Search found 448 matches
- 2021-05-18 15:45, Tuesday
- Forum: PG Forever Forum
- Topic: PGF: "Ephemeral" Posts - Questions & Commentary
- Replies: 329
- Views: 310272
Re: PGF: "Ephemeral" Posts (ask questions or comment here)
If the map is sufficiently large you can have sort-of reinforcements by placing some units in a far corner of the map so that they arrive to where it matters just in the right time. Might take a bit of experimenting to time it correctly.
- 2021-05-18 02:05, Tuesday
- Forum: PG Forever Forum
- Topic: [DEV] Historical Content Representation - Pilot Projects
- Replies: 221
- Views: 113256
Re: [DEV] Artillery: Hard Attack
Hard Attack(HA) In general, I want to slightly reduce the Hard Attack for artillery up to 170mm. Up to a ratio of SA : HA = 2 : 1 For some particularly successful cannons / anti-tank weapons, weaken this ratio slightly to 2 : 1.5. That is, something in between firing a high-explosive projectile at ...
- 2021-05-17 03:19, Monday
- Forum: PG Forever Forum
- Topic: [DEV] Historical Content Representation - Pilot Projects
- Replies: 221
- Views: 113256
Re: [DEV] FORTs, Air Defense
I am thinking now to assign Target type = Soft for FORTS. Significantly increase Ground Defense. Was thinking the same. - Increased Ground Defense for Level and Tactical non-diving Bombers. Unfortunately, while this could fix the issue of small caliber guns firing on high flying planes it doesn't s...
- 2021-05-16 17:43, Sunday
- Forum: PG Forever Forum
- Topic: [DEV] Historical Content Representation - Pilot Projects
- Replies: 221
- Views: 113256
Re: [DEV] Historical OoB Scenarios
(FORT ATTACK parameter can be added to wish list 2100) Yes! There needs to be a distinction between target types for stationary forts and armored vehicles. Both are today "hard targets" but that just breaks down with regards to artillery - the same gun that is good in killing tanks isn't necessaril...
- 2021-05-13 15:12, Thursday
- Forum: PG Forever Forum
- Topic: PGF: "Ephemeral" Posts - Questions & Commentary
- Replies: 329
- Views: 310272
Re: PGF: "Ephemeral" Posts (ask questions or comment here)
OK thanks that's good to know!
- 2021-05-13 12:43, Thursday
- Forum: PG Forever Forum
- Topic: PGF: "Ephemeral" Posts - Questions & Commentary
- Replies: 329
- Views: 310272
Re: PGF: "Ephemeral" Posts (ask questions or comment here)
I'm not sure those settings in the .pgscn file do anything for single scenario play. The kind of setting you're trying to set up would work in campaign play but they would need to be set up in the .pgcam file.
- 2021-04-26 13:43, Monday
- Forum: PG Forever Forum
- Topic: [EDT] Content Editors: Tips & Tricks
- Replies: 39
- Views: 12372
[EDT] Content Editors: Tips & Tricks
I'm opening this topic on behalf of our friend @Lettos who tells me he has some interesting advice for prospective PGF mapmakers. If other custom content designers have similar information they'd wish to share with others, they're welcome to do so here too. So mostly information on different tools, ...
- 2021-04-26 03:08, Monday
- Forum: PG Forever Forum
- Topic: PGF: "Ephemeral" Posts - Questions & Commentary
- Replies: 329
- Views: 310272
Re: PGF: "Ephemeral" Posts (ask questions or comment here)
For all it matters, i'm running PGF on a 16:9 1920x1080 screen with no issues whatsoever.
- 2021-04-21 23:05, Wednesday
- Forum: Steel & Lace – The Pub
- Topic: The Obligatory YouTube Music Video Topic
- Replies: 822
- Views: 522181
- 2021-04-15 18:12, Thursday
- Forum: PG Forever Forum
- Topic: Panzer General 1: Omnibus Posting - Questions & Commentary
- Replies: 99
- Views: 82423
Re: [EPH] Anomalous Usage of Airfields / Ports / Embarkation Cities
In PG1-DOS, enemy-owned or wrecked airfields / ports / embarkation cities can STILL be used for embarkation by friendly units. Naturally, the only friendly ground units which can be the beneficiaries of such program... largess are the ones whose very presence in those hexes doesn't automatically tr...
- 2021-04-06 11:58, Tuesday
- Forum: PG Forever Forum
- Topic: [DEV] World at War - beta 5.1
- Replies: 55
- Views: 36450
Re: [DEV] PGF World at War and more - beta 3.5 released!
Beta 3.5 released, link in the first post
- 2021-03-21 16:58, Sunday
- Forum: PG Forever Forum
- Topic: [OPN] Scale Consistency & Scalability
- Replies: 45
- Views: 14899
Re: Scale Consistency & Scalability
3. Company ATY shoots at a distance of 40-80 hexes, INF Range = 3-4-8. This would have some unintended consequences, namely that there's no return fire to any attack from Range > 0. Basically the side that moves first would be in a great advantage because they'd be able to attack at full strength o...
- 2021-03-15 01:59, Monday
- Forum: Steel & Lace – The Pub
- Topic: The Obligatory YouTube Music Video Topic
- Replies: 822
- Views: 522181
- 2021-03-14 16:56, Sunday
- Forum: PG Forever Forum
- Topic: PGF: "Ephemeral" Posts - Questions & Commentary
- Replies: 329
- Views: 310272
Re: PGF: "Ephemeral" Posts (ask questions or comment here)
That's how PzC works - everything is externalized into simple tab delimited txt files. Very easy to mod movement types, terrain types, unit classes, everything. Where it breaks down for me is with the eye candy - the unit icon format is a bit tricky to mod, especially compared to PG/AG/PGF; in addit...
- 2021-03-13 03:22, Saturday
- Forum: PG Forever Forum
- Topic: PGF: "Ephemeral" Posts - Questions & Commentary
- Replies: 329
- Views: 310272
Re: PGF: "Ephemeral" Posts (ask questions or comment here)
It would be a herculean task to rework the entire PG/AG SSI map catalogue to a consistent single scale. PacGen had a scale modifier value in scenarios which would change firing ranges (so that Iwo Jima and Central China make more sense within the same campaign, especially with appropriate turns per ...
- 2021-03-12 20:01, Friday
- Forum: PG Forever Forum
- Topic: PGF: "Ephemeral" Posts - Questions & Commentary
- Replies: 329
- Views: 310272
Re: PGF: "Ephemeral" Posts (ask questions or comment here)
Speaking of scale, IMO HexCode is probably closer to the right answer here, although Company might be a tad too small, i always considered it being at a Battalion level - so 4 Companies with their command and support units included (light mortars and AT). Definitely not a Division.
- 2021-03-09 22:00, Tuesday
- Forum: Steel & Lace – The Pub
- Topic: What other games do you play ?
- Replies: 121
- Views: 54995
Re: What other games do you play ?
This past weekend i discovered a forum dedicated to modding one of my old favorites - Star Trek: Birth of the Federation, where they released an unofficial patch that makes the game compatible with modern operating systems. Somehow the weekend just flew by
- 2021-03-09 21:51, Tuesday
- Forum: PG Forever Forum
- Topic: [DEV] Historical Content Representation - Pilot Projects
- Replies: 221
- Views: 113256
Re: [DEV] Historical OoB Scenarios
I'm assuming we're talking about the same thing? ;) In 1941 and 1942 Wehrmacht used these guns for strategical offensive actions. Everything you wrote is correct; however i'm not discussing history here but PG gameplay. There is no way to make towed 88s more useful than tanks and/or fighter planes ...
- 2021-03-09 17:11, Tuesday
- Forum: PG Forever Forum
- Topic: [DEV] Historical Content Representation - Pilot Projects
- Replies: 221
- Views: 113256
Re: [DEV] Historical OoB Scenarios
Since PG1 campaign is generally concerned with being on the offensive, purely defensive weapons such as the 88 towed AT/AD are at a distinct disadvantage. Such scenarios favor mobility and while towed ATY still has some advantages (mainly range) the AT and AD roles are equally well covered by tanks,...
- 2021-02-28 04:37, Sunday
- Forum: Steel & Lace – The Pub
- Topic: The Obligatory YouTube Music Video Topic
- Replies: 822
- Views: 522181
Re: The Obligatory YouTube Music Video Topic
These are great!
Here's one more: https://www.youtube.com/watch?v=giMgRlI7UEk
And now for something completely different:
https://www.youtube.com/watch?v=MZ7CXahoreI
https://www.youtube.com/watch?v=PVJTKHhGqgQ
https://www.youtube.com/watch?v=I1aEo4SkOWg
- 2021-02-17 04:54, Wednesday
- Forum: Steel & Lace – The Pub
- Topic: The Obligatory YouTube Music Video Topic
- Replies: 822
- Views: 522181
- 2021-02-15 23:16, Monday
- Forum: Steel & Lace – The Pub
- Topic: The Obligatory YouTube Music Video Topic
- Replies: 822
- Views: 522181
Re: The Obligatory YouTube Music Video Topic
great version!Parabellum wrote: ↑2021-02-15 10:23, MondayBilly F Gibbons - "Rollin' and Tumblin'' (live at Aztec Theatre / San Antonio)
- 2021-02-12 02:29, Friday
- Forum: PG Forever Forum
- Topic: [DEV] Historical Content Representation - Pilot Projects
- Replies: 221
- Views: 113256
Re: [DEV] Historical OoB Scenarios
My point exactly - it might not be possible to design a scenario in such a way while still adhering to the high standards regarding historicity (completely accurate OOBs on day 1 / turn 1) etc. You need to use some creative scenario building techniques to pull it off.
- 2021-02-11 22:03, Thursday
- Forum: PG Forever Forum
- Topic: [DEV] Historical Content Representation - Pilot Projects
- Replies: 221
- Views: 113256
Re: [DEV] Historical OoB Scenarios
You can do that, and sometimes the scenarios "play" better like that, but you will have to find a way to keep some of the AI units defending their victory hexes. The trouble with an AI set to offense is that it pushes all its units forward and cares not for protecting any of its cities, which often ...
- 2021-02-04 14:02, Thursday
- Forum: PG Forever Forum
- Topic: PGF: "Ephemeral" Posts - Questions & Commentary
- Replies: 329
- Views: 310272
Re: PGF: "Ephemeral" Posts (ask questions or comment here)
I could see a naval scenario where empty transports play the role of convoyed merchant ships. Maybe something similar with trucks - possibly in a combination with an "anchor" to keep them road bound - and have a scenario where Partisans ambush a transport.
- 2021-02-04 01:47, Thursday
- Forum: PG Forever Forum
- Topic: [ADV] Advanced Play System - Questions & Commentary
- Replies: 181
- Views: 51395
Re: [WRK] Reference Materials Workshop
Yes, the PGF AI has no concept of which unit is "better" according to stats when purchasing, it just assumes that the more expensive is the better one.
- 2021-02-03 22:40, Wednesday
- Forum: PG Forever Forum
- Topic: [ADV] Advanced Play System - Questions & Commentary
- Replies: 181
- Views: 51395
Re: [WRK] Reference Materials Workshop
There's no special conditions, AI buys towed AT units regularly. I've seen it more often than not, campaign play, single scenario, standard SSI conversion files or mods... Here's a screenshot from before Axis Turn 1, PG1 SSI campaign with all files unmodified, Poland scenario: https://i.postimg.cc/9...
- 2021-02-03 19:16, Wednesday
- Forum: Steel & Lace – The Pub
- Topic: The Obligatory YouTube Music Video Topic
- Replies: 822
- Views: 522181
Re: The Obligatory YouTube Music Video Topic
Some weird covers of famous (well, more-less :lol ) songs that i like: The Independents - Mother (Danzig cover): https://www.youtube.com/watch?v=f_JDFZ4c4OY The Deviants - Strawberry Fields Forever (The Beatles cover): https://www.youtube.com/watch?v=7lnAQMtC93Q Killdozer - Unbelievable (EMF cover):...
- 2021-02-03 16:37, Wednesday
- Forum: PG Forever Forum
- Topic: [ADV] Advanced Play System - Questions & Commentary
- Replies: 181
- Views: 51395
Re: [WRK] Reference Materials Workshop
ATY = short for Artillery, yes
- 2021-02-03 14:41, Wednesday
- Forum: PG Forever Forum
- Topic: [ADV] Advanced Play System - Questions & Commentary
- Replies: 181
- Views: 51395
Re: [WRK] Reference Materials Workshop
I haven't done any extensive empirical testing like yours, but in my experience yes, AI buys a lot of towed AT guns - under normal campaign play each victory hex gets surrounded by cheap AT, AD and heaviest ATY that AI could afford.
- 2021-02-02 02:23, Tuesday
- Forum: PG Forever Forum
- Topic: PGF: "Ephemeral" Posts - Questions & Commentary
- Replies: 329
- Views: 310272
Re: Coreless Campaigns (Part I-II)
First question, to all: has anyone ever DECREASED the number of units in the next scenario? What will happen to the player's existing Core units? They will disapper? Or will be transferred to AUX? Or game will crash? :huh Nothing happens. The game plays as before. The number you see there in the sc...
- 2021-01-29 23:52, Friday
- Forum: PG Forever Forum
- Topic: PGF: "Ephemeral" Posts - Questions & Commentary
- Replies: 329
- Views: 310272
Re: AI Prestige Management (Part III)
Ok, has anyone tried "intermediate" AI ? If so, what was it like ? "Advanced" is the default one so i based most of my research on that, and it's been a while since i last looked at the other modes so take what i say with a grain of salt, but i believe "intermediate" is just a weaker / less aggress...
- 2021-01-29 23:03, Friday
- Forum: PG Forever Forum
- Topic: [DEV] Luftwaffe General
- Replies: 40
- Views: 18458
Re: [DEV] Luftwaffe General
Often, I sent bombers to knock out targets, just to find the fighters (from same starting point) unable to escort them, because bombers moved too far away in one turn. Obviously in real life it was the other way around Not necessarily - it took the Allies until P-51's were deployed to have a fighte...
- 2021-01-29 22:45, Friday
- Forum: PG Forever Forum
- Topic: PGF: "Ephemeral" Posts - Questions & Commentary
- Replies: 329
- Views: 310272
Re: AI Prestige Management (Part II)
# Radoye #, have you ever played with "basic" AI on ? Is it anything like SSI's AI ? It is, to a degree - the AI is less annoying with its purchasing habits and stuff, in some aspects it is indeed closer to SSI's. But i found it generally weak and not very challenging, more like the SSI PacGen AI i...
- 2021-01-29 20:38, Friday
- Forum: Steel & Lace – The Pub
- Topic: The Obligatory YouTube Music Video Topic
- Replies: 822
- Views: 522181
Re: The Obligatory YouTube Music Video Topic
That i bought with my own money? Nena S/T LP, the one with the 99 Luftballons, i think i was grade 6 or something :) I also had my parent's collection to fall back on, my mom had a lot of 45s from the 1960s etc and would also buy music for me, trying to steer me away from my biker uncle who was play...
- 2021-01-29 20:32, Friday
- Forum: PG Forever Forum
- Topic: PGF: "Ephemeral" Posts - Questions & Commentary
- Replies: 329
- Views: 310272
Re: PGF: "Ephemeral" Posts (ask questions or comment here)
Actually, he did read the Strategy Guide but decided he can do better... Apparently, if you run "basic" AI it should be his interpretation of the original PG1 AI, where "Advanced" is all his ideas.
- 2021-01-27 21:57, Wednesday
- Forum: PG Forever Forum
- Topic: [ADV] Advanced Play System - Questions & Commentary
- Replies: 181
- Views: 51395
Re: Bridging Options
I don't recall seeing the AI purposefully creating a bridge - but i did saw it using one to move units across if it was provided by scenario design. That is, until the bridging unit itself is inevitably moved in the typical PGF AI fashion of aimlessly moving units about and chunking them haphazardly...
- 2021-01-27 13:47, Wednesday
- Forum: PG Forever Forum
- Topic: [DEV] Historical Content Representation - Pilot Projects
- Replies: 221
- Views: 113256
Re: [DEV] Historical OoB Scenarios
OK i see what you mean, but AI won't be able to "blow up" its bridges / disband the fort-bridges either. It's just too stupid for that.
- 2021-01-26 22:45, Tuesday
- Forum: PG Forever Forum
- Topic: PGF: "Ephemeral" Posts - Questions & Commentary
- Replies: 329
- Views: 310272
Re: PGF: "Ephemeral" Posts (ask questions or comment here)
I don't think this current / final version of PGF AI disbands units. One of the early iterations of the AI would disband (almost) all of its units on turn one and then purchase hordes of crap around victory hexes. Alex / Rudankort said he learned this "trick" from watching H2H players. I did some pl...
- 2021-01-26 15:26, Tuesday
- Forum: PG Forever Forum
- Topic: [DEV] Historical Content Representation - Pilot Projects
- Replies: 221
- Views: 113256
Re: [DEV] Historical OoB Scenarios
I've been thinking about this bridge-fort feature, and while i absolutely encourage any sort of experimentation in PGF (because this is what breeds progress in scenario creation, new ideas from different designers with different perspectives) I'm still not fully decided on the issue. If this bridge ...
- 2021-01-24 03:27, Sunday
- Forum: Steel & Lace – The Pub
- Topic: The Obligatory YouTube Music Video Topic
- Replies: 822
- Views: 522181
Re: The Obligatory YouTube Music Video Topic
https://www.youtube.com/watch?v=f5RIXkKX6t8 https://www.youtube.com/watch?v=VjQM1szeoGY ...oh god... :lol https://www.youtube.com/watch?v=aWzbl7-JAqw&list=RDaWzbl7-JAqw&start_radio=1 greetings to saxony & canada :) There's this guy who does weird reworks of well known songs in different styles: htt...
- 2021-01-22 13:56, Friday
- Forum: Steel & Lace – The Pub
- Topic: The Obligatory YouTube Music Video Topic
- Replies: 822
- Views: 522181
- 2021-01-21 13:37, Thursday
- Forum: PG Forever Forum
- Topic: [DEV] Historical Content Representation - Pilot Projects
- Replies: 221
- Views: 113256
Re: [DEV] Historical OoB Scenarios
Thanks, this looks great!
- 2021-01-19 14:41, Tuesday
- Forum: PG Forever Forum
- Topic: [DEV] Historical Content Representation - Pilot Projects
- Replies: 221
- Views: 113256
Re: [DEV] Historical OoB Scenarios
PG / PGF are no chess, there always was a certain randomness involved with the battle results. It's normal
- 2021-01-17 17:08, Sunday
- Forum: PG Forever Forum
- Topic: [DEV] Historical Content Representation - Pilot Projects
- Replies: 221
- Views: 113256
Re: [DEV] Historical OoB Scenarios
Just came from newwavenriquez's topic and either I scanned through it too hastily or he doesn't mention it (expanding tileset). Well, i found out about it by actually checking out the files in his mod... I noticed he included tiles in the Graphics folder (PGF has a "Default" folder with all the com...
- 2021-01-14 22:10, Thursday
- Forum: Steel & Lace – The Pub
- Topic: Open Mike
- Replies: 421
- Views: 213012
Re: Open Mike
Not sure you're familiar with this or not, but it's a fun read:
http://bofh.bjash.com/
(especially if you tend to be the one always going the extra mile to provide specific instructions only to get crap in return)
http://bofh.bjash.com/
(especially if you tend to be the one always going the extra mile to provide specific instructions only to get crap in return)
- 2021-01-13 02:28, Wednesday
- Forum: PG Forever Forum
- Topic: PGF: "Ephemeral" Posts - Questions & Commentary
- Replies: 329
- Views: 310272
Re: PGF: "Ephemeral" Posts (ask questions or comment here)
Elsewhere in this forum - or look, ma, i did a HexCode ;) : By the way, the kinds of content which immediately come to mind are BMP files containing icons and file EQUIPMENT.PGEQP containing unit specs. This is because their content governs play involving multiple scenarios. Correct, but also inclu...
- 2021-01-12 21:51, Tuesday
- Forum: PG Forever Forum
- Topic: [DEV] Historical Content Representation - Pilot Projects
- Replies: 221
- Views: 113256
Re: [DEV] Historical OoB Scenarios
I have no site, forum or anything like that going. So, anyone who may want to have a go at those tiles just drop an e-mail address at this topic or if preferred at the forum's private messaging and I'll try to send the whole lot or just a part if something from what I describe seems offensive. Or j...
- 2021-01-12 13:56, Tuesday
- Forum: PG Forever Forum
- Topic: [DEV] Historical Content Representation - Pilot Projects
- Replies: 221
- Views: 113256
Re: [DEV] Historical OoB Scenarios
Augmentation as opposed to (in-place) replacement should be a "seasoned" modder's modus operandi . Backwards compatibility is important, if for no other reason than to already have some working content for your modded stuff. If backward compatibility is preserved, at least you'll have the stock SSI...
- 2021-01-12 03:49, Tuesday
- Forum: PG Forever Forum
- Topic: [DEV] Historical Content Representation - Pilot Projects
- Replies: 221
- Views: 113256
Re: [DEV] Historical OoB Scenarios
There's no need to replace any of the existing tiles, the tacmap_XXX.bmp files can easily be expanded, just like the tacicons.bmp. I don't think there is a hard limit to how many tiles can there be. Of course, the number of underlying terrain types is fixed. You should talk to newavenriquez, creator...