BATTLEGROUND: GETTYSBURG readme 

VERSION 1.32  5/97

Fixed "bases-off" highlighting bug.

Fixed AI reporting bug when artillery limbered.

Fixed crash caused by accessing the toolbox while the Leader Dialog is 
active.

Fixed melee bug that resulted in double losses when the defending unit(s) 
could not retreat.

Changed leader losses in an automatic-victory melee from "Killed" to 
"Captured".

Made minor adjustments to unit strengths in several scenarios in the 
Gettysburg and Little Round Top modules.



VERSION 1.31  4/97

Fixed melee bug that could sometimes eliminate defending units.

Fixed bug that resulted in higher leader losses when firing on a leader 
alone in a hex.

Fixed the Windows 95 white hex outline problem.

Fixed the Help button in the Leader Casualty Dialog.

Set the strengths of the regiments in Garfield's Brigade at "500" each.

Improved A/I multi-hex melee capability.

Uncrewed artillery units are now labeled as "Uncrewed" in the Unit List.

Arriving artillery batteries now add to the ammo pool of their side by a 
fixed amount determined by the parameter data for that module.

A unit at maximum ("9") fatigue that suffers another gain in fatigue does
not rout immediately, but must take a morale check the next time morale is
checked.

A unit at maximum ("9") fatigue has a -4 morale modifier and a +4 modifier
when firing (other high fatigue units have -2 and +2).

When a unit is eliminated by fire, one other unit (chosen at random) in that 
same hex undergoes a rout check and has its fatigue increased by one. 

If every unit attacking in a melee is eliminated, none of the units defending 
in that melee become disrupted.

If every unit defending in a melee is a leader or supply wagon, none of the 
units attacking in that melee become disrupted.

If a defending unit in a melee is forced to retreat, and is attacked again 
that phase in a subsequent melee, it defends at half strength.

Rally is now possible at night. For rally purposes, the morale of a unit at
night is half the normal morale of the unit, fractions rounded up.

A unit moving in line formation at night automatically becomes disrupted.

Except at night, the rally bonus of leaders at the Corps level or above
extends into adjacent hexes.

Added yellow highlighting of Command values of leaders who have failed their
command check.

The "D" Disruption icon now appears in the Target and Selection Dialogs to 
indicate such units.

Clicking on an entry in the Release Dialog causes that organization to 
become highlighted on the map. Double-clicking or selecting OK causes the 
Release Dialog to be closed and the organization to remain highlighted. 
Selecting Cancel causes the organization to become unhighlighted.

Double-clicking on a unit in the Search Results list of the Find Dialog
closes the dialog and causes the map to scroll to that unit.

Double-clicking on an entry in the Scheduled Dialog displays a dialog 
showing the individual units in the reinforcement.

Right-clicking on a unit in the Unit List displays that unit's normal 
full-strength value in the game, if it is currently below full strength.

The jump map now shows units that are Unknown.

No leader, supply wagon or routed unit can change the control of an 
objective hex.

A scenario will now end if all units from one side have been eliminated 
and the other side controls all objectives.

Added more optional rules (accessible via the "Rules..." button in the A/I 
Selection Dialog):
	QUALITY MELEE MODIFIERS: This causes additional modifiers to be 
applied to melees. If the minimum quality of all units attacking in a melee 
is A or B, "1" is added to the melee differential; if their minimum quality 
is E or F, "1" is subtracted from the melee differential. If the minimum 
quality of all units defending in a melee is A or B, "1" is subtracted from 
the melee differential; if their minimum quality is E or F, "1" is added to 
the melee differential.
	ISOLATION RULES: Isolation is now optional, but is "on" by default.
When a unit is Isolated, a red rectangle appears behind its Strength value 
in the Unit List. An Isolated artillery unit can run low on or out of 
ammunition in the same manner and with the same effects as infantry. (The 
artillery unit becomes resupplied when no longer Isolated, provided its 
side's ammo pool is greater than zero.) An Isolated leader receives no 
benefits from his superiors during command checks. Isolated cavalry can be 
melee-attacked by infantry even if mounted. The strength of an Isolated
unit in melee is normal when attacking and quartered when defending. 
	EXTREME FOG-OF-WAR: This hides each unit's name, quality, exact 
strength (including weapon type and range), organizational info and current 
movement allowance, plus each leader's command and leadership ratings, from 
the opponent. [Exception: the strength of unlimbered artillery is not 
hidden.] The unit's name and organizational info re-appear whenever it is 
within an enemy unit's Zone of Control. Note that Extreme Fog-Of-War effects 
can apply only when normal FOW is also in effect for a side.
	PARTIAL RETREATS: This allows a unit forced to retreat from a melee 
into an overstacking situation to lose a portion of its strength in order 
to allow it to retreat into the hex instead of being completely eliminated 
due to overstacking.

Added a "Highlight" menu item in the Display Menu. This opens a submenu 
that allows the player to highlight units of the selected type. The items 
in the submenu are as follows:
* FIXED UNITS
* SPOTTED UNITS
* LOW ON OR OUT OF AMMO, OR UNCREWED
* FIRED/FOUGHT UNITS
* MOVED UNITS
* DISRUPTED UNITS
* DETACHED UNITS
* HIGH-FATIGUE UNITS (all units on the map that currently have a Fatigue 
  level of "7" or more)
* ISOLATED UNITS
* NON-FULL-STRENGTH UNITS (all units on the map that are currently at less 
  than their normal full strength in the game)
* SUPPLY WAGONS
* ORGANIZATION

Added the following new menu items in The Options Menu:
	GRAPHICS BUFFERING: This menu item causes a double-buffering 
graphics technique to be used when drawing the 3D graphics. This greatly 
reduces the amount of screen flicker caused by screen updates, but will 
reduce the speed of the graphics. Players should use this option as they 
prefer.
	INITIAL VIEW: This menu item is used to define the initial view of 
the map shown when the main program is started. This may be set to any of 
the standard 2D or 3D map views, or may be set so that it is always the 
view that existed when the program was last closed.
	OPTIONAL RULES: This menu item is used to display the Optional 
Rules so that those (if any) in effect for the current scenario can be 
viewed.

Added new Accelerator keys:
	Ctrl-X - moves the Hot Spot to the Next Stack
	F5 - slows down A/I Action Dialog processing
	F6 - returns A/I Action Dialog processing to normal speed
	F7 - speeds up A/I Action Dialog processing


TCP/IP INTERNET PLAY 

Internet play is now supported. Prior to beginning TCP/IP Internet play, 
both players should ensure that they have a valid TCP/IP connection 
established on their computers. Typically this is a service of your Internet 
Service Provider.
1. Select "Modem Host" or "Modem Caller" from the Menu screen.
2. Select "Internet Connection".
3. The Modem Host should select a new scenario or resume a previously saved 
   game. The Modem Caller should select the corresponding module for the 
   chosen scenario or battle.
4. A dialog on the Modem Host system will appear, containing the Internet 
   address for the Modem Host. Note: Typically this address is changed by 
   your Internet Service Provider each time an Internet Connection is 
   established.
5. The Modem Host should then provide the Caller with this address. This 
   can be done by calling the Caller on a separate line, by sending the 
   address through E-Mail, or by using an Internet "chat" program. The 
   Modem Caller will then type this address into his Internet connection 
   dialog. He can also specify an encryption key at this time. He should 
   then choose Connect on the Connection dialog.
6. At this point, both players will have a Communication Dialog, and play 
   will start or continue similar to standard Dial Up Modem Play (see 
   section 7.1 in the Players Guide).

Added an "Internet Connection" menu item to the Special Menu. Normally you 
will initiate Internet play after choosing either "Modem Host" or "Modem 
Caller" from the main Menu Screen. However, if you wish to initiate it from 
within the main program, you should select the "Internet Connection" menu 
item prior to selecting "Modem Host" or "Modem Caller" in the Special Menu.



VERSION 1.3  2/97

Improved the AI movement of supply wagons.

Added a Leader Casualty Dialog (accessible via the Status Menu) to display 
a running list of both sides' leader losses. A "K" indicates the leader was 
killed, a "W" indicates he was wounded, and a "C" indicates he was captured. 
Clicking on a leader's name in the dialog causes the map to scroll to the 
location where he became a casualty.

Increased the effectiveness of infantry ranged fire vs. artillery crews.

The Enfilade modifier now applies when firing on limbered artillery.

A unit's movement allowance does not drop to zero when it moves next to a 
"?" (Unknown-Unit) marker *if* that marker represents only an enemy leader 
or any other unit that does not exert a Zone of Control into the hex. If 
the "?" does represent an enemy leader, the moving unit can even enter its 
hex and capture it.

Added a "Rules..." button in the A/I Selection Dialog. Selecting this button 
allows the player to use one or more of the following optional rules:
	OPTIONAL FIRE-RESULTS TABLE: This causes the optional fire results 
table to be used for all fire results in the scenario. See the section on 
Optional Parameter Data in the Scenario Notes help file for more 
information.
	OPTIONAL MELEE-RESULTS TABLE: This causes the optional melee results 
table to be used for all melee results in the scenario. See the section on 
Optional Parameter Data in the Scenario Notes help file for more 
information.
	QUALITY-BASED FIRE MODIFIERS: Each ranged-fire attack by a 
non-artillery unit whose Quality is "A" or "B" receives a +1 modifier. If 
its Quality is "E" or "F", it receives a -1 instead. (Note that this rule, 
which was introduced as standard in v1.22, is now optional.)
	HIGHER FATIGUE-RECOVERY RATES: This applies a higher fatigue 
recovery rate. Given the default fatigue recovery rate R, this rule will 
apply a fatigue recovery rate of three times R for units having a medium 
(4-6) level of fatigue, and a recovery rate of five times R for units with 
a low (1-3) level of fatigue. The default recovery rate still applies to 
units suffering from high (7-9) fatigue.
	VICTORY POINTS FOR LEADER CASUALTIES: This causes points to be 
awarded for the loss of leaders. The number of points awarded for a leader 
casualty is nominally (C + L) x F, where C is the default command value of 
the leader (A=6, B=5, etc.), L is the leadership rating of the leader (A=6, 
B=5, etc.) and F is "1" for brigade leaders, "2" for division leaders, "3" 
for corps leaders and "4" for army leaders. This value is then halved if 
the leader was only wounded, or doubled if he was captured. Leader casualty 
points are displayed in the Victory Dialog.
	ROUT LIMITING: This applies a morale modifier when determining the 
spread of unit routing in order to reduce the frequency of multiple-hex 
routing.



VERSION 1.24  1/97

Fixed PBEM replay bug that caused crashes and hangs due to inadvertant 
word-wrap in .bte file.

Fixed melee bug related to automatic victory vs. routed units.

Fixed map data for path on south edge of \gb map.

Adjusted ranges for Parrott and Napoleon cannons.



VERSION 1.23  12/96

A unit's Fixed status is not revealed to the opponent when Fog of War is in 
effect for its side.

Fixed corruption of battle file caused by choosing Cancel in Two-Player 
Hot-Seat Replay option.



VERSION 1.22  9/96

The Scheduled and Release Dialogs now show the per-turn probability of 
entry/release for each unit listed.

Each ranged-fire attack by a non-artillery unit whose Quality is "A" or 
"B" receives a +1 modifier. If its Quality is "E" or "F", it receives a -1 
instead.

The ranged-fire modifier for attacking a unit at a higher elevation is now 
limited to a maximum of -2.

A unit taking a loss from a ranged-fire attack now suffers only a one-level 
increase in fatigue.

The strength of each routed unit in melee is quartered (not halved).

A +2 melee modifier now applies if no attacking unit advanced into that hex 
from within the Field of Fire of any unit defending in that melee.

VACANT HEX: When a hex becomes devoid of defending units as the result of an 
Offensive Fire Phase attack, it becomes a Vacant Hex. (A red triangle icon 
appears in the hex to mark it as such.) A Vacant Hex may be advanced into 
during the next Melee Phase, and the advancing unit(s) will automatically 
occupy the hex.

ISOLATION: A unit that begins its turn surrounded by enemy units, enemy 
Zones of Control and/or impassable hexes/hexsides is considered Isolated. 
Such a unit is indicated by having its S# in the Unit List printed on a red 
background. It will also be mentioned as Isolated in the next friendly 
Command Report. An Isolated unit may conduct ranged fire and initiate a 
melee in the normal manner, but an Isolated unit attacked in the Melee Phase 
is automatically eliminated.

Breastworks now appear even when "Units Off" is in effect.

Fixed units are no longer released when attacked by their own forces.

Units can no longer attempt to melee into Water or Blocked hexes.

Revised the Ranged-Fire and Melee tables.

Revised the ranges of Napoleon and Parrott cannons.

Added new 3D unit icons with Zouave, etc., uniforms.

Added two new scenarios: july1_3a.scn and lrt_a.scn.



VERSION 1.21  7/96

Fixed crash caused by second-in-command casualties.

Fixed artillery overstacking bug.

Fixed PBEM file corruption.

Changed Dawn to 5am, Day to 6am, Dusk to 7pm and Night to 8pm.

Put Hall's Battery back in "First Contact" scenario. (Was inadvertantly 
omitted in v1.2 scenario.)



VERSION 1.2  7/96

SPECIAL OPTIONS: Clicking on this new menu-screen button lets you start 
(or resume) a game using either Play by E-Mail (PBEM) or Hotseat with 
Fog of War.

HOTSEAT WITH FOG OF WAR: This "Special Options" choice allows two players 
to play a scenario using the same computer, with Fog of War in effect. When 
one player has finished making his moves and/or attacks, the program draws 
a blank map for the start of the next phase and informs him that it is now 
his opponent's turn to move or attack.

Unit losses are now rated in strength-point increments of 25 (instead of 
100) men.

Certain unit setups, and the time and place of some reinforcements, have 
been altered in order to make the scenarios more historically accurate.

The time-of-entry of reinforcements can now vary; i.e., they do not 
necessarily arrive on their scheduled turn.

Certain changes and corrections have been made to the terrain on several 
of the maps.

Dawn and Dusk turns have been added. 4 AM and 5 AM turns are Dawn; 6 PM 
and 7 PM turns are Dusk. The visibility during Dawn and Dusk turns is 
four hexes.

All references to wooden fences have been removed from the parameter data.

Improvements were made to the A/I, especially regarding leaders and 
routing.



VERSION 1.1  6/96

PLAY BY E-MAIL: The menu screen now offers a "play by e-mail" (PBEM) option. 
To start a PBEM game, Select the button for this option, and Select whether 
or not you are starting a new scenario. Next you choose the scenario. When 
the map appears, choose the local side (i.e., the side you will play) and 
whether or not Fog of War will be used. You can also set the Advantage (see 
below) at this point. Then Select "OK", and proceed with play. When the 
Defensive Fire Phase begins, you will get a message that local control is 
over. You will be prompted to save the game (note that it must retain a 
".bte" extension) and e-mail the saved-game file to your opponent.
	To resume the game on his end, the opponent downloads the file into 
the subdirectory that contains the map used by that scenario. He then 
double-clicks on the BATTLEGROUND: GETTYSBURG program icon, Selects the 
PBEM option, and answers "No" to the question of whether he is starting a 
new PBEM game. He then Selects the appropriate Map Set and saved-game file, 
and Selects "OK". At this point an automatic "Replay" option to see the 
other player's most recent moves/attacks is presented. After the replay is 
finished (or if the player chooses not to view it), the next phase begins 
and play resumes. At the end of local control, a prompt to e-mail the file 
will appear.
	The same procedure is followed to play the remainder of the game, 
with each player alternately playing and e-mailing the game to his opponent. 
For more details on PBEM, Select "General Help" in the game's Help menu, 
then Select "1.1.9 Special Menu".

ADVANTAGE: The A/I Selection dialog that appears when a new scenario is 
started now allows you to give an advantage to one side or the other. Giving 
an advantage means that combat losses for that side will be reduced below 
normal and combat losses for the other side will be increased above normal. 
Advantage values can range from 0 to 100 for either side. The default value 
of "0" means that neither side gets an advantage. The "Set Advantage" menu 
item is used to view or change the current Advantage value associated with 
a battle. Advantage values cannot be changed during a modem-play or PBEM 
game, however. 

RECORDING BATTLES: Selecting the "Record Battle" feature of the Special 
menu allows you to record a scenario as you play it. You can then "replay" 
this saved battle later by Selecting "Replay" from the File menu.
	When you Select "Record Battle", a dialog box will appear which 
allows you to name the file. After doing so, Select "OK" - and from this 
point all turns will be saved into this file. At any time during play, you 
can Select "Record Battle" again to turn off this feature.
	When you want to view the replay file, Select "Replay" in the File 
menu. To halt the replay, press the "Esc" key. To resume the replay, Select 
"Restart Replay" in the Special menu. Note that the replay will be from the 
perspective of the other side in the game.
	***IMPORTANT: You cannot record modem-play or PBEM battles. (The 
Record Battle feature operates automatically during PBEM games.)***
	


VERSION 1.02  3/96

Fixed Snapshot bug in 16-bit or higher color modes.

Fixed Win '95 lock-up when exiting game.

Corrected entry time for 11th Mississippi.

Changed 5th Alabama in Archer's Brigade to 5th Alabama Battalion.



VERSION 1.01  2/96

Revised certain scenarios.

Fixed resupply bug, bug that affected melees against leaders and supply 
wagons, and several minor bugs.

Fixed bug that caused A/I to hang during Movement Phase.

Fixed state icon for 76th New York.

Modem-play Dial Dialog now remembers the last number dialed.

Added additional graphical effects (dead horses and broken cannon).

Incorporated new scenario selection screen so that Modem Host option now 
follows the procedure given in the Players Guide.

FOW now hides ammo status and fatigue level from the opponent.



VERSION 1.0  12/95

Certain reinforcement entry hexes are "protected" in the sense that enemy 
units within a particular range of them will be automatically eliminated 
or routed when the reinforcements appear. More details on this can be 
found by Selecting "Scenario Notes" in the game's Help menu, then Selecting 
"8.0 Arrival Schedule".

The "Undo Last Movement" (Ctrl-U) command cannot be used for a unit that 
has just captured a battery or leader.

A supply wagon will automatically resupply each friendly, non-routed unit 
suffering from low/no ammo that is within *five* hexes of the wagon.

If you Select "New" in the File menu to open a new scenario, only open one 
of the scenarios appearing in the currently open directory. Do *not* 
change directories. 

Below are listed the scenario titles, their corresponding file names, and 
the "module" each is found in. The "module" is important to know when you 
re-open a saved game; therefore you might find it handy to print a hard 
copy of this file for easy reference.

SCENARIO TITLE                    FILE NAME       MODULE
01.  First Contact      	  mr.scn          McPherson's Ridge
02a. Out of the Mist*             july1ama.scn    The Battle of Gettysburg
02h. Out of the Mist*             july1amh.scn    The Battle of Gettysburg
03a. A Rock and a Hard Place*     july1pma.scn    The Battle of Gettysburg
03h. A Rock and a Hard Place*     july1pmh.scn    The Battle of Gettysburg
04a. Decisions, Decisions!*       july2ama.scn    The Battle of Gettysburg
04h. Decisions, Decisions!*       july2amh.scn    The Battle of Gettysburg
05a. Double Envelopment*          july2pma.scn    The Battle of Gettysburg
05h. Double Envelopment*          july2pmh.scn    The Battle of Gettysburg
06.  The Wheatfield to Round Top  lrt.scn         Little Round Top
07.  Too Little, Too Late         ch2nd.scn       Culp's Hill
08a. Fight or Retreat?*           july3ama.scn    The Battle of Gettysburg
08h. Fight or Retreat?*           july3amh.scn    The Battle of Gettysburg
09.  Culp's Hill, Bloody Hill     ch3rd.scn       Culp's Hill
10a. The Final Assault*           july3pma.scn    The Battle of Gettysburg
10h. The Final Assault*           july3pmh.scn    The Battle of Gettysburg
11.  The High-Water Mark          pc1.scn         Pickett's Charge
12.  Pickett's Charge             pc2.scn         Pickett's Charge
13.  The Battle of Gettysburg     july 1_3.scn    The Battle of Gettysburg

* The "h" and "a" designations indicate "historical" and "alternative" 
A/I respectively. "Historical" means that the A/I will tend to move the 
various brigades, divisions and corps along historical lines. "Alternative" 
means that, aside from the correct entry points and times, their movements 
will not be restricted by their historical actions.
