Civil War Battleset Scenario Editor Manual



Scenario Setup/Editor for CIVIL WAR BATTLE SET

Table of Contents

    • 1.1 Introduction
    • 2.1 Main Menu
    • 2.2 Initial (Blank) Scenario
    • 2.3 Load Scenario
    • 2.4 Save Scenario
  • 3 MAP EDIT
    • 3.1 MAP Edit
    • 3.2 ‘O’ Objective
    • 3.3 ‘L’ Alternate Objective
    • 3.4 Removing Alternative Objective
    • 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)
    • 5.1 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


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:

  • STDICON.EGA – Icon Files MUST be present
  • 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.


2.1 Main Menu

| Options |
| Initial Scenario |

– 2 –

| 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

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.

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

– 3 –

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:


– 4 –

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.

4 A R M Y E D I T
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 |

– 5 –

| 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

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) |

– 6 –

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:

– 7 –

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
| | | |
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

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

– 8 –

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

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

– 9 –

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.

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

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

a) Make a back up copy of your old scenario (just in
b) Load the old scenario using the ‘convert old format’
(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.

– 10 –

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

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

5.7 Quit
Allows you to exit the program. Be sure you have saved all your
work first.

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