J.R.R. Tolkien's Dagor Bragollach--"Battle of Sudden Flame"

(version 4.02, 1/28/98)

VISIT DOR-LOMIN:  the home of the Dagor Bragollach scenario at:

http://www.dor-lomin.com/archive/dagor

Here you will find on-line information about this scenario and the
most up-to-date version available.  The site is maintained by me,
the designer of this scenario.  Check back often as it will be
constantly updated!

There is now a complete Guide to Units as well as an Install Guide
on the web page!  Check it out!

SCENARIO CD OWNERS:  THE GAME.TXT CHANGE WILL NOT TAKE EFFECT UNLESS
YOU CHOOSE TO MOVE THE FILE TO YOUR MAIN /MPS/CIV2 DIR.  PLEASE SEE
SECTION 5 UNDER INSTALLATION FOR DETAILS.

Suggested Culture:  Noldor

Alternative:        Sons of Feanor

Interesting?:       Sindar
                    Edain

Don't Bother:       Dwarves
                    Laiquendi
                    Forces of Darkness      

A Civilization II Scenario by Hurin

Lately, I have been getting requests from Web Masters to
distribute this scenario without the SOUND.ZIP file and the
associated WAV files.  I have given them permission to do so.
However, please continue to ask me before posting this
scenario without the sound files.

If you have received this scenario without sound files, visit
my website at:

http://www.dor-lomin.com/archive/dagor

There you will find the most current version of the scenario,
complete with full sound.

This scenario is based on the Silmarillion by J.R.R. Tolkien.
I highly recommend this book, especially if you liked his
others.  This scenario and its author are not affiliated
with the publishers of the Silmarillion or the Tolkien estate.



TABLE OF CONTENTS

  SYSTEM REQUIREMENTS
  INSTALLATION
  IMPORTANT GAME CONCEPTS AND INFORMATION
  LIST OF FILES
  VERSION NOTES (Lists the changes made between versions)
  ACKNOWLEDGMENTS
  CONTACT INFORMATION



---SYSTEM REQUIREMENTS---


The "Conflicts in Civilization" CD:

This Scenario was written using Civilization II Version 2.62,
which comes with the "Conflicts in Civilization" (CiC) Scenario
CD.  For full enjoyment, you should have the CiC CD installed.
I would say that this scenario *requires* the CiC CD, but that
wouldn't exactly be true because the scenario will run without
it.  However, so much has been done with the special scenario
support that comes with the CiC CD that playing this scenario
without it will be far less enjoyable, and probably too easy.
For example, without the CiC installed, Sauron will not appear
and the orcs will not multiply.  Furthermore, Gondolin will be
unable to contribute its vast forces to the fray!  Not only
that, but without the CiC CD, your allies (and possibly even
you!) will make peace with Morgoth. The list goes on and
on. . . if you play this scenario without the CiC CD installed,
then you are not playing it as the designer intended.

The CiC CD is really worth the money for many reasons.  Hey,
pick it up, try it, and if you don't like it, most places will
let you exchange/return it.


CPU Speed:

This scenario uses a lot of units.  If you are running anything
under a mid-range Pentium (133 Mhz), you will probably notice
some severe lag in the first few turns.  However, after the first
few turns, Morgoth's forces will have thinned out and the CPU will
have less to do.  Things should be much quicker after that.  So
stick with it!

To speed things up, I highly recommend turning on "fast piece
slide" and "no pause after enemy move" under game options.



---INSTALLATION---

It's not as complicated as it looks, but please read these
instructions!

>>> IF YOU HAVE THE CiC SCENARIO CD: <<<


1)  Create two subdirectories.  First, create:

	C:\MPS\CIV2\SCENARIO\DAGOR

then:

	C:\MPS\CIV2\SCENARIO\DAGOR\SOUND

Note:  This assumes you installed Civilization II to your C: drive
at C:\MPS\CIV2.  Please substitute your drive letter for "C"

2)  Unzip the DAGOR402.ZIP file.  You will then see two ZIP files
    (FLAME.ZIP and SOUND.ZIP) and this READ1ST.TXT file.  The reason
    for the Zips within a Zip is to prevent you from inadvertently
    copying over important files by unzipping this scenario to your
    CIV2 directory.  If you have the Scenarios CD, you shouldn't need
    to back up anything if you install this scenario correctly.

3)  Extract FLAME.ZIP to C:\MPS\CIV2\SCENARIO\DAGOR\

4)  Extract SOUND.ZIP to C:\MPS\CIV2\SCENARIO\DAGOR\SOUND

5)  OPTIONAL:  I highly recommend that you move the "GAME.TXT" file
    from the C:\MPS\CIV2\SCENARIO\DAGOR\ directory into the
    C:\MPS\CIV2 directory where it will function (otherwise it will
    not).  This will overwrite the file there, so you may want to
    back it up first.  However, only one small thing in that file
    is changed.  Instead of saying "Only fighters may attack
    air units. . ." it says:  "That terrain is impassable."  I
    highly recommend doing this for a truly immersive experience.
    Indeed, if you don't mind it saying "That terrain is impassable"
    in standard CIV2, you may not even want to bother to change it
    back when you're done with the scenario!

That's it!  Just play this scenario as you would any other
scenario from the Microprose Scenario CD.


>>> IF YOU DO *NOT* HAVE THE SCENARIO CD: <<<


1)  Unzip the DAGOR402.ZIP file.  You will then see two ZIP files
    (FLAME.ZIP and SOUND.ZIP) and this READ1ST.TXT file.  The reason
    for the Zips within a Zip is to prevent you from inadvertently
    copying over important files by unzipping this scenario to your
    CIV2 directory without making backups beforehand.  The files you
    need to backup are listed below and you can back them up using
    the following methods:

    a) copy them elsewhere (out of \CIV2)

    or

    b) make sure that you have access to the game CD.  All files are
    stored on that CD in uncompressed form.  So if you ever overwrite
    something accidentally, you can just copy it back from the CD.
    However, note that they are copied over from the CD as read-only
    files (which causes no problems and, if you wish, they are easily
    changed to normal files).  In addition, it is a good idea to keep
    the RULES.TXT backed up on the hard drive as your CD may not have
    the current patch of the file.  Better yet, just keep the patch
    handy! 

This scenario will overwrite these files (if you don't have
the CiC CD installed):

In Directory:  \CIV2  (in alphabetical order)

CITIES.GIF
CITY.TXT
GAME.TXT  (copy on CD may be old, keep copy of latest patch)
ICONS.GIF
PEDIA.TXT
RULES.TXT  (copy on CD may be old, keep copy of latest patch)
TERRAIN.GIF
UNITS.GIF


In Directory:  \CIV2\SOUND

CATAPULT.WAV
CAVALRY.WAV
CUSTOM1.WAV (if it already exists)
CUSTOM2.WAV (if it already exists)
CUSTOM3.WAV (if it already exists)
DIVCRASH.WAV
DIVEBOMB.WAV
ELEPHANT.WAV
ENGNSPUT.WAV
FIRE---.WAV
INFANTRY.WAV
JETCRASH.WAV
JETSPUTR.WAV
LARGEXPL.WAV
MCHNGUNS.WAV
MEDGUN.WAV
MISSILE.WAV

2)  Unzip the FLAME.ZIP file into your \CIV2 directory.

3)  Unzip the SOUND.ZIP file into your \CIV2\SOUND directory.

4)  You're all set.  Start CIV2 and choose "begin scenario" and
pick "DAGOR.SCN" as the scenario.



---IMPORTANT GAME CONCEPTS AND INFORMATION---


*  The stats for the vast amount of new units are available in the
STATS.TXT file.  Also, you can see the attributes of your units by
checking the Defense Minister screen (F2).  Because of the highly
modified nature of the technology tree in this scenario, the
civilopedia is next to useless.

*  I have finally implemented impassable terrain.  In earlier
incarnations of this scenario, I was always troubled by how the
strategic "choke points" (mountain passes, bridges, fords) were not
strategically valuable at all.  Balrogs could fly right over the
highest mountain passes and orcs could traverse terrain that was
supposed to be totally inaccessible.  Therefore, I came up with a
way to create an "Impassable Terrain" unit.  For details on how I
did this, please see the BACKGRND.TXT file.  However, for the
average player, all you need to know is:

Impassable terrain cannot be crossed by any means.  Generally, before
trying to cross rivers and/or the "spine" of a mountain range, turn
on the view cursor by either pressing "V" or right clicking on the
square in question.  You can then move the cursor around using the
numeric key pad.  The lower right hand corner of the screen will tell
you whether the terrain is impassable or not.  All impassable terrain
is visible to a civilization as long as that square is not black
(unexplored).  In uncharted areas, you may run into unknown impassable
terrain.

This may sound like a hassle, but it really is rather non-intrusive.
I actually trimmed back much of the impassable terrain so that it
wouldn't be annoying.  I also had to do so because Morgoth got *too*
bottled up!  Generally, as long as you stay away from the "spine" of
mountain ranges and the southern runs of rivers (where the current
has grown strong), you won't run into any impassable terrain.

*  Related to this is the Hidden valley of Gondolin.  In the beginning
of the game it is surrounded totally by impassable terrain.  However,
there is one barbarian impassable terrain unit that the Noldor will
be given the power to bring down (via the EVENTS.TXT file) on a
randomly assigned turn.  Don't waste the unit that is given to you to
do so!  You only get one!

Eagles can leave Gondolin by passing through two squares located to
the North and South of the city.  They are impassable to every other
unit, however!  Also, heavily damaged Eagles can return to their
Eagle Eyrie in Gondolin to be healed much more quickly!



---LIST OF FILES---


READ1ST.TXT  (what you're reading!)


SOUND.ZIP (extracted files shown in alphabetical order)

  >CATAPULT.WAV  (used for Sauron)
  >CAVALRY.WAV   (used for various units)
  >CUSTOM1.WAV   (used for Dragon)
  >CUSTOM2.WAV   (used for Eagles)
  >CUSTOM3.WAV   (used for Balrog)
  >DIVCRASH.WAV  (here to keep this modern sound out)
  >DIVEBOMB.WAV  (used for Ungoliant Spawn)
  >ELEPHANT.WAV  (used for Glaurung)
  >ENGNSPUT.WAV  (here to keep this modern sound out)
  >FIRE---.WAV   (empty file, to keep sound out)
  >GONDOLIN.WAV  (guess. . .)
  >INFANTRY.WAV  (now used for various units)
  >JETCRASH.WAV  (here to keep this modern sound out)
  >JETSPUTR.WAV  (here to keep this modern sound out)
  >LARGEXPL.WAV  (empty file, to keep sound out)
  >MCHNGUNS.WAV  (here to keep this modern sound out)
  >MEDGUN.WAV    (empty file, to keep sound out)
  >MISSILE.WAV   (used for the opening of the leaguer)


FLAME.ZIP (extracted files shown in alphabetical order)

  >BACKGRND.TXT  (info on story, civs, tech notes, etc.)
  >CITIES.GIF
  >CITY.TXT
  >DAGOR.SCN    
  >DAGOR.TXT    
  >EVENTS.TXT    (useful only if you have scenario CD)
  >GAME.TXT      (must be put in main Civ2 Dir to take effect!)
  >ICONS.GIF
  >PEDIA.TXT     (almost useless, but here for good measure)    
  >RULES.TXT
  >STATS.TXT     (list of new units and their attributes)
  >TERRAIN1.GIF
  >TITLE.GIF     (pretty picture!)    
  >UNITS.GIF



---VERSION NOTES---

Difference between v1.0 (6/28/96) and v2.0 (8/01/96):

* Typos fixed


Difference between v2.0 (8/01/96) and v2.5 (11/19/96):

* Added support for the Civ 2:  Conflicts in Civilization Scenario
  CD.

* Installation is easier now if you have the Scenario CD.  For any
  version there is no longer a need to delete any sound files from
  \CIV2\SOUND.

* Morgoth can no longer communicate with other civilizations
  (Provided you are running Civ2 v2.62 which comes on the
  "Conflicts in Civilization" Scenario CD by Microprose).


Difference between v2.5 (11/19/96) and v3.0 (1/2/97)

* Free peoples should stick together longer! (due to EVENTS.TXT).

* Dark Forces no longer create spies and/or settlers.

* Gondolin and Himring have more forces.  Most Noldor cities now
  start the game with city walls.

* Some Noldor and Oath-Taker cities have been made *major*
  objectives.  This renders the scenario a little more difficult
  because it gives Morgoth more objective points per conquest.
 
* Various small changes (text editing, etc.).


Difference between v3.0 (1/2/97) and v4.0 (8/12/97)

This was a huge undertaking!  The entire scenario was redone
from scratch.  I actually went back all the way to the map
editor and changed some terrain, which entailed starting over.
I took the time, however, to reorganize the UNITS.GIF file to
give me room for more units and sounds.  In general, try not
to takes things from earlier versions for granted because I'm
not going to mention the little things that I changed (like
adding city walls to Nargothrond, etc.).

* 32 NEW UNITS!  Elf Lords have been individualized.  The heroes
  of the Edain are also present.  Thingol and Beleg dwell in
  Doriath. . . etc.  Morgoth also has new units!

* Sauron and Glaurung are now included!

* Units look better!

* Unit strengths heavily modified.  This entails changes in strategy
  so be sure to look at the "STATS.TXT" file.  Big difference:  Elf
  Archers are now x2 vs Balrogs.

* "Impassable Terrain" has now been implemented.  Some rivers are
  now impassable except at fords.  Likewise, some mountain ranges
  cannot be crossed except at designated passes.  Please see above
  for details

* Girdle of Melian implemented differently.  It is no longer a
  Wonder and is now much more powerful.  Check it out!

* Icons are now consistent with the Middle-earth theme.

* Certain Techs are now "untradable," even between friends.

* Morgoth can no longer be destroyed by starving out Angband
  (OOPS, should have seen that coming!)

* Gondolin has been made larger and more powerful.  This was
  done after further research demonstrated that I had misjudged
  the size and military power of Gondolin.  However, it is now
  impossible to use the units in Gondolin until Turgon opens the
  gates of Gondolin and the hidden people come forth!  More on
  this above.

* Terrain around Angand is now more "natural" for the area.

* All terrain is now less plain.  Anywhere where I could justify
  it according to the books, I added forests, hills, and plains.

* Morgoth can no longer create legions.  This is consistent
  with the book.  The followers of Ulfang did not betray the
  Sons of Feanor and Edain until the Nirnaeth Arnoediad
  (Fifth Battle).

* Nan Dungortheb, the area between the Ered Gorgoroth and the North
  of Doriath, is now represented and is truly dangerous.  You'll have
  to find out why for yourself!

* The Swarthy Easterlings now appear.

* And much, much more!  (really!)


Difference between v4.0 (8/12/97) and v4.01 (11/15/97)

* Azaghal now appears.

* Dragons (including Glaurung) can now attack eagles.

* Dragons now cost more to produce.

* Sauron and Glaurung are now even stronger.

* Ungoliant Spawn are stronger as well.

* The Noldor have an additional settler (in the Pass of Sirion) when
  the scenario begins.


Difference between v4.01 (11/15/97) and v4.02 (1/28.98)

The scenario appears to have become too dificult.  The first
two items below were implemented to help remedy this
situation.

* "The Will of Maedhros" has been added to the fortress of
  Himring. This gives that all-important fortress a better
  chance of whithstanding the onslaught of the Balrogs
  (as it did in the book).

* Dragons now cost even more to produce. 

* There has been a slight change to the text that accompanies
  Beren's introduction to the game. In its previous form, the
  text might not have matched the on-screen action under
  certain circumstances.



---ACKNOWLEDGMENTS---


This scenario came about because I always wanted to make a
game based on the Silmarillion but have no programming
talents.  I considered using the Civ 2 engine, but couldn't
get off my lazy booty and do it.  Then, however, I saw a
scenario by Jeffrey Scott Dixon entitled "J.R.R. Tolkien's
War of the Jewels."  Because he didn't have certain icons,
I decided to try my hand on making some for him.  However,
I then found myself messing around with the RULES.TXT file,
editing current units, creating new ones, and then drawing
a new map, until, finally, I started rereading the
Silmarillion and taking notes, and after months of work,
here is the result. . . a totally new (and now updated)
scenario!

I would like to thank Jeffrey Scott Dixon for all the great
seeds of ideas he planted in my head!  Quite frankly, I
never would have done this if I had not seen his scenario.

In addition to those designed by myself, I got sounds and GIFs
from so many sources that it would be impossible to remember
them all.  However, my thanks to Harlan Leslie Thompson for the
Sauron and Glaurung sounds!  The map was designed by me and may
be used in other scenarios, just say hi to me in the README.TXT! 

Speaking of Harlan,  I would like to express my deepest
gratitude towards him for taking so much time to playtest this
scenario so thoroughly.  He contacted me after playing v3.0.
This scenario wouldn't be half of what it is without his patience
and tenacity.  Every time I would want to "cop out" and not
implement one of my (or his) ideas, he'd hound me until I did it!
The newly refurbished map is a great example as is the more
extensive use of impassable terrain.  The man is quite simply
brilliant and seemed to be able to find a solution to any problem
that had me stumped.  I can only hope he learned half as much
working with me as I did working with him.

He also is the author of a quite complete collection of icons
of which I availed myself.

The Picture contained in the TITLE.GIF file is "Morgoth and the
High King of the Noldor" by Ted Nasmith.  Thanks Harlan Thompson
for not only teaching me how to make this file "usable" as a
TITLE.GIF, but also going ahead and converting the file on your
own!

There is also a small snippet of music from the Last of the
Mohicans soundtrack.  This soundtrack was composed by Trevor
Jones and Randy Edelman.  I highly recommend this soundtrack.  It
has wonderful martial tunes as well as romantic interludes.



---CONTACT INFORMATION---


Any and all comments will be appreciated (good or bad).  Is
the scenario too long?  Too tough?  Too easy?  Are certain
units too strong?  What do you think of all the changes?

Please mail me:

Hurin
http://www.dor-lomin.com
hurin@dor-lomin.com

