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-
- @start
- popup popstart
- event button 0, do_start2
-
- @popstart
- @width=440
- @x=20
- @y=-100
- Your troops now hold the Wheatfield and the Schoolhouse Ford, but scouts bring
- word that Cutler's Brigade is approaching through the orchard to the northeast.
- You must hold this ground until 12:00.
-
- @do_start2
- pointernr c a306
- popup popstart2
- event button 0, do_start3
-
- @popstart2
- @width=440
- @x=20
- @y=-100
- One battery is positioned in the Wheatfield, and guarded by a line of infantry...
-
- @do_start3
- pointernr c a307
- popup popstart3
- event button 0, do_start4
-
- @popstart3
- @width=440
- @x=20
- @y=-100
- ...while a second battery has moved into position south of the approaching Union
- brigade. This battery will be able to hit the enemy with devastating flanking fire.
-
- @do_start4
- selectunit b311
- pointernr c b311
- popup popstart4
- event button 0, do_start5
-
- @popstart4
- @width=440
- @x=20
- @y=-100
- This regiment is in Skirmish formation, ideal for harrying the enemy and slowing
- their advance.
-
- @do_start5
- relocmap 20,59
- event unit f, retreats, do_skirmretreat
- event time 4, do_goart
- ;unit e, retreats, do_artfiring
- EVENT UNIT e, ROUTS, DO_EROUT1
- event vpsite G, u, do_vplost
- event vpsite K, u, do_vplost
-
- @do_goart
- event unit c a307, fires, do_artfiring
-
- @do_skirmretreat
- selectunit b311
- pointernr c b311
- popup popskirmretreat
- event button 0, done
-
- @popskirmretreat
- @width=440
- @x=20
- @y=-100
- Notice that skirmishers retreat quickly, but in forcing the Union troops to form
- battle lines they slow the enemy down. When your other troops engage, you may
- want to form these skirmishers into Line formation.
-
- @do_vplost
- popup popvplost
- event button 0, done
-
- @popvplost
- @width=440
- @x=20
- @y=-100
- You have lost an Objective Site! Try to reform your men into a solid battle line
- to retake this ground.
-
- @do_artfiring
- selectunit a307
- pointernr c a307
- popup popartfiring
- event button 0, done
- event button 1, do_art1
-
- @do_artfiring2
- selectunit a307
- popup popartfiring
- event button 0, done
- event button 1, do_art1
-
- @popartfiring
- @button=ABOUT ARTILLERY
- @width=440
- @x=20
- @y=-100
- This battery is hitting the Union line with flanking fire. The fact that this
- battery is on higher ground than the enemy and hitting them from the flank
- means that the damage is particularly severe.
-
- @do_art1
- popup popart1
- event button 0, do_artfiring2
-
- @popart1
- @width=440
- @x=20
- @y=-100
- An artillery battery is a group of cannons. Artillery must be Limbered to move
- and Unlimbered to fire, and it takes a little while to change from one to the
- other. If enemy infantry draws near your artillery, make sure you have
- enough time to limber up and move away. As with all command bar buttons,
- you can right-click any of the artillery command buttons to find out what
- they do.
-
-
- @DO_EROUT1
- pointernr lastunit
- POPUP POP_EROUT
- event button 4, done
- event button 1, do_stress
- event button 2, do_morale
- event button 3, do_rally
-
- @DO_EROUT
- POPUP POP_EROUT
- event button 4, done
- event button 1, do_stress
- event button 2, do_morale
- event button 3, do_rally
-
- @POP_EROUT
- @button = STRESS
- @button = MORALE
- @button = RALLYING
- @button=OK
- @width=440
- @x=20
- @y=-100
- You have routed an enemy unit. With artillery fire coming
- from two directions, this Union brigade will have a
- difficult time advancing on your position.
-
- @do_stress
- popup popstress
- event button 0, do_erout
-
- @popstress
- @width = 440
- @x=20
- @y=-100
- Stress is caused by enemy fire, movement as skirmishers, and double quick movement.
- When enough stress is inflicted on an enemy unit, it will retreat or rout, fleeing
- the battle.
-
- @do_rally
- popup poprally
- event button 0, do_erout
-
- @poprally
- @width = 440
- @x=20
- @y=-100
- When a unit has retreated or routed it can be rallied by letting it remain away from
- the fighting. Troops will rally faster if there is a commander nearby. Rallying lowers
- the unit's stress so it can fight again.
-
- @do_morale
- popup popmorale
- event button 0, do_erout
-
- @popmorale
- @width=440
- @x=20
- @y=-100
- A regiment's ability to stand and fight is determined by its morale (for
- friendly units, the morale is shown in the morale bar at the bottom of
- the screen). Higher morale means the unit can withstand more stress.
- See the Info menu for more information on morale.
-
- @done
-
- @