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-
- WAR! : Battlefield America v1.00
- Copyright (c) 1994 by Minds Edge Productions, Inc.
- COMPILE.DOC - Scenario Compiler Documentation
-
-
-
- -/- Introduction
-
-
- WAR! is different from many other strategy games in that ANYONE can
- create exciting new scenarios and maps with relative ease. Included
- in this package is a bonus scenario : The Modern World (WORLD.TXT).
- To see how quickly the scenario compiler works, run COMPILE.EXE and
- and type in WORLD.TXT when prompted for the ASCII input file.
-
- Also included is WAR-ISLE.ZIP, another example bonus scenario.
-
-
- -/- Step #1 : Territories and Regions
-
-
- Each scenario has 36 Territories, which are then grouped into 7 different
- Regions. Each Region can be a different size than the others. The first
- step involves writing down the names of 36 different Territories in order
- by Region. Ie, in The Modern World scenario, the Territories of N. America
- are listed together, followed by the Territories of another Region.
-
- Number each Territory 1 through 36 in the order you had written them down.
- This will help simplify things later, and provides a reference when debugging
- your scenario. As well, number your regions 1 through 7.
-
- Create an ASCII text file (the name is up to you). The first line should be
- the name of your scenario (ie, "The Modern World", quotes not necessary).
- Lines 2 through 37 have to be the names of your territories in the order
- in which you wrote and numbered them above. ie:
-
- Alaska
- Yukon
- Greenland
- British Columbia
- Ontario
- etc ...
-
- Do not leave any blank lines.
-
-
- -/- Step Two : The ANSI Maps
-
-
- Next step involves creating the ANSI maps. You will need to find
- yourself an ANSI editor. You should be able to find one on a local BBS.
- Upon loading the ANSI editor, you must draw ONLY in the part of the
- screen from text coordinates (17,1) to (80,20). Drawing outside this
- region will result in a very messed up display upon loading up WAR!.
-
- The first ANSI map to be drawn should be the one encompasing all 7
- Regions. A preset colouring scheme MUST be used when drawing individual
- Regions. Refer back to the order in which you grouped the Territories
- in your ASCII text file. The first Region mentioned should be coloured
- in blue (colour #1), the second in green (colour #2), the third in
- colour #3, the fourth in colour #4, etc ...
-
- The next 7 ANSI maps should be 'zoom' maps of each individual Region.
- It should include all the Territories of that specific Region, plus
- bordering Territories of other Regions.
-
- When saving each map, you may be prompted with the method in which to
- prepare the map. Select [H]ome Cursor instead of the default [C]lear
- Screen if the option is available.
-
-
- -/- Step Three : The Region Specifications
-
-
- Returning back to your ASCII text file, the next few lines should read :
-
- BEGIN <Insert name of your Region here>
- <ANSI Map Name (without the .ANS extention)>
- <Number of Territories in Region>
- <DeployPt Bonus>
- <Territory #> <X Coord> <Y Coord>
- <Territory #> <X Coord> <Y Coord>
- <Territory #> <X Coord> <Y Coord>
- etc..
-
- Refer to WORLD.TXT for an example. IMPORTANT : The 1st Region you will
- specify will actually be your 'world'. ie, "The World" instead of "N.
- America". The DeployPt bonus is the number of DeployPts a player will
- receive if he/she owns all the territories in that specific Region. Check
- WORLD.TXT for examples on suitable bonuses. The next few lines will be
- the territory number followed by a X and Y coordinate. This coordinate refers
- to the place in which WAR! will write the information concerning the ownership
- and number of troops on the Territory. ie :
-
- BEGIN S. America
- W-MAP3
- 3
- 2
- 9 31 5
- 10 45 9
- 11 34 10
- 8 30 1
- 16 75 6
-
- will initialize "S. America" as the Region name, "W-MAP3.ANS" as the map to
- be displayed when the user selects it, 3 as the number of Territories in
- that Region, and 2 as the number of bonus DeployPts to be awarded if a player
- owns all the Territories in S. America. The next 5 lines tells WAR! where to
- display the ownership/troop information of the specified Territory. In this
- case, refer back to your original numbered list of 36 Territories. In
- WORLD.TXT, this tells WAR! :
-
- Colombia's (#9) information should be displayed on coordinates (31,5).
- Brazil's (#10) information should be displayed on coordinates (45,9).
- Argentina's (#11) information should be displayed on coordinates (34,10).
- Mexico's (#8) information should be displayed on coordinates (30,1).
- Algeria's (#16) information should be displayed on coordinates (75,6).
-
- As stated above, for your first defined BEGIN statement, define your entire
- 'world', and all 36 territories and information to be displayed corresponding
- to your 1st 'world' map. For the next 7 BEGIN statements, define your Regions
- #1 through #7.
-
- Only when you have finished defining your LAST BEGIN statement, type in END
- on a blank line.
-
-
- -/- Step Four : The Adjacency Matrix
-
-
- The rest of the file will contain information as to who you can/cannot attack.
- For example, you cannot attack Alaska from Mexico because they are not
- adjacent. This section will tell WAR! which Territories can be attacked from
- other Territories. This is in the form of :
-
- <Region #1> <Region #2>
-
- Which means Region #1 can attack Region #2 and vice versa. Once you specify
- a possible attack one way, there is no need to specify the reverse :
-
- <Region #2> <Region #1>.
-
- The example from WORLD.TXT :
-
- 1 2
- 1 29
- 1 4
- 2 3
- 2 4
- 2 5
-
- Will stipulate the following :
-
- Alaska (#1) can attack Yukon (#2) and vice versa.
- Alaska (#1) can attack Siberia (#29) and vice versa.
- Alaska (#1) can attack British Columbia (#4) and vice versa.
- Yukon (#2) can attack Greenland (#3) and vice versa.
- Yukon (#2) can attack British Columbia (#4) and vice versa.
- Yukon (#2) can attack Ontario (#5) and vice versa.
-
- Notice that there was no definition for "2 1" : Yukon attacking Alaska, as it
- was already defined as "1 2" : Alaska attacking Yukon.
-
-
- -/- Step Five : Compiling
-
-
- At this point, save your ASCII text file and make a backup copy of it. As
- well, back up a copy of SCENARIO.DAT in case there is an error in your ASCII
- text file.
-
- *** [IMPORTANT!] *** : Read that last sentence over again! MAKE SURE YOU
- CREATE ANOTHER COPY OF SCENARIO.DAT.
-
- If a scenario already exists in SCENARIO.DAT, the new data supplied will
- replace the old data automatically.
-
- Run COMPILE.EXE and specify the name of your ASCII text file. If it
- compiles correctly, the compiler will tell you so. If it exits with an
- errorlevel, there is an error on the line below the information shown :
-
- Compiling scenario : [The Modern World] ... 8 3 2
- ^^^^^
- Locate the line containing 8 3 2 and check if the line below that has any
- errors. You may have missed a BEGIN statement, or forgotten to END all
- your Region declarations (note that while there are 8 BEGIN statements, there
- should only be 1 END statement).
-
- Once it has been compiled, you should check your scenario for any typos. Quite
- often what will happen is that you will have told WAR! to place information
- concerning a specific Territory on an (X,Y) coordinate that is off-centre or
- does not exist. Load up WAR! and check the scenario as well for adjacency
- problems (ie, not being able to attack a Territory from one that is clearly
- adjacent to it). If there are problems (and we can just about guarantee you
- that no one is perfect), delete SCENARIO.DAT, rename your backup SCENARIO.DAT
- to SCENARIO.DAT, fix the error(s) in your ASCII text file (WORLD.TXT) and
- COMPILE it again.
-
-
- -/- Help and Support
-
-
- Creating a scenario takes time and patience. Quite often, after you have
- finished 3-4 hours of work on the Maps and layouts, you will run into a
- problem during or after compiling. If you are still unable to fix the problem,
- feel free to netmail or e-mail the author with your maps & ASCII text file
- and we'll do our best to fix it. We encourage the distribution of new
- scenarios (remember to include your ANSI maps as well as the ASCII text file!)
- and if you have a great scenario to show us, we'll do our best to put it
- in the next release of WAR!.
-
-