TechDoc Unofficial PGII Version 2.2
PGII Version 2 (v2-Patch) is
mainly created to give PG2 designers more opportunities with campaigns,
scenario and equipment design at hand. These additional possibilities will
hopefully affect future Efile versions, campaigns and scenarios, so the players
will also experience the game in a new way. Not immediately, but gradually more
and more.
The Patch Team!
B.M.M.L.C.
05/2005 - Updated 09/2007
Bug Corrections
Version 1.02G
1) Air Defense units can no more
fire at naval targets.
2) Aircraft units can no more fire
at naval targets from adjacent hexes.
3) The Right-click while a Recon (or a recon leader unit) unit is moving, to
get unlimited movement, this is fix by disabling the mouse button whilst any
unit is moving.
4) The Air transporter counter is
now working proper. You cannot gain more transporters by the undo bug.
5) The sea transporter counter is
now working proper. You cannot gain more transporters by the undo bug.
6) The Flag for the first scenario
in the scenario select list, now display proper.
7) The 4th transporter field in
"Requisition Unit" is now fully workable. It will display both name
and icon.
8) Ground conditions should be
working fully correct.
9) If a tank attacks immediately
(without moving) after an overrun, it no more regains all its movement points.
(Do not confuse this with the Beach-overrun-bug, as it is still there)
10) If a recon unit moves without spotting hidden units and then attacks,
the undo is no more available.
Version 1.02H
11) You can no longer pick up used units to the deployment window. With one
exception, the game ignores lost movement points of recon class or recon leader
units.
12) The disembark a unit in last VH crash is
fixed. This applies to units dropped from an air transport and units exiting
from sea transport.
Version 2
13) The 5th minor country bug is fixed. The "Attack Stance" byte
of a player will be no more interpreted as 5th minor country in scenarios.
Version 2.01
14) v2.00 Bug: The embark; disembark
function for units from countries 27-31 works now correct. Units from countries
without sea or air transport units get the transport from country 10 (
Version 2.02
15) v2.01 Bug: If a ground unit without
appearance settings reinforcing on ocean hexes, then the unit receives again a
sea transport.
Version 2.1
16) Corrected Random Leader Award table. The rules to award a Leader has
been changed for following Leader types. See also Random Leader Award Table in Appendix.
a. Alpine Training
i. Units without Movement Method $03=Leg can no
more get a Alpine Training leader.
b. Reconnaissance Movement
i. Units with Recon movement option can no more get
a Reconnaissance Movement leader.
ii. Units with movement < 2 can no more get a
Reconnaissance Movement leader.
c. Combat support
i. Units with combat support option can no more get
a Combat support leader.
Game improvements
Global
game changes
Version 1.02G
1) Aircrafts cannot be boxed in anymore. So you
cannot trap enemy aircrafts with your own. Aircrafts are no more affected by
zone of control. Aircraft leaders altered so they cannot get '
2) The game now recognizes all the campaigns you
want. The scroll bar does NOT work, however the [up] and [down] arrows does.
Version 1.02H
3) The deployment window opens now only in the
first turn automatically. After turn one you must open the deployment window
manually.
Version 2
4) Cost calculation to upgrade and reassign units works now with current unit strength. See also Unit Prestige Cost calculation in Appendix.
5) The game now supports read only files. You no
longer need to "de-select" the read only file attributes from your
files.
6) Infantry class units can now be awarded as
prototypes.
Version 2.01
7) Reinforcement that arrived at ocean hexes
doesn’t change the given appearance to sea transport anymore.
Version 2.02
8) Multiple AI attacks on enemy ground units
perform a little smarter. The unit class attack order has been changed. Now
Recon, Anti-tank and Infantry class unit’s attack before Tank class units. See
also AI Unit Class Attack Order Table
in Appendix.
Version 2.1
9) The Zone Of Control (2 hex) is removed from
carrier class.
10) Without transport classes all unit classes are now visible in HQ screen
and overstrengthable.
11) Air Defence units can attack ground and naval units by default.
Scenario
file changes
Version 1.02H
12) You can buy experienced units. The scenario designer can set different
default experience values for all players in a scenario. You can set values
between 0 and 65,535. But at 65,536 the experience will run over to zero. The
unit will have one bar per 100 experience, with a max
of five. Use the player prestige of turn 40 for the default experience value. The
settings affects all new units in a scenario, also prototypes. Activate this
feature only if your scenario less then 40 turns long!
13) The current strength of a unit will now load from the scenario file,
meaning that current strength works correctly now.
14) The current fuel value of a unit will now load from the scenario file,
meaning that current fuel value works for all units except for core units in
the first scenario of a campaign.
15) The current ammo value of a unit will now load from the scenario file,
meaning that current ammo value works correctly now.
16) The scenario designer can now choose to not allow paratroop deploying
over ocean hexes in a scenario. This feature did not fix the ocean-deployment
bug! This bug is still in the game.
Version 2
17) The scenario designer can choose to not allow prototypes in a scenario.
18) You can now set what music you want the game to play in a scenario. You
can save two music file names in the scenario file. They will play in a loop
during the scenario. But you do not have to use two files. One file will also
play in a loop. The music must be *.MUS format (PCM RAW format - 16bit 22,050
stereo) and be in your Panzer2\SOUND folder.
19) It is possible to set a default basic strength for bought/prototype
units. The scenario designer can set different strength values for all players
in a scenario. Valid values range between 1 and 15. The prestige cost
calculation for units now works with a "current unit strength"
factor. Thus the player pays/gets the correct prestige when buying/upgrading
units or reassigning over-/under strength units. Also the core calculation
against the cap in campaigns works with current unit strength.
20) The unit strength icons from 16-20 work correctly now. You must change
the UNITINFO.SHP file in your DAT file with the attached UNITINFO.SHP file to
enable the feature. The v2-Patch is compatible with the original UNITINFO.SHP
file.
21) Campaign designers can now define a custom timeframe for prototypes in
scenarios.
Version 2.2
21)
Leaders for FlaK, LB
and Ship class units.
All ships get marksman default leader (like artillery), LB get skilled assault
leader (like TB) and flak get tank killer (like AT)
22)
Different victory
types for VHs.
You can now intend for which kind of victory (BV, V, TV)
a VHs are necessary. If a VH is conquered the game now examines no more all
VHs, but only the VHs set for the current kind of victory. This examination
works however at present only after the conquest of a VH. The after turn
victory examination works as had. To activate the feature the
ScenarioFile\ScenarioData\PatchOptions\bit10
( Section Offset 02 bit2 on table ) must be activated,
then setting each VH to desired type should be done at ScenarioFile\Hex Map Data
(
see Table ).
See
Samples Apendix
Campaign
file changes
Version 1.02G
22) The flag in front of a campaign is selected via the second last bit in
the *.cam file. Just enter the normal country code, like 08h=
Version 1.02H
23) The campaign "Brilliant Victory"-Smack works now for non-main
countries. For US,
Map file
changes
Version 1.02G
24) Map numbers up to 32767 is now fully workable. The reason some user maps
crashes the game should also be fixed. The reason has to do with the internal
Bridge table, and is also why bridges cannot be blown on user maps.
Equipment file changes
Version 1.02G
25) The Equipment file limited of 1000 units and 400 Icons (they then turn
invisible), has been raised to 2000/2000
26) The expire date is now working.
27) An Expire Month has been added to the game, by used of an unused byte in
the Equipment spec. That is the offset 19h byte, right before the Month
Available.
Version 2
28) The Equipment file limited of 2,000 units and 2,000 icons (1.02G), has
been raised to 4000/4000.
29) More countries available. Nations 27, 28, 29, 30 and 31 can now be used
in equipment files. Their flags must be inserted into the FLAGS1.SHP file in
the same order as the flags of the previous 26 nations and their names added
after the last line in the GUI97.TXT. This feature is active if the game finds
124 or more icons in the flags1.shp file.
30) Recon Movement Option. It is possible to give non-recon class units
recon movement availability.
31) Custom Leader and Generals pictures. This feature opens up a new field
for equipment designers. This feature is active if the game finds 156 or more
icons in the FLAGS1.SHP file. The NAMES.TXT file containing the Leader/General
names has a size limit of 32Kb (32,767 bytes).
32) The expiry date for transports works now.
Version 2.02
33) Disembark Option. It is possible to give towed units a disembark,
if attacked availability like Infantry class units.
34) Ground Transport Class Option. Equipment designers can now define the
transport unit selection for units.
35) The EQUIP97.TXT file size limit of 32Kb has been raised to 64 Kb (65,535
bytes).
36) Reverse Fire Support Option. It is possible to remove/give the fire
support availability to ground and naval units.
Version 2.1
37) Air Deploy/Supply Option. Players can deploy and supply air units over
Ground or Naval units with this option. Work the same as airfields.
38) Air and Sea Transport Class Option. Air or Naval transportable Ground
units can be assigned over this option a special air transport as well as a
naval transport unit.
39) Air Transportable with Transport Option. Air transportable units with
this option keep their transport, if they embarking in air transport. However
the transport unit which should be embarked too must also own this option.
40) AA Attack Option. Ground and Naval units with
this option can attack air units, as long as they did not have moved.
41) Combat Support Option. Units with this option give adjacent units combat
support. The option functions like the Combat support Leader.
42) No Prototype Option. Units with this option are not assigned as
prototypes in campaigns.
43) Additional Purchasable Option. Units of non-buyable classes can with
this option be made visible in the PURCHASE UNIT screen and bought by the
player. Each not available unit class is assigned to an available class. See
also Additional Purchasable Option
in Appendix.
44) Reverse Disembark Option. Non Infantry class towed units with transport
and this option, leaves their transport if they are
attacked. Infantry class units with transport and this option,
don’t leave their transport if attacked.
45) Carrier Deploy Option. Tactical bomber and Fighter class units with this
option can be deployed on carrier class units of the same player.
Compatibility
The v2-Patch is fully
compatible with original scenarios, campaigns, equipment, DAT, SHP and Text
files.
How to Install
Text based on Unofficial Patch
v1.02g Read me file by Lasse Jensen 2001.
This is the Unofficial Patch
v2.02 PG2UK202.exe that has been modified. Like all Patches based the v2.1 on
the former Patch version. The fist Patch, v1.02g based on the
All based on PGII UK |
File |
Released |
by
|
v1.02 |
Panzer2.exe |
01/98 |
SSI
|
Unofficial PGII Releases |
|
|
|
v1.02g |
PG2UK102G.exe |
06/01 |
Builders |
v1.02h |
PG2UK102H.exe |
03/04 |
Patch Team! |
v2 |
PG2UK200.exe |
05/04 |
Patch Team! |
v2.01 |
PG2UK201.exe |
09/04 |
Patch Team! |
v2.02 |
PG2UK202.exe |
01/05 |
Patch Team! |
v2.1 |
PG2UK210.exe |
05/05 |
Patch Team! |
V2.2 |
PG2UK220.exe |
09/07 |
Patch Team! |
If you are the owner of the
German or French version, this execute file will not work for you. There is the
obvious name difference. The German execute file is named
"Panzer3D.exe" and the French "Opanzer.exe", however this
is unimportant. The main difference is that the German and French do not use
.TXT files, but rather .DEU and .FRA text files. This new execute file does not
recognize those. If you have the French or German version you need to modify
all your .FRA and .DEU files to .TXT by using Carl Johan Ankerstjerne's DEU/FRA
text converter. You can get the converter at Steve’s Campaign page:
http://www.wargamer.com/pg2campaigns/steve/pg2.htm
You will notice that this file
is named PG2UK210.exe, and therefore does not replace your original v1.02
Panzer2.exe file or former Patch files. Simply unzip this file into your main
Panzer2 directory and you are ready. But Scenarios and Campaigns, equipment
files and the PANZER2.DAT-file must support the most features of the v2-Patch.
The download includes two additional ZIP files:
DATfile2.zip – Includes four SHP
files. UNITINFO and VIEWUNIT are necessary in the PANZER2.dat file to activate
new graphical features. Replace these two files in your PANZER2.dat file.
FLAGS1 and DOSSIER supports the
attached Efile and can also be used as format templates. If you play with the
attached Efile you should use the FLAGS1 and DOSSIER file in your PANZER2.dat
file.
Follow the link below for
detailed instructions for adding the UNITINFO and VIEWUNIT SHP files into your
Panzer2.dat file.
http://p090.ezboard.com/fjpspanzersfrm4.showMessage?topicID=511.topic
Efile2.zip – Includes a stock
SSI 1.02 compatible Efile that supports all new graphical extensions. Use the
FLAGS1.SHP and DOSSIER.SHP file in DATfile2.zip in combination with this Efile.
Thus you can play all stock SSI campaigns and scenarios with a new appearance.
You will retain your original
v1.02 Panzer2.exe file and can start either of them to play. If you want to
play with the changes you would start the game by PG2UK202.exe, if not, you
start it by your original Panzer2.exe.
Now remember this is a version
1.02 Panzer2.exe file. Please make sure the rest of your game files are also
from this version! So do not use this execute file on a v1.00 or v1.01 version
of the game, or you will get errors.
Known limitations/bugs
Text based on Unofficial Patch
v1.02g Read me file by Lasse Jensen 2001.
If you do not have the correct
v1.02 files, you can get several different *.DLL file errors. As stated this is
a modified
Appendix
The following is a technical
description of v2-Patch changes on game basics and file formats. It is mainly
interesting for PGII Tool makers, scenario/campaign and equipment designers.
Global Game changes
Unit Prestige Cost calculation
To enable the "default
unit strength" feature, it was necessary to change the Unit cost
calculation. The new formulas work on a current/basic strength factor.
Buy* |
Original formula |
12xA |
|
Extended formula
|
INT (12xAxD/10) |
Upgrade |
Original formula (no longer used) |
IF C>12 THEN CxB ELSE 12xB |
|
New formula
|
INT (12xBxC/10) |
Reassign/Cap |
Original formula (no longer used) |
12xA |
|
New formula
|
INT (12xAxC/10) |
A: Prestige Cost for unit from equipment file B: Upgrade Prestige Cost factor for unit C: Current strength for unit D: Default Basis strength for new units * Extended formula for buying units is only in use, if the “use
default strength” feature is active. |
AI Unit Class Attack Order Table
The AI plan attacks on units.
If a unit is attacked several times by different AI units, then the unit class
of the attacking units determines the order of the attacks.
1st Wave |
2nd Wave |
3rd Wave |
4th Wave |
5th Wave |
Don't Attack |
FlaK Artillery Air Defense Submarine |
Fortification Tactical Bomber Level Bomber Battleship Battle Cruiser |
Recon Anti-Tank Fighter Cruiser Light Cruiser |
Infantry Destroyer |
Tank Ground Transport Carrier |
None Air Transport Naval Transport |
Random Leader Award Table
This is what Random leaders
that can be assigned to what unit class, by the game.
Leader |
Code |
INF |
TK |
RCN |
AT |
FlaK |
ATY |
AD |
FTR |
TB |
LB |
Additional Exclusion if unit have… (bold is new) |
Aggressive Attack |
9 |
x |
x |
x |
x |
|
x |
x |
x |
x |
|
|
Determined Defense |
10 |
x |
x |
x |
x |
|
x |
x |
x |
x |
|
|
Battlefield Intelligence |
11 |
x |
x |
x |
x |
|
|
|
x |
|
|
|
First Strike |
12 |
x |
x |
x |
x |
|
|
|
x |
|
|
|
Resilience |
13 |
x |
x |
x |
x |
|
x |
x |
x |
x |
|
|
Influence |
14 |
x |
x |
x |
x |
|
x |
x |
x |
x |
|
|
Fire Discipline |
15 |
x |
x |
x |
x |
|
x |
x |
x |
x |
|
|
Liberator |
16 |
x |
x |
x |
x |
|
|
|
|
|
|
|
Alpine Training |
17 |
x |
|
|
|
|
|
|
|
|
|
Mountain
Movement Option or Movement not Leg |
All Weather Combat |
18 |
|
|
|
|
|
|
|
x |
x |
|
|
Forest Camouflage |
19 |
|
|
|
|
|
|
|
|
|
|
|
Combat Support |
20 |
x |
x |
x |
x |
|
x |
x |
x |
x |
|
Combat Support Option |
Infiltration Tactics |
21 |
x |
x |
x |
x |
|
x |
x |
|
|
|
Engineer Option |
Aggressive Maneuver |
22 |
x |
x |
x |
x |
|
x |
x |
x |
x |
|
|
Skilled Reconnaissance |
23 |
x |
x |
x |
x |
|
x |
x |
x |
x |
|
|
Reconnaissance Movement |
23 |
x |
x |
|
x |
|
x |
x |
x |
x |
|
Recon
Movement Option or Movement <= 2 |
Skilled Ground Attack |
25 |
|
|
|
|
|
|
|
x |
x |
|
|
Street Fighter |
26 |
|
x |
x |
x |
|
x |
x |
|
|
|
Engineer Option |
Overwhelming Attack |
27 |
x |
x |
x |
x |
|
x |
|
|
|
|
|
Superior Maneuver |
28 |
x |
x |
x |
x |
|
|
|
|
|
|
|
Extended Front |
29 |
|
|
|
|
|
|
|
|
|
|
|
Ferocious Defender |
30 |
x |
|
|
x |
|
|
x |
|
|
|
|
Overwatch |
31 |
|
x |
|
|
|
|
|
|
|
|
|
Devastating Fire |
32 |
x |
x |
x |
x |
|
x |
x |
x |
x |
|
|
Bridging |
33 |
x |
x |
x |
x |
|
x |
x |
|
|
|
|
Shock Tactics |
34 |
x |
x |
x |
x |
|
x |
x |
x |
|
|
|
Special Option Class Table
The table gives information
about which special option to can be used for which units
classes.
Special Option |
INF |
TK |
RCN |
AT |
Flak |
Fort |
TP |
ATY |
AD |
FTR |
TB |
LB |
ATP |
SS |
DD |
BB |
CV |
NTP |
BC |
CR |
LC |
Can Not Buy |
x |
x |
x |
x |
x |
x |
|
x |
x |
x |
x |
x |
|
x |
x |
x |
x |
|
|
x |
|
No AI Buy |
x |
x |
x |
x |
|
|
|
x |
x |
|
|
|
|
|
|
|
|
|
|
|
|
Mountain |
x |
x |
x |
x |
x |
x |
x |
x |
x |
|
|
|
|
|
|
|
|
|
|
|
|
Recon Skill |
x |
x |
|
x |
x |
x |
|
x |
x |
x |
x |
x |
x |
x |
x |
x |
x |
x |
x |
x |
x |
Dismount |
x |
|
|
x |
x |
|
|
x |
x |
|
|
|
|
|
|
|
|
|
|
|
|
Support Fire |
x |
x |
x |
x |
x |
x |
x |
x |
x |
x |
x |
x |
x |
x |
x |
x |
x |
x |
x |
x |
x |
Air Support |
x |
x |
x |
x |
x |
x |
x |
x |
x |
|
|
|
|
x |
x |
x |
|
x |
x |
x |
x |
Air Transportable |
x |
|
|
x |
x |
|
x |
x |
x |
|
|
|
|
|
|
|
|
|
|
|
|
Air Attack |
x |
x |
x |
x |
x |
x |
x |
x |
|
|
|
|
|
x |
x |
x |
x |
x |
x |
x |
x |
Combat Support |
x |
x |
x |
x |
x |
x |
x |
x |
x |
x |
x |
x |
x |
x |
x |
x |
x |
x |
x |
x |
x |
No Prototype |
x |
x |
x |
x |
|
|
|
x |
x |
x |
x |
|
|
|
|
|
|
|
|
|
|
Show Purchase |
|
|
|
|
x |
x |
|
|
|
|
|
x |
|
x |
x |
x |
x |
|
|
x |
|
Carrier Deployment |
|
|
|
|
|
|
|
|
|
x |
x |
|
|
|
|
|
|
|
|
|
|
Capture Flags |
|
|
|
|
x |
x |
x |
x |
x |
|
|
|
|
x |
x |
x |
x |
x |
x |
x |
x |
Units with the "Additional
Purchasable option" appear in the PURCHASE screen under the following
classes.
Class in PURCHASE screen
|
Assigned Non-purchasable Class |
Air Defence |
FlaK |
Anti-Tank |
Fortification |
Artillery |
Submarine |
Infantry |
Destroyer |
Recon |
Cruiser |
Tank |
Battleship |
Fighter |
Carrier |
Tactical Bomber |
Level Bomber |
File format changes
It is necessary to modify game
files to enable most of the v2-Patch features. The following is a list of all
file formats that can be modified to enable v2-Patch features. The v2-Patch is
compatible to all original game file formats and G-Patch extensions.
Scenario file (*.SCN)
Section |
Section Offset |
Number of bytes |
Read as |
Useable values |
Explanation |
Scenario data
|
01h |
1 |
Bit selecting byte (0=off/1=on) |
Bit1 |
Use default experience values |
Bit2 |
Use current strength |
||||
Bit3 |
Use current fuel |
||||
Bit4 |
Use current ammo |
||||
Bit5 |
No paratroop ocean deploying |
||||
Bit6 |
No prototype |
||||
Bit7 |
Play custom music |
||||
Bit8 |
Use default strength values |
||||
1 |
Bit selecting byte (0=off/1=on)
|
Bit1 |
Use custom timeframe for prototypes |
Bit2 |
Different victory types for VHs |
Player Data
|
Player x48h+46h (Prestige for turn #40 player0..3)
|
4x2 |
Word |
Any value |
Default unit experience for player0..3. Do not use this option if your scenario has 40 turns. |
General map data
|
29h |
20 |
Null terminated string |
Char |
Scenario music #1 file name PCM RAW format - 16bit 22,050 stereo
|
3Dh |
20 |
Null terminated string |
Char |
Scenario music #2 file name PCM RAW format - 16bit 22,050 stereo
|
|
51h-54h (Player0..3)
|
4x1 |
Byte |
1-20 |
Default unit strength for player0..3
|
|
55h
|
1 |
Byte |
1-12 |
Custom prototype time frame in range between 1 and 12 months.
|
|
Unit data |
26h (Current strength)
|
1 |
Byte |
1-20 |
Current strength value can now assigned to unit. Usable range has been raised to 20. |
|
28h (Remaining Fuel)
|
1 |
Byte |
Any value |
Remaining Fuel value can now assigned to unit.
|
|
29h (Doublet ammunition count)
|
1 |
Byte |
Any value |
Doublet ammunition count value can now assigned to unit.
|
|
35h (Original strength)
|
1 |
Byte |
1-20
|
Usable range has been raised from 15 to 20. |
03h (each record) |
1 |
Byte |
Bit1 |
no effect |
|
Bit2 |
Axis Brilliant Victory | ||||
Bit3 |
Axis Victory | ||||
Bit4 |
Axis Tactical Victory | ||||
Bit5 |
Allied Brilliant Victory | ||||
Bit6 |
Allied Victory | ||||
Bit7 |
Axis Tactical Victory | ||||
Bit8 |
no effect |
Campaign file (*.CAM)
Section |
Section Offset |
Number of bytes |
Read as |
Useable values |
Explanation |
File header
|
04h (Winning the campaign SMK filename)
|
20 |
Null terminated string |
Char |
Campaign "Brilliant Victory"-Smack file name. Gives campaign designers the possibility to use an individual after Brilliant Victory Smack for campaigns. The Smack file will play during the campaign after all scenarios winning with BV. This feature works only for Minor-countries. For Germany, US, Russia and UK the game use the original Smack files xxPLAY1-2.MUS. This is necessary for the compatibility to original and released custom made campaigns.
|
Equipment file (EQUIP97.EQP)
Section |
Section Offset |
Number of bytes |
Read as |
Useable values |
Explanation |
File header
|
00h |
2 |
Word |
0..3,999 |
Number of units in file has been raised to 4,000 units.
|
Unit data
|
19h |
1 |
Byte |
1..12 |
Month expire now works for transport class units.
|
1Ch |
1 |
Byte |
Any value |
Year Expired now works for transport class units.
|
|
23h (Unit special) |
4 |
Bit selecting Dword (0=off/1=on) |
Bit9
|
Unit not buyable for AI. |
|
Bit10
|
Mountain movement.
|
||||
Bit11
|
Recon movement. Do not use this option for following Movement Methods or Unit classes:
03h: Leg 04h: Towed 0Bh: All Terrain (Leg) / 07h: Ground Transport
|
||||
Bit12
|
Disembark, if attacked reverse availability. Use this option only for following Movement Methods:
03h: Leg 04h: Towed 0Bh: All Terrain (Leg)
|
||||
Bit13
|
Turn on/off support fire availability. Do not use this option for following Unit classes:
09h: Air Defense 0Ah: Fighter 0Bh: Tactical Bomber 0Ch: Level Bomber 0Dh: Air Transport
|
||||
|
|
|
|
Bit14 |
Air units supply option. Use this option only for non-air units without transport.
|
|
|
|
|
Bit15 |
Air transportable with transport option. Use this option only for following Movement Methods:
03h: Leg 04h: Towed 0Bh: All Terrain (Leg)
|
|
|
|
|
Bit16 |
AA attack option. Use this option only for non-air units.
|
|
|
|
|
Bit17 |
Combat support option
|
|
|
|
|
Bit18
|
No prototype option. Use this option for following Unit classes:
09h: Air Defense 04h: Anti-Tank 08h: Artillery 01h: Infantry 03h: Recon 02h: Tank
|
|
|
|
|
Bit19
|
Additional purchasable option. Use this option for following Unit classes:
05h: FlaK 06h: Fortification 0Eh: Submarine 0Fh: Destroyer 14h: Cruiser 10h: Battleship 11h: Carrier 0Ch: Level Bomber
|
|
|
|
|
Bit20 |
Carrier Deploy Option. Use this option for following Unit classes:
0Ah: Fighter 0Bh: Tactical Bomber
|
|
31h (Unit country)
|
4 |
Dword |
*See country table in equipment spec.
|
Designers can now use all 31 country slots in equipment files. But the Efile need a supporting FLAG1.SHP file with >=124 flag pictures to enable the feature. Also the GUI97.TXT file must support this feature.
|
|
34h |
1 |
Bit selecting byte
|
Any value |
Ground transport class byte. Use this option only for following Movement Methods or Unit classes:
03h: Leg 04h: Towed 0Bh: All Terrain (Leg) / 07h: Ground Transport
I: A ground transport is selectable for a unit in the buy/upgrade screen, if an AND-operation between the Transport class byte of the selected unit and the Transport class byte of the transport returns <> 0.
II: If the transport class byte of a unit equals 0, then all national ground transport units are selectable for this unit.
III: If the transport class byte of a transport unit equals 0 then the transport unit is selectable for all national units.
|
|
35h |
1 |
Bit selecting byte |
Any value |
Air and Sea transport class byte. This option changes the rules of embarking units in Air or Naval Transports.
I: The first Air or Sea transport found in equipment file will assigned as embark transport, if an AND-operation between the AS-Transport class byte of the selected unit and the AS-Transport class byte of the transport returns not Zero.
II: If the AS-transport class byte of a unit equals Zero, then the first Air or Sea transport found in equipment file will assign as embark transport.
III: If the AS-transport class byte of a transport unit equals 0 then the transport unit is assignable as embark transport for all units.
|
Equipment file (GUI97.TXT)
If an equipment file uses the +5 countries extension, the game needs 5 additional country names. Add the 5 country names at the end of the GUI97.TXT file (line 441-45). If the game finds >= 124 pictures in FLAGS1.SHP file the new country names will be used. To show the correct unit class name in the INSPECT UNIT and HQ screen, change also line 139 and 146.
Original format |
440 items
|
Extended format |
445 items
139: replace “Panzer General II" with "FlaK" 146: replace “Panzer General II" with "Level Bomber" 441: name of country #27 … 445: name of country #31
|
Equipment file (NAMES.TXT)
The NAMES.TXT file contains country specific names for Generals and unit Leaders. The v2-Patch supports an extended format of the file for the General/Leader extension. The extended file format includes 32 sections, one for non-nation names and 31 for each country in the supported Efile. Each section can contain 31 specific names for a country. The NAMES.TXT file must match with the Efile country order and should be part of the Efile download. If the game finds >= 220 pictures in FLAGS1.SHP file, the extended file format is active. The Generals and Leader names will be assigned by the main scenario country. Unfortunately, the leader names will not be assigned by the unit country!
Original format |
4x100 names, 400 items
|
Extended format |
32x31 names, 992 items
1-31: non-country names 32-62: names for country #1 … 962-992: names for country #31
|
PANZER2.DAT file (FLAGS1.SHP)
The FLAGS1.SHP file is part of the PANZER2.DAT file and contains the flag pictures. To enable the +5 countries and the country dependant Leader extension for equipment files, the v2-Patch supports an extended file format with additional Flags/Leader Roundel icons/Leader pictures and Battle Honor icons in a new order.
Original format |
26xA/26xB/25xC/26xD, 103 pictures
|
Extended format |
31xA/31xB/31xC/31xD/32xE/32xF/32xG, 220 pictures
A: Flags part #1 B: Flags part #2 C: Flags part #3 D: Flags part #4 E: Leader roundel icon F: Leader picture G: Battle Honor icon
|
Number of Icons |
Actions
|
< 124 |
Game works with 26 countries order
|
>= 124 |
+5 countries extension is active
|
>= 156 |
Country Leader roundels extension is active, Game use Leader roundels from FLAGS1.SHP file
|
>= 220 |
Country Leader picture and Battle Honor icon extension is active: Game use Leader pictures and Battle Honor icons from FLAGS1.SHP file General and unit Leader names from NAMES.TXT file will assigned by main scenario country. The NAMES.TXT file must support this feature (992 name items).
|
PANZER2.DAT file (DOSSIER.SHP)
The DOSSIER.SHP file is part of the PANZER2.DAT file and contains all pictures for the DOSSIER screen. To enable the country dependant General/Medal extension for equipment files, the v2-Patch supports an extended file format with additional General/Medal pictures and a new picture order.
Original format |
1xA/4xB/4xC/1xD, 18 pictures
|
Extended format |
1xA/32xB/32xC, 129 pictures
A: Main Dossier dialog picture B: General picture C: 3 Medal pictures in TV/V/BV order D: unused German medal picture (removed)
|
Number of Icons |
Actions
|
< 129 |
Game use original General/Medal pictures
|
>= 129 |
Game use country depending General/Medal pictures
|
PANZER2.DAT file (UNITINFO.SHP)
The UNITINFO.SHP file is part of the PANZER2.DAT file and contains unit strength and Leader roundel icons. The game supports theoretical unit strength up to 255. Surely the game owns only correct pictures to support a unit strength of 15. But the attached UNITINFO.SHP file in combination with the v2-Patch raises the supported unit strength up to 20. The v2-Patch is compatible with the original UNITINFO.SHP by supporting the original max strength of 15.
Original format |
281 pictures
|
Extended format |
348 pictures
|
PANZER2.DAT file (VIEWUNIT.SHP)
The VIEWUNIT.SHP file includes the unit class pictures and some other stuff. In the original version of this file unfortunately there exist no pictures for the unit classes: FlaK, Ground Transport, Air Transport and Level Bomber. The v2-Patch supports an extended file format and also the original VIEWUNIT.SHP file. The extended format displays two new class pictures for Ground Transports and Level Bomber. Air Transport class receive Level Bomber and FlaK class receive the Air Defense class picture. Don’t forget to change the GUI97.TXT file for correct unit class names.
Original format |
22 pictures
|
Extended format |
25 pictures
|
Text file (*.TXT)
The size of text files used by the game is limited. A text file can contain 64Kb or to be exact, 65,535 bytes. If the file size is bigger the game will not start. But there also exists a text line limit for files. The game can only address a maximum number of text items per file. With more lines then allowed, the game loads the lines up to the 64Kb limit, but this will overwrite used memory space and the game crashes or works incorrectly.
File
|
Maximum text lines |
Maximum text line size (byte)
|
Maximum file size (byte) |
Equip97.txt |
4,000 |
255 |
65,535 |
Gui97.txt |
1,000 |
255 |
65,535 |
Names.txt |
1,000 |
255 |
65,535 |
Misc.txt |
1,000 |
255 |
65,535 |
[Scenario].txt |
1,000 |
255 |
32,767 |
Different victory types for
VHs * Samples
SIDE |
Type of Victory hex |
VH1 |
VH2 |
VH3 |
Axis |
BV |
X |
|
|
|
V |
X |
X |
|
TV |
X |
X |
X |
|
Allied |
BV |
X |
X |
X |
|
V |
X |
X |
|
|
TV |
X |
|
|
|
|
|||
|
||||
|
||||
|
||||
|
||||
|
Sample 2: You scenario own 3 VHs with the following settings. VH1 is
hidden at position 0,0.
SIDE |
Type of Victory hex |
VH1 |
VH2 |
VH3 |
Axis |
BV |
X |
|
|
|
V |
X |
|
|
TV |
X |
X |
||
Allied |
BV |
X |
|
|
|
V |
X |
X |
|
|
TV |
|
|
|
|
|
|||
|
||||
|
||||
|
||||
|
||||
|