Table of Contents

Librarian: HexCode
Post Reply
User avatar
HexCode
First Lieutenant
First Lieutenant
Posts: 923
Joined: 2019-09-30 18:54, Monday

Table of Contents

Post by HexCode »

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.
User avatar
HexCode
First Lieutenant
First Lieutenant
Posts: 923
Joined: 2019-09-30 18:54, Monday

Master Table of Contents

Post by HexCode »

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
Last edited by HexCode on 2021-11-25 02:26, Thursday, edited 28 times in total.
User avatar
HexCode
First Lieutenant
First Lieutenant
Posts: 923
Joined: 2019-09-30 18:54, Monday

Full Table of Contents

Post by HexCode »

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
Last edited by HexCode on 2022-06-26 22:34, Sunday, edited 181 times in total.
User avatar
HexCode
First Lieutenant
First Lieutenant
Posts: 923
Joined: 2019-09-30 18:54, Monday

Library Contents Last Update

Post by HexCode »

LIBRARY CONTENTS LAST UPDATE
==============================

26 JUNE 2022
Post Reply