PREAMBLE
=========
The present topic serves as a two-tier table of contents hosted in two consecutive posts herein.
The first post hosts the Master Table of Contents. It lists the titles and attendant links of all Library topics, the coverage of which is rather broad.
The second post hosts the Full Table of Contents. It lists the titles and attendant links of all individual, information posts appearing under each one of the topics referenced in the Master Table of Contents.
For rather obvious reasons, the contents of this topic are subject to continual additions and modifications.
Table of Contents
Master Table of Contents
MASTER TABLE OF CONTENTS
==========================
[ORG] LIBRARY ORGANIZATION
viewtopic.php?f=100&t=528
[NP] INTRODUCTORY DOCUMENTATION
viewtopic.php?f=100&t=531
[NP] ANNOYING FEATURES
viewtopic.php?f=100&t=554
[VP] AI MODULE BEHAVIOR
viewtopic.php?f=100&t=532
[VM] AI MODULE: BEHAVIORAL IMPROVEMENTS
viewtopic.php?f=100&t=599
[VP] ALL-HUMAN PLAY MODES
viewtopic.php?f=100&t=533
[VP] PGF vs. PG1-DOS : PLAY SYSTEM & TECHNICAL DIFFERENCES
viewtopic.php?f=100&t=534
[VP] PROGRAMMING ODDITIES
viewtopic.php?f=100&t=555
[VP] PLAY SYSTEM: ADVANCED FEATURES
viewtopic.php?f=100&t=543
[NM] EQUIPMENT.PGEQP File
viewtopic.php?f=100&t=678
[NM] *.PGSCN FILES
viewtopic.php?f=100&t=562
[NM] MULTIMEDIA FILES
viewtopic.php?f=100&t=546
[NM] BASIC TECHNICAL MATTERS
viewtopic.php?f=100&t=535
[VM] *.BMP FILES
viewtopic.php?f=100&t=545
[VM] *.HTM FILES
viewtopic.php?f=100&t=560
[VM] *.CSS FILES
viewtopic.php?f=100&t=559
[VM] *.PNG FILES
viewtopic.php?f=100&t=558
[VM] PLAY SYSTEM: COMPLICATED MECHANICS
viewtopic.php?f=100&t=544
[VM] ADVANCED TECHNICAL MATTERS
viewtopic.php?f=100&t=536
[VM] PLAY SYSTEM: INTERNALS
viewtopic.php?f=100&t=547
[VM] TERRAIN TECHNICAL SPECIFICATIONS
viewtopic.php?f=100&t=550
[VM] ADVANCED TECHNICAL KNOW-HOW
viewtopic.php?f=100&t=540
[VM] PG1-DOS CONTENT CONVERSION FUNCTIONALITY
viewtopic.php?f=100&t=647
[VM] GAME-STATE FILE FORMAT SPECIFICATION
viewtopic.php?f=100&t=553
[VM] EXE : USEFUL ALPHANUMERIC DATA SEGMENTS
viewtopic.php?f=100&t=552
[VM] EXE : EMBEDDED TABULAR DATA SEGMENTS
viewtopic.php?f=100&t=551
==========================
[ORG] LIBRARY ORGANIZATION
viewtopic.php?f=100&t=528
[NP] INTRODUCTORY DOCUMENTATION
viewtopic.php?f=100&t=531
[NP] ANNOYING FEATURES
viewtopic.php?f=100&t=554
[VP] AI MODULE BEHAVIOR
viewtopic.php?f=100&t=532
[VM] AI MODULE: BEHAVIORAL IMPROVEMENTS
viewtopic.php?f=100&t=599
[VP] ALL-HUMAN PLAY MODES
viewtopic.php?f=100&t=533
[VP] PGF vs. PG1-DOS : PLAY SYSTEM & TECHNICAL DIFFERENCES
viewtopic.php?f=100&t=534
[VP] PROGRAMMING ODDITIES
viewtopic.php?f=100&t=555
[VP] PLAY SYSTEM: ADVANCED FEATURES
viewtopic.php?f=100&t=543
[NM] EQUIPMENT.PGEQP File
viewtopic.php?f=100&t=678
[NM] *.PGSCN FILES
viewtopic.php?f=100&t=562
[NM] MULTIMEDIA FILES
viewtopic.php?f=100&t=546
[NM] BASIC TECHNICAL MATTERS
viewtopic.php?f=100&t=535
[VM] *.BMP FILES
viewtopic.php?f=100&t=545
[VM] *.HTM FILES
viewtopic.php?f=100&t=560
[VM] *.CSS FILES
viewtopic.php?f=100&t=559
[VM] *.PNG FILES
viewtopic.php?f=100&t=558
[VM] PLAY SYSTEM: COMPLICATED MECHANICS
viewtopic.php?f=100&t=544
[VM] ADVANCED TECHNICAL MATTERS
viewtopic.php?f=100&t=536
[VM] PLAY SYSTEM: INTERNALS
viewtopic.php?f=100&t=547
[VM] TERRAIN TECHNICAL SPECIFICATIONS
viewtopic.php?f=100&t=550
[VM] ADVANCED TECHNICAL KNOW-HOW
viewtopic.php?f=100&t=540
[VM] PG1-DOS CONTENT CONVERSION FUNCTIONALITY
viewtopic.php?f=100&t=647
[VM] GAME-STATE FILE FORMAT SPECIFICATION
viewtopic.php?f=100&t=553
[VM] EXE : USEFUL ALPHANUMERIC DATA SEGMENTS
viewtopic.php?f=100&t=552
[VM] EXE : EMBEDDED TABULAR DATA SEGMENTS
viewtopic.php?f=100&t=551
Last edited by HexCode on 2021-11-25 02:26, Thursday, edited 28 times in total.
Full Table of Contents
FULL TABLE OF CONTENTS
=======================
Each one of the topics listed below in blue caps sports its very own, duplicate table of contents of individual information posts as well. For a host of diverse, practical reasons, the contents of certain information posts will be in a state of active revision.
[ORG] LIBRARY ORGANIZATION
viewtopic.php?f=100&t=528
Introduction
viewtopic.php?f=100&t=528#p8852
Feedback
viewtopic.php?f=100&t=528#p8853
Intended User Base
viewtopic.php?f=100&t=528#p8854
Library Searches
viewtopic.php?f=100&t=528#p9905
Language Challenges
viewtopic.php?f=100&t=528#p9912
Capitalization & Acronyms
viewtopic.php?f=100&t=528#p10018
[NP] INTRODUCTORY DOCUMENTATION
viewtopic.php?f=100&t=531
Prologue
Exclusive Focus
Basic Download
viewtopic.php?f=100&t=531#p8863
Basic Folder Structure
viewtopic.php?f=100&t=531#p8871
Software Information
viewtopic.php?f=100&t=531#p8872
Important Technical Facts
viewtopic.php?f=100&t=531#p8873
Starting the Game
viewtopic.php?f=100&t=531#p9191
Starting the Scenario & the Map
viewtopic.php?f=100&t=531#p9194
Scenario Panel: Overview
viewtopic.php?f=100&t=531#p9195
Unit Info Pop-up Screen
viewtopic.php?f=100&t=531#p9204
Unit Upgrade & Purchase Pop-up Screens
viewtopic.php?f=100&t=531#p9210
Battlefield & Undeployed Unit Listing Ribbon Panels
viewtopic.php?f=100&t=531#p9232
Scenario Panel: Buttons 1-8
viewtopic.php?f=100&t=531#p9241
Scenario Panel: Buttons 9-16
viewtopic.php?f=100&t=531#p9268
System Menu: Selectable Items
viewtopic.php?f=100&t=531#p9291
Campaign Play Mode
viewtopic.php?f=100&t=531#p9297
Turns, Weather & Core Unit Deployment
viewtopic.php?f=100&t=531#p9299
Unit Movement
viewtopic.php?f=100&t=531#p9329
Organic Transport: Units Mounting & Dismounting
viewtopic.php?f=100&t=531#p9349
Naval Transport: Units Embarking and Disembarking
viewtopic.php?f=100&t=531#p9364
Air Transport: Units Boarding and Landing
viewtopic.php?f=100&t=531#p9378
Unit Spotting & Zone of Control
viewtopic.php?f=100&t=531#p9381
Prestige & Victory Conditions
viewtopic.php?f=100&t=531#p9844
Units: Replacements & Over-Strengthening
viewtopic.php?f=100&t=531#p9874
Units: Upgrades & Purchases
viewtopic.php?f=100&t=531#p9917
Level Bombing
viewtopic.php?f=100&t=531#p14523
[NP] ANNOYING FEATURES
viewtopic.php?f=100&t=554
Introduction
viewtopic.php?f=100&t=554#p9097
Can't See Those Unit Stats
viewtopic.php?f=100&t=554#p9098
What ? Did I Not Just Win ?
viewtopic.php?f=100&t=554#p9099
Organic Transport... Mishaps
viewtopic.php?f=100&t=554#p9100
Where Did The "Close" Button Go ?
viewtopic.php?f=100&t=554#p9101
Hey, Ground Conditions Have Changed !
viewtopic.php?f=100&t=554#p14528
Ok, Ok, I Know You've Surrendered !
viewtopic.php?f=100&t=554#p14529
Air Defense: Movement Quirk
viewtopic.php?f=100&t=554#p9102
Muddy Bridge Nuances
viewtopic.php?f=100&t=554#p14532
Disembarkation / Landing: The Quick & the Thorough...
viewtopic.php?f=100&t=554#p14530
Embarkation City Naval Presence
viewtopic.php?f=100&t=554#p11572
[VP] AI MODULE BEHAVIOR
viewtopic.php?f=100&t=532
Introduction
Ed Dille
Alan Emrich
Focus
viewtopic.php?f=100&t=532#p8874
Objectives: Overview
viewtopic.php?f=100&t=532#p8877
Objectives: Urban Centers
viewtopic.php?f=100&t=532#p8878
Objectives: Airfields
viewtopic.php?f=100&t=532#p8879
Objectives: Choke Points & Maneuver -- Preliminaries
viewtopic.php?f=100&t=532#p8880
Objectives: Choke Points & Maneuver -- Road Junctions & Passes
viewtopic.php?f=100&t=532#p8881
Objectives: Choke Points & Maneuver -- Bridges
viewtopic.php?f=100&t=532#p8882
Objectives: Targets of Opportunity
viewtopic.php?f=100&t=532#p8883
Offensive: Preliminaries
viewtopic.php?f=100&t=532#p8885
Offensive: Focusing Energy
viewtopic.php?f=100&t=532#p8886
Defense
viewtopic.php?f=100&t=532#p8887
Unity of Command
viewtopic.php?f=100&t=532#p8888
Simplicity
viewtopic.php?f=100&t=532#p8889
Mass
viewtopic.php?f=100&t=532#p8890
Velocity
viewtopic.php?f=100&t=532#p8891
Maneuver: Overview
viewtopic.php?f=100&t=532#p8897
Maneuver: Penetration of the Center
viewtopic.php?f=100&t=532#p8898
Maneuver: Envelopment
viewtopic.php?f=100&t=532#p8899
Maneuver: Attacking from a Defensive Position
viewtopic.php?f=100&t=532#p8900
Maneuver: Feigned Withdrawal
viewtopic.php?f=100&t=532#p8901
Maneuver: Indirect Approach
viewtopic.php?f=100&t=532#p8902
Combined Arms: Energy
viewtopic.php?f=100&t=532#p8903
Combined Arms: Artillery
viewtopic.php?f=100&t=532#p8904
Combined Arms: Air Defense
viewtopic.php?f=100&t=532#p8905
Combined Arms: Air Superiority
viewtopic.php?f=100&t=532#p8906
Combined Arms: Sea Control
viewtopic.php?f=100&t=532#p8907
Economy of Force
viewtopic.php?f=100&t=532#p8908
Security
viewtopic.php?f=100&t=532#p8909
Surprise
viewtopic.php?f=100&t=532#p8910
Operational Deception: Concept
viewtopic.php?f=100&t=532#p8911
Operational Deception: More Illustrations
viewtopic.php?f=100&t=532#p8912
The Sad Reality...
viewtopic.php?f=100&t=532#p8913
[VM] AI MODULE: BEHAVIORAL IMPROVEMENTS
viewtopic.php?f=100&t=599
Introduction
viewtopic.php?f=100&t=599#p10223
Defense vs. Attack Posture
viewtopic.php?f=100&t=599#p10224
Air Units -- Occasional Paralysis
viewtopic.php?f=100&t=599#p10225
Prepositioning Stationary Garrison Units
viewtopic.php?f=100&t=599#p10226
[VP] ALL-HUMAN PLAY MODES
viewtopic.php?f=100&t=533
Terminology
viewtopic.php?f=100&t=533#p8914
PBEM Mode
viewtopic.php?f=100&t=533#p8915
Online Play Mode
viewtopic.php?f=100&t=533#p8916
Networked H2H Play Modes: "Desyncs"
viewtopic.php?f=100&t=533#p8917
Technical Spoilers
viewtopic.php?f=100&t=533#p8918
[VP] PGF vs. PG1-DOS : PLAY SYSTEM & TECHNICAL DIFFERENCES
viewtopic.php?f=100&t=534
Intent
viewtopic.php?f=100&t=534#p8921
Play Features & System Differences
viewtopic.php?f=100&t=534#p8922
Technical Differences
viewtopic.php?f=100&t=534#p10065
[VP] PROGRAMMING ODDITIES
viewtopic.php?f=100&t=555
Introduction
viewtopic.php?f=100&t=555#p9103
Inoperable Prestige Modification Slider
viewtopic.php?f=100&t=555#p9104
Embarkation City Naval... Haven
viewtopic.php?f=100&t=555#p9105
Submarine... Stubbornness
viewtopic.php?f=100&t=555#p9106
Roadwork Movement... Capricious Extension
viewtopic.php?f=100&t=555#p9107
First Half-Turn Spotting Range Insensitivity to Precipitation
viewtopic.php?f=100&t=555#p9766
Custom Campaign, First Half-Turn AD / Interceptor Inactivity
viewtopic.php?f=100&t=555#p9108
Custom Unit Sporting Movement Allowance Zero Oddities
viewtopic.php?f=100&t=555#p9109
Desert... Super-Easy Unit Over-Strengthening
viewtopic.php?f=100&t=555#p9110
[VP] PLAY SYSTEM: ADVANCED FEATURES
viewtopic.php?f=100&t=543
Introduction
viewtopic.php?f=100&t=543#p8974
Victory Conditions: Terminology
viewtopic.php?f=100&t=543#p8976
Unit Prestige & Experience Modifiers
viewtopic.php?f=100&t=543#p8977
Unit Collocation Determinants
viewtopic.php?f=100&t=543#p12051
DMCU Mount / Dismount & Movement Capabilities
viewtopic.php?f=100&t=543#p12052
Unit Reinforcements: Typology
viewtopic.php?f=100&t=543#p9597
Unit Reinforcements: Prestige Costs
viewtopic.php?f=100&t=543#p9633
Strength Factor Procurement: Details
viewtopic.php?f=100&t=543#p9879
Unit Reconstitution: Experience Point Dilution
viewtopic.php?f=100&t=543#p11791
City & Port Typology
viewtopic.php?f=100&t=543#p11524
Combatant-Owned Hexes: Properties
viewtopic.php?f=100&t=543#p12143
Completely Unenterable Hexes: Properties
viewtopic.php?f=100&t=543#p12200
Listed & Unlisted Combatants
viewtopic.php?f=100&t=543#p11540
Unit Upgrades & Purchases In-Game: Combatant Pseudo-Tab Display Details
viewtopic.php?f=100&t=543#p11541
Owned Hex Entry: Prestige Point Awards
viewtopic.php?f=100&t=543#p12146
Purchased Unit Placement: Enemy Presence Adjacency
viewtopic.php?f=100&t=543#p11527
Core Unit Deployment: Details
viewtopic.php?f=100&t=543#p11528
Unit Deployment: Boarded Or Not ?
viewtopic.php?f=100&t=543#p11356
Unit Auto-Upgrades
viewtopic.php?f=100&t=543#p11345
"Cheat" Codes
viewtopic.php?f=100&t=543#p8978
Indirect Support Fire
viewtopic.php?f=100&t=543#p8979
Level Bombing - Key Elements
viewtopic.php?f=100&t=543#p14525
Carpet Bombing - Details
viewtopic.php?f=100&t=543#p14526
Strategic Bombing - Details
viewtopic.php?f=100&t=543#p14527
Getting Rid Of Organic Transport
viewtopic.php?f=100&t=543#p9990
Naval Transport: Details
viewtopic.php?f=100&t=543#p11273
Air Transport: Details
viewtopic.php?f=100&t=543#p11446
Unit Embarkation & Disembarkation: Procedural Details
viewtopic.php?f=100&t=543#p11539
Hex Combatant Ownership Agnosticism
viewtopic.php?f=100&t=543#p12050
Transport Point... Overuse
viewtopic.php?f=100&t=543#p11493
Unit Para-Drop Air Drift
viewtopic.php?f=100&t=543#p11396
Transport Mode Classes: Attack Properties
viewtopic.php?f=100&t=543#p11526
Rugged Defense Event Chance
viewtopic.php?f=100&t=543#p11427
Submarine Class Unit Detection
viewtopic.php?f=100&t=543#p11016
Submarine Class Unit Evasion (Part I)
viewtopic.php?f=100&t=543#p11394
Submarine Class Unit Evasion (Part II)
viewtopic.php?f=100&t=543#p11395
Surprise Unit Collisions: Overview
viewtopic.php?f=100&t=543#p8980
Surprise Unit Collisions: Combat Avoidance
viewtopic.php?f=100&t=543#p8981
Surprise Unit Collisions: Port Events
viewtopic.php?f=100&t=543#p8982
Ports: Enemy Naval Target Eviction
viewtopic.php?f=100&t=543#p11781
[NM] EQUIPMENT.PGEQP File
viewtopic.php?f=100&t=678
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 & Entrenchment Nullification)
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
[NM] *.PGSCN FILES
viewtopic.php?f=100&t=562
Introduction
viewtopic.php?f=100&t=562#p9143
*.PGSCN (File Type Description)
viewtopic.php?f=100&t=562#p9153
*.PGSCN (Miscellaneous Scenario Data)
viewtopic.php?f=100&t=562#p9155
*.PGSCN (Side-Wide Data)
viewtopic.php?f=100&t=562#p12242
*.PGSCN (Listed Combatants & Turn-Specific Prestige Allotments)
viewtopic.php?f=100&t=562#p12257
*.PGSCN (Supply & Objective Hexes)
viewtopic.php?f=100&t=562#p12265
*.PGSCN (Scenario Victory Conditions)
viewtopic.php?f=100&t=562#p12292
*.PGSCN (Campaign Deployment Hexes & Purchasable Unit Classes)
viewtopic.php?f=100&t=562#p12293
*.PGSCN (Unit-Specific Data at Scenario's Start)
viewtopic.php?f=100&t=562#p12311
[NM] MULTIMEDIA FILES
viewtopic.php?f=100&t=546
Introduction
viewtopic.php?f=100&t=546#p8991
*.WAV Files
viewtopic.php?f=100&t=546#p9121
*.MP3 Files
viewtopic.php?f=100&t=546#p9122
[NM] BASIC TECHNICAL MATTERS
viewtopic.php?f=100&t=535
Introduction
viewtopic.php?f=100&t=535#p8923
Filename Neatness
viewtopic.php?f=100&t=535#p8924
Tab-Separated Unicode Text Files
viewtopic.php?f=100&t=535#p8925
Character Set Evolution
viewtopic.php?f=100&t=535#p11090
Don't Overwrite, Just Append !
viewtopic.php?f=100&t=535#p8926
The AI Never Does...
viewtopic.php?f=100&t=535#p8927
Unit Icon Orientation
viewtopic.php?f=100&t=535#p8928
[VM] *.BMP FILES
viewtopic.php?f=100&t=545
Introduction
viewtopic.php?f=100&t=545#p8989
FLAGS.BMP
viewtopic.php?f=100&t=545#p8990
TACMAP_??????.BMP
viewtopic.php?f=100&t=545#p9030
[VM] *.HTM FILES
viewtopic.php?f=100&t=560
Introduction
viewtopic.php?f=100&t=560#p9134
User Interface Files
viewtopic.php?f=100&t=560#p9135
[VM] *.CSS FILES
viewtopic.php?f=100&t=559
Introduction
viewtopic.php?f=100&t=559#p9132
User Interface Files
viewtopic.php?f=100&t=559#p9133
[VM] *.PNG FILES
viewtopic.php?f=100&t=558
Introduction
viewtopic.php?f=100&t=558#p9130
User Interface Files
viewtopic.php?f=100&t=558#p9131
[VM] PLAY SYSTEM: COMPLICATED MECHANICS
viewtopic.php?f=100&t=544
Introduction
viewtopic.php?f=100&t=544#p8984
Atmospheric Conditions
viewtopic.php?f=100&t=544#p8985
Ground Conditions
viewtopic.php?f=100&t=544#p8986
Unit Reinforcements: Prestige Expenditure Computations
viewtopic.php?f=100&t=544#p9676
Unit Entrenchment
viewtopic.php?f=100&t=544#p8987
Unit Initiative In Combat
viewtopic.php?f=100&t=544#p8988
Rugged Defense Likelihood Determination
viewtopic.php?f=100&t=544#p11425
Submarine Class Unit Detection Mechanism
viewtopic.php?f=100&t=544#p11017
[VM] ADVANCED TECHNICAL MATTERS
viewtopic.php?f=100&t=536
Introduction
viewtopic.php?f=100&t=536#p8929
Establishing True Causation
viewtopic.php?f=100&t=536#p11357
Settings: Accessibility, Role & Scope
viewtopic.php?f=100&t=536#p12053
Limitations Typology
viewtopic.php?f=100&t=536#p8930
Data Errors: "Interpret" or "Crash" ?
viewtopic.php?f=100&t=536#p8931
Hex-Editing... Dialog
viewtopic.php?f=100&t=536#p8932
Hexadecimal Code... Surgery (Part I)
viewtopic.php?f=100&t=536#p8933
Hexadecimal Code... Surgery (Part II)
viewtopic.php?f=100&t=536#p8934
Engine Hexadecimal Character Strings
viewtopic.php?f=100&t=536#p8935
Variable Names Are Case Sensitive
viewtopic.php?f=100&t=536#p11309
Play System Features Subject To Randomization
viewtopic.php?f=100&t=536#p10951
[VM] PLAY SYSTEM: INTERNALS
viewtopic.php?f=100&t=547
Introduction
viewtopic.php?f=100&t=547#p8992
Combatant Ownership Representations
viewtopic.php?f=100&t=547#p8993
Unit Target Types
viewtopic.php?f=100&t=547#p8994
Unit Classes
viewtopic.php?f=100&t=547#p8995
Internally Re-Indexed GLN Records
viewtopic.php?f=100&t=547#p8996
Internally "Summarized" Terrain Typology
viewtopic.php?f=100&t=547#p8997
Unit Movement Types
viewtopic.php?f=100&t=547#p8998
In-Game Upgrades & Purchases: Combatant Unit Availability
viewtopic.php?f=100&t=547#p12054
[VM] TERRAIN TECHNICAL SPECIFICATIONS
viewtopic.php?f=100&t=550
Introduction
viewtopic.php?f=100&t=550#p9027
Linear Map Coordinate Specification
viewtopic.php?f=100&t=550#p9028
MAPNAMES.STR
viewtopic.php?f=100&t=550#p9029
Underlying Terrain Representations
viewtopic.php?f=100&t=550#p9031
Underlying Roadworks Representations
viewtopic.php?f=100&t=550#p9035
*.STM
viewtopic.php?f=100&t=550#p9032
*.SET (Section 1)
viewtopic.php?f=100&t=550#p9033
*.SET (Section 2)
viewtopic.php?f=100&t=550#p9034
*.SET (Section 3)
viewtopic.php?f=100&t=550#p9036
*.SET (Section 4)
viewtopic.php?f=100&t=550#p9037
*.SET (Section 5)
viewtopic.php?f=100&t=550#p9038
*.SET (Section 6)
viewtopic.php?f=100&t=550#p9039
[VM] ADVANCED TECHNICAL KNOW-HOW
viewtopic.php?f=100&t=540
Introduction
viewtopic.php?f=100&t=540#p8962
Plain Text Files: Accommodating Unicode Characters
viewtopic.php?f=100&t=540#p11092
Map Frames
viewtopic.php?f=100&t=540#p9906
Standalone Scenario Play: Core & Auxiliary Unit Designation Uses
viewtopic.php?f=100&t=540#p11375
Unit Type Descriptor Display: How Long ?
viewtopic.php?f=100&t=540#p11152
City & Port Type Visual Differentiation
viewtopic.php?f=100&t=540#p11525
Scenario Panel Button... Surgery
viewtopic.php?f=100&t=540#p11492
Scenario Duration: Technical Specification
viewtopic.php?f=100&t=540#p11782
Campaign Inter-Scenario Replacements
viewtopic.php?f=100&t=540#p8963
Unit Class Purchase Accessibility
viewtopic.php?f=100&t=540#p8964
Restricting Unit Purchases
viewtopic.php?f=100&t=540#p9909
Restricting Unit Replacements
viewtopic.php?f=100&t=540#p9910
Restricting Unit Over-Strengthening
viewtopic.php?f=100&t=540#p11445
Enabling Naval Unit Purchases
viewtopic.php?f=100&t=540#p9911
Restricting Unit Experience Gains
viewtopic.php?f=100&t=540#p8966
Prepositioned Units: "Unorthodox" Entrenchments
viewtopic.php?f=100&t=540#p12142
Core Complement: "Unorthodox" Restrictions
viewtopic.php?f=100&t=540#p11529
Objective Hex Complete Unenterability: Victory Determination Implications
viewtopic.php?f=100&t=540#p12141
Negative Prestige Points
viewtopic.php?f=100&t=540#p9993
Dual-Mode, Composite Units
viewtopic.php?f=100&t=540#p8965
"Anchored" Garrison Units
viewtopic.php?f=100&t=540#p8971
Glider-Borne Units
viewtopic.php?f=100&t=540#p8968
Land Minefield Units
viewtopic.php?f=100&t=540#p11401
Roadwork Problem "Sniffers"
viewtopic.php?f=100&t=540#p9907
[VM] PG1-DOS CONTENT CONVERSION FUNCTIONALITY
viewtopic.php?f=100&t=647
Introduction
viewtopic.php?f=100&t=647#p11330
Content Conversion Workspace Construction
viewtopic.php?f=100&t=647#p11468
Command Line Operations
viewtopic.php?f=100&t=647#p11501
Converted Custom Content
viewtopic.php?f=100&t=647#p11507
[VM] GAME-STATE FILE FORMAT SPECIFICATION
viewtopic.php?f=100&t=553
Introduction
Absolute Prerequisites
Alphanumeric Data Coding Scheme
Binary Listing Data Coding Scheme
viewtopic.php?f=100&t=553#p9068
*.PGSAV (ADS 1.1 & NDS 1.2)
File Description (If Any)
Scenario / Campaign Selectable Choices Screen
viewtopic.php?f=100&t=553#p9069
*.PGSAV (NDS 1.3, ADS 1.4, NDS 1.5 & ADS 1.6)
Campaign Play Mode Editable Choices
Campaign File & Current Path Label
Pseudo-Random Number Generation
Current Battle Name
viewtopic.php?f=100&t=553#p9070
*.PGSAV (NDS 1.7 & NDS 1.8)
Time & Timing Variables / Settings
Scenario / Campaign Selectable Choices Restated
viewtopic.php?f=100&t=553#p9071
*.PGSAV (NDS 1.9, NDS 1.10 & NDS 1.11)
Weather Variables / Settings
Unit Strength & Experience Restrictions
Participating Combatants
viewtopic.php?f=100&t=553#p9072
*.PGSAV (ADS 2.T.1, NDS 2.T.2, NDS 2.T.3 & NDS 2.T.4)
Side T Name
Side T Prestige
AI Posture & Unit Icons Orientation
Core & Auxiliary Complement Restrictions
viewtopic.php?f=100&t=553#p9073
*.PGSAV (NDS 2.T.5, NDS 2.T.6, NDS 2.T.7 & NDS 2.T.8)
Air / Naval Transport Variables / Settings
Weather Forecasts
Newly Purchased Unit Experience
Side T Units Present on the Map
viewtopic.php?f=100&t=553#p9074
*.PGSAV (ADS 2.T.U.1, NDS 2.T.U.2, NDS 2.T.U.3, NDS 2.T.U.4 & NDS 2.T.U.5)
Unit Name
Unit IDs
Unit Map Location
Unit Auxiliary Designation ?
Unit Operational Stats (Current)
viewtopic.php?f=100&t=553#p9075
*.PGSAV (NDS 2.T.U.6 & DS 2.T.U.7)
Unit Status (Diverse)
Unit Battle Honors
viewtopic.php?f=100&t=553#p9076
*.PGSAV (NDS 2.T.H)
Scouted (& Unscouted) Map Hexes
viewtopic.php?f=100&t=553#p9077
*.PGSAV (SECTION 3)
Turn-Specific Prestige Allotments
viewtopic.php?f=100&t=553#p9078
*.PGSAV (SECTION 4)
Purchasable Unit Classes
viewtopic.php?f=100&t=553#p9079
*.PGSAV (SECTION 5)
Supply Hex Data
viewtopic.php?f=100&t=553#p9080
*.PGSAV (SECTION 6)
Objective Hex Specification
viewtopic.php?f=100&t=553#p9081
*.PGSAV (SECTION 7)
Map Hex Data
viewtopic.php?f=100&t=553#p9082
*.PGSAV (SECTION 8)
Re-Indexed GLN Records
viewtopic.php?f=100&t=553#p9083
*.PGSAV (SECTION 9)
Replay Script Data
viewtopic.php?f=100&t=553#p9085
*.PGSAV (SECTION 10)
Cumulative Casualty Tallies
viewtopic.php?f=100&t=553#p9087
*.PGSAV (SECTION 11)
Campaigning Side & Combatant ID Restatement
viewtopic.php?f=100&t=553#p9088
*.PGSAV (SECTION 12)
Campaign Deployment Hex Specification
viewtopic.php?f=100&t=553#p9089
*.PGSAV (SECTION 13)
Campaign Victory Conditions
viewtopic.php?f=100&t=553#p9090
*.PGSAV (SECTION 14)
Special Features & Capabilities
viewtopic.php?f=100&t=553#p9091
*.PGSAV (SECTION 15)
AI Behavioral Instructions
viewtopic.php?f=100&t=553#p9092
[VM] EXE : USEFUL ALPHANUMERIC DATA SEGMENTS
viewtopic.php?f=100&t=552
Introduction
Absolute Prerequisites
viewtopic.php?f=100&t=552#p9053
Folder & File Descriptors
viewtopic.php?f=100&t=552#p9054
Files: Root & Extension Descriptors
viewtopic.php?f=100&t=552#p9055
Side Descriptors
viewtopic.php?f=100&t=552#p9056
New Half-Turn Descriptors
viewtopic.php?f=100&t=552#p9057
Unit Target Descriptors
viewtopic.php?f=100&t=552#p9058
Unit Class Descriptors
viewtopic.php?f=100&t=552#p9061
Unit Movement Type Descriptors
viewtopic.php?f=100&t=552#p9062
Flash Message Descriptors
viewtopic.php?f=100&t=552#p9063
[VM] EXE : EMBEDDED TABULAR DATA SEGMENTS
viewtopic.php?f=100&t=551
Introduction
Absolute Prerequisite
viewtopic.php?f=100&t=551#p9040
UTR-to-ATT Cross-Table
viewtopic.php?f=100&t=551#p9041
ATT-to-CATT Cross-Table
viewtopic.php?f=100&t=551#p9042
Weather Determination Table
viewtopic.php?f=100&t=551#p9043
Movement Point Expenditure Table
viewtopic.php?f=100&t=551#p9044
Terrain Base Entrenchment Level Table
viewtopic.php?f=100&t=551#p9045
Unit Class Entrenchment Rate Table
viewtopic.php?f=100&t=551#p9046
Terrain Initiative Cap Table
viewtopic.php?f=100&t=551#p9047
=======================
Each one of the topics listed below in blue caps sports its very own, duplicate table of contents of individual information posts as well. For a host of diverse, practical reasons, the contents of certain information posts will be in a state of active revision.
[ORG] LIBRARY ORGANIZATION
viewtopic.php?f=100&t=528
Introduction
viewtopic.php?f=100&t=528#p8852
Feedback
viewtopic.php?f=100&t=528#p8853
Intended User Base
viewtopic.php?f=100&t=528#p8854
Library Searches
viewtopic.php?f=100&t=528#p9905
Language Challenges
viewtopic.php?f=100&t=528#p9912
Capitalization & Acronyms
viewtopic.php?f=100&t=528#p10018
[NP] INTRODUCTORY DOCUMENTATION
viewtopic.php?f=100&t=531
Prologue
Exclusive Focus
Basic Download
viewtopic.php?f=100&t=531#p8863
Basic Folder Structure
viewtopic.php?f=100&t=531#p8871
Software Information
viewtopic.php?f=100&t=531#p8872
Important Technical Facts
viewtopic.php?f=100&t=531#p8873
Starting the Game
viewtopic.php?f=100&t=531#p9191
Starting the Scenario & the Map
viewtopic.php?f=100&t=531#p9194
Scenario Panel: Overview
viewtopic.php?f=100&t=531#p9195
Unit Info Pop-up Screen
viewtopic.php?f=100&t=531#p9204
Unit Upgrade & Purchase Pop-up Screens
viewtopic.php?f=100&t=531#p9210
Battlefield & Undeployed Unit Listing Ribbon Panels
viewtopic.php?f=100&t=531#p9232
Scenario Panel: Buttons 1-8
viewtopic.php?f=100&t=531#p9241
Scenario Panel: Buttons 9-16
viewtopic.php?f=100&t=531#p9268
System Menu: Selectable Items
viewtopic.php?f=100&t=531#p9291
Campaign Play Mode
viewtopic.php?f=100&t=531#p9297
Turns, Weather & Core Unit Deployment
viewtopic.php?f=100&t=531#p9299
Unit Movement
viewtopic.php?f=100&t=531#p9329
Organic Transport: Units Mounting & Dismounting
viewtopic.php?f=100&t=531#p9349
Naval Transport: Units Embarking and Disembarking
viewtopic.php?f=100&t=531#p9364
Air Transport: Units Boarding and Landing
viewtopic.php?f=100&t=531#p9378
Unit Spotting & Zone of Control
viewtopic.php?f=100&t=531#p9381
Prestige & Victory Conditions
viewtopic.php?f=100&t=531#p9844
Units: Replacements & Over-Strengthening
viewtopic.php?f=100&t=531#p9874
Units: Upgrades & Purchases
viewtopic.php?f=100&t=531#p9917
Level Bombing
viewtopic.php?f=100&t=531#p14523
[NP] ANNOYING FEATURES
viewtopic.php?f=100&t=554
Introduction
viewtopic.php?f=100&t=554#p9097
Can't See Those Unit Stats
viewtopic.php?f=100&t=554#p9098
What ? Did I Not Just Win ?
viewtopic.php?f=100&t=554#p9099
Organic Transport... Mishaps
viewtopic.php?f=100&t=554#p9100
Where Did The "Close" Button Go ?
viewtopic.php?f=100&t=554#p9101
Hey, Ground Conditions Have Changed !
viewtopic.php?f=100&t=554#p14528
Ok, Ok, I Know You've Surrendered !
viewtopic.php?f=100&t=554#p14529
Air Defense: Movement Quirk
viewtopic.php?f=100&t=554#p9102
Muddy Bridge Nuances
viewtopic.php?f=100&t=554#p14532
Disembarkation / Landing: The Quick & the Thorough...
viewtopic.php?f=100&t=554#p14530
Embarkation City Naval Presence
viewtopic.php?f=100&t=554#p11572
[VP] AI MODULE BEHAVIOR
viewtopic.php?f=100&t=532
Introduction
Ed Dille
Alan Emrich
Focus
viewtopic.php?f=100&t=532#p8874
Objectives: Overview
viewtopic.php?f=100&t=532#p8877
Objectives: Urban Centers
viewtopic.php?f=100&t=532#p8878
Objectives: Airfields
viewtopic.php?f=100&t=532#p8879
Objectives: Choke Points & Maneuver -- Preliminaries
viewtopic.php?f=100&t=532#p8880
Objectives: Choke Points & Maneuver -- Road Junctions & Passes
viewtopic.php?f=100&t=532#p8881
Objectives: Choke Points & Maneuver -- Bridges
viewtopic.php?f=100&t=532#p8882
Objectives: Targets of Opportunity
viewtopic.php?f=100&t=532#p8883
Offensive: Preliminaries
viewtopic.php?f=100&t=532#p8885
Offensive: Focusing Energy
viewtopic.php?f=100&t=532#p8886
Defense
viewtopic.php?f=100&t=532#p8887
Unity of Command
viewtopic.php?f=100&t=532#p8888
Simplicity
viewtopic.php?f=100&t=532#p8889
Mass
viewtopic.php?f=100&t=532#p8890
Velocity
viewtopic.php?f=100&t=532#p8891
Maneuver: Overview
viewtopic.php?f=100&t=532#p8897
Maneuver: Penetration of the Center
viewtopic.php?f=100&t=532#p8898
Maneuver: Envelopment
viewtopic.php?f=100&t=532#p8899
Maneuver: Attacking from a Defensive Position
viewtopic.php?f=100&t=532#p8900
Maneuver: Feigned Withdrawal
viewtopic.php?f=100&t=532#p8901
Maneuver: Indirect Approach
viewtopic.php?f=100&t=532#p8902
Combined Arms: Energy
viewtopic.php?f=100&t=532#p8903
Combined Arms: Artillery
viewtopic.php?f=100&t=532#p8904
Combined Arms: Air Defense
viewtopic.php?f=100&t=532#p8905
Combined Arms: Air Superiority
viewtopic.php?f=100&t=532#p8906
Combined Arms: Sea Control
viewtopic.php?f=100&t=532#p8907
Economy of Force
viewtopic.php?f=100&t=532#p8908
Security
viewtopic.php?f=100&t=532#p8909
Surprise
viewtopic.php?f=100&t=532#p8910
Operational Deception: Concept
viewtopic.php?f=100&t=532#p8911
Operational Deception: More Illustrations
viewtopic.php?f=100&t=532#p8912
The Sad Reality...
viewtopic.php?f=100&t=532#p8913
[VM] AI MODULE: BEHAVIORAL IMPROVEMENTS
viewtopic.php?f=100&t=599
Introduction
viewtopic.php?f=100&t=599#p10223
Defense vs. Attack Posture
viewtopic.php?f=100&t=599#p10224
Air Units -- Occasional Paralysis
viewtopic.php?f=100&t=599#p10225
Prepositioning Stationary Garrison Units
viewtopic.php?f=100&t=599#p10226
[VP] ALL-HUMAN PLAY MODES
viewtopic.php?f=100&t=533
Terminology
viewtopic.php?f=100&t=533#p8914
PBEM Mode
viewtopic.php?f=100&t=533#p8915
Online Play Mode
viewtopic.php?f=100&t=533#p8916
Networked H2H Play Modes: "Desyncs"
viewtopic.php?f=100&t=533#p8917
Technical Spoilers
viewtopic.php?f=100&t=533#p8918
[VP] PGF vs. PG1-DOS : PLAY SYSTEM & TECHNICAL DIFFERENCES
viewtopic.php?f=100&t=534
Intent
viewtopic.php?f=100&t=534#p8921
Play Features & System Differences
viewtopic.php?f=100&t=534#p8922
Technical Differences
viewtopic.php?f=100&t=534#p10065
[VP] PROGRAMMING ODDITIES
viewtopic.php?f=100&t=555
Introduction
viewtopic.php?f=100&t=555#p9103
Inoperable Prestige Modification Slider
viewtopic.php?f=100&t=555#p9104
Embarkation City Naval... Haven
viewtopic.php?f=100&t=555#p9105
Submarine... Stubbornness
viewtopic.php?f=100&t=555#p9106
Roadwork Movement... Capricious Extension
viewtopic.php?f=100&t=555#p9107
First Half-Turn Spotting Range Insensitivity to Precipitation
viewtopic.php?f=100&t=555#p9766
Custom Campaign, First Half-Turn AD / Interceptor Inactivity
viewtopic.php?f=100&t=555#p9108
Custom Unit Sporting Movement Allowance Zero Oddities
viewtopic.php?f=100&t=555#p9109
Desert... Super-Easy Unit Over-Strengthening
viewtopic.php?f=100&t=555#p9110
[VP] PLAY SYSTEM: ADVANCED FEATURES
viewtopic.php?f=100&t=543
Introduction
viewtopic.php?f=100&t=543#p8974
Victory Conditions: Terminology
viewtopic.php?f=100&t=543#p8976
Unit Prestige & Experience Modifiers
viewtopic.php?f=100&t=543#p8977
Unit Collocation Determinants
viewtopic.php?f=100&t=543#p12051
DMCU Mount / Dismount & Movement Capabilities
viewtopic.php?f=100&t=543#p12052
Unit Reinforcements: Typology
viewtopic.php?f=100&t=543#p9597
Unit Reinforcements: Prestige Costs
viewtopic.php?f=100&t=543#p9633
Strength Factor Procurement: Details
viewtopic.php?f=100&t=543#p9879
Unit Reconstitution: Experience Point Dilution
viewtopic.php?f=100&t=543#p11791
City & Port Typology
viewtopic.php?f=100&t=543#p11524
Combatant-Owned Hexes: Properties
viewtopic.php?f=100&t=543#p12143
Completely Unenterable Hexes: Properties
viewtopic.php?f=100&t=543#p12200
Listed & Unlisted Combatants
viewtopic.php?f=100&t=543#p11540
Unit Upgrades & Purchases In-Game: Combatant Pseudo-Tab Display Details
viewtopic.php?f=100&t=543#p11541
Owned Hex Entry: Prestige Point Awards
viewtopic.php?f=100&t=543#p12146
Purchased Unit Placement: Enemy Presence Adjacency
viewtopic.php?f=100&t=543#p11527
Core Unit Deployment: Details
viewtopic.php?f=100&t=543#p11528
Unit Deployment: Boarded Or Not ?
viewtopic.php?f=100&t=543#p11356
Unit Auto-Upgrades
viewtopic.php?f=100&t=543#p11345
"Cheat" Codes
viewtopic.php?f=100&t=543#p8978
Indirect Support Fire
viewtopic.php?f=100&t=543#p8979
Level Bombing - Key Elements
viewtopic.php?f=100&t=543#p14525
Carpet Bombing - Details
viewtopic.php?f=100&t=543#p14526
Strategic Bombing - Details
viewtopic.php?f=100&t=543#p14527
Getting Rid Of Organic Transport
viewtopic.php?f=100&t=543#p9990
Naval Transport: Details
viewtopic.php?f=100&t=543#p11273
Air Transport: Details
viewtopic.php?f=100&t=543#p11446
Unit Embarkation & Disembarkation: Procedural Details
viewtopic.php?f=100&t=543#p11539
Hex Combatant Ownership Agnosticism
viewtopic.php?f=100&t=543#p12050
Transport Point... Overuse
viewtopic.php?f=100&t=543#p11493
Unit Para-Drop Air Drift
viewtopic.php?f=100&t=543#p11396
Transport Mode Classes: Attack Properties
viewtopic.php?f=100&t=543#p11526
Rugged Defense Event Chance
viewtopic.php?f=100&t=543#p11427
Submarine Class Unit Detection
viewtopic.php?f=100&t=543#p11016
Submarine Class Unit Evasion (Part I)
viewtopic.php?f=100&t=543#p11394
Submarine Class Unit Evasion (Part II)
viewtopic.php?f=100&t=543#p11395
Surprise Unit Collisions: Overview
viewtopic.php?f=100&t=543#p8980
Surprise Unit Collisions: Combat Avoidance
viewtopic.php?f=100&t=543#p8981
Surprise Unit Collisions: Port Events
viewtopic.php?f=100&t=543#p8982
Ports: Enemy Naval Target Eviction
viewtopic.php?f=100&t=543#p11781
[NM] EQUIPMENT.PGEQP File
viewtopic.php?f=100&t=678
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 & Entrenchment Nullification)
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
[NM] *.PGSCN FILES
viewtopic.php?f=100&t=562
Introduction
viewtopic.php?f=100&t=562#p9143
*.PGSCN (File Type Description)
viewtopic.php?f=100&t=562#p9153
*.PGSCN (Miscellaneous Scenario Data)
viewtopic.php?f=100&t=562#p9155
*.PGSCN (Side-Wide Data)
viewtopic.php?f=100&t=562#p12242
*.PGSCN (Listed Combatants & Turn-Specific Prestige Allotments)
viewtopic.php?f=100&t=562#p12257
*.PGSCN (Supply & Objective Hexes)
viewtopic.php?f=100&t=562#p12265
*.PGSCN (Scenario Victory Conditions)
viewtopic.php?f=100&t=562#p12292
*.PGSCN (Campaign Deployment Hexes & Purchasable Unit Classes)
viewtopic.php?f=100&t=562#p12293
*.PGSCN (Unit-Specific Data at Scenario's Start)
viewtopic.php?f=100&t=562#p12311
[NM] MULTIMEDIA FILES
viewtopic.php?f=100&t=546
Introduction
viewtopic.php?f=100&t=546#p8991
*.WAV Files
viewtopic.php?f=100&t=546#p9121
*.MP3 Files
viewtopic.php?f=100&t=546#p9122
[NM] BASIC TECHNICAL MATTERS
viewtopic.php?f=100&t=535
Introduction
viewtopic.php?f=100&t=535#p8923
Filename Neatness
viewtopic.php?f=100&t=535#p8924
Tab-Separated Unicode Text Files
viewtopic.php?f=100&t=535#p8925
Character Set Evolution
viewtopic.php?f=100&t=535#p11090
Don't Overwrite, Just Append !
viewtopic.php?f=100&t=535#p8926
The AI Never Does...
viewtopic.php?f=100&t=535#p8927
Unit Icon Orientation
viewtopic.php?f=100&t=535#p8928
[VM] *.BMP FILES
viewtopic.php?f=100&t=545
Introduction
viewtopic.php?f=100&t=545#p8989
FLAGS.BMP
viewtopic.php?f=100&t=545#p8990
TACMAP_??????.BMP
viewtopic.php?f=100&t=545#p9030
[VM] *.HTM FILES
viewtopic.php?f=100&t=560
Introduction
viewtopic.php?f=100&t=560#p9134
User Interface Files
viewtopic.php?f=100&t=560#p9135
[VM] *.CSS FILES
viewtopic.php?f=100&t=559
Introduction
viewtopic.php?f=100&t=559#p9132
User Interface Files
viewtopic.php?f=100&t=559#p9133
[VM] *.PNG FILES
viewtopic.php?f=100&t=558
Introduction
viewtopic.php?f=100&t=558#p9130
User Interface Files
viewtopic.php?f=100&t=558#p9131
[VM] PLAY SYSTEM: COMPLICATED MECHANICS
viewtopic.php?f=100&t=544
Introduction
viewtopic.php?f=100&t=544#p8984
Atmospheric Conditions
viewtopic.php?f=100&t=544#p8985
Ground Conditions
viewtopic.php?f=100&t=544#p8986
Unit Reinforcements: Prestige Expenditure Computations
viewtopic.php?f=100&t=544#p9676
Unit Entrenchment
viewtopic.php?f=100&t=544#p8987
Unit Initiative In Combat
viewtopic.php?f=100&t=544#p8988
Rugged Defense Likelihood Determination
viewtopic.php?f=100&t=544#p11425
Submarine Class Unit Detection Mechanism
viewtopic.php?f=100&t=544#p11017
[VM] ADVANCED TECHNICAL MATTERS
viewtopic.php?f=100&t=536
Introduction
viewtopic.php?f=100&t=536#p8929
Establishing True Causation
viewtopic.php?f=100&t=536#p11357
Settings: Accessibility, Role & Scope
viewtopic.php?f=100&t=536#p12053
Limitations Typology
viewtopic.php?f=100&t=536#p8930
Data Errors: "Interpret" or "Crash" ?
viewtopic.php?f=100&t=536#p8931
Hex-Editing... Dialog
viewtopic.php?f=100&t=536#p8932
Hexadecimal Code... Surgery (Part I)
viewtopic.php?f=100&t=536#p8933
Hexadecimal Code... Surgery (Part II)
viewtopic.php?f=100&t=536#p8934
Engine Hexadecimal Character Strings
viewtopic.php?f=100&t=536#p8935
Variable Names Are Case Sensitive
viewtopic.php?f=100&t=536#p11309
Play System Features Subject To Randomization
viewtopic.php?f=100&t=536#p10951
[VM] PLAY SYSTEM: INTERNALS
viewtopic.php?f=100&t=547
Introduction
viewtopic.php?f=100&t=547#p8992
Combatant Ownership Representations
viewtopic.php?f=100&t=547#p8993
Unit Target Types
viewtopic.php?f=100&t=547#p8994
Unit Classes
viewtopic.php?f=100&t=547#p8995
Internally Re-Indexed GLN Records
viewtopic.php?f=100&t=547#p8996
Internally "Summarized" Terrain Typology
viewtopic.php?f=100&t=547#p8997
Unit Movement Types
viewtopic.php?f=100&t=547#p8998
In-Game Upgrades & Purchases: Combatant Unit Availability
viewtopic.php?f=100&t=547#p12054
[VM] TERRAIN TECHNICAL SPECIFICATIONS
viewtopic.php?f=100&t=550
Introduction
viewtopic.php?f=100&t=550#p9027
Linear Map Coordinate Specification
viewtopic.php?f=100&t=550#p9028
MAPNAMES.STR
viewtopic.php?f=100&t=550#p9029
Underlying Terrain Representations
viewtopic.php?f=100&t=550#p9031
Underlying Roadworks Representations
viewtopic.php?f=100&t=550#p9035
*.STM
viewtopic.php?f=100&t=550#p9032
*.SET (Section 1)
viewtopic.php?f=100&t=550#p9033
*.SET (Section 2)
viewtopic.php?f=100&t=550#p9034
*.SET (Section 3)
viewtopic.php?f=100&t=550#p9036
*.SET (Section 4)
viewtopic.php?f=100&t=550#p9037
*.SET (Section 5)
viewtopic.php?f=100&t=550#p9038
*.SET (Section 6)
viewtopic.php?f=100&t=550#p9039
[VM] ADVANCED TECHNICAL KNOW-HOW
viewtopic.php?f=100&t=540
Introduction
viewtopic.php?f=100&t=540#p8962
Plain Text Files: Accommodating Unicode Characters
viewtopic.php?f=100&t=540#p11092
Map Frames
viewtopic.php?f=100&t=540#p9906
Standalone Scenario Play: Core & Auxiliary Unit Designation Uses
viewtopic.php?f=100&t=540#p11375
Unit Type Descriptor Display: How Long ?
viewtopic.php?f=100&t=540#p11152
City & Port Type Visual Differentiation
viewtopic.php?f=100&t=540#p11525
Scenario Panel Button... Surgery
viewtopic.php?f=100&t=540#p11492
Scenario Duration: Technical Specification
viewtopic.php?f=100&t=540#p11782
Campaign Inter-Scenario Replacements
viewtopic.php?f=100&t=540#p8963
Unit Class Purchase Accessibility
viewtopic.php?f=100&t=540#p8964
Restricting Unit Purchases
viewtopic.php?f=100&t=540#p9909
Restricting Unit Replacements
viewtopic.php?f=100&t=540#p9910
Restricting Unit Over-Strengthening
viewtopic.php?f=100&t=540#p11445
Enabling Naval Unit Purchases
viewtopic.php?f=100&t=540#p9911
Restricting Unit Experience Gains
viewtopic.php?f=100&t=540#p8966
Prepositioned Units: "Unorthodox" Entrenchments
viewtopic.php?f=100&t=540#p12142
Core Complement: "Unorthodox" Restrictions
viewtopic.php?f=100&t=540#p11529
Objective Hex Complete Unenterability: Victory Determination Implications
viewtopic.php?f=100&t=540#p12141
Negative Prestige Points
viewtopic.php?f=100&t=540#p9993
Dual-Mode, Composite Units
viewtopic.php?f=100&t=540#p8965
"Anchored" Garrison Units
viewtopic.php?f=100&t=540#p8971
Glider-Borne Units
viewtopic.php?f=100&t=540#p8968
Land Minefield Units
viewtopic.php?f=100&t=540#p11401
Roadwork Problem "Sniffers"
viewtopic.php?f=100&t=540#p9907
[VM] PG1-DOS CONTENT CONVERSION FUNCTIONALITY
viewtopic.php?f=100&t=647
Introduction
viewtopic.php?f=100&t=647#p11330
Content Conversion Workspace Construction
viewtopic.php?f=100&t=647#p11468
Command Line Operations
viewtopic.php?f=100&t=647#p11501
Converted Custom Content
viewtopic.php?f=100&t=647#p11507
[VM] GAME-STATE FILE FORMAT SPECIFICATION
viewtopic.php?f=100&t=553
Introduction
Absolute Prerequisites
Alphanumeric Data Coding Scheme
Binary Listing Data Coding Scheme
viewtopic.php?f=100&t=553#p9068
*.PGSAV (ADS 1.1 & NDS 1.2)
File Description (If Any)
Scenario / Campaign Selectable Choices Screen
viewtopic.php?f=100&t=553#p9069
*.PGSAV (NDS 1.3, ADS 1.4, NDS 1.5 & ADS 1.6)
Campaign Play Mode Editable Choices
Campaign File & Current Path Label
Pseudo-Random Number Generation
Current Battle Name
viewtopic.php?f=100&t=553#p9070
*.PGSAV (NDS 1.7 & NDS 1.8)
Time & Timing Variables / Settings
Scenario / Campaign Selectable Choices Restated
viewtopic.php?f=100&t=553#p9071
*.PGSAV (NDS 1.9, NDS 1.10 & NDS 1.11)
Weather Variables / Settings
Unit Strength & Experience Restrictions
Participating Combatants
viewtopic.php?f=100&t=553#p9072
*.PGSAV (ADS 2.T.1, NDS 2.T.2, NDS 2.T.3 & NDS 2.T.4)
Side T Name
Side T Prestige
AI Posture & Unit Icons Orientation
Core & Auxiliary Complement Restrictions
viewtopic.php?f=100&t=553#p9073
*.PGSAV (NDS 2.T.5, NDS 2.T.6, NDS 2.T.7 & NDS 2.T.8)
Air / Naval Transport Variables / Settings
Weather Forecasts
Newly Purchased Unit Experience
Side T Units Present on the Map
viewtopic.php?f=100&t=553#p9074
*.PGSAV (ADS 2.T.U.1, NDS 2.T.U.2, NDS 2.T.U.3, NDS 2.T.U.4 & NDS 2.T.U.5)
Unit Name
Unit IDs
Unit Map Location
Unit Auxiliary Designation ?
Unit Operational Stats (Current)
viewtopic.php?f=100&t=553#p9075
*.PGSAV (NDS 2.T.U.6 & DS 2.T.U.7)
Unit Status (Diverse)
Unit Battle Honors
viewtopic.php?f=100&t=553#p9076
*.PGSAV (NDS 2.T.H)
Scouted (& Unscouted) Map Hexes
viewtopic.php?f=100&t=553#p9077
*.PGSAV (SECTION 3)
Turn-Specific Prestige Allotments
viewtopic.php?f=100&t=553#p9078
*.PGSAV (SECTION 4)
Purchasable Unit Classes
viewtopic.php?f=100&t=553#p9079
*.PGSAV (SECTION 5)
Supply Hex Data
viewtopic.php?f=100&t=553#p9080
*.PGSAV (SECTION 6)
Objective Hex Specification
viewtopic.php?f=100&t=553#p9081
*.PGSAV (SECTION 7)
Map Hex Data
viewtopic.php?f=100&t=553#p9082
*.PGSAV (SECTION 8)
Re-Indexed GLN Records
viewtopic.php?f=100&t=553#p9083
*.PGSAV (SECTION 9)
Replay Script Data
viewtopic.php?f=100&t=553#p9085
*.PGSAV (SECTION 10)
Cumulative Casualty Tallies
viewtopic.php?f=100&t=553#p9087
*.PGSAV (SECTION 11)
Campaigning Side & Combatant ID Restatement
viewtopic.php?f=100&t=553#p9088
*.PGSAV (SECTION 12)
Campaign Deployment Hex Specification
viewtopic.php?f=100&t=553#p9089
*.PGSAV (SECTION 13)
Campaign Victory Conditions
viewtopic.php?f=100&t=553#p9090
*.PGSAV (SECTION 14)
Special Features & Capabilities
viewtopic.php?f=100&t=553#p9091
*.PGSAV (SECTION 15)
AI Behavioral Instructions
viewtopic.php?f=100&t=553#p9092
[VM] EXE : USEFUL ALPHANUMERIC DATA SEGMENTS
viewtopic.php?f=100&t=552
Introduction
Absolute Prerequisites
viewtopic.php?f=100&t=552#p9053
Folder & File Descriptors
viewtopic.php?f=100&t=552#p9054
Files: Root & Extension Descriptors
viewtopic.php?f=100&t=552#p9055
Side Descriptors
viewtopic.php?f=100&t=552#p9056
New Half-Turn Descriptors
viewtopic.php?f=100&t=552#p9057
Unit Target Descriptors
viewtopic.php?f=100&t=552#p9058
Unit Class Descriptors
viewtopic.php?f=100&t=552#p9061
Unit Movement Type Descriptors
viewtopic.php?f=100&t=552#p9062
Flash Message Descriptors
viewtopic.php?f=100&t=552#p9063
[VM] EXE : EMBEDDED TABULAR DATA SEGMENTS
viewtopic.php?f=100&t=551
Introduction
Absolute Prerequisite
viewtopic.php?f=100&t=551#p9040
UTR-to-ATT Cross-Table
viewtopic.php?f=100&t=551#p9041
ATT-to-CATT Cross-Table
viewtopic.php?f=100&t=551#p9042
Weather Determination Table
viewtopic.php?f=100&t=551#p9043
Movement Point Expenditure Table
viewtopic.php?f=100&t=551#p9044
Terrain Base Entrenchment Level Table
viewtopic.php?f=100&t=551#p9045
Unit Class Entrenchment Rate Table
viewtopic.php?f=100&t=551#p9046
Terrain Initiative Cap Table
viewtopic.php?f=100&t=551#p9047
Last edited by HexCode on 2022-06-26 22:34, Sunday, edited 181 times in total.
Library Contents Last Update
LIBRARY CONTENTS LAST UPDATE
==============================
26 JUNE 2022
==============================
26 JUNE 2022