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- ~/H{ CIVILSET v1.4 - scenario editor}
- ~02
-
- 1.0 Introduction
- ================
- CIVILSET allows you to create, modify, and save battle scenarios.
- A scenario is a combination of battle map (with terrain features
- and battlefield objective) and armies. 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. Likewise, the catalog file (CIVILWAR.CAT) can be edited
- directly.
-
- With this update of CIVILWAR BATTLESET, the scenario files have
- been extended to 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 2.7 below).
-
- Two new data files are required by the editor (UNION.LDR and
- REBEL.LDR). These contain the names and ability ratings of 15
- prominent leaders for each side. They are required by the program
- or an error will result. These 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
- individual entries are in the format:
-
- "leader name",ability
-
- The leader name can be no more than 16 characters. The ability
- score must be in the range of 10-110.
-
- 2.0 Main Menu
- =============
- ╔═══════════════════════╗
- ║ Options ║
- ╠═══════════════════════╣
- ║Initial Scenario ║
- ║Load Saved Scenario ║
- ║Save Scenario ║
- ║MAP Edit ║
- ║ARMY Edit ║
- ║Battle Name & Time ║
- ║[ convert old format ] ║
- ║Quit ║
- ╚═══════════════════════╝
-
- 2.1 Initial Scenario
- --------------------
- This option zeros all army units and provides a blank game map
- (all 'clear' hexes). Use it to create entirely new scenarios.
-
- 2.2 Load Saved Scenario
- -----------------------
- This option provides you with a list (up to 15) of the xxx.CIV
- battle data files that are on the current directory, to allow you
- to select one to load. File selection is done via menu, as
- described in the CIVILWAR game documentation.
-
- 2.3 Save Battle File
- --------------------
- Before saving the file, you will be prompted to provide the
- battle name and time limit (Section 2.6) if you have not already
- done so. You will also be prompted for the file name (1-8
- characters identifying the file on the catalog). Be sure to use
- a unique name. You do not need to provide the .CIV extender. The
- file catalog is updated when the file is saved. Messages will
- advise you of the status as the file save and catalog update take
- place. If you try to have more than 15 files in a catalog, number
- 16 and beyond will not be accessible to the game.
-
- ╔═════════════════════════════════════════════════════════╗
- ║ NOTE: BE SURE THE DOS 'SORT' UTILITY IS AVAILABLE FOR ║
- ║ THE EDITOR TO ACCESS. OTHERWISE, THE CATALOG FILE WILL ║
- ║ BE DESTROYED AND YOU WILL NOT BE ABLE TO USE YOUR NEW ║
- ║ SCENARIO WITHOUT CREATING A NEW CATALOG FILE !! ║
- ╚═════════════════════════════════════════════════════════╝
-
- 2.4 MAP Edit
- ------------
- This option allows you to move the cursor across the battle map
- to place the terrain features. To select a feature, you type
- the letter (lower case) of the one desired. Then, move the
- cursor (arrow keys) to the desired position and press 'Enter'.
-
- If you press 'D' (for 'Duplicate') while a given feature is
- under the cursor, 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. Water (river/lake)
- hexes do not permit the 'Duplicate' mode.
-
- Key Terrain
- --------- --------------------------
- c clearing
- f fort
- h hills
- m mountain
- r road
- s swamp
- t trees
- v village
- w water
- <space> clear + surrounding spaces"
- d DUPLICATE MODE TOGGLE"
- o SET OBJECTIVE (only 1 allowed per scenario)"
- ESC to previous menu"
-
- Except for water, map features take up only one space on the
- screen. Water hexes actually occupy 3 spaces, one on each side of
- the actual hex chosen. These additional water spaces are
- automatically shown when you place water hexes. However, if you
- wish to remove a water hex, you must use the space bar to clear,
- since it removes 3 hexes. If you use the 'clear' terrain option
- will remove only the central 'water' hex. Notice that these
- additional water spaces have no effect on game play, but are only
- for visual effect.
-
- ╔═══════════════════════════════════════════════════════════╗
- ║ NOTE: The scenario will not work properly unless it has ║
- ║ exactly 1 objective. ║
- ╚═══════════════════════════════════════════════════════════╝
-
- You must use the 'Esc' key to escape from the map to the
- initial menu when you have finished editing your map.
-
- 2.5 Army Edit
- -------------
- When you use the initial menu to access the army edit option,
- previously placed army units (if any) will be displayed. You will
- then have the option to add new units, edit existing units, or
- remove existing units.
-
- The editor also allows 1 letter 'hot keys' for placement and
- editing of units. For instance, '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 ('/' key).
- Also, a status line is provided to show unit information by
- passing the cursor over a unit (do not have to bring up the
- menu).
-
- Hot Key Effect
- ------- ----------------------------
- U toggle to place Union armies
- R toggle to place Rebel armies
- I place INFANTRY unit at cursor
- N place NAPOLEON (smooth bore) artillery at cursor
- A place rifled ARTILLERY unit at cursor
- C place CAVALRY unit at cursor
- G place GENERAL unit at cursor
- H place HORSE artillery unit at cursor
- D DELAY unit at cursor
- E EDIT unit at cursor
- X X-OUT (delete) unit at cursor
-
- 2.5.1 Add New Unit
- ------------------
- The unit placed will be for the side currently selected. Move the
- cursor to the desired location for the unit and press 'Enter'. A
- menu will pop up indicating you are pacing a unit. To place the
- unit, select the unit type with the cursor, and press 'Enter'.
-
- 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.
-
- If you wish to place an army in the location shown, but for
- the side (Union or Confederate) other than one displayed,
- move the cursor to the portion of the menu showing the
- current side and press 'Enter' to toggle to the other side.
- You may then place the army type as before.
-
- 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.
-
- Occasionally the screen will need to be redrawn to replace
- units that have been erased during the edit process. A redraw
- feature is provided for that purpose.
-
- 2.5.2 Edit Existing Unit
- ------------------------
- 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 and Napoleons ║
- ║ 100 for horse artillery ║
- ║ 200 for general ║
- ╠═══════════════════════════════════════════════════════════════╣
- ║ morale (default is 80) ║
- ╠═══════════════════════════════════════════════════════════════╣
- ║ leadership (default is 80) ║
- ╠═══════════════════════════════════════════════════════════════╣
- ║ unit name (default is 0) ║
- ╠═══════════════════════════════════════════════════════════════╣
- ║ time delay if shown with an *, the unit is NOT on ║
- ║ before first field until time delay is elapsed. ║
- ║ action ║
- ╠═══════════════════════════════════════════════════════════════╣
- ║ entrenchment Message if unit is entrenched ║
- ╚═══════════════════════════════════════════════════════════════╝
-
- To change an attribute, select the desired characteristic from
- the menu. Strength, morale, and leadership are increased by
- pressing the + key (following instructions on screen); they are
- decreased by pressing the - key. Unit name may be changed by
- typing in a new name at the prompt. You cannot change the unit
- side - if unit placed is for wrong side, delete it and place a
- new unit for the correct side.
-
- 2.5.3 Delete (X-Out) Unit
- -------------------------
- Selecting the 'DELETE UNIT' option from the edit window will
- remove the unit. This is useful to reposition units or remove
- incorrect units.
-
-
- 2.5.4 Cancel Edit (Selected Unit)
- ----------------------------------
- You may cancel the edit of the unit selected by choosing the
- 'Cancel' option on the menu. (Alternatively, you may use 'Esc'
- to cancel).
-
- 2.5.5 Entrenching
- -----------------
- 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.
-
- 2.5.6 Delaying Units
- --------------------
- 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.
-
- For example:
- *Dly : 5 means that the unit under the cursor will not
- appear until after time 5. 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 after time 15. (Note that
- this unit may not always be visible. For instance,
- it may be an enemy beyond the visibility limit).
- If attacked before its delay has elapsed, it will
- automatically activate.
-
- 2.5.7 Return to Main Menu
- -------------------------
- Press 'Esc' to return from 'Edit Armies' to the editor
- main menu to save the scenario or modify the map.
-
-
- 2.6 Battle Name and Time Limit
- ------------------------------
- Choose a name for the battle to be displayed at the top of
- the map (simply a title line, and NOT necessarily the file
- name). Do not use commas. A suggestion is to use the battle
- name and date.
-
- You must also select a time limit (number of turns) for the
- scenario.
-
- 2.7 [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 2.3 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.
-
-