Panzer General X news flash

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Bombast the Blue
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Panzer General X news flash

Post by Bombast the Blue »

Since not very long after the turning of the year Jeff Crouch has been coding at old PGX.

Game updates available here (new link relative to the one at JP's):
http://web.utk.edu/~jcrouch/

Panzer General X Forum here:
https://panzergeneralx.proboards.com/
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Re: Panzer General X news flash

Post by randowe »

Bombast the Blue wrote: 2021-03-02 23:09, Tuesday PGX.
Europe 1939, 621 x 590 hexes
Big map! Sounds great :yes But unfortunately i could not get the game to work. Some dll missing and not able to install the mentioned runtime thingy on Win7 or Win10.
What operating systems do you use?
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Re: Panzer General X news flash

Post by Bombast the Blue »

I'm on 7 since very long.
JC I think is coding the thing on a machine with 10 these days.

By runtime thingy do you mean vb?

Is there an error message naming the missing dll?

I think I have memory of having to look for some dll first time I tried the thing in 7...
If that was so I must still have it, only completely out of memory "who he" may be.
But with the name it would be just a matter of launching a search.
That... or... let me get back after checking PGX main topic on my JP's archive.

Yes!
April 12, 2014
There's a post of mine telling that story:
"Since today and after around nine years of going obsolete I'm manning a new machine.
The OS is Windows 7 Professional 64 bit and old PGX made it complain that there was a dll missing: msvbvm50.dll
Luckily I could obtain it (or better saying its installer) from the same link mentioned in JC's page for VBRun60.
It was also required to use 7's troubleshooting feature to set PGX's executables to Windows XP with SP2 compatibility mode.
Only did it for Pgx3 and pgxmaped but I believe we can guesstimate it is also required for EDITPOL and pgx_edit.
"

So, here we have the dll's name and where I got it from.
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Re: Panzer General X news flash

Post by randowe »

Bombast the Blue wrote: 2021-03-05 01:24, Friday msvbvm50.dll
Yes, that's the dll. When i search the web for this dll i get to a ms page where i can download a "Visual Basic 6.0: Run-Time Redistribution Pack", but the exe doesn't work :dunno
I guess the journey ends here. This just adds to all the games that i can not get to work anymore. A pitty :bonk

EDIT: So i was able to get the exe to work. I just picked a folder which was not working for the exe. So what comes ot ouf the exe is another exe :lol and when i run it it to install Visual Basic 6.0 it does install? something, but the dll is still missing. Anyway, i'll stop trying. As i've said, there are so many old games that i can not get to work anymore, i gave up trying when it does not work instantly.
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Re: Panzer General X news flash

Post by Bombast the Blue »

At this point what I could still do is try sending you the dll by e-mail and tell you I found it in Windows\SysWOW64 folder (probably different for 32 bit versions).

Or try these links:
https://www.microsoft.com/en-us/search?q=msvbvm50.dll

But if mine is working...
I just don't know if gmail allows dll.
I know it doesn't allow exe.
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Re: Panzer General X news flash

Post by randowe »

I tried to download the dll (Visual Basic 6.0 exe to install the dll) from microsoft, but as i have said, it isn't working.
It's okay, i just thought i try PGX out because of the gigantic europe map.
I am sure, the next game that i can not get to work is already waiting behind the corner :lol
Thanks for your help :howdy
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Re: Panzer General X news flash

Post by Bombast the Blue »

As far as I think I know VB install isn't supposed to install the missing dll.
I would be less surprised by the inverse, the dll being necessary to install VB.
In my case I never even installed vb, only the dll.

That's what I say in my old JP's post.
Windows 7 required dll, I got it where it was needed, dll problem solved.
(Mention to passing pgx.exe through 7's troubleshoot is yet a different issue; it only has to be done once, later versions pick settings automatically)
Only mention VB because I passed through its page on my way to one of those links from the dll search.
Pity I don't have the bookmark of the exact link that worked.
But the dll I do have.
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Re: Panzer General X news flash

Post by randowe »

Well, i searched various sites for "download msvbvm50.dll" and they all pointed me to the microsoft website where i downloaded the exe i was talking about. I downloaded the exe, ran it, got another exe, ran that and i still have the problem. I also read that, if i just get the dll itself, i have to register it... Anyway, i already gave up... i am too lazy to spend more than 5 minutes on computer things like that :bonk :lol
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Re: Panzer General X news flash

Post by Bombast the Blue »

https://panzergeneralx.proboards.com/th ... l-msvbvm50

Link for msvbvm50.dll file sharing at PGX forum.
(packed with RAR to avoid forum limitations on attachment size)
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Re: Panzer General X news flash

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Panzer General X version 774, 9 June 2022.
As with v773 focus on Pacific Theatre Scenario.
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Re: Panzer General X news flash

Post by Bombast the Blue »

Long due:

The lazy PGX forum Admin has finally placed an "official redirector" to Open General on the local "Billboard - Read Only".
https://panzergeneralx.proboards.com/th ... ial-titles
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Re: Panzer General X news flash

Post by Bombast the Blue »

The very limited yet existent file hosting capability of PGX's forum has been put to use.
Joining the dll file required to make old PGX work in Windows 7 and 10, there are now a few more files available.

Unlike the dll the new additions are in the "Panzer General X Headquarters" Category.

The Board "Section 1 - Ordnance Depot" (on Equipment) contains a pair of files.
One is specific for PGX and most probably of nil interest in other contexts. A nation tile pack.
The other one is a "trimmed" version of AGW's master icon sheet (Excel; with actual icons).
The one contained in AGW's PGF pack includes many empty lines for future additions.
In this version I eliminated all empty lines and I think I remember eliminating also a few repetitions of the exact same icon.

The Board "Section 2 - Topographic Bureau" (on maps) contains six files.
Again, one is probably only of interest in PGX context. A modification I made of a "visual aid" hex/tile combo used in the game.
Four are Terrain Tile packs.
Last one is a flag list (Excel; with actual flags).
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Re: Panzer General X news flash

Post by Bombast the Blue »

PGX version 776 available for download.
AI changes in Artillery behaviour.

Additional note:
After the "Spring cleaning" several months ago in which Jeff eliminated scores of "old code" the game is now more stable.
I'm conducting a match with the PTO scenario and had one "game stopping event" after turn four hundred which was solved by the next version.
That match is now beyond turn 650 and close to a resolution by lack of more objectives to conquer.
Before the "cleaning" a PTO match rarely went beyond turn 10 without a bad bug showing up...
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Re: Panzer General X news flash

Post by Bombast the Blue »

PGX version 777 is available for download.

Version 777 introduces more changes to the Pacific variant.
Some more units to the basic.equipment, most notably the brand new Construction Brigade
Soft and Hard Attack values added for several Naval Bomber types
AI tune ups, mostly centered on Carriers.
And let us not forget the addition of Oil Resource hexes to the PTO map.
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Re: Panzer General X news flash

Post by Bombast the Blue »

I quickly came upon a game shutting problem and alerted Jeff.
A correction later PGX version 778 is available for download.

After a 12 turn run apparently without v777's problem...
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Re: Panzer General X news flash

Post by LuisGuzman »

Great, thanks :cool
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Re: Panzer General X news flash

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LuisGuzman wrote: 2022-10-12 13:04, Wednesday Great, thanks :cool
Excellent to see you post here in this thread about little old PGX, Great One!

Meanwhile version 779 has become available.
This one contains more Carrier AI tuning and a fix for a bug that shutdown one of my own matches.
Says Jeff it is an old one that waited years within that code until I tripped in it.
Also, since v778, but it slipped my mind, Fort Units are deployed with Strength 1 and can be reinforced 1 Strength point per turn until they reach 10.
I called it "slow deployment" but there's probably a much better name.
Jeff has been experimenting with making Air Units transportable by sea and train but I do not know if v779 already includes any of that.
This is a feature that probably makes absolutely no sense in the classical titles running relatively small standalone scenarios or campaigns made of successive scenarios.
But it makes all the sense to use in PGX's big maps... if using the "deployment in home nation only" option.

Additionally, there is an absolute first:
Jeff made available at his own page a source code package.
Language is Visual Basic 5.0
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Re: Panzer General X news flash

Post by LuisGuzman »

Bombast the Blue wrote: 2022-10-15 10:03, Saturday
LuisGuzman wrote: 2022-10-12 13:04, Wednesday Great, thanks :cool
Excellent to see you post here in this thread about little old PGX, Great One!
I have very few free time lately, but I'm a follower of Jeff's PGX since long time
Additionally, there is an absolute first:
Jeff made available at his own page a source code package.
Language is Visual Basic 5.0
That's a great new indeed, I've just downloaded and will have a look, although I have Visual Basic somehow rusty.
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Additionally, there is an absolute first:
Jeff made available at his own page a source code package.
Language is Visual Basic 5.0
PGX's foundations can be traced back to SSI's PG1 / AG. To this effect, PGX can be viewed as comfortably belonging to the "PG1 World".

Now, when it comes to that "PG1 World", unlike, say, PGF's Developer and Programmer, PGX's has finally done what I had been repeatedly suggesting to him elsewhere on the Web. SO, congratulations are definitely in order here ! :clap

An open source wargame potentially accomplishes three important things. By revealing the play system's and technical specifications' details and nuances:

a) It mightily assists modding efforts aimed at generating content the essence of which is markedly different from the usual, mainstream modding "canon".

b) It greatly contributes to inviting extremely challenging H2H play (board wargaming's main goal and preoccupation).

c) It practically educates aspiring wargame Developers / Programmers as to how one goes about coding engines, external support file formats and content editing utilities.

That's it ! That's all ! :2cents
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Re: Panzer General X news flash

Post by Bombast the Blue »

LuisGuzman wrote: 2022-10-15 13:02, Saturday
Bombast the Blue wrote: 2022-10-15 10:03, Saturday
LuisGuzman wrote: 2022-10-12 13:04, Wednesday Great, thanks :cool
Excellent to see you post here in this thread about little old PGX, Great One!
I have very few free time lately, but I'm a follower of Jeff's PGX since long time
Additionally, there is an absolute first:
Jeff made available at his own page a source code package.
Language is Visual Basic 5.0
That's a great new indeed, I've just downloaded and will have a look, although I have Visual Basic somehow rusty.
I arrived at JP's after PGX took off.
Ironically, all history considered, it was not PGX or OG that took me there but a search that returned... PGF.
For some reason Randowe talks about synergies between game projects. (Elsewhere in the forum)

At a certain point in my JP's times I took a few days to read the main PGX topic from the very start.
So I am aware of your participation in it at those early days; I've seen the code inserts.
It is no surprise to me reading of your interest in PGX matters.

Personally. given the history of direct attacks and of more covert manipulations of which PGX and individuals linked to it have been the target, specially but not exclusively, during the reign of terror that swept a moderatorless PG/AG sub forum back then, I find very encouraging to see one of your stature within these game communities expressing an interest that I know for sure is well meaning.

I'm sure also that Jeff will appreciate any comments or suggestions, may you find the time to put them to written form.
Any of the forums or e-mail I guess would be the preferable channels.
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Re: Panzer General X news flash

Post by Bombast the Blue »

Version 782 now available for download is a bug fix.
Version 781 crashed a Teophrastus match after 5 turns.
The newest version carries the same changes as the previous one.

Artillery now works in a counter battery fashion.
An attacked artillery that has enough range to reach the attacker will return fire.
Unless it loses Initiative and gets wiped out or is Supressed.

Also, Artillery Hard Attack values are halved when effecting ranged attacks.
Expect achieving less damage when attacking tanks from a distance.

The L3/35 tankette has been added to Italy in the World e-file.
This does not make it available to the scenarios that are currently working.
However, Jeff has been trying to unify his e-files.
So, eventually, there will be a single base e-file for the three "stock" scenarios.

Additionally, the link to the test World map sectors was renewed at Jeff's page.
Under the designation World v1 the old 200X200 sectors to the 3200X1400 test World map are available again.
I suppose the 5400X2700 map is to be considered World v2.
I used to call them "Medium" and "Big" World maps but v1 and v2 are much better names...
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Re: Panzer General X news flash

Post by Bombast the Blue »

Version 784 available for download.
Inclusion of a new scenario: Europe 39.
Uses a revision of the old Europe map.
Includes a few new units.
Starts with pre deployed units for some nations.
To be considered work in progress.

After just two turns it feels more challenging than the old DIY deployment version.
Already lost 7 Axis units against 36 destroyed to the Allies.
The ratio of 1 to 5 isn't really very bad but 7 units in two turns is too much.
Or not; after all I'm starting this match with much more units than I'm used to...
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Re: Panzer General X news flash

Post by Bombast the Blue »

PGX v785 available for download.

Further changes in Artillery behaviour.
Fix for a bug "hunted" by Teophrastus.
(Or was it the other way round?)
Game package enlarged by the inclusion, after many years of interruption, of a working World version.
This uses v1 World map - which I call Medium World Map.
It is in a rough editing state, so, the "playing value" is somewhat low.
I started a match at once because I'm a big World version fan.
It is composed of 112 200X200 "sectors" for total dimensions of 3200X1400.
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Re: Panzer General X news flash

Post by LuisGuzman »

Bombast the Blue wrote: 2023-01-31 22:41, Tuesday PGX v785 available for download.

This uses v1 World map - which I call Medium World Map.
It is in a rough editing state, so, the "playing value" is somewhat low.
I started a match at once because I'm a big World version fan.
It is composed of 112 200X200 "sectors" for total dimensions of 3200X1400.
:shock :best
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Re: Panzer General X news flash

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LuisGuzman wrote: 2023-02-01 07:17, Wednesday
Bombast the Blue wrote: 2023-01-31 22:41, Tuesday PGX v785 available for download.

This uses v1 World map - which I call Medium World Map.
It is in a rough editing state, so, the "playing value" is somewhat low.
I started a match at once because I'm a big World version fan.
It is composed of 112 200X200 "sectors" for total dimensions of 3200X1400.
:shock :best
v1 World is one of three existing World maps.

First one was BRD's Brink of War scenario map.
With 787X425 pixels it came out with just the land masses and the author left it with just a few objectives.
At some point years later I edited the thing and produced a version with a decent amount of cities, ports and airfields.
But never got to add all the other features.

The third project was Jeff's second World map.
Composed of 162 300X300 "sectors" for a total of 5400X2700 pixels, it was actually the one that "came out of the mold" in a better shape.
With many forest, mountain, desert areas and a number of objectives.
But in a recent e-mail exchange both Jeff and myself leaned on considering it too big.
Quite a "philosophical" question there: how big a map is too big?

In this particular case it seems we got used to the scale of the old ETO map.
And v1 World is just a bit bigger in scale than old ETO while the 5400X2700 monster is much bigger.
Either we would get units spread too thin or would need to add units by going down an organization level.
Another "philosophical" question: how many units are too many units?

The answers are, I guess, personal...
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Re: Panzer General X news flash

Post by Bombast the Blue »

PGX v787 available for download.

Bug fixing.

Meanwhile Jeff's posting and e-mailing mention he is working on a "Platoon Level" variant of the game.
Actually, an idea that was already present in the old days of JP's.

Additionally, he is tinkering with the introduction of another old idea in the "big maps" variant: Factories.
And the possible addition of more resource objective types similar to the old oil objectives.

And we have a forum member developing an alternative equipment file.
There is already a version hosted at the forum but it is not yet to be considered final.
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Re: Panzer General X news flash

Post by LuisGuzman »

Bombast the Blue wrote: 2023-02-21 11:36, Tuesday PGX v787 available for download.

Bug fixing.
Thanks
Additionally, he is tinkering with the introduction of another old idea in the "big maps" variant: Factories.
And the possible addition of more resource objective types similar to the old oil objectives.
:cool Interesting idea for big maps, :yes
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Re: Panzer General X news flash

Post by Ale »

alright. many on agenda but thanks for info :yes
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Re: Panzer General X news flash

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Version 788 is out! Follows Jeff's own text.

Version 788 posted March 23, 2023
ZoC changes. Naval does not exert ZoC to land, and Land does not exert ZoC to Oceans.
Minor (+1) to Attack Grade for Infantry attacking Forts, Tanks, Hard targets in Close Defence Terrain (Cities, Forests, etc.)
Infantry which have not used any movement points before attacking.
(This tries to simulate infiltration, close combat tactics against hard targets.)
web.utk.edu/~jcrouch/

Additionally I've set the PGX Billboard post "Open General - for other non commercial titles" as an "announcement".
In practical terms, that post now appears immediately below "PGX news and announcements" post on any board or sub board forum users enter.
Announcement status posts do not appear only on home page, which seems a bit daft but it is how it is.

Edit 24 / 03
Added to PGX forum two "teleporting" posts to Open General Forum.

In Section G - Games Room link to the "Arthur Bedur let's play" topic.
In Music General Sub Board of Section C Concert Hall - links to Radoye's "obligatory youtube music videos" topic and Parabellum's "Hellraiser - Para's grandstand for metal concerts".

The Music General Sub Board was created today during a re organization of the Music section.
Now, Section C Concert Hall has two Sub Boards.
Music General - General Music Board (for the more distracted there's a pun here)
Intended as general purpose music thing. And...
The Teophrastus Bombastus Experience - A repository and research center of TB's musical trip
This one is a personal musical archive project. It is an archive in it's genesis but I'm also using it to listen to some things I would otherwise not.
Namely I'm building youtube classical composer's full works catalogs and listening them all in the process...
Currently, besides a classical section sub divided in 8 periods TBE includes sections for Rock, Soundtracks, Storytellers and World Music.
Of course, all in incipient state...
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Re: Panzer General X news flash

Post by Bombast the Blue »

April 4, 2023...v789 uploaded.

web.utk.edu/~jcrouch/

This version new rule. units with '-1' movement factor can absolutely not move. Will not buy trucks, can not move by rail. So...if you want an absolutely static unit...
give it a -1 move factor. (Zero's (0 MF) can actually move by rail, and have vehicles.)
v789 ...if Art/AD move by rail...support fire quartered. (may adjust that penalty...just testing the waters.)
Added British Home port South East Corner of map.
R/D fuel increase = 10% per hit. Up to a maximum of +50%. ( I think getting 150% is probably good enuff...what do you folks think ?)
Fixed some AI aircraft bugs. Fighters should act like they have a little more sense now.
If you refuse a nation's admission to your side. (Like Algeria asking to join the Axis.) They will declare war on you too.
Basically they will be at war with EVERYBODY. I do not think Mussolini, and Franco would have liked Adolf admitting North African states as Axis Allies.
Pretty sure the Arab states would have gotten the same bad deal as the French, and British were giving them.
I think there were some other bug fixes.
I may settle down on adding new stuff a week or so. And, just work on the AI.

Above, PGX v789 changes described by the changer.
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Re: Panzer General X news flash

Post by Bombast the Blue »

Version 791 posted May 22nd, 2023
web.utk.edu/~jcrouch/


New Supply Rule mainly. Plenty to digest here. The third option is pretty much the old one. Just any Primary City will be a supply source.
The 4th option..."Advanced" I kinda like a LOT. First of all. The supply phase takes a while longer then any of the old versions.
It has to run a check on ALL valid original Primary Supply Sources. Those that are still valid trace supply out 24 hexes.
This can be blocked by enemy units, ZoC, bomb damage, neutral territory, etc.
But any Cities found to lie within thier radii (Now that's a word I don't spell very much.) Or any Cities/Depots found in range of the primary cities now become supply
sources. These then trace supply out 24 hexes. (Actual range varies depending on terrain. Transition from Land To Sea cost an additional 8 movement points I think.)
Now any cities/depots in supply become supply sources, and they reach out, etc., etc.

There are some Minor Coutries that do not have qualifying Primary supply sources.

As of now I think I settled on a City/Primary hex cluster of 10. I am still playtesting this value. Let me know what ya'll think.

I played a couple dozen turns as Italy. Found the new supply interesting. Oh, yeah...Depots do NOT count toward stacking. Depots are CHEAP. (They are just sort of
arbitrary way points or supply convoy areas.

Units in CITIES and PORTS are always in supply. (So an area with a few cities can cram people inside them and keep them alive for a while.)

Being out of supply is not super deadly drastic. All units carry their on-board ammo/fuel. They just can not top-off if they are out of supply.
If a unit is out of supply it's name and info will appear in RED at the top of the screen. Added changed a bunch of little stuff too.
I edited the new Europe map, but forgot to include it in this update. I will get that next time.
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Re: Panzer General X news flash

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Version 792 posted June 13, 2023.
Added a convoy icon to the europe 1939 icons. (Just three copies of the naval transport to look like a convoy.) At least it looks different than the regular naval transport.
Worked on the AI use of the new supply rules. (Cleaned it up a bunch.)
Fixed the classes.txt file....submarines are allowed to attack depots now. (Depots ...meaning convoys)/
Added a bit here, and there to the AI.

web.utk.edu/~jcrouch/

That was Jeff's announcement of version 792.
Can you imagine?
The introduction of a new Naval Convoy unit and Submarines cannot attack it!?
It did happen but it was noticed very quickly and the solution was so simple that I fixed it in v791.
It was just changing a value in the Classes.txt file that contains the table of what classes can attack or not what classes.
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Re: Panzer General X news flash

Post by Bombast the Blue »

Version 795 uploaded July 11, 2023. web.utk.edu/~jcrouch/
New Europe1939 scenario. Based on SPI's 'WWII: European Theatre of Operations'. (OOB anyway.)
Started a new player help screen. (Just barely started.)
Moved the old PG/AG scenarios to their own folder.

That was Jrff's announcement on the most recent v795.
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Re: Panzer General X news flash

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Bombast the Blue wrote: 2023-07-11 21:21, Tuesday Version 795 uploaded July 11, 2023. web.utk.edu/~jcrouch/
New Europe1939 scenario. Based on SPI's 'WWII: European Theatre of Operations'. (OOB anyway.)
Started a new player help screen. (Just barely started.)
Moved the old PG/AG scenarios to their own folder.

That was Jrff's announcement on the most recent v795.
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Re: Panzer General X news flash

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I am fixing the brink of war scenario. It was too interesting to waste. The nations, efile, and map. The current version is all goofed up. I think I got the e file cleaned up today.
(Using the world nations. 100+)

Another Jeff announcement, shortly after that of v795.

BoW (not to confuse with Bo, main character in Lost Girl series) - Brink of War - is a custom World scenario by BRD in 2010.
BRD eventually stopped showing up but left a rough sketch of his project that worked, barely, at the time.
Crash causing bugs were very frequent, the map was very sketchy and the e-file was limited to 1200 entries because he used an editor with that limitation.
Jeff is not telling us if the idea is just making it work close to what it was back then or working out an upgrade.

As of the map I did produce an edited version with improved (I expect) objective representation.
I think I achieved a decent spread of cities, ports, airfields and oil sources.
But that was all I added to the original which was clear terrain with a few rare objective hexes.
So, my edition still lacks all other features.

As of the e-file I did an experiment of merging it with the Konzev e-file.
Because of the 1200 entry limitation BRD strongly cut on "equipment series".
It is particularly notorious in aircraft and armour.
PzIII is just one entry without the usual "Ausführungs". Spitfires appear in three variants: generic, naval and recon.
Reason why I merged BoW with Konzev which contains much more aircraft and armour variants.
In 2010 PGX e-file editor had about half of the fields of the current one.
I went as far as copying the old BoW data from Excel files to the current e-file editor and fill in the "new" editor fields.
And trying, successfully, ingame if the merger worked.
Never did get to the phase of cutting off what it is not needed.
Mainly the original BoW generic entries.

So, I really do not know if any of my BoW experiments can be of any use to what Jeff intends to make of BoW...
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Re: Panzer General X news flash

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Two new versions in last days... only last one available for download...

"Minor update posted July 21, 2023 v796
Going to try to clean up the web page. It has a LOT of old useless stuff on it, that needs deleting.
I uploaded a spreadsheet. Advanced Squad Leader data from the ASL game charts. I am going to use them as a basis for the Platoon level version of the game.
Maybe create a PGX efile based on it ? Just a start ...I will post updates periodically.

web.utk.edu/~jcrouch/
Last Edit: Jul 21, 2023 at 8:06pm by jeff
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and...

"July 26, 2023 v797 posted.

I finally found the bug messing up the supply map when you loaded a saved game.

web.utk.edu/~jcrouch/"
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Re: Panzer General X news flash

Post by Bombast the Blue »

Sept. 1, 2023 v799 uploaded.

This version has a new Tech Level I have been messing with. (Each Factory represents a Tech Level) You only need to get to 5 to max out. And they are cheap (12 points).
There are 5 basic.eqs files now. One for each tech level.

I think I fixed the Depot ZoC glitch. Plus, The AI may ask you to join a major Alliance now. If you reject them, they will not ask again for a while.

web.utk.edu/~jcrouch/

That was version 799 described by the author.
Factories are a very old subject in PGX forum posts; Tech Levels not so much.
Factories finally appear as Units. although with a much simpler function than they had in old JP's posts by Konzev and myself.
They are related with the Tech Levels, a recent invention of Jeff.
There are five and there is a basic equipment file for each Tech Level.
Number of Factories deployed by each country determines it's Tech Level.
5 Factories or more gives access to the "normal" WWII equipment.
Less than 5 Factories results in access to more "primitive" basic equipment packs.
Although I suppose the "share equipment" options will override that if the country is in alliance with a more "developed" country.
A feature that has been recently suggested would be the possibility of trading equipment between countries, even those that are not allied.
That would belong to the "diplomatic mode" of the game...
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Re: Panzer General X news flash

Post by Bombast the Blue »

PGX version 800 is about.
Almost entirely a tune up of the new scenario's e-file.
The new scenario arrived with an update to the previous version.
Most likely some will find it rather strange - it is an alternative history variant.
The political / diplomatic panorama is that of the Napoleonic Wars; the equipment is WW2 standard.
An entirely Napoleonic version was talked about but it is not yet a project.

Copy of Jeff's announcements:
Sep 24, 2023 at 8:50pm QuotePost OptionsPost by jeff on Sep 24, 2023 at 8:50pm
I have uploaded a new version Sept. 24, 2024. It is still verion 799. But I added a new scenario. Europe 1800 with 1939 Tech.
web.utk.edu/~jcrouch/
Napoleonic Wars with Tanks. It is still a bit rough around the edges, but it seems to work pretty well.
I am still working on the Flags, and strength tiles, etc. ( I think being color blind is a bit of a hindrance in that dept., but I think I have
most of the major colors righ.
I re-mapped my main equipment file. The German equipment is shared between Prussia, and The Austrian Empire. I will split these up later. Prussia will get the
main German stuff, and the Austrian Empire will get the Skoda based equipment. Pz-38(t) and it's derivatives.
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Sep 29, 2023 at 2:41pm QuotePost OptionsPost by jeff on Sep 29, 2023 at 2:41pm
Version 800 posted Sept. 29, 2023

web.utk.edu/~jcrouch/

Just cleaned up the Napoleon with Tanks variant equipment file. (If I made any more program changes, they were minor.)
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Re: Panzer General X news flash

Post by randowe »

Great idea to have Napoleonic Wars with tanks and WW2 equipment :cool
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Re: Panzer General X news flash

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randowe wrote: 2023-10-01 11:13, Sunday Great idea to have Napoleonic Wars with tanks and WW2 equipment :cool
The Napoleonic theme was of course posted about at old JP's Panzers dedicated thread.
Probably by me, remembering Jeff has an old Allied General Napoleonic scenario. Or at least had.
I also remember the great Konzev advocated focusing on WW2.
Which was what happened until a week or two ago Jeff came up with this alternate history idea.
In more recent e-mail exchanges he seems to be leaning on taking the next step and build a "true" Nap e-file for PGX.
I suggested Fairline's Civ icons for e-file graphics:
https://forums.civfanatics.com/threads/ ... cs.409278/
For land units, most of those ships are too far ahead...

I already started a match with the new scenario.
It froze at turn 17 but meanwhile I had a taste.
Starting date, September 1, 1805.
By default player starts as French Empire at war with British Empire and also controlling a neutral Holland.
But the player may choose to start with any country as usual.
Game mechanics is the same and the turn limit is 1000 like ETO WW2 scenario.
The challenges coming from the politics / diplomacy mode will be slightly different.
Germany and Italy had not yet go through unification.
Other territories were under different administrations relative to WW2.
Some are probably not correctly / historically marked (yet). In some cases sovereignty was somewhat nominal, case of parts of the north African Ottoman territories, it seems.
Well, it is alternate history...
Jeff made most of the respective flags and nation tiles (for the units).
Naturally the thing is a bit more feisty in that department than WW2...
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Re: Panzer General X news flash/War on Ukraine! Warning!

Post by Bombast the Blue »

After long months dodging the subject at the PGX forum, events made this imperative.
https://panzergeneralx.proboards.com/th ... ne-warning
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Re: Panzer General X news flash

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Version 802 posted Nov. 12, 2023


web.utk.edu/~jcrouch/

Adding command units. I stuck a few in the Europe 1805 scenarion. "Napoleon with Tanks" !
They do not actually command anything yet. Not even sure what they will do. Just got a wild urge to stick some commanders into the game.
(Napoleonic games almost always have to have commanders, eh ?)
Even Science Fiction versions of the Napoleonic War.

I have been working on a new game this week too. A computer version of SPI's old game, "Grenadier".

boardgamegeek.com/image/44498/grenadier-tactical-warfare-1680-1850

And this was the v802 announcement by PGX author.
Maybe more correctly PGX coder / programmer (and much more) since he considers all participants as co-developers.
From himself to the fellows who just play the game and going through any kind of moders and any kind of (constructive) forum posters.
And that is the amateur spirit; people who gather round something they fancy and are equal in that sense while being different in many other ways...

It is precisely because of not being able to put up with this (among other more "final" reasons for sure) that someone, long ago in the JP's era, launched an "enquiry" on what was PGX and after an answer by Jeff and an extremely ultra long answer by myself (took me about 8h to write it), the "gentleman" proceeded to portray us in the PGX topic as some sort of rude hermits who chase everyone away and talking about "keep away" signs.
Well, who cares that someone spared 8h of his short life to answer a question when we are in a mission to sabotage that person´s "thing".
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Re: Panzer General X news flash

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Bombastic news flash...
Panzer General X is not alone anymore.
His author has just launched the first installment of Grenadier: Tactical Warfare 1680-1850.

Thread on the new forum category:
https://panzergeneralx.proboards.com/th ... ollTo=2848

Post on PGX announcements:
"I have finally put the early (1st) working version of Grenadier up on the web site.
web.utk.edu/~jcrouch/

I started cleaning up the website a bit. I hadn't done any work on it for a long time !

The Grenadier game is mostly playable. I am currently working on the new spotting section, and leaders. The Combat Results table is just a temporary one. (it is from the actual Grenadier game, and I do not think I will keep it forever.) Slopes (elevation) lines will replace mountains. Just started on that.

Let me know what ya'll think."

This v0001 comes with two scenarios: Auerstadt and Blenheim. I'm already trying the latter...
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Re: Panzer General X news flash

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Bombast the Blue wrote: 2023-12-10 01:05, Sunday Bombastic news flash...
Panzer General X is not alone anymore.
His author has just launched the first installment of Grenadier: Tactical Warfare 1680-1850.

Thread on the new forum category:
https://panzergeneralx.proboards.com/th ... ollTo=2848

Post on PGX announcements:
"I have finally put the early (1st) working version of Grenadier up on the web site.
web.utk.edu/~jcrouch/

I started cleaning up the website a bit. I hadn't done any work on it for a long time !

The Grenadier game is mostly playable. I am currently working on the new spotting section, and leaders. The Combat Results table is just a temporary one. (it is from the actual Grenadier game, and I do not think I will keep it forever.) Slopes (elevation) lines will replace mountains. Just started on that.

Let me know what ya'll think."

This v0001 comes with two scenarios: Auerstadt and Blenheim. I'm already trying the latter...
Great news, I am looking forward to see that in action, I'll try to download this evening :clap
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Re: Panzer General X news flash

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From game play point of view the most immediate difference I noticed was in terms of (fire) range.
Infantry and Artillery can hit the enemy from a distance. Sabre or lance equipped Cavalry need direct impact.
The name of the thing does mention "tactical", so, the scale is quite different from the one in "big maps" PGX.
Mind the powder using units need a clear LoS to the enemy targets and friendly units do block it.

In my first go at it I formed an infantry line in front of the cannons like in WWII PGX only to discover the cannons could not shoot through the protecting infantry. Actually I'm yet to discover if artillery provides support fire in Grenadier. Probably not.
What I've already seen is that artillery is devastating on their targets, usually wiping them completely out.
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Re: Panzer General X news flash

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Most recent of Jeff's posts is within the category of "season's wishes", so I will copy it here:

"Merry Christmas ! A belated, but heartfelt post to any, and all who should read this.

Here, a toast. May all wars soon be but small, imaginary, virtual, fun games. May true war be an almost forgotten part of our ugly past."

Of course, I agree. That would be the description of an ideal future world.
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Re: Panzer General X news flash

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Bombast the Blue wrote: 2023-12-28 21:22, Thursday "Merry Christmas ! A belated, but heartfelt post to any, and all who should read this.

Here, a toast. May all wars soon be but small, imaginary, virtual, fun games. May true war be an almost forgotten part of our ugly past."

Of course, I agree. That would be the description of an ideal future world.
I completely agree with Jeff.
Merry Christmas :howdy
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Re: Panzer General X news flash

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Grenadier sees the second issue, officially version 3.

Jeff on the subject:
"Just uploaded an Update for Grenadier. V003
Worked on unit Graphics. Just for test. I am using 10 Pixel scale for Auerstadt, and 20 Pixel scale for Blenheim.

Cleaned the leader code up a bit. They should not be running way out ahead of their troops now. They could not get killed so they did not care. Ha Ha.
But, the leader immortality will soon be coming to an end.

Unit icons...I think I will use the 16th position on each row for whoever is on that rows skirmisher icon.
Example Row 20 will could be 8th century Swedes. The 16th Icon would be a Swedish Skirmisher.
Row 21 could be Danes, etc.
That way the program should be able to find the skirmisher (1 man) icon for that unit pretty easily ?"

This morning I tested v003.
The Unit figures are smaller to allow placing a flag above them.
Now there is a "Victory" pop-up next to the one announcing the enemy broke lines and is on the flight.
Still had one enemy Commander coming way ahead of their lines, so that one is not completely ironed out.
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Re: Panzer General X news flash

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Obviously, some forum content was lost during the recent storm season. So, here is a PGX sitrep...
A few weeks ago JC released the very first public object of his most recent game programming efforts.
A very beta version of WWII COMBAT - working title... for now - a tactical version of PGX.
So beta that I could only start playing from saves and got looped as soon as I tried firing infantry units.
Guess I found bug number one already...

So, to some point it is similar to the previous Grenadier Napoleonic tactical project.
One of the first things to notice are the larger firing ranges - very little to do with what we have in the traditional PGX.
And much smaller maps of course, just a couple of villages, one or two woods and / or hills and / or rivers.
For now only land action is being considered...
Also JC has been introducing a whole more unit data fields - think he already exceeded double the original number.
Mainly to allow the game keeping track of pretty much everything he may think that should matter.
Much of the focus seems to be on keeping track of an immense variety of ammo types for an immense variety of weapons.

In his most recent post there is an element that is simultaneously new and old...
He started coding in the direction of getting back to the old PG Campaign paradigm.
I suppose he means applying the concept to the new tactical project, not the big maps variant.
WWII COMBAT will probably be possible to play both from Scenario or Campaign point of view.
In the context of PGX history it is almost coming back full circle to the beginning in 2008 when the original idea was to make campaigns sort of reversible, playable from both sides.
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Re: Panzer General X news flash

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WWII COMBAT or Combat X version 2 released. Here is the announcement:

Combat version 2 uploaded July 21,224
web.utk.edu/~jcrouch/

Tried to get the first scenario from the old Panzer Blitz game working. Not too bad. Still a TON of loose ends. Minefields, Strongpoints, and Road Blocks are not very
functional. They just sit there. They do block enemy units though. The AI is ...well, Awful ! The AI was PGX, with some Grendier, with some last minute CBX (Combat X)
Most of the tactical stuff like spotting rules, etc. are coming along. Not perfect, but pretty playable.

Fixed the Map editor a bit. It had some weird little glitches. Added some documentation on the equipment file relationships.
units_table.xls
units_table.csv
These two files are used to feed the combat_editor.exe program. I edit the .xls file, then convert it to the .csv, then import it into the combat_editor.
weapons_table.csv (Extra data for the different armaments)

Transports are no longer organic. They are all separate units now. Wagons, trucks, horses (Cavalry), etc.

Oh yeah, almost forgot....you have an initial deployment now. Just hit the finished button for a quick start.

(USSR will enter random map edge for PZB01 scenario.)
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