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PC Gamer (Italian) 28
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PC Gamer IT CD 28 1-2.iso
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Getty16.scn
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1997-12-05
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12KB
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242 lines
*********************************************************************
* Title: HIGH WATER MARK: PICKETT'S CHARGE! *
*********************************************************************
* 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: The Big Enchilada
High Water Mark: Pickett's Charge!
L'action du jour : La charge de Pickett !
Der H÷hepunkt: Picketts Angriff!
-16K,Hist
-Lee gambles everything on one final assault.
-Hancock 'the Superb' stands ready to receive him.
-Lee risque le tout sur un assaut final.
-Hancock 'le Superbe' s'apprΩte α le recevoir.
-Lee setzt alles auf einen letzten Angriff.
-Hancock 'der ▄berlegene' wartet auf ihn.
15.0,3,7,1863,
16.2,3,7,1863,cxxx,
Pickett's Charge!
Pickett's Charge!
Pickett's Charge!
Pickett's Charge w/ Stuart!
Charge de Pickett !
Charge de Pickett !
Charge de Pickett !
Charge de Pickett avec Stuart !
Picketts Angriff!
Picketts Angriff!
Picketts Angriff!
Picketts Angriff mit Stuart!
*This line just zooms in the initial view a little.
Tz
**********************************************
* 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.
+uY125,xxxx,*The Angle (25)
+uK 20,cccc,*Cemetary Ridge (20)
+uC520,cccc,*Leister House (20)
+cZ120,cccc,*McMillan's Woods (20)
* There is no "randomized" version of this scenario. You just
* have to bite the big enchilada and that's that. If you don't
* like the big enchilada, take Longstreets' option, dammit.
************************************************************************
* 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.
*