Panzer General is reborn! PG Forever 1.0 released

Original Panzer General and Allied General: Strategies, Tactics, Equipment Files, New Campaigns, Customizations.

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Panzer General is reborn! PG Forever 1.0 released

Postby Rudankort » 24 Dec 2009, 06:07

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Hello All!

Today is a happy day for me. My work on the initial release of PG Forever, my PG/AG remake is finished. Woohoo! :woohoo It took me 2 years to go all the way from the first working prototype to the finished game, and if I knew how much time the project would take, I would probably never start it. :p

This release does not mean that the game is already perfect and there will be no future development. However, I feel that by now it is stable and bug-free enough to finish my neverending alpha/beta marathon and encourage people to play it just for fun. In fact, I think that PGF is already superior to both PGDOS and PGWin, and also to AG, in many ways. But of course, my opinion could be biased, so I asked other players on the forum to write their opinions about PGF (thx guys!). Here are a few quotes.

Andreh wrote:Coming back to PG after more than a decade it was a big mess. versions, updates, DosBox, Vista :doh . PGF solved all this, not to mention online gaming.
And the new AI makes me feel i cant even play checkers. :-o


Allied General Workshop wrote:PGF brings PG into the 21st Century. PGF plays PG, AG, and custom campaigns on modern Windows systems (XP and later) with improved AI and UI, new options, and abilities to add custom efiles and icons.


Sake wrote:The '94 title PG has become a classic today and for good reasons. It featured a complex campaign with pretty realistic scenarios. There were literally hundreds of units and a very detailed combat system that provided alot of diversity without being too complicated. And yet there were things that could be improved. PGF does just that. It transfers the old classic into a new era making it run smoothly under modern windows systems and supporting larger resolutions. Additionally there are lots of convenience improvements (a superiorly arranged user interface, a detailed combat analysis and appropriate terrain highlighting just to name a few) and an enhanced AI. Especially the latter guarantees a more rewarding gameplay, since the difficulty is now a result of well-considered tactical decisions and not of a cheating computer opponent.


But enough of marketing. I encourage all the fans of PG/AG to try PGF, and see for themselves if they agree with us or not. :) Your feedback is always very much welcome!

Note: From now on, this topic will become the official topic of PG Forever project. I suggest to make it sticky (or announcement) and unsticky all the other PGF-related topics. If you are interested in the future development of PGF, please subscribe to this topic.


Overview

The goal of PG Forever project is to preserve game mechanics and characteristic look-and-feel of the classic Panzer General, and improve all the other areas of the game: compatibility with modern hardware and Windows versions, UI, usability, multiplayer, AI and customizability of all game aspects.

Veteran players will feel themselves at home with PGF, because it is a very faithful remake. Even the most obscure game rules were carefully researched and preserved to make sure the gameplay is as close as it gets to the original. 99% of the time you will see no difference at all. At the same time, you can enjoy all the new features and benefits provided by the remake.

Here is what PGF looks like now (here and below, click the thumbnail to see the big image).
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You can download it here:
http://pgforever.info/PGForever102.zip

To play it:
- Unpack the archive
- Run PGForever.exe

That's it. You already know enough to play the game. :) But if you want to learn more about it, please read on.


Features

To help you understand better what PGF is and how it compares to PG/AG, here is a quick overview of the game features.

Improved UI and usability

- Big tactical map.

PGF can use all available screen estate to show the tactical map. You can scale PGF window across multiple monitors (if you have them), or, if this is not enough, switch the game to fullscreen mode. In this case all controls will be hidden, and the tacmap will occupy the entire screen. Fullscreen mode is toggled using F key.

- Informative main screen.

The main game screen now includes tacmap, minimap, prestige, weather, forecast and all the most important stats of units. No need to switch to different views to get this information.

- Clear indication of possible moves and attacks.

Possible moves are now indicated with green, and possible attacks - in red. While moving your units, you always see the unspotted area. This will help to plan your moves better.

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- One-click mount+move.

You can now see directly on the tacmap where the unit can go on its own, and where - using its organic transport. The latter hexes are highlighted with yellow. Clicking any of these hexes will perform an instant mount+move. You can also mount/unmount your units manually, as in the original game, if you prefer.

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- One-click disembark.

When your moving sea/air transports, you will have all possible disembark hexes highlighted with yellow. Clicking any of these will immediately disembark the unit. You can also use Embark/Disembark button - it is useful when you can move and disembark to the same hex (as is the case with paratroopers).

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- Informative tooltips.

Game buttons now provide some useful information to the player.

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- Improved strategic map.

Strategic map is now generated as a scaled-down version of tactical map, and so is much nicer and easier to read.

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- Unit panel.

You can now work with the list of your units - just open the unit panel. In campaigns, deployment is much easier too, because you can instantly jump to the required unit from reserve without leaving the main screen.

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- Sleep one turn/always

You can now easily exclude a unit from "Next Unit" sequence - just use "Sleep one turn" (Z) or "Sleep always" (Shift+Z) commands. This is especially useful for garrison units. Selecting the unit manually returns it to "Next Unit" sequence.

- Improved "New equipment available" screen.

You can now see all stats of the new units and jump between them at will.

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- Improved Purchase screen.

Purchase screen now shows much more units at a time, and allows to scroll the list easily using the scroll bar or mouse wheel.

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Combat log and Extended combat prediction

When playing PG, I often wondered about combats outcomes. PG FAQ had some hints about this, but many things were missing. After I researched all PG game formulas for PGF, I've come up with an idea to demistify PG combat game mechanics for all the other players as well. This is how the Combat Log feature came into existence.

Combat log can be invoked after any combat using L key.

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The log contains all the details about the combat, including effective initiative, attack and defense, defensive fire, rugged defense chance, actual dice rolls used to resolve the combat, and even all the special attacks of level bombers.

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You can invoke a similar dialog before a combat as well. This feature is called "Extended combat prediction". Use Ctrl+click on the enemy to invoke it (the crosshair will change to blue, indicating that the attack is safe). Of course, the game will not show you the actual dice rolls, but all the other information will be there.

Replay

Another interesting new feature in PGF, not preset in original games, is game replays. After finishing an interesting battle, you can save the game log to disk.

Later, you can replay and watch the saved log much like a movie, or share it with other players over the Internet. Using the replays is the ultimate method of sharing gaming experience, and it can be a nice complement to AARs as well.

New AI

Many strategic games claim that they have an absolutely great, smart and intelligent AI. I will not claim anything like that. I'll tell what the PGF AI really is.

The new AI in PGF:
- Never cheats.
- Plays better than in the original game. At least it appears to be a general concensus among the playtesters.
- Supports 3 different levels of play (basic, intermediate and advanced). The AI does not get any material bonuses on higher levels, it just plays stronger.

Basic level is similar to the AI in PG and is recommended to novice players. Veteran players will prefer advanced level. And for maximum challenge you can still use prestige/experience controls before the game starts (as in the original game).

Here is an overview of the PGF's AI from a veteran PG player Dean Skallerud aka dks (thx Dean!).

What you get is PG that has a better AI that can surprise you.

Example: playing a 39 camp at 0+0 advanced and at Barbarossa.

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The atg at Volkovysk took a shot at my PzIVD then blocked my PzIIIHs from attacking the 12.2cm gun. I almost destroyed it during the prior turn. This is a typical defense of the AI. Shootting then moving to a better defensive position. This is rare with the old PG.

The infantry at Pinsk does not stay in the city if the airfield is threatened there. It moved to block an easy drop of my para. The old PG I used to just drop my infantry in these type of airfields but no more or very very rarely is this an option now.

If you have played the old PG Warsaw scn you can easily take the airfield at Siedice not anymore playing PGF.

PGF puts the blitz back in the game. If you give the AI any indication that your going to take the next VH in line of your advance....look out....it will build verything it can muster to stop you. ADs, ATGs, Arts and tanks and infantry too. Blitzing means blitzing if I want the major wins.

What I really enjoy is the AI is not overly concerned about building planes! Just enough to off balance and uses ADs that drive me crazy trying to get the easy win of VHs when it backs them up with 155s :yikes It double teams with ADs and Arts. One needs to experience the loss of a core fighter to really feel this.

What I've been doing is relying more on recon now especially the use of the BF110s at 5 spotting to find the easiest pickings now. My point is that recon is more important playing PGF I believe due to what the AI can do to you if it catches you being sloppy.

To make a long story short....if PG is your thing....your going to fall in love again and many many thanks to Rudankort! We can customize again to our hearts content real soon too!


Probably the best thing about the new AI is that it isn't static. I have already released 3 or 4 major updates to the AI (not mentioning minor tweaks and bug fixes), and each new version played stronger than the previous one. In the future the AI will continue to evolve. I'm always open to discussion of various AI aspects in the PGF AI thread.

Online multiplayer

PGF allows you to play PG with your friends online. You can play both single scenarios and campaigns this way, and you can also save the game in the process and resume it later.

For more information on PGF online multiplayer, please refer to this topic:
http://www.panzercentral.com/forum/view ... hp?t=42843

Side-by-side games

PGF is not really a single game, but a game package where many games can be installed side-by-side and share the same game engine and files. By default, PGF already includes 4 games: Panzer General, Allied General, Kaiser General and K.u.k. General. The last two games are experimental and may not work perfectly yet, but you can already try them and report the issues here on the forum.

I hope that in the future more games will be converted or created from scratch for PGF, and it will be possible to browse, download and install such games directly from PGF.

Customizability

Customizability in PGF is not perfect yet, but it already provides much more flexibility than any of the past SSI's games (including PG2 and PG3) ever had. Here is a rough list of things you can mod/customize.

- UI

Appearance and layout of all game screens is defined using images and HTML files. By editing HTML, you can not only change the appearence of UI elements (size, color, font etc.) at will, but you can also reposition the elemnts to create a completely new layout. Thus, you can mimick the UI of PGDOS or PGWin. In the future I plan to include several UI layouts on PGF, so that any user can choose a layout he likes best.

- Campaigns

This aspect was particularly difficult (or even impossible) to modify in the original games. Now you can control all aspects of your campaigns (possible outcomes, victory conditions, campaign tree etc.) by editing a few simple tables in MS Excel.

- Briefings

Campaign briefings are now stored in plain text files and can be easily edited using Notepad or any other text editor. Unlike the original game, you can now use HTML tags to format text in briefings, add tables, images etc. You can also allow the user to choose campaign path by simply adding a few hyperlinks to your briefings.

- Equipment table

Working with equipment table is very easy now - it's just a big table editable in MS Excel. All the power of Excel is at you service - you can modify unit stats, copy units, sort them, find/replace text and more.

- Scenarios

Scenarios are also plain text files editable in Excel. Many things which were hard-coded in the original game are now editable in game scenarios: new unit experience, per-turn prestige allotments, bonuses for capturing flags, max unit experience, max unit strength, move order (Axis or Allies move first), victory conditions, purchasable unit classes etc.

- Graphics

All game objects - unit icons, terrain tiles, flags etc. - are now stored in plain bmp files and can be easily modified using a graphics editor of your choice (MS Paint, Photoshop etc.).

- No hard-coded limits

There are no more artificial limits coded in the game. Map size, equipment table size, number of scenarios and campaigns etc. are only limited by available memory, and on modern PCs it can hold A LOT.

If you are interested in modding PGF, check out PGForever Modding Guide.txt document in doc subfolder. I'll also post new information to the PGF modding thread.

PGDOS convertor

PGF can be used to quickly convert a PGDOS-based custom game to PGF format. To do this, just run PGF using this command line:

Code: Select all
PGForever.exe /convert /game <game_folder>


Where <game_folder> is a subfolder inside PGF main folder where converted files will be placed. PGF will prompt you for the location of PGDOS game (you need to specify PG root folder, not DAT folder inside it) and then perform the conversion. To play the newly-converted game, you can issue this command:

Code: Select all
PGForever.exe /game <game_folder>


Alternativaly, you can place a game thumbnail in <game_folder> (see pg or ag folder for an example), and PGF will display it in game selection dialog.



FAQ

In this section I'll answer some FAQs about the game.

General questions

[Q] What are the system requirements?
[A] PGF runs under Windows 2000 or later. Windows 9x and NT are not supported. There are no specific hardware requirements, any PC able to run the OS it should be able to run PGF as well.

[Q] What about other platforms? Linux, Mac?
[A] There is no official version of PGF for any platforms other than Windows. However, you may have some luck using emulation (like Wine). Allied General Workshop has started a useful thread discussing various problems with running PGF on diferent platforms. Check it out if you are not running PGF under Windows: http://www.panzercentral.com/forum/view ... hp?t=44882

[Q] How much does it cost?
[A] PGF is freeware and will remain so in the future.

[Q] Are there any features from the original PG missing in PGF?
[A] Yes. There are a few features from the original game which are not implemented in PGF. Some of them may be added later, but I consider them low priority. Here is a rough list:

- PBEM mode
- Splash screens, movies and animations before scenarios
- In-game combat animations
- View terrain mode
- Dossiers

[Q] I have found a bug! How do I report it?
[A] Please refer to the "Reporting issues" section below

[Q] I like PGF! How else can I help?
[A] You can help by spreading the word. The more players we have, the more issues we'll detect and fix, thus making the game better and better all the time. If you have a blog or a web site, consider posting some information about PGF there. This will help a lot.

Also, you can help by converting an existing campaign for PGF, or by designing a new scenario or even a new campaign.

[Q] Is this legal?
[A] The legal status of my remake is similar to status of most other remakes out there. I don't have an official permission from Ubisoft to copy their game, and I doubt I could obtain such a permission. So, de jure my work is illegal.

De facto, PG is an old game, which is available as a free download from many large abandonware websites (e. g. http://www.abandonia.com/en/games/258/P ... neral.html). I don't see how providing a remake of the game which is already available for free can damage the company which originally produced it. However, if Ubisoft thinks otherwise and contacts me regarding this, I'll be happy to discuss this matter with them and try to find a solution which will suit everyone.

Questions about gameplay

[Q] What hot keys can I use in PGF?
[A] Full list of hot keys is available in the game itself. Jusk open the system menu (button with a floppy disk drive icon) and choose "Show Hot Keys".

[Q] I wants to see unit's flag, suppression, kills, battle honours or some other info not available on the main screen. How can I do that?
[A] Alt+click the unit, and you will get all the details shown in a separate dialog.

[Q] How to rename a unit?
[A] Select the unit and press Alt+N to invoke the rename dialog.

[Q] I need to quickly check the flag of a city, but it is obscured by a unit's strength label. What can I do?
[A] Press and hold Space key to temporarily hide all strength labels on the tacmap.

[Q] How can I distinguish units which have already moved?
[A] PGF supports 2 ways of indicating moved/unmoved units: blinking dots (as in PGDOS) and grayed strength labels. Any of these methods (or even both simultaneously) can be activated via sysmenu->Settings.

[Q] In the original game I could hover the cursor over a port/airfield to see the number of available sea/air transports. How can I do the same in PGF?
[A] Just hover the mouse over the Embar/Disembar button, and you will see the number of transports in a tooltip.

[Q] When I go to the main menu, my current game is lost. Why is that?
[A] The reason is that you don't really need to go to the main menu unless you want to terminate the current game and start a new one. All commands related to the current game (including Save Game etc.) are available from the sysmenu. You don't need to go to the main menu to invoke them.

[Q] In some scenarios (Poland, Sidi Baranni) strategic map is not available. Why is that?
[A] If the tactical map fits completely on the screen, strategic map is not available.

[Q] My AD refuses to shoot planes. What's the problem?
[A] The most common reason is a bad weather (rain or snow). You can check the current weather in the top-right part of the main screen. If the weather is good, check AD's ammo, it should have at least 1 point in order to shoot. If you think that the problem is something else, please report it to me.

[Q] My planes keep running out of fuel. Any hint?
[A] When moving a plane, you will see some hexes marked with a read border. These are dangerous hexes, you don't have enough fuel to return to base from there (unless you capture an airfield nearby). Pay attention to this signal, and you should be ok.

[Q] In combat log I can see dice rolls for kills and suppression, but the total number of suppression is bigger. Why is that?
[A] Each kill also gives you half-point of suppression which gets added to the sum.

[Q] In combat log I can see that the die roll modifier is -10, but still there are dice rolls of 20 in the log. Does the game show dice rolls before applying the modifier?
[A] No, the dice rolls are shown with the modifier already applied. However, the game does not apply the modifier when it rolls 1 or 20. This means that a weak unit always has a small chance to inflict some damage to a much stronger opponent, and also a small chance to escape total destruction from opponent's (counter)attack.

[Q] I want to know more about the internal game mechanics. Where can I find information?
[A] Check the doc subfolder in PGF's folder. There are some useful documents there, in particular Panzer General FAQ.txt has a lot of info. There are a few errors there as wel though. In addition, I recommend to check out this topic: http://www.panzercentral.com/forum/view ... hp?t=41443

[Q] Can PGF load saved games from PG/AG?
[A] No.

[Q] Is there a saved game editor available?
[A] None at the moment.

[Q] How can I cheat?
[A] Please refer to the PGForever Cheat Codes.txt file in doc subfolder.


Reporting issues

Please report all the issues you encounter with the game in this topic, or file them directly to the PGF bugtracker:
- Go to https://pgforever.fogbugz.com/
- Click "New Case" link
- Enter bug title and description, and specify other data (area, version you are using, you computer)
- You can attach some file(s) to your bug report using "Attach file" link
- Click OK.

If you prefer, you can also write me an email. My email address is:
rudankort@rsdn.ru

A good bug report consists of three things:
- Steps to do
- Observed behaviour
- Expected result

If the game crashes, please send me a saved game illustrating the problem. If you do not save frequently, use an autosaved game. It is saved at the begining of each turn. Same is true for AI-related problems. At the begining of the AI's turn the game will be autosaved, and you the AI crashes, freezes or behaves stupidly, you can send this autosaved file to me for investigation.

If a good saved game is not available, consider sending a game log or a screenshot instead. And in any case, please complement your bug report with the log.txt file from the game's Log subfolder. This file is overwriten every time the game is started, so please don't restart the game before sending this file to me.



The future

When you need to deliver a finished product, there are so many different things you need to care about that every single aspect of it does not get enough of your attention. That is the reason why modding is so wide-spread (not only software, but also hardware, cars etc.). So, after PGF 1.0 I hope to switch to a "modder mode", and work more calmly on some specific game aspects. In particular, I plan to work on the following areas:

- Better AI

You can never get a perfect AI - it is something you can always improve some more. In the future I want to make the AI not only more challenging, bit also an opponent which more interesting and fun to play than now. Of course, the computer will never become intelligent in the sense we put into this word, but there are a lot of things which CAN be improved.

- Better online multiplayer

There are a lot of things yet to be desired with the current multiplayer.

First, you have to find opponents outside the game, and this may be quite difficult. In the future I'm thinking about notifying all the users playing the AI that an online game is available, so that they could postpone the current AI game and join a human opponent instead. Building a stronger community around the game is also a must.

Second, we need to support more users playing the same scenario. Currently this number is 2, and this leaves a lot to be desired. In the future we can have multiple sides, multiples players per side, and the option to mix AI and human players. Also, I'm thinking about adding observers who are not playing the game, but watching other people play.

Finally, it might be an interesting direction to explore campaigns where each player has a core.

- Editors and more customizability

While many aspects of the game can already be edited in Notepad, Excel or Paint, it is not an optimal way to edit maps and scenarios. Entering hex coordinates, tile images and terrain types manually is a nighmare. We need a WYSIWYG editor for that!

Besides editors, I will work on moving more and more of hard-coded stuff from the game engine to external files. Thus, I plan to move all terrain types, unit classes, weather zones, movement types and tables, target types etc. to data files where it will be easy to edit them or add more entities. In perspective I'm thinking of using some script language (like Lua or Python) to code all game rules and formulas. Then it will be possible to change them at will without modifying the game EXE.


Thanks to everybody who helped to test and improve PG Forever!

MERRY CHRISTMAS AND HAPPY NEW YEAR! :howdy
Last edited by Rudankort on 14 Mar 2017, 17:28, edited 3 times in total.
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Postby Radoye » 24 Dec 2009, 06:11

Congratulations, man! Well done!
I'm worth a million in prizes
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Postby Allied General Workshop » 24 Dec 2009, 09:38

Congratulations and thank you for all your work.

You did not even have to delay the release date to January by saying that you meant Russian Christmas.
AGW also means "Anthropogenic Global Warming." Do people call me AGW because they think I am becoming less cool every year?

Visit [url=http://alliedgeneralworkshop.blogspot.com/]Allied General Workshop[/url]
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Postby dks » 24 Dec 2009, 10:23

Congrats and many thanks!
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Postby uran21 » 24 Dec 2009, 11:18

Congratulations :howdy
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Postby JaW » 24 Dec 2009, 12:42

Good Job! :clap
:bullhorn ALLO ALLO :hi NEW PG2AKE v1.1 AND PG2AKE v1.1 for OpenGen AND JP's Panzers PG2 CC Pack v1.0 are FOR DOWNLOAD RIGHT NOW! :toast
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Postby Juankar75 » 24 Dec 2009, 13:18

:notworthy Crongratulations and THANK YOU for bringing us this fantastic Christmas gift!! :banana :banana
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Postby robert CL » 24 Dec 2009, 13:49

Hi Rudankort,

Thx!

Congratulations :banana

However your next step should include the conversion of PGDOS campaigns of P Champarou.

Superb work but veteran players know very well PG and AG, we need more WW2 campaigns too! (even if I am already delighted to play your version of PG and AG under PGF)

But this is for the future, for now I can only say I respect someone who keeps his promises and respects deadlines!

BTW all testing versions we had were wighting about 2 MB, why 12 MB now ?
Did you add music -previously optional- ?
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Postby Jelyn02 » 24 Dec 2009, 14:43

Fantastic work Rudankort :notworthy
Thanks for making a great game even greater :thumbsup

Hope the future will bring more German ww2 campaigns so that PG really will be forever
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Postby Andreh » 24 Dec 2009, 15:20

As everyone, Congrats and thank you Very Much!

However, I feel that by now it is stable and bug-free enough to finish my neverending alpha/beta marathon and encourage people to play it just for fun


What do you mean? Im having fun for a long time already!!!

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Postby Rudankort » 24 Dec 2009, 18:27

Thx guys! :notworthy

robert CL wrote:BTW all testing versions we had were wighting about 2 MB, why 12 MB now ? Did you add music -previously optional- ?


Indeed, this package includes the music. I wanted to make the installation as easy as possible for those people downloading PGF for the firtst time. Downloading 2 separate packages and installing the required files to the right folder migh be too much for some people.

But this is not the only reason for incresaed size. It might not have been obvious, but the package was growing all the time lately. New games, new green UI for AG, useful documents and manuals for custom campaigns all added some bulk to PGF. The last beta (0.95 RC2) was already almost 7MB in size!

Andreh wrote:
However, I feel that by now it is stable and bug-free enough to finish my neverending alpha/beta marathon and encourage people to play it just for fun


What do you mean? Im having fun for a long time already!!!


Thx Andreh, and you are right, PGF was quite playable in its previous incarnations as well. But many people are reluctant to try "in progress" beta versions because they expect them to have a lot of problems, bugs and unfinished stuff. Hopefully, now more people will be willing to try to the game. This was one of the goals to make this initial release.

---

Regarding the custom PGDOS campaigns, I am not the only person who can convert them. All the required tools (as explained above, conversion tool is part of PGF exe) and documentation are already available. A proper conversion does require some manual work (most notably the campaign file and briefings) but there is nothing impossible for a person willing to do that! ;)

BTW: even if you have been following the PGF project for some time, I advice to read my first post in this topic in full (if you haven't done this already). Useful information about PGF was always scattered between different topics, and you may well find something new there.
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Postby robert CL » 24 Dec 2009, 18:57

Hi Rudankort,

The GUI of AG is fantastic and I have read a lot more info than before, your way to cheat via shift alt ctrl c is absolutely perfect!
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Postby JuloAG » 24 Dec 2009, 23:01

Xmas !!!
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Postby Sake » 25 Dec 2009, 03:05

Rudankort wrote:However, I feel that by now it is stable and bug-free enough to finish my neverending alpha/beta marathon and encourage people to play it just for fun.


Actually even the beta version of PGF was more stable and complete than some of the recent titles the "official" game developers dare to publish.

Superb work, Rudankort!

Can you now please remake "UFO - Enemy unknown", "Master of Orion" and "Dungeon Master"? ;)
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Postby robert CL » 25 Dec 2009, 12:22

Hi,

Can you now please remake "UFO - Enemy unknown", "Master of Orion" and "Dungeon Master"?


I had completely forgotten there was a SSI game named "Fantasy General":
http://pc.ign.com/articles/089/089624p1.html

This is partly a joke, partly because it could work with PGF engine without problem I think...

NB: I have just played an AG scenario, this is fantastic, congratulations again!
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Postby uran21 » 26 Dec 2009, 01:16

I am enjoing The Game and play it for fun now, no testing and such and while I am doing that wrighting a list of things that can be polished (will post about it after some time). The fact on the list are trivial things speaks about the quality of the curent game status. :clap
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Postby Teophrastus Bombastus » 26 Dec 2009, 13:09

And so Rudankort carves his name in history as one of the few people that ever won praise and acclaim for starting a war before Christmas... instead of the other way around...

Better saying!
He wasn't happy about starting just one war, he started four...

Its PG/AG "happy times" again...
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Postby Bingo » 27 Dec 2009, 16:16

Congratulations and thank you for your great work! I'm looking forward to playing this.
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Postby PepaDrobny » 27 Dec 2009, 21:53

Rudankort, congratulations to your magnificent work. Especially is great the possibility online playing.

But because there is a lot of to do for it, I can only say, please continue this activity!!


A little comment which I have to mention:

- I miss an animation of unit's move throught hexes from starting hex to finishing hex as PG/AG standart. Not too good to see unit only disappear somewhere a appear somewhere other

- There should by some "Advanced settings" for possibility to set up / customize some PG/AG standarts. There was several things which were in PGDOS and in AG different. PGF is using in some things standards from PGDOS and others from AG standard. I think there should be possibility to set up by player which standart prefers to play. I mean mainly:
a) UI details (for example marking of victory city - blinking flag or yellow line around hex)
b) defensive side donation (PGDOS is half amount then AGWIN)
c) purchase rules - in PG Dos is possible to purchase units immediately after occupation of city in the same turn, in PGF not
e) strenght of units display - possible to use single scenarios standart (all numbers black, no white)
d) etc. another PGDOS/ AGWIN diffecences



New function propose, bug report:

As PGF is a new game and can solve problems which were in original games, I have idea for fixing these old bugs:

- use new funtion - stop cheating with cancel move function (explanation bellow on image). Can be added and allowed set up to use it or not in "Advanced settings"
- bug - wrong display of text - on the same image

Image

- classic problem with artillery - possibility to separate fire and move. means fire and leave artillery on place, then use other units, then back to artillery and move with it. This can be also added and allowed set up to use it or not in "Advanced settings"

- make possibility to create "flight plan" for planes. means plan plane route of flight - for example for prevent surprise contact by flying over invisible area

- on-line play - possibility of talk - as in Mplayer, make possible chat, text display over screen

- on-line play - when I end my turn, there is not classic "black screen" which disappear when oponent starts his turn. now you are waiting a lot of time and you dont know if player disconnected or doing moves in invisible area

- as I played, the AI is sometimes more stupid (on advanced mode) then in original game. common cases are that he is running to first line with artilleries loaded on land transports - very easy to destroy them when they stopped directy in the front of my tanks.




Rudankort wrote:Regarding the custom PGDOS campaigns, I am not the only person who can convert them. All the required tools (as explained above, conversion tool is part of PGF exe) and documentation are already available. A proper conversion does require some manual work (most notably the campaign file and briefings) but there is nothing impossible for a person willing to do that! ;)

BTW: even if you have been following the PGF project for some time, I advice to read my first post in this topic in full (if you haven't done this already). Useful information about PGF was always scattered between different topics, and you may well find something new there.


I readed the your first post very carefully and tried to convert my Pacific Panzer General (exactly PacPG1) but I had to face several problems and discovered several things.
What I must appreciate is that the converting procedure is very simlpe. Thank you very much again for this sense.

- convert function didnt generate strenght.bmp. I had to do it manually

- in PacPG I have own weather table (monsoons on pacific theatre!) and movement table - your conversion function cannot do it

- PGF AI is the same stupid with using own aircraft carriers as PG and AGWIN. Sorry, not stupid, he totally ignores them. When he has not airfiled, he left planes fall down by low fuel rather than land on carrier.

- low fuel signalization function (red hexes on area from where is not suficient fuel for flight back) is also totally ignoring existence of aircract carriers
If somebody try to play Jupiter scenario (no airfileld on start up to conquest someone, on start only carrier), then can confirm, that it it really poisoning when every turn with plane you are sourrounded by red hexes everywhere.

These two things above are important for pacific theatre...

- game immediately crashed when I tried to click to purchase button. Cases when I played as Chinese - Japan was OK. Is your convert function taking also NUPL from exe?

- campaign - how did you solve deciding according stage of other front or result on Low countries scenario?

- there was declared support for localizing - there is result on image. Interesting is that somewhere local chars are OK, somewhere not.

Image

- in convert function is not solved converting of scenarios designed for Allied starting side. This I need for converting AGPG and PacAGPG files. This should be done and select of side can be added as parameter of convert function as follow: (0-Axis starting side, 1-Allied starting side)

Code: Select all
PGForever.exe /convert /1 /game <game_folder>



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many, many many thanks

Postby konzev » 27 Dec 2009, 23:04

:toast

A milestone in PG editing has been created.
I'm full of admiration.
I'll monitor your progress, enjoying your game.
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Postby Allied General Workshop » 28 Dec 2009, 01:31

PepaDrobny wrote:- in PacPG I have own weather table (monsoons on pacific theatre!) and movement table - your conversion function cannot do it

Sandstorms and mud in Africa would be good too.

http://alliedgeneralworkshop.blogspot.c ... arios.html

- PGF AI is the same stupid with using own aircraft carriers as PG and AGWIN. Sorry, not stupid, he totally ignores them. When he has not airfiled, he left planes fall down by low fuel rather than land on carrier.

Plane classes for carriers and dirt airfields would be good too.

http://alliedgeneralworkshop.blogspot.c ... idges.html

- game immediately crashed when I tried to click to purchase button. Cases when I played as Chinese - Japan was OK. Is your convert function taking also NUPL from exe?

I think PGF eliminated NUPL and fills the purchase screen by reading efile number codes for country and unit class.

Pepa, converting your PacPG and Allied-start options will be great.

Your AGPG used PG efile with SMG troops. You can see the AG efile in AG-PGF because Rudankort referenced the AG-WIN efile on my site.

I also uploaded spreadsheets of PACG-WIN efile.

You might want to look at the new PGF amphibious movements that LVTs use in my efile.

http://panzercentral.com/forum/viewtopi ... 736#628736

Thank you for your work.
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Postby Allied General Workshop » 28 Dec 2009, 02:05

The administrator can delete this duplicate post.
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Postby Rudankort » 28 Dec 2009, 08:26

Hello All!

It is very good that the initial release has induced more people to try the game and join the discussion. The project has entered the most exciting stage now, when the original game is already repeated, and we can really start improving stuff. From now on, it is not for SSI or Ubisoft, but for us to discuss and decide how PG1 will play in the future. And in some cases implementing new stuff may even take very little time. :banana

Just a quick example: I've spent only ~2 hours to implement ALL cheat codes in PGF. Doing this in PGDOS/PGWin would take me months. :!:

I will take a short break now from my work on PGF and in fact from Internet and PCs altogether: I'm leaving tomorrow in the morning to Lofoten islands, and will spend my NY vacations there. So, please don't worry that I don't answer to emails and on the forum during this period. I will be back to work on 12th of January, and will follow up on any important points discussed in my absense.

PepaDrobny wrote:- I miss an animation of unit's move throught hexes from starting hex to finishing hex as PG/AG standart. Not too good to see unit only disappear somewhere a appear somewhere other


I 100% agree. Movement animation not only looks nicer, but is also much more convenient when watching replays. So yes, it is on my TODO list.

Although I consider the UI pretty complete by now, there will be some improvements to it in the future. As an example, here are just a few points on my list:
- Add combat prediction directly to the main screen (as in PG2 and PlayStation version of PG1)
- Support moved unit indication by color shift (as in AG)
- Support VH indication by blinking flag (as in PGDOS)
- Add tooltips explaining why a command is not available (supply not possible because: the unit has moved, the units is not in supply hex, the unit is blocked bu the enemy etc.)
etc.

PepaDrobny wrote:- There should by some "Advanced settings" for possibility to set up / customize some PG/AG standarts. There was several things which were in PGDOS and in AG different. PGF is using in some things standards from PGDOS and others from AG standard. I think there should be possibility to set up by player which standart prefers to play. I mean mainly:
a) UI details (for example marking of victory city - blinking flag or yellow line around hex)
b) defensive side donation (PGDOS is half amount then AGWIN)
c) purchase rules - in PG Dos is possible to purchase units immediately after occupation of city in the same turn, in PGF not
e) strenght of units display - possible to use single scenarios standart (all numbers black, no white)
d) etc. another PGDOS/ AGWIN diffecences


I agree in general, but different points require different handling.

Thus, in case of UI it is up to the player to decide how it wants it to work. Now, you can choose blinking dots or grayed strength labels (or both) to indicate moved units, and in the future you will be able to do the same with VH indication etc. So, each player will be able to use his own "mix" of options from PGDOS, AG, PG for PS etc.

In case of scenarios and campaigns it is a question of campaign balance, and so idealy each campaign should use settings which suit it best. Most players have no idea what prestige allotments PGDOS and PGWin used, and which way is better. They just want to play a good, balanced game. Besides, it is not as easy as "PGDOS way" and "PGWin way" any more.

Take per-turn prestige allotments as an example. PGF does not use 2*slots as a hard-coded value. Instead, prestige allotments are part of the scenario file, and are specified for each turn and each side separately. This scheme supports "prestige exceptions" like Kursk and Ardennes naturally, without the need to hard-code stuff in game EXE.

So, I think that the right way to go is like this:
- By default, PGF includes stock PG/AG campaigns which are balanced specifically for PGF. Now there are a few CCs going already, and I hope that there wil be more in the future. This should help us to understand better how to balance the campaigns.
- For the purists willing to play the the game the way it worked in PGDOS or PGWin, we can have a separate version of stock campaigns, repeating PGDOS and PGWin rules exactly. To avoid confusion of general users, I would suggest to have these as separate downloads.

That being said, I do plan to have advanced settings in the game for various new/improved game rules. For example:
- separate move and attack actions (as in PacGen/PG2)
- no Undo
- no zoc for air units
- equipment pool
- new, more advanced supply rules
etc.

PepaDrobny wrote:- use new funtion - stop cheating with cancel move function (explanation bellow on image). Can be added and allowed set up to use it or not in "Advanced settings"


Oh yes. I never liked this feature, and this topic is a proof of my words: viewtopic.php?t=41555.

But I do like your idea to allow cancel when moving within spotting limits - something I did not think about. One man can never be as creative as the community at large. :yes

PepaDrobny wrote:- bug - wrong display of text - on the same image


It is not really a bug in the game, but the fact that my current UI layout cannot handle all resolutions equally well. In PGDOS there was just one layout, while AG supported various resolution, but did not have a layout at all (just flowting windows which the user had to position himself for the best result). For PGF I'm thinking about having several layouts, from which the user can choose the one he likes best, or the game can choose automatically, according to the current window size.

PepaDrobny wrote:- make possibility to create "flight plan" for planes. means plan plane route of flight - for example for prevent surprise contact by flying over invisible area


I agree in general, but we need to understand how to make this feature usable. Current scheme is good because of its simplicity - you just specify end point and the unit moves there. Easy!

PepaDrobny wrote:- on-line play - possibility of talk - as in Mplayer, make possible chat, text display over screen


Absolutely.

PepaDrobny wrote:- on-line play - when I end my turn, there is not classic "black screen" which disappear when oponent starts his turn. now you are waiting a lot of time and you dont know if player disconnected or doing moves in invisible area


Agreed.

PepaDrobny wrote:- as I played, the AI is sometimes more stupid (on advanced mode) then in original game. common cases are that he is running to first line with artilleries loaded on land transports - very easy to destroy them when they stopped directy in the front of my tanks.


:yep

Overall the new AI seems more challenging than the old one, but this does not mean that it does ALL things better. I still need to do a lot of improvements here.

PepaDrobny wrote:- convert function didnt generate strenght.bmp. I had to do it manually


The reason is that PGF uses expanded strength.bmp, with separate version of strength labels for moved/unmoved units, with aux labels for both Axis and Allies (if they are used together in the future), and with additional strength labels for 16..20 values (which you can have in the game if you allow them in scenario files). So, the convertor assumes that the converted game will use strength.bmp from default\Graphics.

PepaDrobny wrote:- in PacPG I have own weather table (monsoons on pacific theatre!) and movement table - your conversion function cannot do it


Yep, and the reason is that weather table and movement table do not exist in PGF as separate datafiles yet. The convertor would have to copy PGForever.exe and mod it directly, and this is not my idea of how PGF modding should work. :) When I have the weather and movement tables in separate data files, I can support them in convertor as well.

(Did not plan to do this it in the past because I never knew someone modded them, especially the weather table. When I started working on my remake, I could not find any info at all about how the weather works, so I had to research this from scratch.)

PepaDrobny wrote:- PGF AI is the same stupid with using own aircraft carriers as PG and AGWIN. Sorry, not stupid, he totally ignores them. When he has not airfiled, he left planes fall down by low fuel rather than land on carrier.


Yes, and the reason is that there are virtually no carriers at all in the stock campaigns. Thus, in PG you only have one carrier in Norway. This is no excuse to have a bad AI though, I'll improve. :)

PepaDrobny wrote:- low fuel signalization function (red hexes on area from where is not suficient fuel for flight back) is also totally ignoring existence of aircract carriers


Good point, I completely forgot about that. It is more difficult though, because the carriers can move. The user can trust the game that a certain hex is safe, then move his carriers away and lose his planes. I wonder if it is a big problem or not...

PepaDrobny wrote:- game immediately crashed when I tried to click to purchase button. Cases when I played as Chinese - Japan was OK. Is your convert function taking also NUPL from exe?


Yes, NUPL is converted, because it is already part of data files (eqp file to be precise), and I know that most custom campaigns modded it. The conversion worked ok with stock campaigns, so I don't know out of my head why it did not work for PacPG. I'll have to investigate this when I'm back from my vacation.

PepaDrobny wrote:- campaign - how did you solve deciding according stage of other front or result on Low countries scenario?


This is done using campaign tree labels. I've described this system in detail in my modding thread: viewtopic.php?t=44981. Or you can just open the pg\Scenario\pg.pgcam file in MS Excel and see how it works - I think that for a veteran modder like you the format will be obvious.

PepaDrobny wrote:- there was declared support for localizing - there is result on image. Interesting is that somewhere local chars are OK, somewhere not.


I have made some steps to make localization easier in the future, but it would be an exaggeration to state that it is already 100% finished. One of the problems is that the original game was ANSI, and so it is hart to convert it automatically. Perhaps I'll have to add an option to specify an exact code page in the convertor.

Another problem is somewhere in my code - it seems that I lose encoding information somewhere when I place unicode data into HTML pages.

So yes, supporting various locales still requires some work, but this is definitely on my TODO list for the nearest future.

PepaDrobny wrote:- in convert function is not solved converting of scenarios designed for Allied starting side. This I need for converting AGPG and PacAGPG files. This should be done and select of side can be added as parameter of convert function as follow: (0-Axis starting side, 1-Allied starting side)


I can add this option (this is easy), but do you want all scenarios to use the same starting side? You can now specify this for each scenario individually, and to do that, you just need to add one line to scenario file:

Code: Select all
Allies Move First   1


You can see an example if you open any of the pgscn files in ag\Scenario folder.
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Postby PepaDrobny » 28 Dec 2009, 23:17

Allied General Workshop wrote:
Pepa, converting your PacPG and Allied-start options will be great.

Your AGPG used PG efile with SMG troops. You can see the AG efile in AG-PGF because Rudankort referenced the AG-WIN efile on my site.

I also uploaded spreadsheets of PACG-WIN efile.

You might want to look at the new PGF amphibious movements that LVTs use in my efile.

http://panzercentral.com/forum/viewtopi ... 736#628736

Thank you for your work.



Hallo AGW,

Yes, I definetly plan to convert PacPG and AGPG and other my works to PGF as well as map or other bugfixes. As you can read Rudankort's post, there must be done several things to be able to do it which Rudankort lucky agreed, so there please wait. It will take him some time and I must also still yet work a lot on PacPG plus wino helps me with additional complet systematic bugs scanning on PG and AGPG maps.

I think the name of unit SMG or Regular is the smallest difference in my efile. I dont know how you, but I am vomiting when I see four engine strategic bomber icon on Il-2 unit. Or biblane on I-16 fighter. Or when you play and opponents is flooding map by purchasing seas of IT Sem-47 for 12 prestige cost. Etc.

For PacPG I edited movement table because of need of LVT amphibious units. Very similar to your idea.
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Postby PepaDrobny » 28 Dec 2009, 23:36

Rudankort wrote:
I will take a short break now from my work on PGF and in fact from Internet and PCs altogether: I'm leaving tomorrow in the morning to Lofoten islands, and will spend my NY vacations there. So, please don't worry that I don't answer to emails and on the forum during this period. I will be back to work on 12th of January, and will follow up on any important points discussed in my absense.



Hallo Rudancort,

thank you for your reply. There is a lot of things to do for you so rest completely and celebrate coming a new year bringing a lot of PG stuff :).
Enjoy your holiday on Lofoten Islands, I have been there some years ago and spent in Norway 2 beautiful weeks. On Lofoten I especially remember missed ferry from Svolvaer to Bodo :).
I found in Narvik fjord several shipwrecks from WW2. But now it is dark (polar night) here, so I am interested what you will see :)


There are some photos from my journey:

http://hartmann.valka.cz/fotogalerie/norsko/vojexp.htm

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Postby robert CL » 29 Dec 2009, 10:37

Hi Rudankort,

An idea to improve PGF: adding speeches from PG1 and AG in campaigns.

For PeG-WW2 I had converted all those sounds from MEL into WAV format, maybe it could be useful to you for a next release:

German speeches:
http://start5g.ovh.net/~pegww/Sounds/Sp ... s_wavs.rar

Soviet speeches:
http://start5g.ovh.net/~pegww/Sounds/Sp ... s_wavs.rar

US speeches:
http://start5g.ovh.net/~pegww/Sounds/Sp ... s_wavs.rar

British speeches:
http://start5g.ovh.net/~pegww/Sounds/Sp ... s_wavs.rar


Enjoy your well deserved holidays!
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Postby Teophrastus Bombastus » 29 Dec 2009, 14:40

I have completed a PGF-AG British campaign with only two hickups.

One passage between scenarios sent me out of the game but I was able to recover from autosave.

On finishing Anzio with an indication of Major Victory I was sent to Overlord instead of Neptune (if I'm remembering the campaign tree right).
However, as I finished Anzio at a late date I'm in doubt wether the error wasn't in the Major Victory indication instead.

I'm currently having a go at K.u.k.

Here's the assault at the final Gorlice scenario's objective: Stalowa Lowa
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Postby Allied General Workshop » 30 Dec 2009, 04:30

PepaDrobny wrote:I think the name of unit SMG or Regular is the smallest difference in my efile. I dont know how you, but I am vomiting when I see four engine strategic bomber icon on Il-2 unit. Or biblane on I-16 fighter. Or when you play and opponents is flooding map by purchasing seas of IT Sem-47 for 12 prestige cost. Etc.

For PacPG I edited movement table because of need of LVT amphibious units. Very similar to your idea.

I mentioned the SMG/Conscript difference in names and combat powers in case you were unaware because it is not a well-known difference. Your AGPG is intended to be a hybrid so the PG efile is not wrong if that is what you want but it is easy to change if you decide to prefer the AG efile.

viewtopic.php?t=44794

A new PGF icon set is another project:

viewtopic.php?t=45004

Good work that you created amphibious LVTs in DOS (you might be the first) and thankfully that is done in PGF too.
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Postby PepaDrobny » 30 Dec 2009, 12:14

Hallo AGW,

OK.

BTW: I discovered new bug in PG / AG original efiles. German 37 mm Air defense cannot be transported by Sea transport. It is definetly error, no question about it, because other German AD - smaller Flak38 ang bigger 88mm Flak - can be transported without any problems.
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Postby Allied General Workshop » 30 Dec 2009, 23:54

PepaDrobny wrote:Hallo AGW,

OK.

BTW: I discovered new bug in PG / AG original efiles. German 37 mm Air defense cannot be transported by Sea transport. It is definetly error, no question about it, because other German AD - smaller Flak38 ang bigger 88mm Flak - can be transported without any problems.


Thank you, I will check my efile for that SSI bug.
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Postby Pacifist » 31 Dec 2009, 11:38

Again: Great job! :notworthy

>c) purchase rules - in PG Dos is possible to purchase units
> immediately after occupation of city in the same turn, in PGF not

You might call this a very "gamey" possibility, but it really helped on harder settings, where the turn limit was hard to archieve.

This is imho a definite candidate for "advanced game settings".
(I have to check this, but I recall it was even possible to deploy units which were hold back during initial deployment to these cities.)

Then I stumbled upon another bug - not knowing if it is known already I place it here : If I try to upgrade the 8.8 ATG (in the West 41 Campaign) with halftrack to any unit-type without transport (PaK 35/36, PaK 38 or PzJgr) , the game crashes.
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Thank you ! PGF sure is FUN !

Postby DA 1775 » 02 Jan 2010, 03:36

Thanks ! Belated Merry Christmas and Happy New Year's !
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Postby Allied General Workshop » 02 Jan 2010, 05:39

DA 1775, happy new year.

Pacifist, good catch.

Pepa, another SSI efile bug has the British and Polish M5 Stuarts like fast Churchill tanks but they should be like US and French M5 Stuarts. I noticed the SSI Stuart bug in AGPG 1.6.
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Postby PepaDrobny » 02 Jan 2010, 14:38

Happy New Year to all!


Pacifist - I tried to do it -> without any problems. Inform us which version (PGDOS, PGWIN, AGWIN, etc. ) and which mod it happed, post save game from scenario.

AGW - I checked movement, both British and US has the same, 7. I dont see any problem. So need better explanation.
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Postby Pacifist » 02 Jan 2010, 17:34

>Pacifist - I tried to do it -> without any problems. Inform us which
>version (PGDOS, PGWIN, AGWIN, etc. ) and which mod it happed,
>post save game from scenario.

PGForever 1.00 (24.12.2009) - Standard PG - West 41 Campaign - First Scenario

I verified it by moving the 25th ATG (with transport) to Mersa Brega (6,31) on turn 1 and tried to upgrade in turn two. (Just kill the 2nd GB Inf there with arty, move the ATG in. End first turn. Upgrade -> crash.)
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Postby Allied General Workshop » 02 Jan 2010, 18:43

Pepa, the British and Polish M5 Stuarts have the wrong soft attack and ground defense (maybe other factors are wrong too). They should match the US M5 Stuart.
AGW also means "Anthropogenic Global Warming." Do people call me AGW because they think I am becoming less cool every year?

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Postby DA 1775 » 02 Jan 2010, 22:09

Thanks again for the elegant and simple fun in an over-complex world ! Here's some unit icons (using Online images) I've been having fun with:



http://sites.google.com/site/pgforeverfun/
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Postby JuloAG » 03 Jan 2010, 13:57

Pacifist wrote:PGForever 1.00 (24.12.2009) - Standard PG - West 41 Campaign - First Scenario I verified it by moving the 25th ATG (with transport) to Mersa Brega (6,31) on turn 1 and tried to upgrade in turn two. (Just kill the 2nd GB Inf there with arty, move the ATG in. End first turn. Upgrade -> crash.)


Affirmative, I got same experiences.

Another situation:
PGForever 1.00 , AG –scn play, H vs H, Germany – buy 7,5 PAK with 250/1 to 33, 15. Move to 35,14, upgrade to StuGIIIF or JagdTiger, game crash.
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Postby Allied General Workshop » 03 Jan 2010, 20:07

Deployment problems:

PGF offers fewer than normal deployment hexes or no deployment hexes at all when trying to deploy units with 0 movement points (88mm).

PGF deploys 0MP unit (88mm) on ocean.

PGF deploys ships on land despite sea movement when unit is a class normally associated with land units (artillery craft).
AGW also means "Anthropogenic Global Warming." Do people call me AGW because they think I am becoming less cool every year?

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Postby uran21 » 05 Jan 2010, 20:52

Interesting situation on France map. Somme (30,2). If unit is north of the river it can cross that hex as it is a bridge, if it is south of the river it is treated as a river hex. Present in PG(DOS) as well as in PGWin.

South of the river:
Image


North of the river:
Image


P.S. Congratulations Colonel.
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'&#1042;&#1072;&#1089;&#1080;&#1083;&

Postby DA 1775 » 08 Jan 2010, 07:56

Congratulations Colonel 'Василий Григорьевич Зайцев' Rudankort !

I am enjoying gathering no-brainer scale model screen captures for icon use ! I am no longer able to mouse scroll East/West- Left/Right in-game, however, navigation with Jump Map is still possible. How may dismounted Infantry and Cavalry icon DEFAULT GRAPHIC tacicons.bmp options be increased ? Is it possible ?
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Re: '&#1042;&#1072;&#1089;&#1080;&#1083;

Postby Allied General Workshop » 08 Jan 2010, 15:04

DA 1775 wrote:I am enjoying gathering no-brainer scale model screen captures for icon use !...How may dismounted Infantry and Cavalry icon DEFAULT GRAPHIC tacicons.bmp options be increased ? Is it possible ?


I think you can add icons by adding length to the icon sheet (canvas) in multiples of 60x50 pixels.

PGF icon discussion:

viewtopic.php?t=45004
AGW also means "Anthropogenic Global Warming." Do people call me AGW because they think I am becoming less cool every year?

Visit [url=http://alliedgeneralworkshop.blogspot.com/]Allied General Workshop[/url]
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Postby JuloAG » 08 Jan 2010, 16:38

uran21 wrote:South of the river:
Image

North of the river:
Image


Image

Its a bug from original Pgdos scn.
(PGF used original scn, therefore share its bug too)

Red line represent road, blue dots are river.
Dark red arrow is pointed to bug.
Green arrow – propose how to correct the bug.
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Postby uran21 » 09 Jan 2010, 15:19

JuloAG wrote:Green arrow – propose how to correct the bug.


There are no leading roads south of the river and placing a bridge to lead where there are no road connections is not a common practice in PG. Maybe moving the road from river hex altogether and placing it to Clear north of the river is right solution?
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Postby JuloAG » 09 Jan 2010, 16:09

uran21 wrote:Maybe moving the road from river hex altogether and placing it to Clear north of the river is right solution?


yes this is another soution, and is also good. :howdy

(think pepa drobny made this bug corrected in his PGdos correction package.)
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Postby NSengupta » 09 Jan 2010, 20:04

Rudankort,
This is really tremendous. Very nicely done!!!!! And many thanks...

Quick question... is it possible to have more units in the equipment file than in the original Allied General game?

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Postby PepaDrobny » 09 Jan 2010, 21:13

JuloAG wrote:
uran21 wrote:Maybe moving the road from river hex altogether and placing it to Clear north of the river is right solution?


yes this is another soution, and is also good. :howdy

(think pepa drobny made this bug corrected in his PGdos correction package.)


Absolutely.


To understand this case, you need understand function of roads. This result of this function, but very few happen case.

See image with this sample:

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Postby Eric » 10 Jan 2010, 07:16

Should be a test question or something, lol.

Love that graphic Pepa! :D

Only had to glance at it 2 times to get it.

I'm sure most of you it only took just a quick glance.
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Postby Mark62 » 10 Jan 2010, 07:27

What a masterpiece in it's simplicity! This old game, brought back to life and works flawlessly on Windows 7 as far as can tell, though I do not have volume hooked up.

Nice job gentleman, this will give a break from PeG for a while and really looking forward to good memories of this grand old game again.

One thing.. Last time played this game.. Can't recall the Poles whipping my butt the 1st 3 times in scenario #1... Have yet to beat those Pesky Poles....

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