[REF] Programming Oddities

Panzer / Allied General Remake: Strategies, Tactics, Efiles, Custom Campaigns, Customizations, Documentation.

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HexCode
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[REF] Programming Oddities

Post by HexCode » 2019-10-22 19:54, Tuesday

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

Introduction
viewtopic.php?f=95&t=190#p868

Researched Oddities
viewtopic.php?f=95&t=190#p870

No Core, No Auxiliary, No Nothing...
viewtopic.php?f=95&t=190#p1160

What ? Did I Not Just Win ?
viewtopic.php?f=95&t=190#p1185

Organic Transport... Mishaps
viewtopic.php?f=95&t=190#p1312

Where Did The "Close" Button Go ?
viewtopic.php?f=95&t=190#p1336

Air Defense: Movement Quirk
viewtopic.php?f=95&t=190#p4225


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

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 !
Last edited by HexCode on 2020-05-10 21:50, Sunday, edited 7 times in total.

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RESEARCHED ODDITIES

Post by HexCode » 2019-10-22 20:03, Tuesday

RESEARCHED ODDITIES
====================

Coastal City Naval... Haven

When a naval unit located in a port is attacked by an enemy ground unit sporting a non-zero listed naval attack factor PGF may retreat the naval unit to an adjacent, empty, coastal city hex.

Submarine... Stubbornness

When a submarine unit located in a port is the intended target of an attempted attack by an enemy ground unit sporting a non-zero listed naval attack factor PGF neither retreats nor scuttles the submarine unit. In fact, the attempted attack is not even allowed.

Roadwork Movement... Capricious Extension

When the Underlying Roadwork Representation (URR) superimposed on a hex leads to the very edge of the aforesaid hex, PGF's engine "interprets" this type of URR to "pierce through" the directionally adjoining hex as if the latter is traversed by some Road as well. Moreover, it allows a ground unit to enter or, even, pass through such an adjoining hex, if so desired.

Desert... Super-Easy Replacement

When a ground unit already sporting a strength flag of 15 occupies a desert hex at the beginning of its movement phase, one can procure additional normal or elite replacements "indefinitely" as long as the said unit occupies one desert hex or another.

Formulas governing such matters as experience loss / gain and combat outcomes related to such "super-units" yield grotesque results... Curiously enough, replacement procurement in such instances can trigger negative prestige availability which behaves in a tame, algebraic way. In other words, a player can effectively "borrow" prestige... As soon as the "super-unit" gets reduced in strength to below 15, all "weirdness" ceases and things are back to normal... By the way, any friendly ground unit occupying a desert hex at the beginning of its movement phase can take advantage of the above prestige availability... largess by taking on normally allowable replacements on... credit !

Custom Campaign, First Half-Turn AD / Interceptor Inactivity

When the Allies "go first" in an Axis campaign scenario, their air units get "free" shots at enemy surface targets or air units (on the opening half-turn only) without taking defensive fire from adjacent enemy AD / intercepting fighter units.

(Q) Is it only in Axis Campaign Play Mode ? What about Standalone Scenario Play Mode ?

Ans. ONLY IN CAMPAIGN PLAY MODE

(Q) Is it only when the Allies "go first" ? What about the Axis "going first" ?

Ans. THE PHENOMENON IS SYMMETRICAL. IT APPLIES TO ALL-HUMAN PLAY AS WELL. THAT IS ==>

A) AXIS CAMPAIGN featuring one or more scenarios where the ALLIES "GO FIRST".

B) ALLIED CAMPAIGN featuring one or more scenarios where the AXIS "GO FIRST".

Custom Unit Sporting Movement Allowance Zero Oddities

From time to time, one comes across custom content sporting land / ground units (OTHER than Structure Class) having been assigned (i.e., modded) Movement Allowance ZERO (MA=0).

UPON FORCED RETREAT, such units:

May end up on some adjacent hex the terrain of which would otherwise be unenterable as per PGF engine's "clean" code.

NEWLY PURCHASED such units:

A) Are being denied placement on certain map hexes that would normally allow such placement incidental to purchase; and,

B) Are being allowed placement on certain map hexes that would normally not allow such placement incidental to purchase.

On occasion, ocean / sea / lake and rough desert terrain have been observed to be rather... hospitable to accommodating the presence of MA=0 units.

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NO CORE, NO AUXILIARY, NO NOTHING...

Post by HexCode » 2019-11-05 16:25, Tuesday

NO CORE, NO AUXILIARY, NO NOTHING...
====================================

While playing PGF scenarios in Standalone Mode, one notices that the program usually "insists" on depicting a certain side's units as either Core or Auxiliary... This is a depictive oddity which has no bearing on actual play whatsoever.
Last edited by HexCode on 2019-11-05 23:50, Tuesday, edited 1 time in total.

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WHAT ? DID I NOT JUST WIN ?

Post by HexCode » 2019-11-05 23:45, Tuesday

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

In Standalone Scenario play mode, when play resumes on the basis of an automatic 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 ! An observed, rather harmless oddity...

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ORGANIC TRANSPORT... MISHAPS

Post by HexCode » 2019-11-08 16:45, Friday

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 results in something rather unfortunate; namely, the pre-existing organic transport unit gets automatically deselected. Thus, unless one's careful, the intended upgrade does take place but the upgraded unit gets... robbed of its organic transport. To avoid this mishap, one has to make sure that, besides selecting the desired upgrade unit, the requisite organic transport is also selected (again) prior to ending and exiting the upgrade operation.

Can't 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, it's impossible for one 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.

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WHERE DID THE "CLOSE" BUTTON GO ?

Post by HexCode » 2019-11-09 01:55, Saturday

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 doesn't add up in the HTML code hosted within file UNIT.HTM (located in the \DEFAULT\UI folder).

Here's 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">
<tr>
<td id="Flag" style="height: 14px; width: 17px" />
<td id="Name"/>
</tr>
</table>
Here's 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">
<tr>
<td id="Flag" style="height: 14px; width: 17px" />
<td id="Name"/>
</tr>
</table>
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.

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AIR DEFENSE: MOVEMENT QUIRK

Post by HexCode » 2020-05-10 21:48, Sunday

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...

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