CIVILSET v2.4 - EGA Scenario Setup/Editor
for CIVILWAR BATTLE SET

C O N T E N T S
1 I N T R O D U C T I O N
1.1 Introduction
2 M A I N M E N U
2.1 Main Menu
2.2 Initial (Blank) Scenario
2.3 Load Scenario
2.4 Save Scenario
3 M A P E D I T
3.1 MAP Edit
3.2 'O' Objective
3.3 'L' Alternate Objective
3.4 Removing Alternative Objective
4 A R M Y E D I T
4.1 ARMY Edit
4.2 Add New Unit (Using Hot Keys)
4.3 Add New Unit (Using Menu)
4.4 Edit Existing Unit (Hot Key)
4.5 Edit Existing Unit (Using Menu)
4.6 Delay Unit (Hot Key = D)
4.7 Entrench Unit (Hot Key = E)
4.8 Modify Unit Leadership (Hot Key = L)
4.9 Modify Unit Morale (Hot Key = M)
4.10 Move Unit to New Position (Hot Key = P)
4.11 Set Stack Flag (Hot Key = +)
4.12 Modify Unit Strength (Hot Key = S)
4.13 Zap Unit (Hot Key = Z)
4.14 UNZap Unit (Hot Key = !)
4.15 Change Unit Type (Hot Key = T)
5 M I S C E L L A N E O U S
5.1 Description
5.2 Briefing
5.3 [convert old format]
5.4 Directory
5.5 Random Scenario
5.6 CIVILWAR 2.3 Game
5.7 Quit
CIVILSET v2.4 - EGA Scenario Setup/Editor
===========================================================
1 I N T R O D U C T I O N
===========================================================
1.1 Introduction
===================
This CIVILSET editor allows you to create, modify, and save battle scenarios
for the EGA version of CIVILWAR BATTLE SET. 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.
The scenario files allow up to 40 units per side. The game program MUST
have all files in the new format (version 1.4 or later). If you have any
files developed in the old format, you MUST convert them to the new format
before using them. (See below for how to do this).
The editor requires the following files:
TERRAIN.EGA -¿
STDICON.EGA -Å Icon Files MUST be present
MISC.EGA -Ù
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 - more 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.
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2 M A I N M E N U
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2.1 Main Menu
================
+========================+
| Options |
+========================+
| Initial Scenario |
| Load Scenario Load |
| Save Scenario |
| MAP Edit |
| ARMY Edit |
| Description |
| Briefing |
| [ convert old format ] |
| Directory C:\CIVIL17 |
| Random Scenario |
| CIVILWAR 2.3 Game |
| Quit |
+========================+
2.2 Initial (Blank) Scenario
===============================
This option zeros all army units and provides a blank game map (all 'clear'
hexes). Use it to create entirely new scenarios.
2.3 Load Scenario
====================
This option provides you with a list 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.
2.4 Save Scenario
====================
Before saving the file, you will be prompted to provide the battle name
and time limit 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.
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3 M A P E D I T
===========================================================
3.1 MAP Edit
==============
This option allows you to move the cursor across the battle map to place
the terrain features. Move the cursor (arrow keys) to the desired position
then type the letter of the feature desired (upper or lower case).
B = Bridge
C = Clear
F = Fort
H = Hill
M = Mountain
O = Objective (must have one)
P = Plowed Field
R = Road
S = Swamp
T = Trees
V = Village
W = Water (armies cannot move on water)
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.
Placing a terrain feature over an army unit causes the army to temporarily
not 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.
If you wish to temporarily remove the armies to view the underlying terrain,
then press "Z". Pressing "Z" again will replace the
armies.
3.2 'O' Objective
===================
The scenario will not work properly unless it has an objective located
on the map. You may also specify an alternate objective (see below).
After placing the objective you have the option of having the game begin
with the objective under control of one of the sides instead of having
it automatically being uncontrolled. A menu will appear when you place
the objective, which allows you to specify who initially controls the
objective.
Selecting "None" or pressing "Esc" will cause the
objective to be uncontrolled. Choosing a side will cause the objective
to INITIALLY be controlled by that side, whether or not there is a unit
on the objective. It is presumed to have been seized prior to the scenario
beginning.
3.3 'L' Alternate Objective
=============================
It is now possible to establish a SINGLE alternate objective, which becomes
the battle objective after a specified number of turns into the game.
This is done using the CIVILSET editor (the "L" command in the
Map editor). The alternate objective does not appear on the map until
the specified number of turns has elapsed, when the original objective
will disappear and be replaced by a specified terrain feature.
In the .CIV data file, this will appear on line 26 as a series of characters
separated by slashes. For instance:
"10/25/17/["
The number before the first slash is the number of turns before the alternate
objective becomes the active objective (10 in the example above).
The next number is the x-coordinate of the alternate objective (25 in
the example).
The next number is the y-coordinate of the alternate objective (17 in
the example).
The character after the last slash is the terrain character ([ is the
'Bridge' terrain character in the example)
3.4 Removing Alternative Objective
====================================
An alternate objective can be removed only by using the 'L' command to
bring up the alternate objective menu, then selecting the Remove option.
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4 A R M Y E D I T
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4.1 ARMY Edit
===============
In the army editor You may add new units, edit existing units, or remove
existing units. At any time, you may REDRAW the screen by pressing F3.
You will see at the right of the screen two 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.
4.2 Add New Unit (Using Hot Keys)
===================================
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 rifled ARTILLERY unit at cursor |
| B gun BOAT unit at cursor (must be water hex)|
| C CAVALRY unit at cursor |
| E EMPLACED GUN at cursor |
| G GENERAL unit at cursor |
| H HORSE artillery unit at cursor |
| I INFANTRY unit at cursor |
| N NAPOLEON (smooth bore) artillery at cursor |
| R toggle to place Rebel armies |
| U toggle to place Union armies |
| F3 redraw the screen |
| F10 return to Main Menu |
+===================================================+
4.3 Add New Unit (Using Menu)
===============================
Alternatively, you may press' Enter' to pop up an menu that will allow
you to select the unit type to place at the cursor position.
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.
4.4 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 |
| + (in conjunction with moving to a new |
| position-- allows units to be stacked) |
| 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.
4.5 Edit Existing Unit (Using Menu)
=====================================
To edit a unit, move the cursor to the unit and press 'Enter'. You will
be given a menu with options 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 (default to menu choice) |
+================================================+
| time delay If shown with an *, |
| before the unit is NOT on field |
| first until time delay |
| action has elapsed. |
| (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 using the
numeric keypad:
increases
value by 10
|
+-----+--|--+-----+
sets value ----> 7 | 8 | 9 <----- increases
at MAXIMUM |Home | |PgUp | value by 100
| | | |
+-----+-----+-----+
decreases ----> 4 | 5 | 6 <----- increases
value by 1 | | | | value by 1
| | | |
+-----+-----+-----+
sets value ----> 1 | 2 | 3 <----- decreases
at MINIMUM |End | |PgDn | value by 100
| | | |
+-----+--|--+-----+
|
decreases
value by 10
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.
4.6 Delay Unit (Hot Key = D)
==============================
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.
4.7 Entrench Unit (Hot Key = E)
=================================
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.
4.8 Modify Unit Leadership (Hot Key = L)
==========================================
Use up/down arrow keys to change leadership in range of 10-110. Higher
numbers reflect better leadership.
4.9 Modify Unit Morale (Hot Key = M)
======================================
Use up/down arrow keys to change morale in range of 10-110. Higher numbers
reflect better morale.
4.10 Move Unit to New Position (Hot Key = P)
=============================================
Existing units can 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.
4.11 Set Stack Flag (Hot Key = +)
==================================
Normally in placing or repositioning units, you cannot stack them. However,
there is a way to stack units while repositioning them (using the "P"
command). Press the "+" key while the unit is being repositioned
to set the Stack Flag ON. Then move the unit to the position desired (even
if on top of another unit) and press Enter. Only one unit will be displayed,
although more than one unit can occupy the same location. This is intended
only for delayed units where multiple units will come onto the screen
at different times from the same location. If used otherwise, it could
possibly lead to strange results during game play.
4.12 Modify Unit Strength (Hot Key = S)
========================================
Use up/down arrow keys to change the unit' strength. Maximum strength
for artillery units is 1000; for other units it is 3000.
4.13 Zap Unit (Hot Key = Z)
============================
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.
4.14 UNZap Unit (Hot Key = !)
==============================
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.
4.15 Change Unit Type (Hot Key = T)
====================================
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.
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5 M I S C E L L A N E O U S
===========================================================
5.1 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.
5.2 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 peculiarities you might want to call
to attention. When you have finished, pressing the 'Esc' key will return
you to the main menu.
5.3 [convert old format]
==========================
Use this option to read OLD FORMAT files created with early versions of
CIVILWAR BATTLE SET (prior to version 1.4). Then SAVE file as described
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 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.
5.4 Directory
===============
With this option you may change the directory or drive 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.
5.5 Random Scenario
=====================
This option allows you to quickly generate random scenarios. In doing
this, you will be asked 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.
5.6 CIVILWAR 2.3 Game
=======================
Switches to the CIVILWAR BATTLE SET game without exiting to DOS.
5.7 Quit
==========
Allows you to exit the program. Be sure you have saved all your work first.
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