[INF] Introductory Information
Posted: 2019-10-01 01:58, Tuesday
CONTENT LINKS
============
Introduction
Panzer General Forever (PGF)
PGF -- Frequently Asked Questions
PGF -- Basic Game Orientation
PGF -- Customization / Mods
viewtopic.php?f=95&t=130#p334
PGF -- Basic Folder Structure
viewtopic.php?f=95&t=130#p355
PGF -- Glossary
viewtopic.php?f=95&t=130#p372
PGF -- Basic Download
viewtopic.php?f=95&t=130#p412
PGF -- Strategic & Tactical Notes
viewtopic.php?f=95&t=130#p595
PGF -- Unit Classes
viewtopic.php?f=95&t=130#p662
PGF -- Terrain Generic Descriptors
viewtopic.php?f=95&t=130#p961
PGF -- Unit Attributes: Fixed Stats During Play
viewtopic.php?f=95&t=130#p1707
PGF -- Unit Attributes: Variable Stats During Play
viewtopic.php?f=95&t=130#p1871
===================================================================
The topic's contents may be modified or progressively added upon as time goes by.
===================================================================
INTRODUCTION
==============
PG Forever is a remake of SSI's Panzer General as well as Allied General since these two games essentially share the same play rules. The goal was to preserve the characteristic looks and feel of the original games while improving, at the same time, such aspects as compatibility with less dated hardware and operating systems, the user interface (UI) and the ability to customize content.
Great attention was paid to replicating the game mechanics of the original games. However, the actual play experience is not the same because of the markedly different AI present. Gameplay per se is quite faithfully preserved. Nevertheless, some old game features such as battle animations and voice-overs are not present.
New features include a different UI, improved overall usability, a combat log and extended combat prediction, replay and mods that can readily be included and accessed via the main screen. The ability to design custom content is much improved and the game features a capability that makes conversion of old PG1-DOS mods possible.
The game was released in late 2009. Further improvements and polishing of the code per se are highly unlikely. For all practical purposes, the development project has been discontinued.
A cleaned up, somewhat edited and (hopefully) a bit more accessible PG-FOREVER (PGF) introductory commentary penned by PGF's developer follows:
PANZER GENERAL FOREVER (PGF)
==============================
The goal of the PG-FOREVER (PGF) project is to preserve the game mechanics and characteristic look-and-feel of the classic Panzer General 1 and Allied General games while improving other aspects of the game: compatibility with modern hardware and Windows versions, UI, usability, AI and ability to customize the game.
Veteran players will feel themselves at home with PGF because it is a remarkably faithful remake. Even the most obscure game rules were carefully researched and preserved to make sure the gameplay is as close to the original(s) as humanly possible (99% of the time one does not detect any differences at all). At the same time, one can enjoy all the new features and benefits made possible by this remake.
PGF -- FREQUENTLY ASKED QUESTIONS
===================================
In this section I will answer some FAQs about the game.
General questions
-----------------------
[Q] What are the system requirements?
[A] PGF runs under Windows XP or later. Windows 9x and NT are NOT supported. There are no specific hardware requirements; any PC able to run the OS should be able to run PGF as well.
[Q] What about other platforms? Linux, Mac?
[A] There is no official version of PGF for any platforms other than MS-Windows. However, you may have some luck using emulation (like Wine).
[Q] How much does it cost?
[A] PGF is freeware and will remain so in the future!
[Q] Are there any features from the original PG missing in PGF?
[A] Yes. There are a few features from the original game which are not implemented in PGF. Here is a rough list:
- Splash screens, movies and animations before scenarios
- In-game combat animations
- Dossiers
[Q] I like PGF! How else can I help?
[A] You can help by spreading the word. If you have a blog or a web site, consider posting some information about PGF there. This will help a lot. Also, you can help by converting an existing campaign into PGF format, or by designing a new scenario or even a new campaign.
[Q] Is this legal?
[A] The legal status of my remake is similar to the status of most other remakes out there. I do not have an official permission from Ubisoft to copy their game and I doubt I could obtain such a permission. So, de jure, my work is illegal!
De facto, PG1 / AG are old games which are available as free downloads from many large "abandonware" websites. I do not see how providing remakes of the games which are already available for free can damage the company which originally produced them. However, if Ubisoft think otherwise and contact me regarding this, I will be happy to discuss this matter with them and try to find a solution which will suit everyone.
Questions About Gameplay
---------------------------------
[Q] What hot keys can I use in PGF?
[A] The full list of hot keys is available within the game itself. Just open the system menu (button with a floppy disk drive icon) and choose "Show Hot Keys".
[Q] I want to see a unit's flag, suppression, kills, battle honors or some other info not available on the main screen. How can I do that?
[A] [Alt+Click] the unit, and you will get all the details shown in a separate dialog.
[Q] How do I rename a unit?
[A] Select the unit and press [Alt+N] to invoke the rename dialog.
[Q] I need to quickly check the ownership flag of a city, but it is obscured by a unit's strength label. What can I do?
[A] Press and hold the Space key to temporarily hide all strength labels on the tactical map.
[Q] How can I distinguish units which have already moved?
[A] PGF supports 2 ways of indicating moved / unmoved units: blinking dots (as in PG1-DOS) and grayed strength labels. Either one of these methods (or even both simultaneously) can be activated via the System Menu --> Settings.
[Q] In the original games I could hover the cursor over a port / airfield to see the number of available sea / air transports. How can I do the same in PGF?
[A] Just hover the mouse over the Embark / Disembark button and you will see the number of transports in a tooltip.
[Q] When I go to the Main Menu, my current game is lost. Why is that?
[A] The reason is that you do not really need to go to the Main Menu unless you want to terminate the current game and start a new one. All commands related to the current game (including Save Game etc) are available from the System Menu. You do not need to go to the Main Menu to invoke them.
[Q] In some scenarios (e.g., Poland, Sidi Barrani) the strategic map view is not available. Why is that?
[A] If the tactical map view fits completely on the screen the strategic map view is not available.
[Q] My AD refuses to shoot at aircraft. What is the problem?
[A] The most common reason is bad weather (i.e., rain or snow). You can check the current weather at the top-right part of the main screen. If the weather is good, check the AD's ammo; it should have at least 1 ammo point in order to fire.
[Q] My aircraft keep running out of fuel. Any hints?
[A] When moving a plane, you will see some hexes marked with a red border. These are dangerous hexes; you do not have enough fuel to return to base from there (unless you capture an airfield nearby). Pay attention to this warning.
[Q] In the combat log I can see die rolls for kills and suppression but the total number of suppression points is bigger. Why is that?
[A] Each kill also gives you a half-point of suppression which gets added to the sum.
[Q] In the combat log I can see that the die roll modifier is -10 but there are still die rolls of 20. Does the game depict die rolls before applying the modifier?
[A] No, the die rolls are shown with the modifier already applied. However, the game does not apply the modifier when it rolls 1 or 20. This means that a weak unit always has a small chance of inflicting some damage to a much stronger opponent as well as a small chance of escaping total destruction from the opponent's (counter)attack.
[Q] I want to know more about the internal game mechanics. Where can I find information?
[A] Check the doc subfolder in PGF's folder. There are some useful documents there; in particular, Panzer General FAQ.txt has a lot of information. There are a few errors there as well though...
[Q] Can PGF load saved games from PG1 / AG?
[A] No.
[Q] Is there a saved game editor available?
[A] No.
[Q] How can I cheat?
[A] Please refer to the PGForever Cheat Codes.txt file in the doc subfolder.
PGF -- BASIC GAME ORIENTATION
==============================
To help one understand better what PGF is and how it compares to the original PG1 / AG, here is an overview of the key game features.
Big "Tactical Map"
PGF can use all available screen estate to depict the Tactical Map. One can scale PGF's window across multiple monitors (if one has them) or, if this is not enough, switch the game to full-screen mode. In this case, all controls will be hidden, and the Tactical Map will occupy the entire screen. Full-screen mode is toggled using the "F" key.
Informative "Main Screen"
The main game screen now includes the Tactical Map, the Miniature Map, prestige, weather forecast and all important unit statistics. There is no need to switch to different views to access this information.
Clear Indication of Possible Moves and Attacks
Possible hex moves are now highlighted in light green and possible hex attacks in light red. While moving units, one always sees the hitherto unscouted area. This will help one to plan moves better.
One-Click "Mount PLUS Move"
One can now see directly on the Tactical Map where a unit can go on its own and where, using its organic transport. The latter hexes are highlighted in pale yellow. Clicking any of these hexes will perform an instant "Mount PLUS Move". One can also mount / dismount units manually as in the original game, if preferable.
One-Click Disembarkation
When moving sea / air transports, all possible disembarkation hexes will be highlighted in pale yellow. Clicking any of these hexes will immediately disembark the unit. One can also use the Embark / Disembark button (it is useful when disembarking onto the same hex -- as is the case with air-landing).
Informative Tooltips
The Game Buttons now provide useful information to the player.
Improved "Strategic Map"
The Strategic Map is now generated as a scaled-down version of the Tactical Map and is much easier to consult.
"Unit Panel"
One can now work with the unit list; just open the Unit Panel. Campaign Deployment is much easier to carry out because one can instantly jump to the requisite unit from the reserve pool without leaving the Main Screen.
"Sleep One Turn / Always"
One can now easily exclude a unit from the "Next Unit" sequence -- just use the "Sleep one turn" (Z) or "Sleep always" (Shift+Z) commands. This is especially useful in the case of garrisoning units. Selecting the unit manually returns it to the "Next Unit" sequence.
Improved "New Equipment Available Screen"
One can now see all newly available unit statistics and jump between them at will.
Improved "Purchase Screen"
The Purchase Screen now depicts many more units at a time and easily allows list scrolling by using the scroll bar or mouse wheel.
"Combat Log" and "Extended Combat Prediction"
While playing PG1, I often wondered about combat outcomes. The PG FAQ offered some hints about this but many aspects were missing. After I researched all PG1 game formulas for PGF, I've come up with an idea to demystify PG1 combat game mechanics for all the other players as well. This is how the Combat Log feature came into existence.
The Combat Log can be invoked after any combat using the "L" key.
The log contains all combat details, including effective initiative, attack and defense values, defensive fire, rugged defense likelihood, actual die rolls used to resolve the combat and even all level bomber special attack considerations.
One can invoke a similar dialog before a combat as well. This feature is called "Extended Combat Prediction".
Use [Ctrl+Click] on the enemy target to invoke it (the cross-hairs will change to light blue, indicating that the attack will likely be advantageous to the attacker). Naturally, the game will not show the actual die rolls, but all the other pertinent information will be there.
"Game Replay" / "Game Log"
Another interesting new feature in PGF not present in the original game(s) is Game Replay. After finishing an interesting battle or scenario, one can save the Game Log to disk. Later, one can replay and watch the saved log much like a movie or share it with other players over the Internet. Using Game Replay is the ultimate method of sharing gaming experience.
New AI
The authors of many strategic games claim that they have programmed an absolutely great, smart and intelligent AI. I will not claim anything like that. I will tell what the PGF AI really is.
The new AI in PGF:
- Never cheats.
- Plays better than in the original game(s). [This appears to be the general consensus among playtesters]
- Supports 3 different levels of play (Basic, Intermediate and Advanced). The AI does not get any material bonuses on higher levels; it just plays stronger.
The Basic Level is similar to the AI in PG1 / AG and is recommended for novice players. Veteran players will most likely prefer the Advanced Level. Moreover, for maximum challenge, one can still use the Experience controls before the game starts (as in the original games).
Side-by-Side Game Themes
In reality, PGF is not a single game but, rather, a gaming platform where many game themes can be installed side-by-side (sharing the common game engine and some key files). By default, the most recent PGF installation package includes 4 game themes: Panzer General, Allied General, Kaiser General and K.U.K. General. The last two game themes are EXPERIMENTAL and may not work perfectly yet...
I hope that, in the future, more game themes will be converted or created from scratch for PGF and it will be possible to browse, download and install such game themes directly under the PGF umbrella.
PGF -- CUSTOMIZATION / MODS
============================
The ability to customize content in PGF is not perfect but already provides much more flexibility than any of SSI's games (including PG2 and PG3) ever sported. Here is a preliminary list of things one can mod / customize.
UI
The appearance and layout of all game screens are defined using image and HTML files. By editing the HTML code, one can not only change the appearance of UI elements (e.g., size, color, font etc) at will but can also reposition various elements to create a completely new layout. Thus, one can mimic the UI of PG1-DOS or PG1-WIN.
Campaigns
This aspect was particularly difficult (virtually impossible) to modify in the original game(s). Now one can control many campaign aspects (e.g., possible outcomes, victory conditions, campaign tree etc) by editing a few simple tables in MS-Excel, MS-NotePad or some capable plain text editor.
Campaign Briefings
Campaign Briefings are now stored in plain text files and can be easily edited using a text editor. Unlike in the original game(s), one can now use HTML tags to format text in briefings, add tables, images etc. One can also choose a campaign path by simply adding a few hyperlinks to the briefing files.
Equipment Tables
Working with Equipment Tables is very easy now - it is just a big table editable in MS-Excel, for example. All the power of MS-Excel is at one's service -- one can modify unit statistics, copy units, sort them, find / replace text and much more.
Scenario Statistics
Scenario Statistics are laid out in plain text files editable in MS-Excel. Quite a few things which were hard-coded in the original game(s) are now editable: new unit experience, per-turn prestige allotments, bonuses for capturing flagged hexes, maximum unit experience, maximum unit strength, move order (Axis or Allies move first), victory conditions, purchasable unit classes etc.
Graphics
All game objects - unit icons, terrain tiles, flags etc are now stored in plain BMP files and can be easily modified using a graphics editor of choice (e.g., MS Paint, PhotoShop etc).
Way Fewer Hard-Coded Limitations
There are way fewer artificial limitations coded into the game engine. Map size, equipment table size, number of scenarios and campaigns are only limited by available RAM (modern PCs can hold A LOT of info in RAM). Those interested in modding PGF should check out the PGForever Modding Guide.txt document in the "doc" subfolder.
PG1-DOS Converter
PGF can be used to quickly convert a PG1-DOS based custom scenario into PGF format. To do this, just run PGF using this command line:
PGForever.exe /convert /game <game_folder>
where <game_folder> is a subfolder inside the PGF main folder where the converted files will be placed. PGF will prompt for the location of the PG1-DOS installation (one needs to specify the PG1-DOS root folder (NOT the DAT folder inside it!!) and then attempt to perform the conversion. If all goes well, to play the newly converted game one should issue this command:
PGForever.exe /game <game_folder>
Alternatively, one can place a game theme thumbnail graphics file in <game_folder> (for an example, see inside PGF's "pg" or "ag" folder) and PGF will promptly display it in the game selection dialog.
============
Introduction
Panzer General Forever (PGF)
PGF -- Frequently Asked Questions
PGF -- Basic Game Orientation
PGF -- Customization / Mods
viewtopic.php?f=95&t=130#p334
PGF -- Basic Folder Structure
viewtopic.php?f=95&t=130#p355
PGF -- Glossary
viewtopic.php?f=95&t=130#p372
PGF -- Basic Download
viewtopic.php?f=95&t=130#p412
PGF -- Strategic & Tactical Notes
viewtopic.php?f=95&t=130#p595
PGF -- Unit Classes
viewtopic.php?f=95&t=130#p662
PGF -- Terrain Generic Descriptors
viewtopic.php?f=95&t=130#p961
PGF -- Unit Attributes: Fixed Stats During Play
viewtopic.php?f=95&t=130#p1707
PGF -- Unit Attributes: Variable Stats During Play
viewtopic.php?f=95&t=130#p1871
===================================================================
The topic's contents may be modified or progressively added upon as time goes by.
===================================================================
INTRODUCTION
==============
PG Forever is a remake of SSI's Panzer General as well as Allied General since these two games essentially share the same play rules. The goal was to preserve the characteristic looks and feel of the original games while improving, at the same time, such aspects as compatibility with less dated hardware and operating systems, the user interface (UI) and the ability to customize content.
Great attention was paid to replicating the game mechanics of the original games. However, the actual play experience is not the same because of the markedly different AI present. Gameplay per se is quite faithfully preserved. Nevertheless, some old game features such as battle animations and voice-overs are not present.
New features include a different UI, improved overall usability, a combat log and extended combat prediction, replay and mods that can readily be included and accessed via the main screen. The ability to design custom content is much improved and the game features a capability that makes conversion of old PG1-DOS mods possible.
The game was released in late 2009. Further improvements and polishing of the code per se are highly unlikely. For all practical purposes, the development project has been discontinued.
A cleaned up, somewhat edited and (hopefully) a bit more accessible PG-FOREVER (PGF) introductory commentary penned by PGF's developer follows:
PANZER GENERAL FOREVER (PGF)
==============================
The goal of the PG-FOREVER (PGF) project is to preserve the game mechanics and characteristic look-and-feel of the classic Panzer General 1 and Allied General games while improving other aspects of the game: compatibility with modern hardware and Windows versions, UI, usability, AI and ability to customize the game.
Veteran players will feel themselves at home with PGF because it is a remarkably faithful remake. Even the most obscure game rules were carefully researched and preserved to make sure the gameplay is as close to the original(s) as humanly possible (99% of the time one does not detect any differences at all). At the same time, one can enjoy all the new features and benefits made possible by this remake.
PGF -- FREQUENTLY ASKED QUESTIONS
===================================
In this section I will answer some FAQs about the game.
General questions
-----------------------
[Q] What are the system requirements?
[A] PGF runs under Windows XP or later. Windows 9x and NT are NOT supported. There are no specific hardware requirements; any PC able to run the OS should be able to run PGF as well.
[Q] What about other platforms? Linux, Mac?
[A] There is no official version of PGF for any platforms other than MS-Windows. However, you may have some luck using emulation (like Wine).
[Q] How much does it cost?
[A] PGF is freeware and will remain so in the future!
[Q] Are there any features from the original PG missing in PGF?
[A] Yes. There are a few features from the original game which are not implemented in PGF. Here is a rough list:
- Splash screens, movies and animations before scenarios
- In-game combat animations
- Dossiers
[Q] I like PGF! How else can I help?
[A] You can help by spreading the word. If you have a blog or a web site, consider posting some information about PGF there. This will help a lot. Also, you can help by converting an existing campaign into PGF format, or by designing a new scenario or even a new campaign.
[Q] Is this legal?
[A] The legal status of my remake is similar to the status of most other remakes out there. I do not have an official permission from Ubisoft to copy their game and I doubt I could obtain such a permission. So, de jure, my work is illegal!
De facto, PG1 / AG are old games which are available as free downloads from many large "abandonware" websites. I do not see how providing remakes of the games which are already available for free can damage the company which originally produced them. However, if Ubisoft think otherwise and contact me regarding this, I will be happy to discuss this matter with them and try to find a solution which will suit everyone.
Questions About Gameplay
---------------------------------
[Q] What hot keys can I use in PGF?
[A] The full list of hot keys is available within the game itself. Just open the system menu (button with a floppy disk drive icon) and choose "Show Hot Keys".
[Q] I want to see a unit's flag, suppression, kills, battle honors or some other info not available on the main screen. How can I do that?
[A] [Alt+Click] the unit, and you will get all the details shown in a separate dialog.
[Q] How do I rename a unit?
[A] Select the unit and press [Alt+N] to invoke the rename dialog.
[Q] I need to quickly check the ownership flag of a city, but it is obscured by a unit's strength label. What can I do?
[A] Press and hold the Space key to temporarily hide all strength labels on the tactical map.
[Q] How can I distinguish units which have already moved?
[A] PGF supports 2 ways of indicating moved / unmoved units: blinking dots (as in PG1-DOS) and grayed strength labels. Either one of these methods (or even both simultaneously) can be activated via the System Menu --> Settings.
[Q] In the original games I could hover the cursor over a port / airfield to see the number of available sea / air transports. How can I do the same in PGF?
[A] Just hover the mouse over the Embark / Disembark button and you will see the number of transports in a tooltip.
[Q] When I go to the Main Menu, my current game is lost. Why is that?
[A] The reason is that you do not really need to go to the Main Menu unless you want to terminate the current game and start a new one. All commands related to the current game (including Save Game etc) are available from the System Menu. You do not need to go to the Main Menu to invoke them.
[Q] In some scenarios (e.g., Poland, Sidi Barrani) the strategic map view is not available. Why is that?
[A] If the tactical map view fits completely on the screen the strategic map view is not available.
[Q] My AD refuses to shoot at aircraft. What is the problem?
[A] The most common reason is bad weather (i.e., rain or snow). You can check the current weather at the top-right part of the main screen. If the weather is good, check the AD's ammo; it should have at least 1 ammo point in order to fire.
[Q] My aircraft keep running out of fuel. Any hints?
[A] When moving a plane, you will see some hexes marked with a red border. These are dangerous hexes; you do not have enough fuel to return to base from there (unless you capture an airfield nearby). Pay attention to this warning.
[Q] In the combat log I can see die rolls for kills and suppression but the total number of suppression points is bigger. Why is that?
[A] Each kill also gives you a half-point of suppression which gets added to the sum.
[Q] In the combat log I can see that the die roll modifier is -10 but there are still die rolls of 20. Does the game depict die rolls before applying the modifier?
[A] No, the die rolls are shown with the modifier already applied. However, the game does not apply the modifier when it rolls 1 or 20. This means that a weak unit always has a small chance of inflicting some damage to a much stronger opponent as well as a small chance of escaping total destruction from the opponent's (counter)attack.
[Q] I want to know more about the internal game mechanics. Where can I find information?
[A] Check the doc subfolder in PGF's folder. There are some useful documents there; in particular, Panzer General FAQ.txt has a lot of information. There are a few errors there as well though...
[Q] Can PGF load saved games from PG1 / AG?
[A] No.
[Q] Is there a saved game editor available?
[A] No.
[Q] How can I cheat?
[A] Please refer to the PGForever Cheat Codes.txt file in the doc subfolder.
PGF -- BASIC GAME ORIENTATION
==============================
To help one understand better what PGF is and how it compares to the original PG1 / AG, here is an overview of the key game features.
Big "Tactical Map"
PGF can use all available screen estate to depict the Tactical Map. One can scale PGF's window across multiple monitors (if one has them) or, if this is not enough, switch the game to full-screen mode. In this case, all controls will be hidden, and the Tactical Map will occupy the entire screen. Full-screen mode is toggled using the "F" key.
Informative "Main Screen"
The main game screen now includes the Tactical Map, the Miniature Map, prestige, weather forecast and all important unit statistics. There is no need to switch to different views to access this information.
Clear Indication of Possible Moves and Attacks
Possible hex moves are now highlighted in light green and possible hex attacks in light red. While moving units, one always sees the hitherto unscouted area. This will help one to plan moves better.
One-Click "Mount PLUS Move"
One can now see directly on the Tactical Map where a unit can go on its own and where, using its organic transport. The latter hexes are highlighted in pale yellow. Clicking any of these hexes will perform an instant "Mount PLUS Move". One can also mount / dismount units manually as in the original game, if preferable.
One-Click Disembarkation
When moving sea / air transports, all possible disembarkation hexes will be highlighted in pale yellow. Clicking any of these hexes will immediately disembark the unit. One can also use the Embark / Disembark button (it is useful when disembarking onto the same hex -- as is the case with air-landing).
Informative Tooltips
The Game Buttons now provide useful information to the player.
Improved "Strategic Map"
The Strategic Map is now generated as a scaled-down version of the Tactical Map and is much easier to consult.
"Unit Panel"
One can now work with the unit list; just open the Unit Panel. Campaign Deployment is much easier to carry out because one can instantly jump to the requisite unit from the reserve pool without leaving the Main Screen.
"Sleep One Turn / Always"
One can now easily exclude a unit from the "Next Unit" sequence -- just use the "Sleep one turn" (Z) or "Sleep always" (Shift+Z) commands. This is especially useful in the case of garrisoning units. Selecting the unit manually returns it to the "Next Unit" sequence.
Improved "New Equipment Available Screen"
One can now see all newly available unit statistics and jump between them at will.
Improved "Purchase Screen"
The Purchase Screen now depicts many more units at a time and easily allows list scrolling by using the scroll bar or mouse wheel.
"Combat Log" and "Extended Combat Prediction"
While playing PG1, I often wondered about combat outcomes. The PG FAQ offered some hints about this but many aspects were missing. After I researched all PG1 game formulas for PGF, I've come up with an idea to demystify PG1 combat game mechanics for all the other players as well. This is how the Combat Log feature came into existence.
The Combat Log can be invoked after any combat using the "L" key.
The log contains all combat details, including effective initiative, attack and defense values, defensive fire, rugged defense likelihood, actual die rolls used to resolve the combat and even all level bomber special attack considerations.
One can invoke a similar dialog before a combat as well. This feature is called "Extended Combat Prediction".
Use [Ctrl+Click] on the enemy target to invoke it (the cross-hairs will change to light blue, indicating that the attack will likely be advantageous to the attacker). Naturally, the game will not show the actual die rolls, but all the other pertinent information will be there.
"Game Replay" / "Game Log"
Another interesting new feature in PGF not present in the original game(s) is Game Replay. After finishing an interesting battle or scenario, one can save the Game Log to disk. Later, one can replay and watch the saved log much like a movie or share it with other players over the Internet. Using Game Replay is the ultimate method of sharing gaming experience.
New AI
The authors of many strategic games claim that they have programmed an absolutely great, smart and intelligent AI. I will not claim anything like that. I will tell what the PGF AI really is.
The new AI in PGF:
- Never cheats.
- Plays better than in the original game(s). [This appears to be the general consensus among playtesters]
- Supports 3 different levels of play (Basic, Intermediate and Advanced). The AI does not get any material bonuses on higher levels; it just plays stronger.
The Basic Level is similar to the AI in PG1 / AG and is recommended for novice players. Veteran players will most likely prefer the Advanced Level. Moreover, for maximum challenge, one can still use the Experience controls before the game starts (as in the original games).
Side-by-Side Game Themes
In reality, PGF is not a single game but, rather, a gaming platform where many game themes can be installed side-by-side (sharing the common game engine and some key files). By default, the most recent PGF installation package includes 4 game themes: Panzer General, Allied General, Kaiser General and K.U.K. General. The last two game themes are EXPERIMENTAL and may not work perfectly yet...
I hope that, in the future, more game themes will be converted or created from scratch for PGF and it will be possible to browse, download and install such game themes directly under the PGF umbrella.
PGF -- CUSTOMIZATION / MODS
============================
The ability to customize content in PGF is not perfect but already provides much more flexibility than any of SSI's games (including PG2 and PG3) ever sported. Here is a preliminary list of things one can mod / customize.
UI
The appearance and layout of all game screens are defined using image and HTML files. By editing the HTML code, one can not only change the appearance of UI elements (e.g., size, color, font etc) at will but can also reposition various elements to create a completely new layout. Thus, one can mimic the UI of PG1-DOS or PG1-WIN.
Campaigns
This aspect was particularly difficult (virtually impossible) to modify in the original game(s). Now one can control many campaign aspects (e.g., possible outcomes, victory conditions, campaign tree etc) by editing a few simple tables in MS-Excel, MS-NotePad or some capable plain text editor.
Campaign Briefings
Campaign Briefings are now stored in plain text files and can be easily edited using a text editor. Unlike in the original game(s), one can now use HTML tags to format text in briefings, add tables, images etc. One can also choose a campaign path by simply adding a few hyperlinks to the briefing files.
Equipment Tables
Working with Equipment Tables is very easy now - it is just a big table editable in MS-Excel, for example. All the power of MS-Excel is at one's service -- one can modify unit statistics, copy units, sort them, find / replace text and much more.
Scenario Statistics
Scenario Statistics are laid out in plain text files editable in MS-Excel. Quite a few things which were hard-coded in the original game(s) are now editable: new unit experience, per-turn prestige allotments, bonuses for capturing flagged hexes, maximum unit experience, maximum unit strength, move order (Axis or Allies move first), victory conditions, purchasable unit classes etc.
Graphics
All game objects - unit icons, terrain tiles, flags etc are now stored in plain BMP files and can be easily modified using a graphics editor of choice (e.g., MS Paint, PhotoShop etc).
Way Fewer Hard-Coded Limitations
There are way fewer artificial limitations coded into the game engine. Map size, equipment table size, number of scenarios and campaigns are only limited by available RAM (modern PCs can hold A LOT of info in RAM). Those interested in modding PGF should check out the PGForever Modding Guide.txt document in the "doc" subfolder.
PG1-DOS Converter
PGF can be used to quickly convert a PG1-DOS based custom scenario into PGF format. To do this, just run PGF using this command line:
PGForever.exe /convert /game <game_folder>
where <game_folder> is a subfolder inside the PGF main folder where the converted files will be placed. PGF will prompt for the location of the PG1-DOS installation (one needs to specify the PG1-DOS root folder (NOT the DAT folder inside it!!) and then attempt to perform the conversion. If all goes well, to play the newly converted game one should issue this command:
PGForever.exe /game <game_folder>
Alternatively, one can place a game theme thumbnail graphics file in <game_folder> (for an example, see inside PGF's "pg" or "ag" folder) and PGF will promptly display it in the game selection dialog.