[NP] Annoying Features
[NP] Annoying Features
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
Hey, Ground Conditions Have Changed !
viewtopic.php?f=100&t=554#p14528
Ok, Ok, I Know You've Surrendered !
viewtopic.php?f=100&t=554#p14529
Air Defense: Movement Quirk
viewtopic.php?f=100&t=554#p9102
Muddy Bridge Nuances
viewtopic.php?f=100&t=554#p14532
Disembarkation / Landing: The Quick & the Thorough...
viewtopic.php?f=100&t=554#p14530
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
==============
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
Hey, Ground Conditions Have Changed !
viewtopic.php?f=100&t=554#p14528
Ok, Ok, I Know You've Surrendered !
viewtopic.php?f=100&t=554#p14529
Air Defense: Movement Quirk
viewtopic.php?f=100&t=554#p9102
Muddy Bridge Nuances
viewtopic.php?f=100&t=554#p14532
Disembarkation / Landing: The Quick & the Thorough...
viewtopic.php?f=100&t=554#p14530
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 2022-06-26 22:33, Sunday, edited 9 times in total.
CAN'T SEE THOSE UNIT STATS
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.
==========================
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.
WHAT ? DID I NOT JUST WIN ?
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...
==========================
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.
ORGANIC TRANSPORT... MISHAPS
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.
=============================
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.
WHERE DID THE "CLOSE" BUTTON GO ?
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:
Here is the suggested permanent replacement:
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.
==================================
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">
Code: Select all
<table cellspacing=0 cellpadding=0 style="text-align: center; vertical-align: middle; padding-top: 1px; padding-bottom: 1px">
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.
AIR DEFENSE: MOVEMENT QUIRK
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...
============================
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...
EMBARKATION CITY NAVAL PRESENCE
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 !
=================================
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 !
HEY, GROUND CONDITIONS HAVE CHANGED !
HEY, GROUND CONDITIONS HAVE CHANGED !
=======================================
PGF's User Interface (UI) is not cosmetically perfect...
Map Miniature Strategic View - Update Problem
Among other visual elements, the Scenario Panel hosts the Map's Miniature Strategic View. This is a bird's eye view of the Map's Strategic View confined to depicting terrain types and roadwork only.
Whenever the ground turns / stays Muddy or Frozen, the Map's Tactical and Strategic Views visually reflect such conditions via appropriate changes in the terrain's overall coloration.
Side 0 = Human Player || Side 1 = PGF AI
Throughout that very turn and, only that turn, the ground turns Muddy or Frozen, the Map Miniature Strategic View's coloration remains visually unaffected !
Side 0 = Human Player || Side 1 = Human Player
The Map Miniature Strategic View's coloration remains visually unaffected throughout the scenario's entire duration ! Interestingly enough, Game-State saves accurately re-initialize the Map Miniature Strategic View's coloration...
=======================================
PGF's User Interface (UI) is not cosmetically perfect...
Map Miniature Strategic View - Update Problem
Among other visual elements, the Scenario Panel hosts the Map's Miniature Strategic View. This is a bird's eye view of the Map's Strategic View confined to depicting terrain types and roadwork only.
Whenever the ground turns / stays Muddy or Frozen, the Map's Tactical and Strategic Views visually reflect such conditions via appropriate changes in the terrain's overall coloration.
Side 0 = Human Player || Side 1 = PGF AI
Throughout that very turn and, only that turn, the ground turns Muddy or Frozen, the Map Miniature Strategic View's coloration remains visually unaffected !
Side 0 = Human Player || Side 1 = Human Player
The Map Miniature Strategic View's coloration remains visually unaffected throughout the scenario's entire duration ! Interestingly enough, Game-State saves accurately re-initialize the Map Miniature Strategic View's coloration...
Last edited by HexCode on 2022-07-03 20:08, Sunday, edited 4 times in total.
OK, OK, I KNOW YOU'VE SURRENDERED !
OK, OK, I KNOW YOU'VE SURRENDERED !
==================================
PGF's User Interface (UI) is not cosmetically perfect...
Delayed "Surrender" Flash Screen Message
Automatic Victory (AV) is declared at the very instant a Side is left with no units aligned with it on the map whatsoever. The usual pop-up dialog appears on the screen announcing the outcome etc.
If the AV is triggered by the elimination of some last, remaining unit which finds it impossible to comply with an automatically mandated retreat due to actual combat, the "Surrender" Flash Message (i.e., "SURRENDERS!") appears on the screen right after one gets rid of the pop-up dialog...
==================================
PGF's User Interface (UI) is not cosmetically perfect...
Delayed "Surrender" Flash Screen Message
Automatic Victory (AV) is declared at the very instant a Side is left with no units aligned with it on the map whatsoever. The usual pop-up dialog appears on the screen announcing the outcome etc.
If the AV is triggered by the elimination of some last, remaining unit which finds it impossible to comply with an automatically mandated retreat due to actual combat, the "Surrender" Flash Message (i.e., "SURRENDERS!") appears on the screen right after one gets rid of the pop-up dialog...
Last edited by HexCode on 2022-06-26 12:18, Sunday, edited 1 time in total.
DISEMBARKATION / LANDING: THE QUICK & THE THOROUGH...
DISEMBARKATION / LANDING: THE QUICK & THE THOROUGH...
=====================================================
PGF's User Interface (UI) is not perfect...
Background
Elsewhere in THIS Library:
A Naval Transport Unit (NTU) finds itself adjacent to an empty port hex at the commencement of its movement phase. The hex port is just identified as a potential NTU destination (LIGHT GREEN). Pressing the Scenario Panel's Embark / Disembark button reveals the port hex as being suitable for immediate Disembarkation by the transported unit.
Example #2
An Air Transport Unit (ATU) transporting a unit possessing paradrop capabilities finds itself adjacent to another air unit at the commencement of its movement phase. The hex OVER which that other air unit is situated CANNOT be identified as a potential ATU destination (in LIGHT GREEN), of course. Moreover, the hex itself is NEVER identified as a potential Landing hex. Pressing the Scenario Panel's Embark / Disembark button MAY reveal the hex as being suitable for designated, immediate Landing by the transported unit provided all other requisite preconditions are also met.
=====================================================
PGF's User Interface (UI) is not perfect...
Background
Elsewhere in THIS Library:
Example #1One can certainly Disembark / Land a transported unit by clicking on one of the PALE YELLOW colored hexes. However, some suitable hexes the transported unit could potentially Disembark / Land onto MAY NOT be indicated. To render such hexes available for unit Disembarkation / Landing purposes one has to press the Scenario Panel's Embark / Disembark button.
A Naval Transport Unit (NTU) finds itself adjacent to an empty port hex at the commencement of its movement phase. The hex port is just identified as a potential NTU destination (LIGHT GREEN). Pressing the Scenario Panel's Embark / Disembark button reveals the port hex as being suitable for immediate Disembarkation by the transported unit.
Example #2
An Air Transport Unit (ATU) transporting a unit possessing paradrop capabilities finds itself adjacent to another air unit at the commencement of its movement phase. The hex OVER which that other air unit is situated CANNOT be identified as a potential ATU destination (in LIGHT GREEN), of course. Moreover, the hex itself is NEVER identified as a potential Landing hex. Pressing the Scenario Panel's Embark / Disembark button MAY reveal the hex as being suitable for designated, immediate Landing by the transported unit provided all other requisite preconditions are also met.
MUDDY BRIDGE NUANCES
MUDDY BRIDGE NUANCES
=====================
UI: Organic Transport
Certain unit types can have Organic Transport (OT). Upon selecting such a unit, some map hexes are highlighted in color. The highlighted hexes are possible unit movement phase destination ones. There are two cases to consider here:
1) The selected unit is currently Mounted. If so, all allowable destination hexes are highlighted in LIGHT GREEN.
2) The selected unit is NOT currently Mounted. If so, map hexes highlighted in LIGHT GREEN can be reached by the unit in its currently Dismounted state. On the other hand, map hexes highlighted in PALE YELLOW are allowable destination hexes assuming the selected unit gets Mounted by the engine on the fly prior to actually commencing its movement phase.
Muddy Bridges
Often, roads traversing river terrain are referred to as "bridges". Their presence allows units to unimpededly cross such terrain regardless of the underlying terrain's inherent properties and the currently prevailing Ground Conditions.
Case Description
A) Ground Conditions are Muddy.
B) A unit with OT is currently in a Dismounted state.
C) The unit also finds itself ON a Bridge Hex at the beginning of its movement phase.
Nuanced Consequences
a) The Bridge Hex notwithstanding, the engine outright blocks any player attempt to Mount the unit onto its companion OT.
b) Relatedly, the UI misleadingly highlights "possible" destination hexes in PALE YELLOW; movement to which the engine stubbornly, yet logically, refuses to allow (due to the engine's behavior as per immediately preceding point (a)) !
=====================
UI: Organic Transport
Certain unit types can have Organic Transport (OT). Upon selecting such a unit, some map hexes are highlighted in color. The highlighted hexes are possible unit movement phase destination ones. There are two cases to consider here:
1) The selected unit is currently Mounted. If so, all allowable destination hexes are highlighted in LIGHT GREEN.
2) The selected unit is NOT currently Mounted. If so, map hexes highlighted in LIGHT GREEN can be reached by the unit in its currently Dismounted state. On the other hand, map hexes highlighted in PALE YELLOW are allowable destination hexes assuming the selected unit gets Mounted by the engine on the fly prior to actually commencing its movement phase.
Muddy Bridges
Often, roads traversing river terrain are referred to as "bridges". Their presence allows units to unimpededly cross such terrain regardless of the underlying terrain's inherent properties and the currently prevailing Ground Conditions.
Case Description
A) Ground Conditions are Muddy.
B) A unit with OT is currently in a Dismounted state.
C) The unit also finds itself ON a Bridge Hex at the beginning of its movement phase.
Nuanced Consequences
a) The Bridge Hex notwithstanding, the engine outright blocks any player attempt to Mount the unit onto its companion OT.
b) Relatedly, the UI misleadingly highlights "possible" destination hexes in PALE YELLOW; movement to which the engine stubbornly, yet logically, refuses to allow (due to the engine's behavior as per immediately preceding point (a)) !