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AACW
Setting Up Game For PBEM
Starting a game of AGEOD's American Civil War for PBEM is a bit confusing because it has no
mode or selection for PBEM. The scenario selection and start up looks exactly like normal play
against the AI so I though I would explain the process.
First when planning a PBEM game one player is always the "Host" for the game. They will be the only
player that has all the files involved in the game. The non-host will be referred to as the Opponent.
Here is the initial sequence for starting the game:
- The Hosting player selects the scenario or campaign to play.
- When the Host is prompted for a name enter a unique name for the game. I highly recommend that
you use something you easily recognize and is short since the name becomes part of the file name that
you have to send later. For example, use player initials like KWvsJJ.
- Host send the Opponent the TRN file for his side.
When the Host completes the naming of the scenario and okays it the game creates a folder in the "Saves"
directory (actuall locations is ..\AGEOD's American Civil War\ACW\Saves") with the name you used for the
game. It also created three other files within this folder using the name you assigned the game. Two of
these append "~CSA.trn" and "~USA.trn" onto the name. These are the turn files for the game. The Host
must send the opponent the one that corresponds to his side in the game. If the Host is the Union player
then he will send the "~CSA.trn" file to his opponent.
- When the Opponent (non-hosting player) receives the "trn" file they must create a folder in their "Saves"
directory and place the "trn" file in it. I recommend using the same naming scheme as the Host (name on
fromt of file).
Now both sides are ready to start playing the game. Remember its a WEGO system so both sides can issue Orders
but only one side can execute them. This is coordinated within the game through the ".ord" files. The Hosting
player creates his Orders file by loading the game, making all his orders, then saving the game. The Opponent
does the same but after he does his save he must send his Orders file to the Host so that they can execute the
turn.
The system I use to insure I have things in sequence is below:
- The Opponent loads the game and sets up all his orders (movements, etc.) then "Saves" the game using the
button in the upper right of the screen. You will see a brief message line displayed showing the file name
used.
- The Opponent exits the game. You never do the end turn.
- The Opponent goes to the folder they created for this game in the "Saves" directory and mails the ".ord" file
there to the Hosting player. The file will have a name similiar to the "trn" file but with the ".ord" extension.
The file is very large so I recommend zipping it.
- When the Host receives the file they will store it in their game folder which contains the ".trn" files.
- Now the Host can load the game and enter their orders for the turn. When finished the Host player will execute
the "Save" game command too. If you now go to the game folder you will see two Orders file there now. One with
the Union extension, "~USA.ord", and one with the Rebel extension, "~CSA.ord".
- Now you are ready to execute the turn. Press the "End" turn button and watch the action. When its over you
will see the messages displayed in the bottom of the screen for the turn.
- Exit the game and go to the game folder in "Saves". Like you did when you started the game you will need to
send the ".trn" file to you opponent. Be sure you send the right "side". You will also see two new files with
".rpl" endings. These are the replay files. If you send your opponent the one for his side they will be able
to use the games "Replay" feature to see the actual moves. The only problem the file is quite large and may
cause email problems.
- When the Opponent receives the new ".trn" file save it to the game's folder overwriting the old one. Now you
can load the game and see the results of the turn. If the Host also sent you the ".rpl" files you can watch the
replay of the moves.
- Repeat.
And, in closing a couple of observations. Being systematic is important since the game doesn't label files with
there turn numbers. However, it does do some internal checks so that it doesn't allow files to be run that are
mismatched. The Host is the one that executes the game turn and is the only one with the backup copies so its
his duty to keep track of things and clean up has game folder occasionally. The "Backup1" folder is the most
recent one so when you delete older ones start with the highest numbered one.
If the Host forgets and hits the "End" turn before he has gotten his opponent's order file the game will warn him.
You will get a popup dialog asking you if you want to have the AI make the orders. Just say NO or cancel it.
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