[NM] EQUIPMENT.PGEQP File

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HexCode
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[NM] EQUIPMENT.PGEQP File

Post by HexCode » 2021-11-25 02:09, Thursday

CONTENT LINKS
==============

Introduction
viewtopic.php?f=100&t=678#p11932

EQUIPMENT.PGEQP (Section 00)
viewtopic.php?f=100&t=678#p11933

EQUIPMENT.PGEQP (Unit Type ID, Name & Class)
viewtopic.php?f=100&t=678#p12174

EQUIPMENT.PGEQP (Unit Type Attack & Defense Attributes)
viewtopic.php?f=100&t=678#p12175

EQUIPMENT.PGEQP (Unit Type Movement Type, Initiative & Ranges)
viewtopic.php?f=100&t=678#p12198

EQUIPMENT.PGEQP (Unit Type Target Type, Movement Allowance & Capacities)
viewtopic.php?f=100&t=678#p12209

EQUIPMENT.PGEQP (Unit Type Cost, Icon & Animation)
viewtopic.php?f=100&t=678#p12222

EQUIPMENT.PGEQP (Unit Type Chronological Availability)
viewtopic.php?f=100&t=678#p12227

EQUIPMENT.PGEQP (Bomber Special Capabilities & Rugged Defense Avoidance)
viewtopic.php?f=100&t=678#p12238

EQUIPMENT.PGEQP (Unit Type Transport Capabilities)
viewtopic.php?f=100&t=678#p12239

EQUIPMENT.PGEQP (Paradrop & River Bridging Capabilities)
viewtopic.php?f=100&t=678#p12240

EQUIPMENT.PGEQP (Unit Type Sound Special & Combatant Ownership)
viewtopic.php?f=100&t=678#p12241


===================================================================

The topic's contents may be modified or progressively added upon as time goes by.

===================================================================

INTRODUCTION
==============

This topic should be of interest to Novice Modders (NMs).

Kindly review:

Introduction
viewtopic.php?f=100&t=535#p8923

AND

Tab-Separated Unicode Text Files
viewtopic.php?f=100&t=535#p8925

Do not:

a) Insert empty lines; or
b) Use the keyboard to introduce hard tabs, spaces or any other delimiters.

Such unfortunate... edits invariably result in rendering the whole file unreadable by PGF's engine.

Improved Column Labels

PGF's programmer has left "us" with a template applicable to SSI's converted "classic" content. Frankly, from a NM's standpoint, much can be improved in this area. To this effect, the pieces of a way more modder-friendly template will be progressively and methodically introduced as well.

File Sections

File EQUIPMENT.PGEQP contains just ONE (1) Section:

00. Unit Attributes
Last edited by HexCode on 2021-12-25 21:33, Saturday, edited 15 times in total.

HexCode
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EQUIPMENT.PGEQP (Section 00)

Post by HexCode » 2021-11-25 02:21, Thursday

EQUIPMENT.PGEQP (Section 00)
=================

Absolute Prerequisite

Tab-Separated Unicode Text Files
viewtopic.php?f=100&t=535#p8925

File Section 00 -- Unit Attributes

PGF Programmer's choice:

Code: Select all

# PG Forever equipment table
My recommendation follows:

Code: Select all

# PG_FOREVER_EQUIPMENT_TABLE
The table comprises THIRTY THREE (33) columns. PGF's Programmer chose to array column labels along just ONE (1) comment line. I recommend that TWO (2) comment lines be utilized instead so as to enhance visibility and clarity.

NMs are urged to pay close attention to the following key points which are widely and repeatedly applicable across the board.

1) Navigation from column to column should always be done with the keyboard's Arrow keys. Never use the keyboard's Tab and / or Space keys.

2) Columns are separated by Soft Tabs. Soft Tabs are "white space" and, hence, invisible to the human eye. It is tremendously good practice to use underscore (_) characters to indicate the absence of a Soft Tab.

3) All comment lines are preceded by the Octothorpe / Hash (#) character. It makes no difference whatsoever whether the said character is (or not) separated from the comment's text by a Space character.

4) Readability and modding are often greatly enhanced by resorting to multiple, successive comment lines.


Each record contains an ensemble of THIRTY THREE (33) attribute values corresponding to some particular Unit Type. All numerical values appear in decimal format.

DO NOT:

--- Change the order of the records
--- Insert any blank lines in between records.
--- Utilize record ZERO (0) (i.e., "RESERVED") while modding.

The table can practically accommodate an unlimited number of records (32-bit encoding).
Last edited by HexCode on 2021-12-25 21:35, Saturday, edited 3 times in total.

HexCode
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First Lieutenant
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EQUIPMENT.PGEQP (Unit Type ID, Name & Class)

Post by HexCode » 2021-12-14 12:10, Tuesday

EQUIPMENT.PGEQP (Unit Type ID, Name & Class)
=================

Column 00 -- Unit Type Numerical ID

This is the FIRST (1st) Column encountered as one traverses Columns going from left to right.

PGF Programmer's choice:

Code: Select all

# ID
My recommendation follows:

Code: Select all

# ID
# ID
The ID numbers are there for the convenience of modders only. PGF's engine just counts equipment records in strict sequential order (starting at the very top) and assigns ID numbers to them on the basis of the actual count.

Column 01 -- Unit Type Name

This is the SECOND (2nd) Column encountered as one traverses Columns going from left to right.

PGF Programmer's choice:

Code: Select all

Name
My recommendation follows:

Code: Select all

UNIT_NAME
UNIT_NAME
Alphanumeric descriptor text. Posts

Unit Type Descriptor Display: How Long ?
viewtopic.php?f=100&t=540#p11152

Plain Text Files: Accommodating Unicode Characters
viewtopic.php?f=100&t=540#p11092

contain technical information specifically applicable to Unit Type Name (alphanumeric) values.

Column 02 -- Unit Class Numerical ID

This is the THIRD (3rd) Column encountered as one traverses Columns going from left to right.

PGF Programmer's choice:

Code: Select all

Class
My recommendation follows:

Code: Select all

UNIT
CLASS
Descriptor integer. Post

Unit Classes
viewtopic.php?f=100&t=547#p8995

contains technical information specifically applicable to Unit Class Numerical ID (integer) values.

"Research" Item: One can enter values lying outside range [0 , 17] without PGF's engine... complaining. For the most part, units sporting such "irregular" Unit Class values can only initiate attacks against enemy units assigned to some specific Unit Class. Moreover, enemy units cannot initiate attacks against them !
Last edited by HexCode on 2021-12-25 21:37, Saturday, edited 6 times in total.

HexCode
First Lieutenant
First Lieutenant
Posts: 774
Joined: 2019-09-30 18:54, Monday

EQUIPMENT.PGEQP (Unit Type Attack & Defense Attributes)

Post by HexCode » 2021-12-14 14:19, Tuesday

EQUIPMENT.PGEQP (Unit Type Attack & Defense Attributes)
=================

Attribute values can be... monstrously large (32-bit encoding).

Column 03 -- Soft Attack

This is the FOURTH (4th) Column encountered as one traverses Columns going from left to right.

PGF Programmer's choice:

Code: Select all

Soft Attack
My recommendation follows:

Code: Select all

SOFT
ATTACK
Descriptor integer; the Unit Type's (UT's) Attack value against SOFT TARGETS (e.g., infantry, trucks and towed weapons). UTs exhibiting bracketed such values may NOT initiate attacks against the aforesaid targets; nevertheless, they may shoot back if attacked by them. A value of ZERO (0) makes it impossible to shoot at enemy SOFT TARGETS.

Column 04 -- Hard Attack

This is the FIFTH (5th) Column encountered as one traverses Columns going from left to right.

PGF Programmer's choice:

Code: Select all

Hard Attack
My recommendation follows:

Code: Select all

HARD
ATTACK
Descriptor integer; the UT's Attack value against HARD TARGETS (e.g., tanks and half-tracks). UTs exhibiting bracketed such values may NOT initiate attacks against the aforesaid targets; nevertheless, they may shoot back if attacked by them. A value of ZERO (0) makes it impossible to shoot at enemy HARD TARGETS.

Column 05 -- Air Attack

This is the SIXTH (6th) Column encountered as one traverses Columns going from left to right.

PGF Programmer's choice:

Code: Select all

Air Attack
My recommendation follows:

Code: Select all

AIR
ATTACK
Descriptor integer; the UT's Attack value against AIR TARGETS (e.g., fighters, bombers and air transports). UTs exhibiting bracketed such values may NOT initiate attacks against the aforesaid targets; nevertheless, they may shoot back if attacked by them. A value of ZERO (0) makes it impossible to shoot at enemy AIR TARGETS.

Column 06 -- Naval Attack

This is the SEVENTH (7th) Column encountered as one traverses Columns going from left to right.

PGF Programmer's choice:

Code: Select all

Naval Attack
My recommendation follows:

Code: Select all

NAVAL
ATTACK
Descriptor integer; the UT's Attack value against NAVAL TARGETS (e.g., destroyers, capital ships and naval transports). A value of ZERO (0) makes it impossible to shoot at enemy NAVAL TARGETS.

Column 07 -- Ground Defense

This is the EIGHTH (8th) Column encountered as one traverses Columns going from left to right.

PGF Programmer's choice:

Code: Select all

Ground Defense
My recommendation follows:

Code: Select all

GROUND
DEFEND
Descriptor integer; the UT's Defense value against attacks by enemy surface units.

Column 08 -- Air Defense

This is the NINTH (9th) Column encountered as one traverses Columns going from left to right.

PGF Programmer's choice:

Code: Select all

Air Defense
My recommendation follows:

Code: Select all

AIR
DEFEND
Descriptor integer; the UT's Defense value against attacks by enemy air units.

Column 09 -- Close Defense

This is the TENTH (10th) Column encountered as one traverses Columns going from left to right.

PGF Programmer's choice:

Code: Select all

Close Defense
My recommendation follows:

Code: Select all

CLOSE
DEFEND
Descriptor integer; the UT's Defense value mainly used in situations involving "close assaults". These values are typically less than their corresponding Ground Defense ones.
Last edited by HexCode on 2021-12-25 21:41, Saturday, edited 3 times in total.

HexCode
First Lieutenant
First Lieutenant
Posts: 774
Joined: 2019-09-30 18:54, Monday

EQUIPMENT.PGEQP (Unit Type Movement Type, Initiative & Ranges)

Post by HexCode » 2021-12-16 01:30, Thursday

EQUIPMENT.PGEQP (Unit Type Movement Type, Initiative & Ranges)
=================

Column 10 -- Movement Type Numerical ID

This is the ELEVENTH (11th) Column encountered as one traverses Columns going from left to right.

PGF Programmer's choice:

Code: Select all

Movement Type
My recommendation follows:

Code: Select all

MOVMNT
TYPE
Descriptor integer. Post

Unit Movement Types
viewtopic.php?f=100&t=547#p8998

contains technical information specifically applicable to Movement Type Numerical ID (integer) values.

"Research" Item: One can enter values lying outside range [0 , 10] without PGF's engine... complaining. Units sporting such "irregular" Movement Type values exhibit a truly bewildering collection of properties !

Column 11 -- Listed Initiative

This is the TWELFTH (12th) Column encountered as one traverses Columns going from left to right.

PGF Programmer's choice:

Code: Select all

Initiative
My recommendation follows:

Code: Select all

LISTED
INITIVE
Descriptor integer. In combat, a Unit Type's (UT's) Listed Initiative together with experience and the defender's terrain type influences whether or not the attacker or defender shoots first or both shoot simultaneously.

Post

Unit Initiative In Combat
viewtopic.php?f=100&t=544#p8988

contains technical information specifically applicable to Listed Initiative (integer) values and their possible, situational modifications in-game. Listed Initiative values can be NEGATIVE !

Column 12 -- Shooting Range

This is the THIRTEENTH (13th) Column encountered as one traverses Columns going from left to right.

PGF Programmer's choice:

Code: Select all

Range
My recommendation follows:

Code: Select all

SHOOT
RANGE
Descriptor integer; the UT's radius in hexes within which it can attack enemy units.

"Research" Item: When initiating combat, UT's sporting NEGATIVE Shooting Range values do NOT trigger enemy fire !

Column 13 -- Listed Spotting Range

This is the FOURTEENTH (14th) Column encountered as one traverses Columns going from left to right.

PGF Programmer's choice:

Code: Select all

Spotting
My recommendation follows:

Code: Select all

SPOT
RANGE
Descriptor integer; the UT's radius in hexes within which it can spot enemy units in fair weather. A unit sporting Listed Spotting Range value ZERO (0) only scouts the hexes it actually occupies or traverses while moving, and nothing else.
Last edited by HexCode on 2021-12-25 21:43, Saturday, edited 2 times in total.

HexCode
First Lieutenant
First Lieutenant
Posts: 774
Joined: 2019-09-30 18:54, Monday

EQUIPMENT.PGEQP (Unit Type Target Type, Movement Allowance & Capacities)

Post by HexCode » 2021-12-17 16:27, Friday

EQUIPMENT.PGEQP (Unit Type Target Type, Movement Allowance & Capacities)
=================

Column 14 -- Target Type Numerical ID

This is the FIFTEENTH (15th) Column encountered as one traverses Columns going from left to right.

PGF Programmer's choice:

Code: Select all

Target Type
My recommendation follows:

Code: Select all

TARGET
TYPE
Descriptor integer. Post

Unit Target Types
viewtopic.php?f=100&t=547#p8994

contains technical information specifically applicable to Target Type Numerical ID (integer) values.

Column 15 -- Movement Allowance

This is the SIXTEENTH (16th) Column encountered as one traverses Columns going from left to right.

PGF Programmer's choice:

Code: Select all

Movement
My recommendation follows:

Code: Select all

MVMNT
ALLOW
Descriptor integer; the Unit Type's (UT's) Movement Points (MPs) which can be cumulatively expended while traversing (hex) terrain during the UT's movement phase.

Column 16 -- Fuel Capacity

This is the SEVENTEENTH (17th) Column encountered as one traverses Columns going from left to right.

PGF Programmer's choice:

Code: Select all

Max Fuel
My recommendation follows:

Code: Select all

FUEL
CAPCTY
Descriptor integer; the UT's Fuel Point (FP) resulting total upon the UT's full, otherwise unhindered resupply.

Column 17 -- Ammo Capacity

This is the EIGHTEENTH (18th) Column encountered as one traverses Columns going from left to right.

PGF Programmer's choice:

Code: Select all

Max Ammo
My recommendation follows:

Code: Select all

AMMO
CAPCTY
Descriptor integer; the UT's Ammo Point (AP) resulting total upon the UT's full, otherwise unhindered resupply.
Last edited by HexCode on 2021-12-25 21:44, Saturday, edited 2 times in total.

HexCode
First Lieutenant
First Lieutenant
Posts: 774
Joined: 2019-09-30 18:54, Monday

EQUIPMENT.PGEQP (Unit Type Cost, Icon & Animation)

Post by HexCode » 2021-12-17 19:42, Friday

EQUIPMENT.PGEQP (Unit Type Cost, Icon & Animation)
=================

Column 18 -- Listed Cost

This is the NINETEENTH (19th) Column encountered as one traverses Columns going from left to right.

PGF Programmer's choice:

Code: Select all

Cost
My recommendation follows:

Code: Select all

LISTED
COST
Descriptor integer.

Column 19 -- Icon Numerical ID

This is the TWENTIETH (20th) Column encountered as one traverses Columns going from left to right.

PGF Programmer's choice:

Code: Select all

Icon
My recommendation follows:

Code: Select all

UNIT
ICON
Descriptor integer. It refers to the Numerical ID reflecting the icon's "serial" location within file TACICONS.BMP.

Column 20 -- Animation Numerical ID

This is the TWENTY FIRST (21st) Column encountered as one traverses Columns going from left to right.

PGF Programmer's choice:

Code: Select all

Animation
My recommendation follows:

Code: Select all

UNIT
ANIMTN
Descriptor integer. This Column is NOT used by PGF's engine as the wargame does NOT include an Animation feature. For all practical purposes, all values in the Column can be set to ZERO (0).
Last edited by HexCode on 2021-12-25 21:44, Saturday, edited 2 times in total.

HexCode
First Lieutenant
First Lieutenant
Posts: 774
Joined: 2019-09-30 18:54, Monday

EQUIPMENT.PGEQP (Unit Type Chronological Availability)

Post by HexCode » 2021-12-17 23:23, Friday

EQUIPMENT.PGEQP (Unit Type Chronological Availability)
=================

Column 21 -- Debut Month Numerical ID

This is the TWENTY SECOND (22nd) Column encountered as one traverses Columns going from left to right.

PGF Programmer's choice:

Code: Select all

Month
My recommendation follows:

Code: Select all

DEBUT
MONTH
Descriptor integer; the Month the Unit Type (UT) FIRST becomes potentially available for purchase or as a unit upgrade option. The debut always takes place on the FIRST (1st) day of the Month. Numerical ID values 1, 2, ... 11, 12 strictly correspond to the months of January, February, ... November, December.

Column 22 -- Debut Year Numerical ID

This is the TWENTY THIRD (23rd) Column encountered as one traverses Columns going from left to right.

PGF Programmer's choice:

Code: Select all

Year
My recommendation follows:

Code: Select all

DEBUT
YEAR
Descriptor integer; the Year the UT FIRST becomes potentially available for purchase or as a unit upgrade option. Numerical ID values 10, 11, ... 98, 99 strictly correspond to years 1910, 1911, ... 1998, 1999.

Column 23 -- Last Year of Availability Numerical ID

This is the TWENTY FOURTH (24th) Column encountered as one traverses Columns going from left to right.

PGF Programmer's choice:

Code: Select all

Last Year
My recommendation follows:

Code: Select all

LAST
YEAR
Descriptor integer; the LAST Year the UT is potentially available for purchase or as a unit upgrade option. The UT's availability always terminates on the THIRTY FIRST (31st) day of December. Numerical ID values 10, 11, ... 98, 99 strictly correspond to years 1910, 1911, ... 1998, 1999.
Last edited by HexCode on 2021-12-25 21:45, Saturday, edited 1 time in total.

HexCode
First Lieutenant
First Lieutenant
Posts: 774
Joined: 2019-09-30 18:54, Monday

EQUIPMENT.PGEQP (Bomber Special Capabilities & Rugged Defense Avoidance)

Post by HexCode » 2021-12-19 01:04, Sunday

EQUIPMENT.PGEQP (Bomber Special Capabilities & Rugged Defense Avoidance)
=================

Column 24 -- Bomber Classes: Special Capabilities

This is the TWENTY FIFTH (25th) Column encountered as one traverses Columns going from left to right.

PGF Programmer's choice:

Code: Select all

Bomber Special
My recommendation follows:

Code: Select all

BOMBER
SPECIAL
Descriptor integer;

Column 25 -- Rugged Defense Avoidance

This is the TWENTY SIXTH (26th) Column encountered as one traverses Columns going from left to right.

PGF Programmer's choice:

Code: Select all

Ignores Entrenchment
My recommendation follows:

Code: Select all

AVOIDS
RUGDEF
Descriptor integer;
Last edited by HexCode on 2021-12-25 21:46, Saturday, edited 1 time in total.

HexCode
First Lieutenant
First Lieutenant
Posts: 774
Joined: 2019-09-30 18:54, Monday

EQUIPMENT.PGEQP (Unit Type Transport Capabilities)

Post by HexCode » 2021-12-19 01:19, Sunday

EQUIPMENT.PGEQP (Unit Type Transport Capabilities)
=================

Column 26 -- Organic Transport Capability

This is the TWENTY SEVENTH (27th) Column encountered as one traverses Columns going from left to right.

PGF Programmer's choice:

Code: Select all

Can Have Organic Transport
My recommendation follows:

Code: Select all

ORGANIC
XPORT
Descriptor integer;

Column 27 -- Naval Transport Capability

This is the TWENTY EIGHTH (28th) Column encountered as one traverses Columns going from left to right.

PGF Programmer's choice:

Code: Select all

Can Have Sea Transport
My recommendation follows:

Code: Select all

NAVAL
XPORT
Descriptor integer;

Column 28 -- Air Transport Capability

This is the TWENTY NINTH (29th) Column encountered as one traverses Columns going from left to right.

PGF Programmer's choice:

Code: Select all

Can Have Air Transport
My recommendation follows:

Code: Select all

AIR
XPORT
Descriptor integer;
Last edited by HexCode on 2021-12-25 21:47, Saturday, edited 1 time in total.

HexCode
First Lieutenant
First Lieutenant
Posts: 774
Joined: 2019-09-30 18:54, Monday

EQUIPMENT.PGEQP (Paradrop & River Bridging Capabilities)

Post by HexCode » 2021-12-19 01:31, Sunday

EQUIPMENT.PGEQP (Paradrop & River Bridging Capabilities)
=================

Column 29 -- Paradrop Capability

This is the THIRTIETH (30th) Column encountered as one traverses Columns going from left to right.

PGF Programmer's choice:

Code: Select all

Can Paradrop
My recommendation follows:

Code: Select all

PARA
DROPS
Descriptor integer;

Column 30 -- River Bridging Capability

This is the THIRTY FIRST (31st) Column encountered as one traverses Columns going from left to right.

PGF Programmer's choice:

Code: Select all

Can Bridge Rivers
My recommendation follows:

Code: Select all

BRIDGES
RIVERS
Descriptor integer;
Last edited by HexCode on 2021-12-25 21:47, Saturday, edited 1 time in total.

HexCode
First Lieutenant
First Lieutenant
Posts: 774
Joined: 2019-09-30 18:54, Monday

EQUIPMENT.PGEQP (Unit Type Sound Special & Combatant Ownership)

Post by HexCode » 2021-12-19 01:45, Sunday

EQUIPMENT.PGEQP (Unit Type Sound Special & Combatant Ownership)
=================

Column 31 -- Sound Special

This is the THIRTY SECOND (32nd) Column encountered as one traverses Columns going from left to right.

PGF Programmer's choice:

Code: Select all

Jet
My recommendation follows:

Code: Select all

SOUND
SPECIAL
Descriptor integer;

Column 32 -- Combatant Ownership Assignment

This is the THIRTY THIRD (33rd) Column encountered as one traverses Columns going from left to right.

PGF Programmer's choice:

Code: Select all

Flag
My recommendation follows:

Code: Select all

FLAG
OWNS
Descriptor integer;

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