[VP] PGF vs. PG1-DOS : Play System & Technical Differences

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[VP] PGF vs. PG1-DOS : Play System & Technical Differences

Post by HexCode » 2021-04-02 22:11, Friday

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

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


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

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

INTENT
=======

This topic shall be exclusively dedicated to quite a few PG1-DOS play system features which PGF either modified or doesn't contain at all.

This Library is, of course, dedicated to PGF. Nevertheless, quite a few hobbyists enter PGF territory having already had some experience with PG1-DOS. Oftentimes, the ever present play system and other technical differences between the two pieces of software cause confusion. This topic aims at providing the requisite clarifications.
Last edited by HexCode on 2021-06-16 02:04, Wednesday, edited 2 times in total.

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PLAY FEATURES & SYSTEM DIFFERENCES

Post by HexCode » 2021-04-02 22:15, Friday

PLAY FEATURES & SYSTEM DIFFERENCES
====================================

PLAY FEATURES

Combat Animations
Video Clips
Briefing Voice-overs
Scenario Cinematic Replays


Combat Animations

PG1-DOS does feature combat animations. PGF does not.

Video Clips

PG1-DOS (CD Version) does feature video clips. PGF does not.

Briefing Voice-overs

PG1-DOS does feature briefing voice-overs. PGF does not.

Scenario Cinematic Replays

PG1-DOS does not feature scenario cinematic replays. PGF does.

PLAY SYSTEM

User-Selectable Prestige Modifiers
New Unit Purchase Restrictions
All-Human Campaigns
Campaign Deployment Hexes
Unit Complement Size Restrictions
Fuel Consumption
In-Game Unit Upgrades
Unit Resupply Via Auto-Upgrades
Multiple Units Prepositioned On / Over The Same Hex
Prepositioned Units In Neutral Territory
Port Hexes & Close Defense
Air Unit Fuel Adequacy Visual Warning
Air Units Upgraded "on" Friendly Aircraft Carriers
Air Unit Spotting Range Reduction Due to Precipitation
Level Bomber Replacements "on" Friendly Aircraft Carriers
Air Unit Reinforcements and Resupply "on" Friendly Aircraft Carriers
. . . in Friendly Ports
Submarine Expulsion


User-Selectable Prestige Modifiers

Under PG1-DOS, a user can modify a scenario's starting Prestige and AI's Prestige "Bucket" amounts in both Standalone Scenario and Campaign Play Modes. Under PGF, the user cannot.

New Unit Purchase Restrictions

A) Under PG1-DOS, a human player facing the AI can only procure new units sporting ZERO (0) experience. PGF does not impose this restriction.

B) PG1-DOS allows a Side to immediately purchase new units and place them (possibly subject to other situational constraints, such as enemy unit adjacency) in / adjacent to a City / Port / Airfield hex that has just been "turned friendly" during Turn # N. On the other hand, PGF does not allow a Side to immediately proceed with such purchases. Instead, the earliest the Side is allowed to do so is during turn # N+2.

All-Human Campaigns

PG1-DOS does not provide for All-Human Campaigns. PGF does.

Campaign Deployment Hexes

While in Campaign Play Mode, PG1-DOS allows the "Campaigning" Side to delay the deployment of any number of their core units at will. However, delayed deployment hex choices are limited (possibly subject to other situational constraints, such as enemy unit adjacency) to placing such core units only in / adjacent to City / Port / Airfield hexes which were owned by the "Campaigning" Side at the very start of the scenario. On the other hand, PGF allows delayed deployment to just the hexes available at the very start of the scenario.

Unit Complement Size Restrictions

Under PG1-DOS:

1) The Core Unit Complement size is limited to a maximum of EIGHTY (80) units.

2) The Auxiliary Unit Complement size is limited to a maximum of ONE HUNDRED TWENTY (120) units.

3) The "Allied" Unit Complement size is limited to a maximum of TWO HUNDRED (200) units.

PGF does not impose such restrictions.

Fuel Consumption

Under PG1-DOS, ground units expend twice the "normal" amount of fuel while traversing frozen ground. PGF does not differentiate.

In-Game Unit Upgrades

Under PG1-DOS, in-game unit upgrades are restricted to friendly City / Port / Airfield hexes. PGF places no restrictions whatsoever to the actual ownership of such hexes.

Unit Resupply Via Auto-Upgrades

Under PG1-DOS, auto-upgraded units cannot take advantage of the resupply in the same auto-upgrade half-turn. Under PGF, they can.

Multiple Units Prepositioned On / Over The Same Hex

Under PG1-DOS, it is possible to preposition multiple surface / air units on / over the same hex. PGF does not allow this.

Prepositioned Units In Neutral Territory

Under PG1-DOS, prepositioning units on / over hexes designated as neutral territory immediately removes the designation. PGF lets the designation stand.

Port Hexes & Close Defense

PG1-DOS does not allow the use of Close Defense values in combat involving units situated on Port City / Facilities hexes. PGF does.

Air Unit Fuel Adequacy Visual Warning

PG1-DOS does not have this feature. PGF does.

Air Units Upgraded "on" Friendly Aircraft Carriers

Under PG1-DOS, Fighter and Tactical Bomber Class units can be upgraded while "on" friendly Aircraft Carrier units. PGF does not allow this.

Air Unit Spotting Range Reduction Due to Precipitation

Under PG1-DOS, when it rains or snows, air units' spotting ranges are reduced down to an ONE (1) hex radius. PGF does not impose this restriction.

Level Bomber Replacements "on" Friendly Aircraft Carriers

Under PG1-DOS, Level Bomber Class units are prohibited from receiving any Replacements while "on" friendly Aircraft Carriers. PGF does not impose this restriction.

Air Unit Reinforcements and Resupply "on" Friendly Aircraft Carriers in Friendly Ports

Under PG1-DOS, such Reinforcements and Resupply are prohibited. PGF does not impose this restriction.

Submarine Expulsion

Under PG1-DOS, certain Ground (super-class) units having non-zero listed Naval Attack (NA) values may attack and thereby dislodge Submarine Class units situated in port hexes. This is not possible under PGF.
Last edited by HexCode on 2022-11-11 20:12, Friday, edited 8 times in total.

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TECHNICAL DIFFERENCES

Post by HexCode » 2021-06-16 02:02, Wednesday

TECHNICAL DIFFERENCES
======================

Development Operating Systems
Play-By-Email Mode
Online Play Mode
Key External Support File Formats
Blocking Per Turn Prestige Awards
Default Air & Naval Transports


Development Operating Systems

PG1-DOS is native to MS-DOS 6. PGF is native to MS-WINDOWS XP.

Play-By-Email Mode

PG1-DOS does feature a fully developed Play-By-Email (PBEM) functionality. PGF does not make it easy to play in this Mode.

Online Play Mode

PG1-DOS does not feature Online Play. PGF does.

Key External Support File Formats

Scenario Specification Files

PG1-DOS files GAME0??.SCN and SCENSTAT.BIN are binary. PGF files 0??.PGSCN are text-formatted.

Equipment Specification Files

PG1-DOS PANZEQUP.EQP file is binary. PGF file EQUIPMENT.PGEQP is text-formatted.

Campaign Specification Files

PG1-DOS file PANZER.EXE is binary. PGF file PG.PGCAM is text-formatted.

Campaign Briefing Files

PG1-DOS files BDB0???.BRF are binary. PGF files 0???.PGBRF are text-formatted.

Terrain Image Files

PG1-DOS file TACMAP.SHP is RLE-encoded. PGF files TACMAP_??????.BMP are Bitmap-encoded.

Equipment Image Files

PG1-DOS file TACICONS.SHP is RLE-encoded. PGF file TACICONS.BMP is Bitmap-encoded.

Flag Image Files

PG1-DOS file FLAGS.SHP is RLE-encoded. PGF file FLAGS.BMP is Bitmap-encoded.

Miscellaneous Image Files

PG1-DOS files EXPLODE.SHP, HEXSIDES.SHP, STACKICN.SHP and STRENGTH.SHP are RLE-encoded. PGF files EXPLODE.BMP, HEXSIDES.BMP, STACKICN.BMP and STRENGTH.BMP are Bitmap-encoded.

Movement Sound Files

PG1-DOS files ???.VOC are VOC-encoded. PGF files *.WAV are WAV-encoded

Blocking Per Turn Prestige Awards

In PG1-DOS, a side's per turn Prestige awards can be blocked by setting the corresponding "stance / posture" value in file GAMExxx.SCN to ONE (1). PGF does not provide such a setting.

Default Air & Naval Transports

PG1-DOS sports default Air & Naval Transport units, the technical specifications of which are hard-coded into its executable. They are used whenever file GAMExxx.SCN does not contain such specifications. PGF does not sport default Air & Naval Transport unit specifications.

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