CONTENT LINKS
==============
Introduction
viewtopic.php?f=100&t=555#p9103
Inoperable Prestige Modification Slider
viewtopic.php?f=100&t=555#p9104
Embarkation City Naval... Haven
viewtopic.php?f=100&t=555#p9105
Submarine... Stubbornness
viewtopic.php?f=100&t=555#p9106
Roadwork Movement... Capricious Extension
viewtopic.php?f=100&t=555#p9107
First Half-Turn Spotting Range Insensitivity to Precipitation
viewtopic.php?f=100&t=555#p9766
Custom Campaign, First Half-Turn AD / Interceptor Inactivity
viewtopic.php?f=100&t=555#p9108
Custom Unit Sporting Movement Allowance Zero Oddities
viewtopic.php?f=100&t=555#p9109
Desert... Super-Easy Unit Over-Strengthening
viewtopic.php?f=100&t=555#p9110
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The topic's contents may be modified or progressively added upon as time goes by.
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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 "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
[VP] Programming Oddities
[VP] Programming Oddities
Last edited by HexCode on 2021-10-29 22:23, Friday, edited 5 times in total.
INOPERABLE PRESTIGE MODIFICATION SLIDER
INOPERABLE PRESTIGE MODIFICATION SLIDER
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PGF's Main Game Settings screen displays sliders, the user-selectable positions of which are intended to modify certain default Prestige values for each Side.
The Prestige slider can accommodate integer modifications ranging from 0% to 200%.
There is absolutely no need to speculate regarding what default Prestige value(s) the slider was intended (?) to modify. The hard truth is that the slider is a... dud ! It does not do anything ! Factually, it is "there" for purely cosmetic purposes...
========================================
PGF's Main Game Settings screen displays sliders, the user-selectable positions of which are intended to modify certain default Prestige values for each Side.
The Prestige slider can accommodate integer modifications ranging from 0% to 200%.
There is absolutely no need to speculate regarding what default Prestige value(s) the slider was intended (?) to modify. The hard truth is that the slider is a... dud ! It does not do anything ! Factually, it is "there" for purely cosmetic purposes...
EMBARKATION CITY NAVAL... HAVEN
EMBARKATION CITY NAVAL... HAVEN
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When a Naval Super-Class unit located in a Port City / Facilities hex is "attacked" by an enemy Ground unit sporting a positive Listed Naval Attack value and capable of "dislodging" Naval Super-Class units from port hexes, PGF may retreat the Naval Super-Class unit to an adjacent, empty, Embarkation City hex.
================================
When a Naval Super-Class unit located in a Port City / Facilities hex is "attacked" by an enemy Ground unit sporting a positive Listed Naval Attack value and capable of "dislodging" Naval Super-Class units from port hexes, PGF may retreat the Naval Super-Class unit to an adjacent, empty, Embarkation City hex.
Last edited by HexCode on 2021-10-29 22:22, Friday, edited 1 time in total.
SUBMARINE... STUBBORNNESS
SUBMARINE... STUBBORNNESS
===========================
When a submarine class unit located in a port hex 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 class unit. In fact, the attempted attack is not even allowed.
===========================
When a submarine class unit located in a port hex 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 class unit. In fact, the attempted attack is not even allowed.
ROADWORK MOVEMENT... CAPRICIOUS EXTENSION
ROADWORK MOVEMENT... CAPRICIOUS EXTENSION
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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.
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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.
Last edited by HexCode on 2021-04-06 01:02, Tuesday, edited 1 time in total.
CUSTOM CAMPAIGN, FIRST HALF-TURN AD / INTERCEPTOR INACTIVITY
CUSTOM CAMPAIGN, FIRST HALF-TURN AD / INTERCEPTOR INACTIVITY
==============================================================
When Side 1 "goes first" in a Side 0 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 Side 0 Campaign Play Mode ? What about Standalone Scenario Play Mode ?
Ans. ONLY IN CAMPAIGN PLAY MODE
(Q) Is it only when Side 1 "goes first" ? What about Side 0 "going first" ?
Ans. THE PHENOMENON IS SYMMETRICAL. IT APPLIES TO ALL-HUMAN PLAY AS WELL. THAT IS ==>
A) SIDE 0 CAMPAIGN featuring one or more scenarios where SIDE 1 "GOES FIRST".
B) SIDE 1 CAMPAIGN featuring one or more scenarios where SIDE 0 "GOES FIRST".
==============================================================
When Side 1 "goes first" in a Side 0 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 Side 0 Campaign Play Mode ? What about Standalone Scenario Play Mode ?
Ans. ONLY IN CAMPAIGN PLAY MODE
(Q) Is it only when Side 1 "goes first" ? What about Side 0 "going first" ?
Ans. THE PHENOMENON IS SYMMETRICAL. IT APPLIES TO ALL-HUMAN PLAY AS WELL. THAT IS ==>
A) SIDE 0 CAMPAIGN featuring one or more scenarios where SIDE 1 "GOES FIRST".
B) SIDE 1 CAMPAIGN featuring one or more scenarios where SIDE 0 "GOES FIRST".
CUSTOM UNIT SPORTING MOVEMENT ALLOWANCE ZERO ODDITIES
CUSTOM UNIT SPORTING MOVEMENT ALLOWANCE ZERO ODDITIES
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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 factor 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 "theoretically 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, escarpment and rough desert terrain have been observed to be rather... hospitable to accommodating the forced presence of MA=0 units.
=========================================================
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 factor 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 "theoretically 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, escarpment and rough desert terrain have been observed to be rather... hospitable to accommodating the forced presence of MA=0 units.
DESERT... SUPER-EASY UNIT OVER-STRENGTHENING
DESERT... SUPER-EASY UNIT OVER-STRENGTHENING
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Ground units:
--- Located on DESERT terrain; and,
--- Sporting a minimum of ELEVEN (11) Strength Factors (SF); and,
--- Sporting NO FEWER SFs THAN the scenario "Max Unit Strength" setting's value
exhibit the following Over-Strengthening (OS) "properties":
On behalf of such a unit, a player
1) Has the full freedom to choose either Regular or Elite OS SFs.
2) Is NOT able to procure more than ONE (1) OS SF per turn.
3) Can keep on procuring OS SFs unimpeded by the usual restrictions imposed by the unit's Experience Levels (i.e., "Stars")..
4) Can keep on procuring OS SFs unimpeded by the adjacency of ONE (1) OR EVEN TWO (2) enemy units.
5) Can keep on procuring OS SFs unimpeded by Prestige unavailability. In fact, Accumulated Prestige may even turn negative (i.e., Prestige... on credit).
=============================================
Ground units:
--- Located on DESERT terrain; and,
--- Sporting a minimum of ELEVEN (11) Strength Factors (SF); and,
--- Sporting NO FEWER SFs THAN the scenario "Max Unit Strength" setting's value
exhibit the following Over-Strengthening (OS) "properties":
On behalf of such a unit, a player
1) Has the full freedom to choose either Regular or Elite OS SFs.
2) Is NOT able to procure more than ONE (1) OS SF per turn.
3) Can keep on procuring OS SFs unimpeded by the usual restrictions imposed by the unit's Experience Levels (i.e., "Stars")..
4) Can keep on procuring OS SFs unimpeded by the adjacency of ONE (1) OR EVEN TWO (2) enemy units.
5) Can keep on procuring OS SFs unimpeded by Prestige unavailability. In fact, Accumulated Prestige may even turn negative (i.e., Prestige... on credit).
Last edited by HexCode on 2021-10-11 08:22, Monday, edited 2 times in total.
FIRST HALF-TURN SPOTTING RANGE INSENSITIVITY TO PRECIPITATION
FIRST HALF-TURN SPOTTING RANGE INSENSITIVITY TO PRECIPITATION
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In scenarios the commencement of which is subject to the presence of a Storm Front, Precipitation (i.e., actual rain or snow) does NOT trigger the requisite reduction in the Spotting Ranges of friendly units. In other words, during such a scenario's first half-turn, friendly units still get the full benefit of their listed Spotting Range values.
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In scenarios the commencement of which is subject to the presence of a Storm Front, Precipitation (i.e., actual rain or snow) does NOT trigger the requisite reduction in the Spotting Ranges of friendly units. In other words, during such a scenario's first half-turn, friendly units still get the full benefit of their listed Spotting Range values.