[NP] Annoying Features

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HexCode
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[NP] Annoying Features

Post by HexCode » 2021-04-05 23:50, Monday

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

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

Air Defense: Movement Quirk
viewtopic.php?f=100&t=554#p9102

Embarkation City Naval Presence
viewtopic.php?f=100&t=554#p11572


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

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

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

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

The present topic focuses on hitherto identified oddities attributable to PGF engine's programming. In certain hobby quarters, such oddities may be perceived as annoyances or, even, "bugs". To each his own ! It is assumed that the reader is already intimately familiar with the information featured here:

[NP] Introductory Documentation
viewtopic.php?f=100&t=531
Last edited by HexCode on 2021-10-29 22:59, Friday, edited 6 times in total.

HexCode
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CAN'T SEE THOSE UNIT STATS

Post by HexCode » 2021-04-05 23:54, Monday

CAN'T SEE THOSE UNIT STATS
==========================

PGF's native screen resolution is 1024x768 pixels. The wargame does not feature an in-game screen resolution calibration mechanism. Nevertheless, PGF's screen resolution can always be tinkered with by accessing the Windows Control Panel (Display) or equivalent dedicated utility. To this effect, a lower resolution such as 800x600 pixels can be "externally" imposed on PGF, if desired.

Under a 1024x768 screen resolution, the lowermost segment of PGF's Scenario Panel may display unit-related information sandwiched in between a "hovered upon" hex's terrain description / map coordinates and the area at the very bottom where combat casualty predictions normally appear (if any). This information is descriptive of quite a few of a unit's stats in instances where the said unit is situated on / over the "hovered upon" hex.

Under a 800x600 screen resolution, the aforesaid unit-related information is visually suppressed.
Last edited by HexCode on 2021-09-03 14:56, Friday, edited 1 time in total.

HexCode
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WHAT ? DID I NOT JUST WIN ?

Post by HexCode » 2021-04-05 23:56, Monday

WHAT ? DID I NOT JUST WIN ?
==========================

In Standalone Scenario play mode, when play resumes on the basis of a game-state save effected in mid-stream due to prior play interruption, the coveted (hopefully) victory pronouncement at scenario's end is being replaced by a cold, clinical invitation to just... replay things !

The likely technical explanation is this. Unlike in the case of Campaign play mode where the pertinent victory conditions explicitly appear in the Game-State interim "save" file *.PGSAV, there is no such provision for Standalone Scenario play. PGF's engine must directly consult the victory condition specification contained in the relevant *.PGSCN file. Once play is interrupted and subsequently resumed on the basis of a Game-State interim "save", PGF's engine likely "forgets" that it must eventually consult the contents of the relevant *.PGSCN file or, either way, that it must display the pertinent outcome...
Last edited by HexCode on 2021-09-03 14:51, Friday, edited 3 times in total.

HexCode
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ORGANIC TRANSPORT... MISHAPS

Post by HexCode » 2021-04-06 00:00, Tuesday

ORGANIC TRANSPORT... MISHAPS
=============================

Losing It

When one attempts to upgrade a unit that already has organic transport, selecting the desired upgrade unit on the purchase screen oftentimes results in something rather unfortunate. The preexisting organic transport unit gets automatically deselected in all instances. Thus, unless one is careful, the intended upgrade does take place but the upgraded unit gets... robbed of its organic transport whether this is intended or not. To avoid this mishap, one has to make sure that, besides selecting the desired upgrade unit, the requisite organic transport is also selected (again, if applicable) prior to ending and exiting the upgrade operation.

The preceding... mishaps are due to the unfortunate absence of a "CANCEL" button applicable to organic transport selection in PGF's Unit Upgrade Pop-up Screen.

Cannot Upgrade It

In certain scenarios, their designers have chosen to field / deploy units prior to the earliest possible time prescribed by the specific EQUIPMENT.PGEQP file (e.g., "prototypes"). In all such cases, one is not allowed to purchase / upgrade organic transport for such "early warbirds". The earliest that such purchases / upgrades are allowed for an "early warbird" unit is the unit's "official" battlefield debut date, provided such date falls within the time period covered by the scenario in question.
Last edited by HexCode on 2021-06-16 01:13, Wednesday, edited 3 times in total.

HexCode
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WHERE DID THE "CLOSE" BUTTON GO ?

Post by HexCode » 2021-04-06 00:03, Tuesday

WHERE DID THE "CLOSE" BUTTON GO ?
==================================

Aesthetic... Discomfort

When one clicks on any unit intending to view its current statistics, a rectangular window opens up sporting a "Close" button at the very bottom. On one's left side and towards the bottom corner, a space has been reserved for successive battle honors listings to appear (Campaign Play Mode). The 4th such listing pushes the "Close" button downwards ever so gently towards the bottom rim. The 5th such listing pushes the "Close" button downwards and out of the window's rectangular viewing area...

Temporary Fix

All one needs to do in order to get rid of this... eyesore is to hit the ESCAPE key (or the RETURN key).

Permanent Fix

The rather obvious technical culprit is none other than the HTML-based User Interface (UI). In particular, a little something does not add up in the HTML code hosted within file UNIT.HTM (located in the \DEFAULT\UI folder).

Here is the... offending HTML code snippet:

Code: Select all

<table cellspacing=0 cellpadding=0 style="text-align: center; vertical-align: middle; padding-top: 11px; padding-bottom: 9px">
Here is the suggested permanent replacement:

Code: Select all

<table cellspacing=0 cellpadding=0 style="text-align: center; vertical-align: middle; padding-top: 1px; padding-bottom: 1px">
What changed ?

a) The value of "padding-top" has gone down to 1px from the original 11px.
b) The value of "padding-bottom" has gone down to 1px from the original 9px.
Last edited by HexCode on 2021-09-21 04:56, Tuesday, edited 2 times in total.

HexCode
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AIR DEFENSE: MOVEMENT QUIRK

Post by HexCode » 2021-04-06 00:05, Tuesday

AIR DEFENSE: MOVEMENT QUIRK
============================

AD = Air Defense Class

Situation

-- No precipitation;
-- AD unit has neither moved nor fired yet;
-- AD unit not being transported;
-- AD unit sporting a non-zero shooting range;
-- AD unit not out of ammo;
-- Enemy Air unit (any Class) within AD unit's shooting range;
-- AD unit can ordinarily move to enemy Air unit's hex.

Quirk

In order for the AD unit to be allowed to move to the hex where the enemy Air unit is present, the AD unit must first fire at the enemy Air unit. In other words, such movement coupled with ammo conservation is not an option...

HexCode
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EMBARKATION CITY NAVAL PRESENCE

Post by HexCode » 2021-10-29 22:57, Friday

EMBARKATION CITY NAVAL PRESENCE
=================================

Pushing It A Bit Too Far...

Embarkation City Naval... Haven
viewtopic.php?f=100&t=555#p9105

describes a programming oddity which allows Capital Ship and Aircraft Carrier Class units (among others) to retreat onto adjacent, empty Embarkation City hexes upon their forceful "dislodgement" from some Port City / Facilities hex. This sort of thing may be just too much to sit well with the... hobby !

A Milder Case...

Right on the heels of its Naval Embarkation from an Embarkation City hex, a unit is NOT obliged to move at all. This leaves "things"... dangling in the sense that PGF's engine does NOT consider the unit to have "completely acted"; at least not yet ! By RIGHT-clicking anywhere on the map, one can undertake other actions and later return (or not) to the hitherto Embarked unit to complete its orders.

In certain hobby quarters, the sight of a Naval Transport (NT) unit "comfortably" situated on an Embarkation city hex has been the cause of some visually induced discomfort. Worse, such a NT can Disembark the unit it is transporting onto an inland hex ! Clearly, from the standpoint of SSI-like content, there are legitimate representational as well as aesthetic issues that come to the fore.

HOWEVER:

From a content-agnostic perspective, the preceding phenomenon is NOT annoying in the least. It is merely a feature which renders PGF's play system a bit richer !

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