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- Panzer General Map Editor
- Version 0.2 -- September 24, 1995
- Copyright (c) 1995 Charles Tyson. All rights reserved.
-
- Version 0.2 of this program may be freely redistributed. All three files
- must be kept together:
-
- PZGMAPED.EXE (the program itself)
- PZGMAPED.TXT (this file)
- PGPLAY.BAT (a batch file for running new scenarios)
-
- E-mail to
- GEnie: C.TYSON1
- CIS: 102004,333
-
- ****************************************************************************
-
- 1. Introduction
-
- Panzer General Map Editor (PzGMapEd) is a program that allows you to revise
- existing scenarios, or create brand-new scenarios, for Strategic Simulation's
- "Panzer General" game. Now you can bulldoze that highway to Moscow you've
- been wanting, or construct an impassable moat to keep the Boche out of Paris.
- You can even have the armies change sides...have the French and British
- slug it out in a remake of the Hundred Years' War!
-
- PzGMapEd is a Windows application, written with Borland's Delphi.
-
- ****************************************************************************
-
- 2. Getting Ready
-
- If you have the CD-ROM version of Panzer General, you can edit maps but you
- won't be able to use them (since the program loads all its map data from
- the CD-ROM). If you have the floppy disk version, you can substitute your
- revised scenarios when you play.
-
- While the editor does not intentionally change the game's original
- scenario files, it would be a good idea to make backups. You should
- back up the following types of files, all found in the Panzer General
- DAT subdirectory:
-
- MAP*.* (both .SET and .STM files)
- GAME*.SCN
- MAPNAMES.STR (not modified by this version)
- PANZEQUP.EQP " " " " "
-
- PzGMapEd consists of a single file, PZGMAPED.EXE. It can be placed in any
- directory, but the most convenient spot is the DAT subdirectory of your
- Panzer General directory.
-
- ****************************************************************************
-
- 3. Starting
-
- After you start the program, click on File | Open or File | New. If you are
- not in your Panzer General DAT subdirectory, you'll have to navigate to it
- via the Open File dialogue. When you get there, you will see a list of maps
- (files with the .STM extension). Click on any one, then click Open. In a
- moment, a sketch version of the hexmap will appear in the upper left of the
- screen.
-
- (If you chose File | New, you'll be asked to specify the size of the map and
- the default terrain (to begin with, the entire map will be that terrain).
- Then you'll have to show PzgMapEd where your Panzer General data is located.)
-
- Hopefully you'll recognize the symbols used. Rivers are blue dots, rough
- is green hills, fortifications are barbed-wire fences, airfields are
- magenta runways, escarpments are funny brown cliff-type thingies, etc.
- Roads are thin red lines. Below the map you'll see the description of the
- feature the cursor is pointing to, plus its map coordinates and its "Pict,"
- which is a pointer to the screen depiction used in the actual game (there
- are different pictures of most features for artistic variety). Below the
- terrain description are two lines which describe any units present in the
- hex.
-
- At the bottom of each hex is a 2-digit hexadecimal number, which keys to
- the terrain type. Note that there are several types of clear (and other)
- terrain, but these appear to have no effect in the game: a type 01 clear
- hex is the same as an 02 as far as I can tell.
-
- Scroll bars below and right of the map allow you to move to different
- sections of the map. The area displayed is about the same size that you
- see on the screen when playing "Panzer General."
-
- ****************************************************************************
-
- 3.5 Editing Modes
-
- At the bottom left of the screen, you see a set of tabs labelled "Terrain",
- "Units", "Start Hexes" and "Scenario". These are the four editing modes of
- the program. You'll spend most of your time in "Terrain" and "Units". To
- change modes, click on one of the tabs. The right-hand side of the screen
- will change to show the details of what can be edited. The map itself may
- change to show units (marked by crosses and stars for Axis and Allies) or
- Axis campaign game starting hexes.
-
- When you start the program, you're in terrain editing mode. You can enter
- and leave each mode as many times as you wish.
-
- ****************************************************************************
-
- 4. Terrain Editing
-
- On the right side of the screen is the editing box. The editing box is
- inactive until you left-click on a hex. When you left-click on a hex, it
- is shown in inverse. If you DON'T want to change the hex, you can
-
- -- right-click anywhere on the map. This deselects the hex.
- -- left-click on another hex.
- -- left-click on the Cancel button at lower right.
-
- (See below for a special editing shortcut which involves use of the
- right-click).
-
- Assuming you do want to edit the hex, you can
-
- A. Change the Terrain. Use the upper left scroll box to see the
- choices, and click on the one you want. When you change the terrain,
- you change the movement costs to enter and leave that hex. You aren't
- changing the appearance or depiction of the hex--if you change clear
- terrain hex to swamp terrain without changing anything else, it will
- obstruct your movement even though it still looks like a clear hex on
- the game screen.
-
- Note, "Coast" terrain is the type of hex from which you disembark on to
- land hexes.
-
- B. Change the City Owner. This applies to all city, port and airfield
- terrain types. It identifies the country that occupies the hex at the
- beginning of the game. Note that there are a number of countries with a
- minus sign before their name. These countries DON'T have any military
- units, but they can still own cities and be either Axis or Allied players
- if you want them to. (I identified all the countries by staring at their
- tiny flags, and may have gotten some wrong--e.g. the Czech flag may
- actually be a duplicate Luxembourg flag. Go figure)
-
- B1. Identify which cities (and ports) are "Victory Hexes", by clicking in the
- checkbox below the terrain list. If the terrain isn't city or port, the
- checkbox is ignored.
-
- C. Change the Placename. This is the word that appears at the top of the
- screen when playing the game. The common terrain types are at the top
- of the list, followed by hundreds of cities and rivers in no particular
- order. Be sure to check out some of the comical misspellings, e.g.
- "Great Vermouth" for "Great Yarmouth."
-
- D. Change the Road Net. Roads can be placed in clear, river and bocage
- hexes. To make a road extend through a hexside, click on one of the
- six boxes that correspond to the hexsides. A checkmark shows that a
- road is present. Click again to turn off the road. You can have as
- many road hexsides as you want, though you'll have trouble finding an
- appropriate screen depiction of complex roads.
-
- E. Change the Screen Depiction. There are over 200 "tiles" used in the
- game to make an attractive pictorial representation of the various
- terrain types. I don't know how to display the actual tiles for you,
- so you'll have to scroll through this list, deciphering the mysterious
- descriptions.
-
- To describe the visual appearance of a hex, the sides and corners are
- given numbers and letters. The sides are numbered 1 through 6, moving
- clockwise from the top. The corners are lettered A through F, moving
- clockwise from the upper right (the "1 o'clock" position). So when a
- tile is described as "Road B-E", it shows a road going from the
- rightmost corner (3 o'clock) to the leftmost (9 o'clock).
-
- F---1---A
- / \
- / 6 2 \
- E B Something like this.
- \ 5 3 /
- \ /
- D---4---C
-
- Note that while roads and rivers logically pass through hexsides, they
- are depicted as moving through hex corners--this is an artist's trick
- to cut down on the number of different variations that need to be
- drawn.
-
- The description begin with the hexadecimal tile number, which you can
- ignore. Then comes a word or two describing the basic feature shown,
- followed in some cases by a specification. For roads and rivers, you
- will find which two hex corners are connected by the feature. For some
- other terrain types, an indication is given of which way they are
- "facing." For instance, tile number CE is a fortification picture
- which points toward hexside 2, the northeast (or "2 o'clock"). You
- would use this information to make your tiles seem to fit together
- better. As mentioned above, the tile you choose for screen depiction
- has NO effect on movement or combat.
-
- "Shore" tiles are mostly land, with some water. "Coast" tiles are
- mostly water with some land. There are so many Mountain tiles that I
- gave up trying to describe them.
-
- Here are some of the basic depictions for the various terrains:
-
- Clear..........81 Swamp..........7C Airport........80
- Ocean..........49 City...........7D Rough..........83
- Forest.........8A Bocage.........A7 Fortification..A9
- Desert.........B7 Rough Desert...C8 Port...........1A
- Mountain.......C1 Scarp..........D0
-
- None of the changes you make in the edit box take effect unless and until
- you click in the OK box. You can cancel any changes you have made by
- clicking the Cancel box, or by left- or right-clicking on the map.
-
- (The commonest mistake I make is to fully change a hex, then to click on the
- map instead of clicking the OK box--all the changes are thrown out. Beware!)
-
- ****************************************************************************
-
- 6. Shortcut for Repeat Editing
-
- You will often want to change a number of hexes to be of the same type, for
- instance to drain a swamp, clear a forest, a build yourself a river. You
- can do this with the right-click shortcut.
-
- As noted above, a right click on the map normally deselects a hex. But if
- you have just edited a hex, and NO hex is currently selected, the
- right-click has a special meaning: it pastes a copy of the
- previously-edited hex onto the current hex.
-
- You don't have to change the original hex you edit; just left-click on it
- and press the OK button. Pressing OK copies the current hex into a buffer.
- Now, right-clicking on any hex will paste down a copy of the original hex
- UNTIL you left-click on any hex. Once you left-click, the buffer is
- cleared.
-
- The buffer is also cleared when you change editing modes.
-
- ****************************************************************************
-
- 6A. Unit Editing
-
- Click on the Units tab to add, change or delete units. Units appear on the
- map as gray crosses (Axis), or red stars (Allied). There may be both a
- ground unit and an air unit in one hex. There is a built-in limit of 255
- units.
-
- Left-click on a hex to begin editing. For ground and sea units, click the
- radio button in the upper right marked "Surface." For air units (and ground
- units which begin the scenario in air transports), click "Air".
-
- If a unit already exists in the hex, its statistics will be shown in the
- right-hand panel for you to adjust. There are a number of variables that
- must be set for each unit:
-
- 1. The unit's country. If you set this to the first entry, "No one," and
- click OK, the unit will be DELETED. When creating a new unit, "No one"
- is the default owner. Be sure to change it, or your unit will disappear
- when you click OK.
-
- In the upper right is a scroll box filled with types of units. They are
- basically sorted by country, with a bit of scattering. This scroll box is
- used 3 times: to identify the unit itself, to assign it organic
- transportation, and to assign air/sea transport at the start of the scenario.
-
- 2. The unit type (e.g. is it a French infantry unit or a Panther A tank?).
- Scroll through the long list of units in the upper right scrollbox, click
- on the one you want, then click on the first of three check buttons
- (marked either "Unit type" or the current unit type). If you select the
- first entry, "Reserved," and click OK, the unit will be DELETED.
- 3. The ground transport, if any (for infantry and towed weapons). Scroll
- through the unit list again, and select any unit whose name ends with a
- colon (:). Then click on the second check button ("Land transport"). To
- remove transport, select "Reserved."
- 4. If the unit begins the scenario on board a ship, locate the ship
- Transport unit in the scroll box, select it, then click on the third
- check button ("Air/sea transport"). Note: if a ground unit (including
- paratroopers) begins the scenario in a transport plane, it should be
- considered an air unit--click on the Air radio button first.
-
- Note that it may be possible to trick PzgMapEd into doing something
- unwise, such as assigning sea transport to a bomber unit. The results are
- unpredictable (in testing, I once ended up with a group of fighter planes
- with organic truck transportation. The planes refused to cross bodies of
- water!).
-
- 5. The radio buttons marked Main and Auxiliary apply to Axis units only, and
- only matter when playing a campaign. In a campaign, the units marked
- Main are deleted and replaced by your core units.
- 6. Next come three "spin-edit" boxes which describe the unit's strength,
- experience level and entrenchment level. The program knows that strength
- is limited to 10 + experience level.
- 7. Remember that your changes are ignored unless you click the OK button.
- Clicking Cancel or clicking on the map will toss out your changes.
-
- ****************************************************************************
-
- 6B. Repeat Unit Shortcut
-
- The right mouse button repeat trick, described above for terrain, also works
- for units. After you click on or create a unit and press OK, you can paste
- copies of that unit on the map by right-clicking. This happens until you
- left-click, or until you change editing mode. If you right-click over an
- existing unit, it will be replaced.
-
- It is MUCH faster to paste a unit and adjust its characteristics than it is
- to create each unit from scratch.
-
- ****************************************************************************
-
- 6C. Start Hexes Mode
-
- While PzGMapEd is constructed with standalone scenarios in mind, you can try
- to alter existing campaign scenarios. Start hexes mode simply sets the
- locations from which Axis Core units begin the scenario. Starting hexes are
- shown as gray crosses (these do NOT necessarily denote unit locations in this
- mode). Left-click to set or unset a hex as a starting location. The
- right-hand box suggests how many starting hexes should exist, based on the
- maximum number of core units allowed for the scenario.
-
- Also displayed on the right-hand panel is a list of victory cities. This is
- solely for reference; you have to go to terrain mode to change the list. It
- was placed here because there wasn't any room on the terrain page.
-
-
- ****************************************************************************
-
- 6D. Scenario Mode
-
- In Scenario mode, you can click on the "Edit Scenario Values" button to
- edit certain known properties (more on this below). There are a number of
- bytes in the scenario which I don't know the meaning of. These are listed
- below the button. Change these at your own risk.
-
- The labels for the unknown quantities describe the byte location within the
- GAME___.SCN file: S+12 means 12 bytes from the Start of the file; U-8 means
- 8 bytes before the beginning of the Unit list. The next number (2 or 1) is
- the number of consecutive unknown bytes. The final numbers are the most
- common values in existing scenarios. If you are creating new scenarios, it's
- probably wise to enter the most common value for all these quantities.
-
- Under the "Edit Scenario Values" screen, you can
-
- 1. Set the starting date, number of turns, and number of days per turn (this
- last is purely cosmetic as far as I can tell).
- 2. Define the Axis and Allied countries. You can designate up to 6 Axis
- powers; any other units or city-owners are regarded as the Allies. There
- must be at least one Axis country. If too many Axis (or Allied)
- countries are present, PzGMapEd will discard the extras.
- 3. Set the starting prestige level for both players.
- 4. Set the AI prestige pool and its turn interval--this is how the computer
- player comes up with gobs and gobs of new units. For details on how it
- works, see the Strategy Guide.
- 5. Set Max Core Units applies for the Axis only, and only matters for
- campaigns (? it may also affect the total number of units the Axis player
- can buy during the scenario).
- 6. Set Maximum auxiliary units for the Axis (the non-core units in a
- campaign). For the Allies, this number defines the maximum total since
- Allied units are not distinguished between Core and Auxiliary.
- 7. Set air and sea transport points for both sides. Remember to adjust
- these values if you create transported units.
-
- Click OK to exit this screen.
-
- ****************************************************************************
-
- 7. Saving
-
- In this version, the File | Save option is always disabled.
-
- The File | Save As option is enabled as soon as you load a map. You don't
- specify a full filename to save under. Instead, you give a 2-digit number
- which is incorporated into the various map files. The number must be in
- the range 39 to 99: this prevents you from overwriting the original game
- maps.
-
- You will get a warning message if you are about to overwrite one of your
- own maps.
-
- Note that in this version, you are not warned to save your work before
- exiting the program. Your changes are lost if you don't explicitly save
- them. Sorry about that.
-
- ****************************************************************************
-
- 8. Printing
-
- You can print a tolerable copy of the full map. It's just a glorified
- screen dump, but it's useful for planning your revisions.
-
- Under File | Printer Setup, you can choose the printer you wish to print
- to. Other options are currently ignored--the maps always print out in
- landscape orientation and expect letter-size paper.
-
- I've adjusted the printing routine to work well on a 300 dpi Laserjet or
- compatible. Hewlett-Packard inkjets also work fine. I don't know if the
- routine is correct for higher resolution printers. Postscript printers are
- not supported (a problem in Delphi, as far as I can tell). Inkjet users
- should beware of maps with lots of sea hexes--they'll use up your cartridges
- in a hurry.
-
- ****************************************************************************
-
- 9. Using Revised Maps
-
- To use your revised map in place of the original, you need to do some
- file-shuffling in DOS. PLEASE MAKE BACKUPS OF YOUR ORIGINAL FILES AS
- RECOMMENDED ABOVE!!! To repeat, backup your MAP*.* and GAME*.* files (the
- current version of the program is only concerned with the MAP*.* files, but
- future versions will probably create replacement GAME*.* files).
-
- Let's suppose you've altered the Barbarossa maps (MAP23.SET and MAP23.STM),
- and saved your changes as MAP40.SET and MAP40.STM. These files are all in
- your \PG\DAT directory. You have backups of MAP23.* in a \PG\DAT\BAK
- subdirectory.
-
- To use your map, go to the \PG\DAT directory and issue the command
-
- COPY MAP40*.* MAP23*.*
-
- If you're running a recent version of DOS, you'll be warned about
- overwriting existing files. Do it. Then go to the \PG directory and start
- the game as usual. Select the Barbarossa scenario, and your new map should
- be present.
-
- After playing, you can restore the original version from the DAT directory
- with the command
-
- COPY BAK\MAP23*.*
-
- Your revised MAP40 will still be there for future playing.
-
- ****************************************************************************
-
- 10. PGPLAY.BAT
-
- A batch file called PGPLAY.BAT is included which can simplify this file
- renaming chore.
-
- PGPLAY.BAT is a simple-minded batch file which renames the scenario files
- so you can access the new scenario from within Panzer General. All you
- have to remember is that the new scenario always hides under the name
- "Warsaw"!
-
- A few one-time steps are necessary before using PGPLAY. I'm going to
- assume that your Panzer General directory is named \PG. If it's not,
- substitute your directory name for \PG.
-
- 1. Use the MKDIR (MD) command to create a subdirectory \PG\DAT\BAK.
-
- 2. Copy three files to \PG\DAT\BAK:
- MAP02.SET
- MAP02.STM
- GAME002.SCN
-
- 3. Copy the enclosed file PGPLAY.BAT to your \PG directory.
-
- That's all for setup. Now you can create a scenario with PzGMapEd. When you
- save it, it will have a number between 39 and 99. From your \PG directory,
- type the command
-
- PGPLAY nn
-
- where nn is the 2-digit number of the new scenario you want to play. Don't
- enclose the number in quotes.
-
- This batch file will copy the "nn" scenario files over the existing "02"
- scenario files ("02" is the Warsaw scenario). Then it starts the Panzer
- General program. Click "S" (play a scenario), and choose the Warsaw
- scenario. But presto-changeo, Warsaw has turned into your new scenario.
-
- After you end the game, your original Warsaw scenario will be recopied
- from the \PG\DAT\BAT directory into the \PG\DAT directory.
-
- (Why Warsaw? Originally I tried replacing the Poland scenario (number 01),
- but found that both sides are prohibited from building airplanes in that
- scenario--or any scenario taking its place)
-
- ****************************************************************************
-
- 11. Bugs
-
- I'm not aware of any actual bugs (as opposed to "inelegant design choices
- and incomplete functions," of which there are many). Error checking, to be
- frank, doesn't exist. If you find something horribly wrong or even just
- moderately annoying, email me at the addresses above and I'll try to look
- into them.
-
- ****************************************************************************
-
- 12. Note for version 0.1 users
-
- Version 0.1 saved only the two map files. Since this version wants to edit
- entire scenarios, it insists on looking for the associated GAME0__.SCN file.
- So to open a previously-edited map with a scenario number from 39 to 99, you
- need to create a GAME0__.SCN file with the same number. Use DOS to copy
- the GAME0__.SCN file from the original scenario, and version 0.2 will be able
- to open the map.
-