Description is here: viewtopic.php?f=95&t=467&p=17466#p17466
Last updated 2023-11-14, Tuesday
2023-03-11, Friday
Interim results of the OoB project:
- Very large experimental studies of AI PGF have been carried out
- There is an understanding of what the parameters of units should be for their historical realism
- New more believable maps and a large number of additional Terrain Tiles have been created.
- There was an understanding of the simple fact that PGF in its current state cannot serve as a full-fledged tool for the realization of the originally stated OoB principles. PGF is too "small" to cram absolute historical realism into it.
Therefore, I am transforming the OoB project into the War in History (WiH) project.
WiH is built on the following basic principles:
- PGF is a game, not a model. Historical realism in the game is understood as a "general spirit" rather than a specific article of law.
- Scalability is not a strict principle. A unit contains some "historically explainable" number of real combat aircraft, tanks etc.
The number of units on the map does not have to correspond exactly to the historical battle order. Otherwise, in PGF an attempt to represent the real troop density leads to the fact that it is impossible to place all units that participated in historical battles on the game map. Units start to get in each other's way. "Partial weeding" in such cases is necessary.
- Very significant, sometimes radical changes in unit parameters.
- The game is built as one AXIS campaign beginning in 1936 (special thanks to Radoye for the excellent Spain Civil War!). To play stand-alone scenarios the Player will need to edit the amount of AXIS Starting PP in the *.pgscn file as recommended.
- The campaign takes place in an environment with very few Prestige Points and without free Elite replacements. The basic principle is to fight "sparingly", without spending much on replacements. Destroying enemy units often gives more PP than capturing Objectives and Victory Hexes.
- "Intermediate" scenarios without battles are sometimes created to acquire new units, upgrades and replacements of existing units in the Core. Sometimes "Intermediate" scenarios with hard battles will be "plausibly historically realistic" built in between full-fledged scenarios involving Ground and Air units to reduce EXP of the Player's Air units only. This is due solely and only to the fact that the PGF contains a highly unbalanced EXP growth model. The difference with EXP Cap is that during an intermediate scenario some Core air unit can die.
- A Campaign contains both the course of events that happened in history and an alternate version that could have happened under certain circumstances.
- The AI will very rarely buy new units and will usually use what it has at the start of the scenario.
- Dual-Purpose units are used, requiring the player to follow some simple rules when buying such a unit.
- Some very specific non-combat units used in some scenarios to tweak PGF-engine shortcomings.
- PGF EXE file is modified (MVT Types, Terrain INI CAP, Unit Class ENT, Weather conditions sections).
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Obsolete section!
2021-01-10, Sunday
Hi all!
I'm working on historically correct Scenarios in PGF. For now time gap 1939-1941.
Nobody knows how it happened even if he will live in libraries and archives. We can just be a little closer to historical reality.
I decided to prepare more correct maps, correct quantity of units and deploy them on map in relatively correct places. I prepared new Equipment file.
Now I want to share 8 historical scenarios.
Prepared maps allowed to use by anyone.
All Scenarios checked in Panzer General 1 in four modes: Axis Human vs AI, Axis AI vs Human, Human vs Human and Axis Human vs AI in whole Campaign.
Now I moved all 8 to PGF and testing as Campaign. Due to the exporting to PGF some prestige adjustments should be sligthly adjusted. But it's just a "minor" issue for better gameplay purposes.
At this moment all scenarios looks as playable in Scenario mode.
Choosed scale is:
1 hex mainly is equal to 10x10 kilometers.
1 infantry or cavalry unit = 1 WW2 divison
1 tank unit = 100 tanks
1 artillery unit = 100 guns
1 aircrfat unit = 100 aircrafts
Comments for each Scenario are below.Download link deleted 2023-10-11, Friday. Replaced with WiH Campaign
If You decided to test whole Campaign almost all Scenarios must be winned on MAJOR. So victory conditions are the same as in PG1 but in some scenarios turns quantity was reduced.
Core units quantity is the same as in PG1.
To win is strongly suggested not to lost any Axis units, even Auxiliary.
1) 001 Poland
10 turns.
Tip: be care about counter attack possibility from Posen.
2) 002 Warsaw
20 turns.
Tip: pay Your attention to take Kutno at time.
3) 003 Norway
22 turns instead of 25.
First of all this Scenario not for panzers. So use this Scenario mostly to gain experience for air units and collect prestige points.
For historical realism please unload Sea transports only in port or to ports.
Tips:
- transport units from Danmark territory and move battleships from open Noth Sea so fast as possible. Move all naval units to north from Bergen to prevent any Royal Navy offensive actions.
To do: probably Trondheim needs to be added to Victory hexes
By the way, really Allies deployed more Destroyers than in Scenario.
4) 004 Low Countries
27 turns instead of 30.
Remember about huge airwar during first phase of Battle for France.
5) 005 France
18 turns instead of 30. Only MINOR Victory is available.
Note: about 10-15 Heer infantry divisions just not placed on map.
Tip: after Weygand line will be crashed France almost will not have reinforcements.
6) 021 Balkans
Now same 25 turns. Will be reduced after testing to approximately 20-22.
Tip: Greece can't mobilize additional units due to the very weak economy and lack of conscripting mans.
7) 022 Crete
11 turns instead of 13.
This Scenario not for panzers and not for Heer regular infantry at all. After conquering of Balkans and Greece Your Panzer and motorised divisions were immediately moved to Eastern borders to use them as core of Barbarossa plan.
For realism please not deploy any Your Core units neither in Greece neither on Crete after taking first city or airfield.
8) 023 Barbarossa
Same 23 turns.
Notes:
- all what You see on map is true quantity of units.
- Because in PG1 and PGF now not realised idea of "Event" I placed group of Soviet tanks on the north of Smolensk in swamps to slow down their movement to West. These Soviet 5th and 7th motorised Corps (about 1200 tanks and recons) were moved to Orsha-Smolensk region from another fronts at the beginning of July'1941.