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PC Gamer (Italian) 28
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PC Gamer IT CD 28 1-2.iso
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getty24.scn
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1997-12-05
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*********************************************************************
* MULTIPLAYER SCENARIO (more manageable with 2+ players per side)
*********************************************************************
* Title: STONEWALL JACKSON *
*********************************************************************
* BACKGROUND: We can only speculate on what might have occurred had
* General T.J. "Stonewall" Jackson lived to command Lee's II Corps at
* Gettysburg. It is likely the campaign would have unfolded differently
* and the decisive engagement fought elsewhere. But if we assume, for
* the sake of argument, that Lee's campaign resulted in approximately
* the same overall position at the end of June, then this scenario
* represents our speculation as to what might have transpired on July 1.
*
* Design Notes:
* 1. AP Hill's "Light Division" of six brigades forms part of
* Jackson's II Corps in this history (the game will list these
* units as "III Corps", but they will respond to Jackson's presence).
* 2. Besides the (not insignificant) value of his personal presence
* on the battlefield, Jackson's operational genius is realized here
* in the more organized march and early arrival of Trimble's
* ("Johnson's") division and the more efficient use of Jenkins'
* cavalry. Also, Lee's greater trust in Jackson removes early
* "in reserve" restrictions from the Confederates.
* 3. We assume here that Trimble's ("Johnson's") division, instead of
* jamming up the Chambersburg/Cashtown Pike, arrives from the north,
* slightly displacing Rodes' division.
* 4. In the interests of balance, we've also explored some of the
* Union "what if's", particularly the timely arrival of Slocum's
* XII Corps, which historically could easily have reached the
* battlefield by early afternoon but which inexplicably halted
* for several hours with musket fire easily audible in the
* distance. Here we assume that Slocum "marches to the sound
* of the guns."
*
* Franτais
*
* CONTEXTE: On ne peut que spΘculer sur ce qui se serait passΘ si le
* GΘnΘral T.J. "Stonewall" Jackson avait ΘtΘ lα pour commander le IIe Corps
* d'armΘe de Lee α Gettysburg. Il est probable que la campagne se serait dΘroulΘe
* de maniΦre diffΘrente et que le combat dΘcisif aurait ΘtΘ menΘ ailleurs.
* Mais si on suppose, α titre d'exemple, que la campagne de Lee avait abouti
* α peu prΦs au mΩme point fin juin, alors ce scΘnario reprΘsente nos
* spΘculations quant α ce qui aurait pu se passer le 1er juillet.
*
* Notes du crΘateur :
* 1. La "Division lΘgΦre" de AP Hill composΘe de six brigades forme une partie
* du IIe Corps d'armΘe de Jackson dans cette histoire (le jeu fera rΘfΘrence α ces
* unitΘs sous l'appellation "IIIe Corps d'armΘe", mais elles seront sensibles α la prΘsence de Jackson).
* 2. En plus de la valeur (non nΘgligeable) de sa prΘsence
* sur le champ de bataille, le gΘnie opΘrationnel de Jackson est reflΘtΘ ici
* par une marche plus organisΘe et par une arrivΘe plus rapide de la Division de Trimble
* ("Johnson") et par une utilisation plus efficace de la cavalerie de Jenkins.
* De plus, la confiance plus grande de Lee en Jackson permet d'Θliminer
* plus t⌠t les restrictions imposΘes aux "rΘserves" ConfΘdΘrΘes.
* 3. On suppose que la Division de Trimble ("Johnson"), au lieu de
* d'Ωtre ralentie dans Chambersburg/Cashtown Pike, arrive par le nord,
* lΘgΦrement en retrait de la Division de Rodes.
* 4. Dans l'intΘrΩt de l'Θquilibre des forces, nous avons aussi explorΘ certains des
* scΘnarios "Et si..." de l'Union, en particulier l'arrivΘe opportune du
* XIIe Corps d'armΘe de Slocum, qui historiquement aurait pu facilement atteindre
* le champ de bataille au dΘbut de l'aprΦs-midi mais qui, sans raison apparente,
* s'est arrΩtΘ pendant quelques heures alors que des tirs de mousquets Θtaient facilement
* audibles α distance. Ici on suppose que Slocum "marche au son du canon".
*
*
*
* Deutsch
*
* HINTERGRUND: Wir k÷nnen nur darⁿber spekulieren, was geschehen wΣre,
* hΣtte General T.J. "Stonewall" Jackson ⁿberlebt und Lees II Corps bei
* Gettysburg kommandiert. Die Kampagne wΣre wohl anders verlaufen,
* und die Schlacht hΣtte anderswo stattgefunden. Aber nehmen wir einmal
* an, da▀ Lees Feldzug Ende Juni ungefΣhr die gleichen Positionen
* erreicht hΣtte. In diesem Sinne stellt unser Szenario eine
* Hypothese darⁿber dar, was am 1. Juli passiert wΣre.
*
* Design-Hinweise:
* 1. A.P. Hills "Leichte Division" mit sechs Brigaden bildet in
* dieser Alternativgeschichte einen Teil von Jacksons II Corps
* (das Spiel listet diese Einheiten als "III Corps", aber sie
* unterstehen Jacksons Befehl).
* 2. Au▀er dem betrΣchtlichen Wert, den Jacksons Anwesenheit auf dem
* Schlachtfeld erzeugt, wird sein Organisationstalent dadurch
* sichtbar, da▀ der Marsch von Trimbles ("Johnsons") Division
* besser geregelt ist und sie daher frⁿher ankommt, und da▀
* Jenkins' Kavallerie effektiver eingesetzt wird. Au▀erdem
* fⁿhrt Lees gr÷▀eres Vertrauen zu Jackson dazu, da▀ die
* konf÷derierten Reserven frⁿher freigegeben werden.
* 3. Wir gehen davon aus, da▀ Trimbles ("Johnsons") Division, statt auf
* dem Chambersburg/Cashtown Pike steckenzubleiben, von Norden her
* ankommt und Rodes' Division dadurch leicht verschoben wird.
* 4. Aus Grⁿnden des Gleichgewichts haben wir auch einige Alternativen
* der Seite der Union erwΣgt. Dazu geh÷rt vor allem das rechtzeitige
* Eintreffen von Slocums XII Corps, welches das Schlachtfeld leicht
* am Frⁿhnachmittag hΣtte erreichen k÷nnen, aber unerklΣrlicherweise
* stundenlang Rast machte, obwohl aus der Ferne Musketenfeuer zu h÷ren
* war. Hier nehmen wir an, da▀ Slocum "zum Klang der Musketen marschiert".
*
*********************************************************************
* 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: Mother of all meeting engagements
Stonewall Jackson: Alternate Gettysburg!
Stonewall Jackson : Un autre Gettysburg!
S. Jackson: Hypothetisches Gettysburg!
-27X,Multi
-The First Day as it might have been...
-Stonewall Jackson takes the field!
-Le premier jour hypothΘtique...
-Stonewall Jackson rentre en action !
-Ein hypothetischer erster Tag...
-Stonewall Jackson kΣmpft mit!
07.3,1,7,1863,
18.0,1,7,1863,xxxx,
Doubleday energetic; Slocum dallies
Doubleday early; Slocum late
Doubleday dallies; Slocum supports
Doubleday tardy; Slocum rushes
Doubleday Θnergique ; Slocum s'attarde
Doubleday en avance ; Slocum en retard
Doubleday s'attarde ; Slocum en appui
Doubleday en retard ; Slocum se prΘcipite
Doubleday energisch; Slocum z÷gert
Doubleday frⁿh; Slocum verspΣtet
Doubleday z÷gert; Slocum unterstⁿtzt
Doubleday verspΣtet; Slocum eilt
**********************************************
* 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.
+uB2 3,xxxx,*Herr Tavern (3)
+uG 5,xxxx,*McPherson Hill (5)
+uI2 5,xxxx,*Lutheran Seminary (5)
+uI 5,xxxx,*Seminary Ridge (5)
+uG2 5,xxxx,*County Alms House (5)
+uZ1 5,xxxx,*McMillan's Woods (5)
+uJ 5,xxxx,*Benner's Hill (5)
+uM 12,xxxx,*Culp's Hill (12)
+uL 12,xxxx,*Cemetary Hill (12)
+uK 12,xxxx,*Cemetary Ridge (12)
************************************************************************
* 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.
*