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PC Gamer (Italian) 28
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getty13.scn
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1997-12-05
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15KB
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306 lines
*********************************************************************
* Title: SPRINGING THE TRAP: BALTIMORE PIKE *
*********************************************************************
* 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: Union last-ditch defense
Springing the Trap: the Baltimore Pike
La souriciΦre se referme : Baltimore Pike
Die Falle: Baltimore Pike
-10N,Spec
-Longstreet emerges from Culp's Woods to strike
-the Union line of retreat against a stubborn defense.
-Longstreet sort de Culp's Woods et frappe la ligne
-de retraite de l'Union mais s'oppose α une forte dΘfense.
-Longstreet kommt von Culp's Woods und greift die
-stark verteidigte Rⁿckzugslinie der Union an.
10.0,3,7,1863,
11.2,3,7,1863,xx,
Baltimore Pike
Baltimore Pike
Baltimore Pike
Baltimore Pike
Baltimore Pike
Baltimore Pike
**********************************************
* 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.
+uN 25,xxx,*Power's Hill
+uO125,xxx,*Smithy's Knob
*+uN125,xxx,61,56,Hoke's Bridge
*** Fixed Forces ***
u b000, 55,56, b,02,100, ee,10.0,0, d, 0,00,00,****Meade
*********************************************************************
* Randomizing Line Format:
* use size type vp dir adv Udesig Udelta Cdesig Cdelta
*********************************************************************
*
* Randomizing line can be omitted, in which exact units listed in file
* are always used.
*
* Units listed above randomizing line always appear in the scenario
* (even 'randomized' variants). Units below randomizing line appear
* only in 'historical' variants.
*
* Just to make things interesting, Victory sites listed -above- the
* line only appear in 'historical' variants, and victory sites -below-
* the line always appear. Note that this is kind of the opposite
* behavior as that for units.
*
* use = Designates when randomizing line is to be used
* ':' : Use 50% of the time, but not when 'historical' is selected.
* These lines should preceed '=' lines.
* '=' : Use this line, but not when 'historical' is selected.
* '!' : Use this line 50% of the time (these should preceed '?' lines).
* '?' : Always use this line.
*
* size = Size of scenario (0-3) at each increasing difficulty level.
* 0 is smallest size, 3 is largest size
*
* type = Bitmask for type of scenarios which can be generated
* 0x01 = Union Defensive
* 0x02 = Confederate Defensive
* 0x04 = Meeting Engagement #1
* 0x08 = Meeting Engagement #2
* 0x10 = Balance
*
* vp = VP site designation (from list in names.txt) which must
* appear in scenario (anchor site). If this VP site was
* already listed, that VP value is used, otherwise the
* randomizing algorithm assigns all VP values.
*
* dir = Hexidecimal bitmask of possible directions
* (relative to center of Union position) at which
* Confederates can appear.
* 0x01 = From the north
* 0x02 = From the northeast
* 0x04 = From the east
* 0x08 = From the southeast
* 0x10 = From the south
* 0x20 = From the southwest
* 0x40 = From the west
* 0x80 = From the northwest
*
* adv = Advantage to one side at each of 4 sizes of scenario (negative
* number is advantage to Confederates, positive is advantage to
* Union). Also useful in scenarios such as First Contact to
* take into account extra forces hardcoded for one side or the
* other: Union always gets Gamble's brigade, so Confederates need
* a bit of 'advantage' in randomizing to account for it.
*
* Udesig = Order of Battle (see OBU.TXT) designation for first Union
* unit likely to be selected
* Udelta = Amount of random skipping over of brigades likely to occur
* at each of 4 sizes of scenario.
*
* Cdesig = Order of Battle (see OBC.TXT) designation for first Confederate
* unit likely to be selected
* CDelta = Amount of random skipping over of brigades likely to occur
* at each of 4 sizes of scenario.
*********************************************************************
* Randomizing Line Format:
* use size type vp dir adv Udesig Udelta Cdesig Cdelta
*********************************************************************
= 1,1,2,2, 0x1,N, 0x03,1,1,1,1, 0x600, 2,2,1,0, 0x110, 2,1,1,0,
************************************************************************
* 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.
*