Search found 481 matches
- 2024-03-26 09:29, Tuesday
- Forum: PG Forever Forum
- Topic: [AI] Observations, Wishes & Proposed Solutions
- Replies: 51
- Views: 12008
Re: [AI] Air Combat Model
How AI manages its air units has already been established by by numerous observations. The main criterion for returning units to a friendly airfield is running out of fuel . :yes Another criterion is that AI unit STR is less than 10. AMMO=0 is not a serious argument for the AI to return to a friendl...
- 2024-03-21 12:33, Thursday
- Forum: PG Forever Forum
- Topic: [DEV] Historical Content Representation - Pilot Projects
- Replies: 221
- Views: 113330
Re: [DEV] WiH Campaign redesigned update - New
The previous version contained a critical error in the tacicons file. The error has been fixed. Briefings have been updated. Two new coastal tiles added to tile sets. Please download the corrected version. http://forum.open-general.com/viewtopic.php?f=95&t=467#p7294 Sorry for the inconvenience! :o :...
- 2024-03-19 18:56, Tuesday
- Forum: PG Forever Forum
- Topic: [DEV] Historical Content Representation - Pilot Projects
- Replies: 221
- Views: 113330
Re: [DEV] WiH Campaign redesigned update
New redesigned and expanded version is downloadable from here: http://forum.open-general.com/viewtopic.php?f=95&t=467#p7294 What's new: - Campaign expanded to 12 scenarios. Added North Africa and Malta. - New maps have been created. Existing maps are expanded/redesigned: Spain scenarios, Poland. - A...
- 2024-03-17 19:45, Sunday
- Forum: PG Forever Forum
- Topic: [EDT] Content Editors: Tips & Tricks
- Replies: 39
- Views: 12385
Re: [EDT] Maps - Resizing in FPGE
Sometimes a map reduction is required. Suppose there is a large map used in the previous scenario, let's say incompletely. There were corners that were not combat territory. And in the next scenario, you need an activity in that particular corner. So why look at a big map when you can cut off the pi...
- 2024-03-15 04:11, Friday
- Forum: PG Forever Forum
- Topic: [EDT] Content Editors: Tips & Tricks
- Replies: 39
- Views: 12385
Re: [EDT] Maps - Resizing in FPGE
I have already written somewhere about a small glitch of FPGE when resizing the map (expanding in different directions). The east is mixed up with the west. North and south in the interface and in real FPGE actions are realized correctly. No complaints, version 0.7.5 is, judging by the numbering, no...
- 2024-03-14 17:21, Thursday
- Forum: PG Forever Forum
- Topic: [DEV] Content Generation - Ideas, Approaches & Discussions
- Replies: 61
- Views: 5886
Re: [DEV] Content Generation - Ideas, Approaches & Discussions
Does it make a difference if you save during the "view battlefield" after the end of previous scenario (but before moving onto the next scenario deployment phase), instead of during the last turn of the previous scenario (before winner is declared)? Checked. There's no difference. After the "View b...
- 2024-03-14 05:08, Thursday
- Forum: PG Forever Forum
- Topic: [DEV] Content Generation - Ideas, Approaches & Discussions
- Replies: 61
- Views: 5886
Re: [DEV] Weather on 1st turn
But if the player made a save at the Deployment stage . . . the weather in the first turn has already been determined and saved in the save. Now that I've learned this strange secret, to work on the next scenario with Current Weather set to 0, I do two deployment stage saves after the previous scen...
- 2024-03-13 18:57, Wednesday
- Forum: PG Forever Forum
- Topic: [DEV] Content Generation - Ideas, Approaches & Discussions
- Replies: 61
- Views: 5886
Re: [DEV] Weather on 1st turn
The nuance was revealed when testing the scenario. On the first turn it was planned to use overcast weather and strike by aviation. And while the scenario was tested as a separate one, everything was according to plan and just fine. But during the final testing in the campaign, when the army was de...
- 2024-03-13 16:04, Wednesday
- Forum: PG Forever Forum
- Topic: [DEV] Content Generation - Ideas, Approaches & Discussions
- Replies: 61
- Views: 5886
Re: [DEV] Weather on 1st turn
The nuance was revealed when testing the scenario. On the first turn it was planned to use overcast weather and strike by aviation. And while the scenario was tested as a separate one, everything was according to plan and just fine. But during the final testing in the campaign, when the army was de...
- 2024-03-13 07:38, Wednesday
- Forum: PG Forever Forum
- Topic: [DEV] Content Generation - Ideas, Approaches & Discussions
- Replies: 61
- Views: 5886
Re: [DEV] Weather on 1st turn
http://forum.open-general.com/viewtopic.php?f=100&t=544#p8985 Fair Weather & Storm Fronts A typical scenario's duration is subject to strictly alternating periods of A) Fair Weather; and B) a Storm Front. No "gaps" are allowed here. Please note that a scenario may commence with a Storm Front alread...
- 2024-03-13 07:02, Wednesday
- Forum: PG Forever Forum
- Topic: [ADV] Advanced Play System - Questions & Commentary
- Replies: 181
- Views: 51424
Re: [ADV] Advanced Play System - Questions & Commentary
It doesn't matter so much what class is a unit, it is the target type that counts. 0 = soft 1 = hard 2 = air 3 = naval Actually, the algorithm works something like this: 1) Hey, attacker-to-be, your intended target is type T (0, 1, 2 or 3). Do you sport a corresponding, positive Attack value (SA, H...
- 2024-03-12 18:37, Tuesday
- Forum: PG Forever Forum
- Topic: [ADV] Advanced Play System - Questions & Commentary
- Replies: 181
- Views: 51424
Re: [ADV] Admiral's tool - Dual purpose units (Part 2)
Well the final invention of industry that was given to the admirals as a bonus was "some kind of sea mine". It's not a very dangerous mine. It doesn't do much damage warships. It's not a very stealthy mine - you can see it even from an airplane. But it is a harmful mine. It blocks the path. And to ...
- 2024-03-11 18:12, Monday
- Forum: PG Forever Forum
- Topic: [AI] Observations, Wishes & Proposed Solutions
- Replies: 51
- Views: 12008
Re: [AI] Observations, Wishes & Proposed Solutions
Our silicon-germanium opponent (AI) has some innate characteristics: - Sea transport will, out of several possible directions, go to some largest land area. This needs to be verified. But neither the separation of this piece of land from the other by the ocean, nor the border lines of neutral hexes,...
- 2024-03-09 08:26, Saturday
- Forum: PG Forever Forum
- Topic: [DEV] Content Generation - Ideas, Approaches & Discussions
- Replies: 61
- Views: 5886
Re: [DEV] ENT Level
ENT Level can be set in pgscn to values much greater than the allowed nine. In tests, even a three-digit ENT number does not cause any problems in the interface and executable program. Assigning for certain units the ability to ignore entrenchment was already discussed two years ago. http://forum.op...
- 2024-03-08 17:56, Friday
- Forum: PG Forever Forum
- Topic: [AI] Observations, Wishes & Proposed Solutions
- Replies: 51
- Views: 12008
Re: [AI] Observation - trigonometry
Code fragment from an EXE file: https://i.postimg.cc/Pr7MSNrg/tan-cos.jpg Funny question - why does PGF need trigonometric functions? :dunno :huh The answer is that the AI uses them when determining the direction vector of the attack. The direction vector is calculated based on the player's VH on th...
- 2024-03-07 11:47, Thursday
- Forum: PG Forever Forum
- Topic: [ADV] Advanced Play System - Questions & Commentary
- Replies: 181
- Views: 51424
Re: [ADV] Ammo Points - Negative Values - Part II
TEMPORARY APPEARANCE... Intended Audience: # Lettos # & # Radoye # I'm a believer in "measured" modding approaches. Namely, a content designer should strive to exhaust all technical possibilities supported by "lower level" avenues before "escalating". In the present context, if something can be acc...
- 2024-03-07 08:04, Thursday
- Forum: PG Forever Forum
- Topic: [EDT] Content Editors: Tips & Tricks
- Replies: 39
- Views: 12385
Re: [EDT] Coastal Batteries
Coastal artillery batteries are quite difficult to model in a program that does not distinguish between terrain types in terms of spotting at all. 1. Batteries varied in terms of sector of fire. Some could fire in all directions, and some could fire only towards the sea. Examples of batteries with a...
- 2024-03-07 06:28, Thursday
- Forum: PG Forever Forum
- Topic: [DEV] Content Generation - Ideas, Approaches & Discussions
- Replies: 61
- Views: 5886
Re: [DEV] Don't Move ! Various Orders
Without Organic transport this unit can retreat to ocean. As far as I know, this unfortunate behavior has been observed in instances where the unit's Movement Allowance (MA) is ZERO (0). Why resort to such specification? Just give adequate NEGATIVE SFPs to the unit which will definitely last until ...
- 2024-03-07 05:36, Thursday
- Forum: PG Forever Forum
- Topic: [EDT] Content Editors: Tips & Tricks
- Replies: 39
- Views: 12385
Re: [EDT] FPGE ? It Depends...
Elsewhere in THIS forum: FPGE replaces negative SFP values with a standard blank value when saving a scenario. Even in the case of PGF-SSI styled modding, FPGE is highly problematic. In particular, FPGE often turns files *.PGSCN into unpredictable... garbage. :( Now, when it comes to PGF-CDP styled...
- 2024-03-06 21:41, Wednesday
- Forum: PG Forever Forum
- Topic: [DEV] Content Generation - Ideas, Approaches & Discussions
- Replies: 61
- Views: 5886
Re: [DEV] Don't Move ! Various Orders
I am now creating Garrisons out of any necessary unit (INF, ATY, ATG, AD) by creating a clone of it in the eqp file, but with Listed Fuel Capacity (LFC) = Negative (let's say I chose a value of "-4"). And I give this clone Organic transport class 15, all parameters are zero. Everything works fine! ...
- 2024-03-06 18:20, Wednesday
- Forum: PG Forever Forum
- Topic: [DEV] Content Generation - Ideas, Approaches & Discussions
- Replies: 61
- Views: 5886
Re: [DEV] Don't Move ! Various Orders
Intended Audience: # Lettos # & # Radoye # Don't Move for Awhile Historically, content designers had to rely on House Rules... Recently, NEGATIVE Starting Fuel Point (SFP) specifications in Scenario Definition File *.PGSCN proved their worth and, then, some. Mind you, in order to take advantage of ...
- 2024-03-02 19:27, Saturday
- Forum: PG Forever Forum
- Topic: [DEV] Content Generation - Ideas, Approaches & Discussions
- Replies: 61
- Views: 5886
Re: [DEV] "Pure" Aero-Naval Battle ?
Intended Audience: # Lettos # & # Radoye # Absolute Prerequisite [AI] Offensive "Slugfests": Addendum http://forum.open-general.com/viewtopic.php?f=95&t=597#p15576 Any Ideas / Suggestions ? Ok, when it comes to aero-naval matters, PGF's programming is kind of primitive compared to, say, Pacific Gen...
- 2024-03-02 05:06, Saturday
- Forum: PG Forever Forum
- Topic: [DEV] Panzer General Total War
- Replies: 18
- Views: 17871
Re: [DEV] Panzer General Total War
Someone else here on the forum made the Mega Poland map and it's awesome. I believe I made some adjustments to unit placement. In this scenario, you've managed to create some interesting intrigue and battle tension by setting up Offensive tactics for the AI! Can the units move from those hexes? Yes...
- 2024-03-01 19:11, Friday
- Forum: PG Forever Forum
- Topic: [DEV] Panzer General Total War
- Replies: 18
- Views: 17871
Re: [DEV] Panzer General Total War
Thanks for the Campaign! Mega Poland's scenario is excellent! Great idea to make a large map that allows for "multidirectionality" in attacks! :cool The idea of giving artillery a more meaningful role works very well! Are you continuing to work on the Campaign? I've played Mega-Poland, Norway, LC an...
- 2024-02-28 11:45, Wednesday
- Forum: PG Forever Forum
- Topic: [ADV] Advanced Play System - Questions & Commentary
- Replies: 181
- Views: 51424
Re: [ADV] Admiral's tool - Dual purpose units (Part 2)
Well the final invention of industry that was given to the admirals as a bonus was "some kind of sea mine". It's not a very dangerous mine. It doesn't do much damage warships. It's not a very stealthy mine - you can see it even from an airplane. But it is a harmful mine. It blocks the path. And to r...
- 2024-02-27 18:37, Tuesday
- Forum: PG Forever Forum
- Topic: [DEV] Historical Content Representation - Pilot Projects
- Replies: 221
- Views: 113330
Re: [DEV] Infantry Close Defense Values
:howdy Cat Leon, Elsewhere in this forum: Why all the infantry units have Close Defense of zero? When infantry units fight each other in city, in forest or mountain terrain they use Close Defense. The same thing happens if only one of infantry units is in close terrain. Both infantry units use Clos...
- 2024-02-27 08:34, Tuesday
- Forum: PG Forever Forum
- Topic: [ADV] Advanced Play System - Questions & Commentary
- Replies: 181
- Views: 51424
Re: [ADV] Admiral's tool - Dual purpose units (Part 2)
Based on the results of the Closet Land AI-led admirals sent a request to the military industry to make "something" that could protect the navy in a Puddle Ocean. As part of a large-scale fleet modernization program disguised from enemies by the code name "Something," shipyards created two auxiliary...
- 2024-02-26 08:13, Monday
- Forum: PG Forever Forum
- Topic: [DEV] Content Generation - Ideas, Approaches & Discussions
- Replies: 61
- Views: 5886
Re: [DEV] Weather at the siege of Troy
What happens to the weather if we have Data Descriptors Clear Time/Storm Time settings in cases: a. Clear Time/Storm Time is longer than the number of turns in a month? (common situation for Days per turn = 1 or 2) b. Clear Time/Storm Time is roughly comparable to the number of turns in a month (th...
- 2024-02-26 06:24, Monday
- Forum: PG Forever Forum
- Topic: PGF: "Ephemeral" Posts - Questions & Commentary
- Replies: 329
- Views: 310508
Re: PGF: Weather zone "0"
Do I understand correctly that there is never any chance of precipitation/overcast in WZ0? This zone always has Clear/ weather and Dry surface conditions? That's my understanding. I speculate SSI developed their core model under "ideal" conditions first . From a programming standpoint, they "had" t...
- 2024-02-25 21:31, Sunday
- Forum: PG Forever Forum
- Topic: [EDT] Content Editors: Tips & Tricks
- Replies: 39
- Views: 12385
Re: [EDT] FPGE -- Uneven Development
1) *.STM & *.SET files have nothing to do with Outcome Conditions (OCs). 2) FPGE is known to... mangle "things" here; hence, the need to manually edit *.PGSCN files. All right, then! It turns out that complex victory conditions (with mandatory VH) should be prescribed last, and the scenario should ...
- 2024-02-25 21:25, Sunday
- Forum: PG Forever Forum
- Topic: [DEV] Content Generation - Ideas, Approaches & Discussions
- Replies: 61
- Views: 5886
Re: [DEV] Weather
The beginning of this research is here: http://forum.open-general.com/viewtopic.php?f=95&t=956#p18550 Interim Conclusion Here it looks like you can pretty much free up space (or at least most of the month slots) in one Weather Zone for use with a new weather type... In accordance with the principles...
- 2024-02-25 19:19, Sunday
- Forum: PG Forever Forum
- Topic: [DEV] Content Generation - Ideas, Approaches & Discussions
- Replies: 61
- Views: 5886
Re: [DEV] Weather at the siege of Troy
Yes, I didn't misspoke - we're talking about the weather during a very strange battle (according to the pgscn setting). Days per turn - now the absolute champion in this indicator is the FINLAND scenario, duration 12 turns, begins November 30, and 7 Days per turn! There are scenarios where Days per ...
- 2024-02-25 18:28, Sunday
- Forum: PG Forever Forum
- Topic: PGF: "Ephemeral" Posts - Questions & Commentary
- Replies: 329
- Views: 310508
Re: PGF: Weather zone "0"
Do I understand correctly that there is never any chance of precipitation/overcast in WZ0? This zone always has Clear/ weather and Dry surface conditions?
- 2024-02-25 18:10, Sunday
- Forum: PG Forever Forum
- Topic: PGF: "Ephemeral" Posts - Questions & Commentary
- Replies: 329
- Views: 310508
Re: PGF: Victory conditions
HexCode wrote 3 years ago: [OPN] Glory & Precision: Peaceful... Coexistence ? http://forum.open-general.com/viewtopic.php?f=95&t=503#p8467 Under PGF, OC parlance (if any) naturally resides either in files *.PGSCN or in files *.PGBRF, depending on whether the Play Mode is Standalone Scenario or Campa...
- 2024-02-25 08:30, Sunday
- Forum: PG Forever Forum
- Topic: [DEV] Content Generation - Ideas, Approaches & Discussions
- Replies: 61
- Views: 5886
Re: [DEV] Weather
Absolute Prerequisite: WEATHER DETERMINATION TABLE http://forum.open-general.com/viewtopic.php?f=100&t=551#p9043 Working with these descriptors, there are some facts to note first. 1) Some Weather Zones in some months are completely the same. Some months differ so slightly that they can be interchan...
- 2024-02-25 05:54, Sunday
- Forum: PG Forever Forum
- Topic: PGF: "Ephemeral" Posts - Questions & Commentary
- Replies: 329
- Views: 310508
Re: PGF: new Weather type
Changing Snowing and Frozen to Storm and ... + nothing has changed on the ground. The idea is that we can create a weather type that comes in handy for use in aero-naval scenarios. Name "Snowing" can be replaced by ... something like BadWthr. This means wind + clouds + some kind of rain or fog, or ...
- 2024-02-24 19:12, Saturday
- Forum: PG Forever Forum
- Topic: [DEV] Content Generation - Ideas, Approaches & Discussions
- Replies: 61
- Views: 5886
Re: [DEV] Weather
Absolute Prerequisite: WEATHER DETERMINATION TABLE http://forum.open-general.com/viewtopic.php?f=100&t=551#p9043 Let's say I want to find out how random the choice of weather is in the model. I change three Data Descriptors in the exe file: 1) Clear Time, 2) Storm time and 4) Storm Chance. I set the...
- 2024-02-24 16:14, Saturday
- Forum: PG Forever Forum
- Topic: PGF: "Ephemeral" Posts - Questions & Commentary
- Replies: 329
- Views: 310508
Re: PGF: new Weather type
Changing Snowing and Frozen to Storm and ... + nothing has changed on the ground. The idea is that we can create a weather type that comes in handy for use in aero-naval scenarios. Name "Snowing" can be replaced by ... something like BadWthr. This means wind + clouds + some kind of rain or fog, or s...
- 2024-02-24 15:29, Saturday
- Forum: PG Forever Forum
- Topic: PGF: "Ephemeral" Posts - Questions & Commentary
- Replies: 329
- Views: 310508
Re: PGF: Panzer General - doing the same
During creative discussions about the course of the Wehrmacht's Eastern Campaign, this observation suddenly came to mind: why does the gloriously great Wehrmacht repeat its 1941 mistake twice in Panzer General - these are the Moscow'42 and Moscow'43 scenarios? Is this a special strategy - to attack...
- 2024-02-23 17:30, Friday
- Forum: PG Forever Forum
- Topic: [AI] Observations, Wishes & Proposed Solutions
- Replies: 51
- Views: 12008
Re: [AI] PacGen
If you're asking does PacGen have purely naval scenarios, the answer is yes, both in vanilla and in custom made (i believe there's one in Steve Strayer's Plan Z campaign just like you ask - however, it has been a while since i ran PacGen, it doesn't go along well with modern PCs). But, the PacGen u...
- 2024-02-23 15:47, Friday
- Forum: PG Forever Forum
- Topic: [AI] Observations, Wishes & Proposed Solutions
- Replies: 51
- Views: 12008
Re: [AI] Observations, Wishes & Proposed Solutions
Distance to horizon from 35m height is ~20 km. Battleships main guns maximum range is ~40km. (also, keep in mind there's no way to limit visibility to sea only, if spotting is increased capital ships would be able to see long distance inland, even over mountains :eek ) The horizon line is zero mete...
- 2024-02-23 14:37, Friday
- Forum: PG Forever Forum
- Topic: [AI] Observations, Wishes & Proposed Solutions
- Replies: 51
- Views: 12008
Re: [AI] Naval combat canonical rules
Since the days of Panzer General, there are clear rules for organizing the process of naval combat: Fog of war - On Spotting = 2, maximum 3. Fire range = 0 up to 5, even 6. These rules should make for an interesting naval battle. And yes, they probably do, but... only in H2H mode. AI doesn't know ho...
- 2024-02-23 12:28, Friday
- Forum: PG Forever Forum
- Topic: [ADV] Advanced Play System - Questions & Commentary
- Replies: 181
- Views: 51424
Re: [ADV] Admiral's tool - Dual purpose units (Part 1)
Two organic transports added. Submarine Surface and Destroyer CS (Capital Ship). Their parameters can be adjusted more precisely. It should be taken into account that Destroyer CS should have NA approximately equal to the GD of its opponent. NA=8-10 vs GD=8 in the tests looked like a threshold. A la...
- 2024-02-23 08:13, Friday
- Forum: PG Forever Forum
- Topic: [ADV] Advanced Play System - Questions & Commentary
- Replies: 181
- Views: 51424
Re: [ADV] Admiral's tool - S/T/PT boats
Minelayer in its mosquito-like essence is a scaled-down destroyer. The vanilla T-Destroyer. S/T/PT boats is a mosquito that belongs to the Capital Ship class. Its attack power in the model is set the same as Minelayer's, but Boats belonging to Capital Ship class gives them a bonus of "-1" to the ini...
- 2024-02-23 07:51, Friday
- Forum: PG Forever Forum
- Topic: [OPN] Scale Consistency & Scalability
- Replies: 45
- Views: 14911
Re: [OPN] Scale Consistency & Scalability
With Pacgen (i know, there he goes again ;) ) the destroyer and light cruiser classes represented flotillas, i.e. several units of same kind. These received replacements etc just like land and air units, would suffer from suppression etc. Here strength points represent additional ships (not necessa...
- 2024-02-22 21:29, Thursday
- Forum: PG Forever Forum
- Topic: [ADV] Advanced Play System - Questions & Commentary
- Replies: 181
- Views: 51424
Re: [ADV] Admiral's tool - Minelayer
I'm not an expert on mosquito fleet issues. :huh I guess you can try such Minelayer parameters as a reference point: -----------------------SA----HA---NA-------GD------INI-----AA-----AD--------CD/ASW-----------------EXP Level--------STR(Player)-----STR(AI)-----Fire Range Battleship----------24-----6...
- 2024-02-22 20:01, Thursday
- Forum: PG Forever Forum
- Topic: [DEV] Content Generation - Ideas, Approaches & Discussions
- Replies: 61
- Views: 5886
Re: [DEV] Aero-Naval Battle -- I'll Wait
Intended Audience: # Lettos # & # Radoye # In view of the Herculean efforts Lettos is putting into reshaping aero-naval matters, I'm going to wait until the emerging configuration matures. If I'm going to design "something" involving PGF's AI Module, I may as well go the "SSI-heterodox" way; all th...
- 2024-02-22 19:54, Thursday
- Forum: PG Forever Forum
- Topic: [OPN] Scale Consistency & Scalability
- Replies: 45
- Views: 14911
Re: [OPN] Scalability of Warships
:howdy Lettos, Is there a difference in whether a Battleship fires its main caliber for an hour at a battalion, or a company, or a division? Or how do you saw a fifth off a heavy cruiser? :huh :( :D Let's face it. SSI never really got down to designing "grognard" warfare models; hence, the "beer & ...
- 2024-02-22 18:07, Thursday
- Forum: PG Forever Forum
- Topic: [ADV] Advanced Play System - Questions & Commentary
- Replies: 181
- Views: 51424
Re: [ADV] Admiral's tool - Soft and Hard Attack
Remains to be done: Artillery fire by ships against surface targets - Soft/Hard Attack In this thread it is not worth judging millimeters of caliber, service life of ship artillery barrels, ammunition, etc. We have in our hands the so-called "bonus" model. The parameter should correspond to the art...
- 2024-02-22 15:57, Thursday
- Forum: PG Forever Forum
- Topic: [OPN] Scale Consistency & Scalability
- Replies: 45
- Views: 14911
Re: [OPN] Scalability of warships
Is there a difference in whether a Battleship fires its main caliber for an hour at a battalion, or a company, or a division? Or how do you saw a fifth off a heavy cruiser?