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New Data Files
Before modifying the game you should backup the following files from the
original PeG.
* Modgen.dat
* Equip97.eqp
* Equip97.txt
* Gui97.txt
* Names.txt
Unzip the file Scenarios.zip into the scenario folder. If you wish to play any
of the scenarios as separate games, copy all the files associated with the file
(except the *.map file) to the Userscen directory.
Make a temporary folder and unzip the contents of game data.zip into this
folder. Save this zip file if you want to be able to run the conversion again.
Copy panzer2.dat from PG2 and modgen.dat from PeG into this folder. Run
"convert PG2 to PeG.bat". This will create a new folder "game_data" below the
folder you ran the batch file in. Copy the contents of game_data to the folder
PeG is located in.
Next unzip the contents of the waves.zip file to the wavs directory of PeG.
Copy all of the mel files from PG2 sfx directory there too. Run melcvt.bat.
This completes the game file installation.
Scenario Conversion
Other PG2 scenarios can be converted to be played using PeG:WW2. The process
I used is described below to allow.
The scenario files from PG2 are nearly identical to those used with PeG. There
is one major difference between the two. PG2 has only one text file associated
with each scenario. It has the same file name as the scenario only with a .txt
extension.
The files associated with a scenario in PG2 are as follows.
Filename.scn: This is the scenario file
Filename.txt: This is the text file, the game uses the first line of this
file to list the game in the scenario listings.
Filename.ply: This is the scenario description for user created scenarios.
The files associated with a scenario in PeG are as follows.
Filename.scn: This is the scenario file
Filename_u.txt: This is the text file describing the unit names used in the
scenario, the game uses the first line of this file to list the game in the
scenario listings.
Filename_m.txt: This is the text file describing the map names used in the
scenario.
Filename.ply: This is the scenario description for user created
scenarios.
In order to be able to load a PG2 scenario in PeG you need to have both of the
PeG txt files present (*_u.txt and *_m.txt). Once this conversion is done PeG
will treat a PG2 scenario just like a PeG scenario.
There are a few idiosyncrasies that occur, but these can all be corrected
using the either the PeG scenario editor or PG2SEDIT. The primary issues are
as follows.
Number of turns.
Any PG2 scenario will end up with 0 total turns when imported into PeG. If
you try to play it, it will end in a victory before you can make a single turn.
This is corrected for using the PeG scenario editor.
Organic transport
PeG has a problem recognizing units from PG2 with organic transport. It will
display the transport unit rather than the combat unit. This can be corrected
in one of two ways. You can undeploy and re-deploy the unit using the PeG
scenario editor or you can remove the transport unit from the scenario file
using PG2SEDIT.
Victory/supply hexes
Some PG2 scenarios do not have assignments for victory and/or supply hexes
translated correctly. Hexes that should be victory hexes are not always marked
correctly. This can be corrected using the PeG scenario editor.
Hex ownership
PeG:WW2 uses different country numbers than PG2. Therefore when you load a
PG2 scenario, the countries listed as the combatants and the hexes they own may
not be correct.
It is not a difficult process to change these assignments, but care should be
done when this is performed. This is particularly true for scenarios involving
the UK and Germany. UK is country 23 in PG2. PeG has only 20 countries, so
PeG:WW2 considers country 23 the same as country 3. Therefore when you first
load any scenario with the UK, their ownership hexes will have a German flag.
It is important to convert these hexes to UK ownership before you convert the
German hexes to their ownership to prevent confusion on who owns what hex.
There appears to be a bug in the PeG scenario editor that prevents the player
form clicking on the bottom two rows of the map and changing any aspect of
these hexes (ownership, victory, supply, etc.). The Salerno map is an example
of a scenario with this problem.
These hexes must be edited using PG2SEDIT.
PG2 vs. PeG
PeG has the following items that do not appear in PG2 and so must be set by
the player.
* Air Supremacy Rating
* Air points. Note: The actual air points each side receives is actually
larger than what is listed here. It appears to be a random value 5 to 10
points greater than what is listed.
* Total Prestige: The total prestige defines the prestige available to the
player for purchases. This value minus the value of the total army is the
amount of prestige available to the player. This is true during scenario
creation and during the game. Since PeG does not give any prestige to the
player during the course of the game, it was decided that this value would be
set so that the total prestige awarded to a player during the course of the
scenario would be available at the start of the scenario.
To convert a scenario proceed as follows.
Required Tools
To convert a scenario you will need the following tools.
* Scenario text conversion tool: pgtpeg1.bat
* PG2SEDIT (available at Lasse Jensen's site, see URL below.)
* Map Conversion Tools (if necessary): PMapCvt.zip and peg map all.bat
Conversion Process
File Management
Copy all the appropriate scenario files from the PG2 scenarios to a new
folder.
Document PG2 Data
Document all the appropriate information from the scenario using the scenario
editor in PG2.
The information you will need is as follows.
* File name of scenario (i.e., name provided when scenario saved)
* Number of turns
* Weather information
* All victory and supply hex locations and ownership
* Total prestige awarded for all turns
Remove Organic Transport
Remove all transport units from the scn file by using PG2SEDIT. This is done
using this tool to ensure that any units that are reinforcements are switched
to combat units.
To do this proceed as follows.
1) Load the scenario into PG2SEDIT
2) Select F5
3) Arrow down through all units and set transport type to 0 for all units.
4) Press escape.
5) Select F9 to save the scenario.
Text File Conversion
Next convert the filename.txt file to the appropriate filename_u.txt and
filename_m.txt files.
To do this proceed as follows.
1) Locate the directory that all the text files for the scenarios of interest
are located.
2) Copy the batch file pgtpeg1.bat to this folder.
3) Run the batch file. It will create a folder called "pegtxt" in the
location the file was run. All the converted text files will be located in
this folder.
File Transfer
Copy the modified *scn files and u.txt, and *_m.txt files to the Userscen
directory in PeG:WW2.
Map Conversion
If the scenario uses a custom map, it needs to be converted from *.shp format
to *.s16 format. Convert the map using the same tools as were used for the PG2
maps and copy the *.map file to the scenario folder and the *.s16 files to the
map folder.
Scenario Conversion
Load the scenario into the PeG scenario editor and make the following changes.
First screen.
1) Change the year to the proper value (1938=08, 1944=14, etc.)
2) Adjust the total number of turns to the appropriate value.
3) Select day or night for the first turn.
4) Adjust the scenario location for the proper geographical location.
5) Adjust the air superiority values for each side. Note: The axis powers
are the Eastern forces.
6) Adjust the stance for each side for attack vs. defend.
Second Screen
1) Change the country assignments to the values correct for PeG:WW2.
2) Assign air points to each side.
3) Leave the prestige setting at 0 for now and proceed to the next screen.
Third Screen
1) Reassign hex ownership to the proper flag. Be careful of the order you do
this to prevent confusion.
2) Verify that all victory and supply hexes are properly marked. Add any that
are needed.
3) Click on a unit and place the cursor below this unit. Note the prestige
value of the army. Repeat for the other side.
Second Screen
1) Adjust the prestige level of each army to the value of the army plus the
amount of prestige desired to be available at the start of the scenario.
2) Save the scenario to the proper name.
Acknowledgments
PeG:WW2 would not have been possible without the support of the following
individuals.
Fred Chlanda
Fred provided many of the utilities necessary to do the conversion process. His
assistance, advice and support was critical to my ability to create PeG:WW2.
Most of his utilities are available at his web site:
http://pages.prodigy.net/chlanda/
Lasse Jensen
Lasse has done a tremendous amount of work concerning the creation and
development of new campaigns and scenarios for PG2. My ability to understand
the structure of the PeG equip, scenario, and campaigns files was based on the
work Lasse has done on these files for PG2. In addition, Lasse has developed
extra scenario and campaign editors that were used as part of the conversion
process.
His web site is: http://w1.1661.telia.com/~u166103891/
Andreas Seidel
Andreas a great deal of advice and encouragement on this project. Considering
the amount of effort he has placed on new campaigns and equip files for PG2 I
am amazed he had any time to help me at all on this project.
His web site is: http://www.geocities.com/TimesSquare/Dome/4756/tricks.html
MADMAN
MADMAN provided advice on some of the intricacies of the PeG modgen.dat and the
equip file.
These individuals deserve a great deal of credit for PeG:WW2 and I deserve all
the blame for any errors.
Mark Kirby
kali...@worldnet.att.net
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