
* 'u' = Union holds site at beginning
* 'c' = Confederates hold at beginning
* ' ' = No one holds at beginning
* desig = (2 columns) designation of site (see names.txt)
* points = (2 columns) victory point value of site
* variants = optional, but if omitted all subsequent options must
* be omitted: bitmask of variants/difficulty levels at which
* victory site appears. 'x' indicates always present,
* '0'-'f' is hexadecimal bitmask for difficulty levels
* at which site appears. See discussion of variants under
* Troops, below, for full details.
* locx,locy= optional: can be used to adjust positioning of victory
* site. Use map coordinates as if placing troops. Decimal
* values can be used (in 1/100ths) if desired. Omit or use
* "0,0" to indicate that site should not be repositioned.
* name = optional: Can be a comment preceeded by '*', or a string
* used to rename the victory site for the purposes of this
* scenario.
*
* Examples:
*
* +uT 15,xxx,00,00,*Little Round Top
* (Union controls Little Round Top, worth 10 VP, it appears in all three
* variants at all difficulty levels, and is not repositioned or
* renamed).
* + M310,ccc,45,23,An Objective
* (Objective M3 begins uncontrolled, appears only at the two highest
* difficulty levels but in all variants, is positioned at 45,23
* on the map, and is called "An Objective" for this scenario).
*
* When 'fighting the battle' (i.e. playing the whole campaign), control
* of the LARGEST VP SITE determines the scenario chosen next (or, for
* the final scenario, determines the result of the campaign). A few
* scenarios, notably The Peach Orchard, feature two "largest sites",
* and can branch three different ways, but normally a scenario with
* two largest sites will be carried by the side with the highest score.
+uM210
+uU 10
+uN28
u 300, 34,57, b,13,100, xxx,17.2,0, d, 0,00,00,***Sickles
u a311, 33,60, b,12,100, xxx,17.2,00, h, 0,00,00,*Graham
u b311, 34,63, l,10,100, xxx,17.2,00, h, 0,00,00
u c311, 33,62, l,10,100, xxx,17.2,00, h, 0,00,00
u d311, 33,61, l,12,100, xxx,17.2,00, h, 0,00,00
u e311, 33,60, l,12,100, xxx,17.2,00, h, 0,00,00
u f311, 33,59, l,12,100, xxx,17.2,00, h, 0,00,00
u g311, 33,58, l,12,100, xxx,17.2,00, h, 0,00,00
u 304, 33,57, l,12,100, xxx,17.2,00, d, 0,00,00,*Bucklyn(A)
*u 321, 35,55, b,14,100, xxx,17.2,00, f, 0,00,00,*Carr
*********************************************************************
* Randomizing Line Format:
* use size type vp dir adv Udesig Udelta Cdesig Cdelta
*********************************************************************
*
* Randomizing line can be omitted, in which exact units listed in file
* are always used.
*
* Units listed above randomizing line always appear in the scenario
* (even 'randomized' variants). Units below randomizing line appear
* only in 'historical' variants.
*
* Just to make things interesting, Victory sites listed -above- the
* line only appear in 'historical' variants, and victory sites -below-
* the line always appear. Note that this is kind of the opposite
* behavior as that for units.
*
* use = Designates when randomizing line is to be used
* ':' : Use 50% of the time, but not when 'historical' is selected.
* These lines should preceed '=' lines.
* '=' : Use this line, but not when 'historical' is selected.
* '!' : Use this line 50% of the time (these should preceed '?' lines).
* '?' : Always use this line.
*
* size = Size of scenario (0-3) at each increasing difficulty level.
* 0 is smallest size, 3 is largest size
*
* type = Bitmask for type of scenarios which can be generated
* 0x01 = Union Defensive
* 0x02 = Confederate Defensive
* 0x04 = Meeting Engagement #1
* 0x08 = Meeting Engagement #2
* 0x10 = Balance
*
* vp = VP site designation (from list in names.txt) which must
* appear in scenario (anchor site). If this VP site was
* already listed, that VP value is used, otherwise the
* randomizing algorithm assigns all VP values.
*
* dir = Hexidecimal bitmask of possible directions
* (relative to center of Union position) at which
* Confederates can appear.
* 0x01 = From the north
* 0x02 = From the northeast
* 0x04 = From the east
* 0x08 = From the southeast
* 0x10 = From the south
* 0x20 = From the southwest
* 0x40 = From the west
* 0x80 = From the northwest
*
* adv = Advantage to one side at each of 4 sizes of scenario (negative
* number is advantage to Confederates, positive is advantage to
* Union). Also useful in scenarios such as First Contact to
* take into account extra forces hardcoded for one side or the
* other: Union always gets Gamble's brigade, so Confederates need
* a bit of 'advantage' in randomizing to account for it.
*
* Udesig = Order of Battle (see OBU.TXT) designation for first Union
* unit likely to be selected
* Udelta = Amount of random skipping over of brigades likely to occur
* at each of 4 sizes of scenario.
*
* Cdesig = Order of Battle (see OBC.TXT) designation for first Confederate
* unit likely to be selected
* CDelta = Amount of random skipping over of brigades likely to occur
* at each of 4 sizes of scenario.
*********************************************************************
* Randomizing Line Format:
* use size type vp dir adv Udesig Udelta Cdesig Cdelta
*********************************************************************
= 1,1,2,2, 0x1d,M2,0xe0,-1,-1,-1,-1, 0x320, 2,1,0,0, 0x110, 1,0,0,0,
************************************************************************
* Troops Line Format:
* who desig x,y, form,dir,eff, var, time,delta, plan,vp,to_x,to_y,name
************************************************************************
*
* who = Confederate/Union
* 'c' = Confederate
* 'u' = Union
* 'C','U' = Confed/Union, but pair this line with another
* adjacent capitalized line and (randomly) use only
* one of them per scenario
*
* desig = Order of Battle designation (see OBU.TXT and OBC.TXT) of
* unit to appear. Listing a brigade commander inserts the
* entire brigade. To place individual regiments (or a commander
* by himself), place an alphabetic character ('a','b','c', etc.)
* in front of the designation. For Confederates, '131'
* designates Law's brigade, 'a131' designates Law by himself,
* and 'b131' designates the 4th Alabama. Many groups of
* artillery units have the same designation and must be
* specified using letter prefixes.
*
* x,y = Map position. Map positions can be determined by starting
* a scenario and pressing Shift-M. You can then right-click
* around the map and see coordinates listed.
* NOTE: Decimal places in 1/100ths may be used optionally if
* desired: i.e. 45.02,56.91 (but not: 45.2)
*
* form = Formation
* 'b' = Battle line (brigade)
* 'd' = Double line (brigade)
* 'm' = Maneuver Column (brigade) (if to_x,to_y specified,
* form Battle Line @ location)
* 'M' = Maneuver Column (brigade) (if to_x,to_y specified,
* form Double Line @ location)
* 'R' = Road Column (brigade)
* 's' = Skirmishers (brigade or regiment)
* Regiments given skirmish orders begin detached.
* 'l' = Line (regiment), Unlimbered (artillery)
* 'c' = Column (regiment), Limbered (artillery)
* 'x' = Rout
*
* dir = Initial facing
* 0 = North, 1 = North-Northeast, 2 = Northeast, 3 = East-Northeast,
* 4 = East, 5 = East-Southeast, ... 15 = North-Northwest
*
* eff = Effectiveness (100 = 100%). Used to account for earlier
* casualties in unit. Any number but 100 is subject to some
* randomness.
*
* var = Variants in which this line is used. Must contain a number of
* 'x', bit, and '0' characters equal to the number of 'x' chars
* listed after the scenario ending time line above. A variant is
* randomly selected. Lines with an 'x' in the proper column are
* used in that variant. Lines with an '0' in the column are not
* used in that variant. Lines with a hexidecimal number in the
* column ('0' - 'f') form a bitmask indicating which difficulty
* levels the line is used at:
* 1 = Use at Heth/Rowley "Corporal" level.
* 2 = Use at Hill/Howard "Captain" level.
* 4 = Use at Longstreet/Doubleday "Colonel" level.
* 8 = Use at Lee/Hancock "General" level.
* So 'xc0' indicates that the line is NOT used for variant 1 ("0"),
* is used for variant 2 ("c") at the two highest difficulties, and
* is used for variant 3 ("x") at all difficulty levels. Note
* the reverse 'bitmapped' order--the last character is used
* for the first variant, and so forth.
*
* time = Time troops appear. "hh.m" format, where "hh" is hour on a
* 24-hour clock, and "m" is either (0-4) to indicate 15-minute
* increments (16.2 = 4:30 pm) or (05-59) to indicate exact
* minute (16.35 = 4:35 pm).
* delta = Possible delta (in 15-minute increments) in appearance time
* for these troops
*
* Notes:
* * Units listed at or before starting time are present at
* the start of the scenario (unless delta is indicated).
* * Units appearing after scenario starts are subject to
* a certain amount of randomness (will not always appear at
* exact time indicated)
* * Normally unit does not appear until time indicated, but if
* this is a frozen unit (see 'plan' below) then unit is always
* present but 'unfreezes' at the time indicated.
*
* plan = General plan for this unit. Mostly used for AI purposes,
* except for Frozen & Refused aspects.
* 'a' = attack
* 'A' = assault (more emphatic version of attack)
* 'd' = defend
* 'D' = defend, and refuse flanks in starting setup
* 's' = support
* 'h' = hold this position
* 'H' = hold this position, and refuse flanks in setup
* 'f' = frozen
* 'F' = frozen, and refuse flanks at setup
* 'x' = no plan
*
* vp = VP cost to activate this unit. '0' indicates no cost.
* (Note: if unit is frozen [plan = 'f','F'] and has an
* entry time, -and- has a vp cost, then it begins frozen,
* but becomes available for activation when the time
* arrives--at the designated cost).
*
* to_x, to_y = Initial marching orders: unit begins scenario with orders
* to march to designated location. Decimal places in
* 1/100ths can be used optionally if desired.
* To_x and To_y are IGNORED unless one of the following
* is true:
* 1) Unit is in road formation ('r')
* 2) Unit is in maneuver column ('m', 'M')
* 3) Unit has 'a' or 'A' as its 'plan'
* Use 00,00 the specify no marching orders.
*
* name = Name of commander or unit. Normally preceeded by one or
* more "*"'s, in which case line is ignored. If not preceeded
* by "*", string is used in scenario instead of normal name
* from Order of Battle (OBC.TXT, OBU.TXT). This can be used
* to make commander substitutions.
*