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lgeneral-redit/H07-May-2022-8,4926,494

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util/H03-May-2022-2,1721,225

AUTHORSH A D15-Mar-2015106 97

COPYINGH A D03-May-201314.8 KiB281237

ChangeLogH A D04-Jun-201731 KiB641604

INSTALLH A D03-May-20136.8 KiB168129

Makefile.amH A D08-Mar-20151.2 KiB4337

Makefile.inH A D04-Jun-201730.6 KiB974875

README.lgc-pgH A D03-May-20135.8 KiB157120

README.lgeneralH A D03-May-201312.8 KiB266238

README.reditH A D03-May-2013167 63

TODOH A D17-Oct-20151.3 KiB3629

acconfig.hH A D13-Sep-2015389 2118

acinclude.m4H A D03-May-20136.1 KiB176162

aclocal.m4H A D04-Jun-2017198.6 KiB5,3715,012

compileH A D03-May-20133.6 KiB14379

config.guessH A D03-May-201342.6 KiB1,4611,263

config.h.inH A D04-Jun-201718.3 KiB564432

config.subH A D03-May-201330.4 KiB1,5501,409

configureH A D04-Jun-2017371 KiB12,86210,706

configure.inH A D04-Jun-20175.6 KiB177147

depcompH A D03-May-201314.8 KiB523330

install-shH A D03-May-20135.5 KiB251152

lgeneral.desktopH A D10-Mar-2015357 109

missingH A D03-May-20136.1 KiB189152

mkinstalldirsH A D03-May-2013726 4123

README.lgc-pg

1
2              ===================================================
3              LGeneral Converter for Panzer General (DOS Version)
4              ===================================================
5
6
7Quickstart
8----------
9
10If you have installed LGeneral by 'make install', mount your Panzer General
11CD (e.g., to /mnt/cdrom) and run the following command as root user:
12
13    lgc-pg -s /mnt/cdrom/DAT
14
15If you do not have the CD you can download the abandonware pg-data package
16from http://lgames.sf.net, extract it (e.g., to /tmp/pg-data) and run
17the following command as root user:
18
19    lgc-pg -s /tmp/pg-data
20
21If you compiled the source with option --disable-install to play from source
22directory (e.g., necessary to use the reinforcements editor---see README.redit
23for more) you will have to explicitly specify the destination directory. E.g.,
24if you extracted the source to ~/sources/lgeneral-X.X.X (with X.X.X being the
25version number) then you have to run the following commands:
26
27   cd ~/sources/lgeneral-X.X.X/lgc-pg
28   ./lgc-pg -s /mnt/cdrom/DAT -d ../src
29
30Thus, the src-directory of the package is the destination for converted data
31in case installation is disabled.
32
33This will convert the original Panzer General data. The converter can also
34convert single custom scenarios. How, is explained below.
35
36
37Usage
38-----
39
40lgc-pg -s <PG DATA DIR>
41       -d <LGENERAL DIR>
42       [--defpal]
43       [-n <NAME> [-i <ID>] [-t <TACICONS>]]
44       [--applyunitmods]
45
46-s <SOURCE PATH>
47You always need to specify the source directory which contains the original
48data or a custom scenario.
49-d <LGENERAL DIR>
50By default the data is converted to the installation path. With this option
51another path which must contain the LGeneral data structure may be used as
52destination. If installation has been disabled it must be specified.
53--defpal
54This is optional and forces all PG images to use the default palette.
55Usually you won't need this but if a custom scenario provides some strange
56graphics it might be due to a corrupted palette. Using the default one for
57conversion might fix this.
58-i <ID>
59If set it signals that a single scenario should be converted instead of
60full campaign. This is the XXX in the source gameXXX.scn.
61-n <NAME>
62This is the scenario's file name and default title. This option can also be
63used when converting a campaign to change the default name (pg).
64-t <TACICONS>
65If custom tactical icons are involved (scenario offers a TACICONS.SHP) this
66is the name of the target image file. If this option is not provided it
67defaults to <NAME>.bmp.
68--applyunitmods
69Certain unit modifications are hardcoded to lgc-pg. Usually these are only
70applied for the original PG campaign. But if a single scenario uses a modified
71PG unit database these changes should be applied as well which is done with
72this option.
73
74
75Examples
76--------
77
781) Converts all data from CD-ROM:
79
80    lgc-pg -s /mnt/cdrom/DAT -d /usr/local/share/games/lgeneral
81
822) Converts a custom scenario:
83
84    lgc-pg -s /home/michael/newstuff/dunk -d /usr/local/share/games/lgeneral
85           -n Dunkirk -i 44
86
87
88Limitations for single scenarios and custom campaigns
89-----------------------------------------------------
90
91Certain things cannot be converted from original data by lgc-pg and are thus
92hardcoded for the original PG campaign. Therefore if a single scenario or a
93custom campaign is converted, these things have to be adjusted *manually* after
94conversion.
95
96Hardcoded and necessarily the same for everything converted by lgc-pg are:
97  - weather types (e.g., fair)
98  - terrain types (e.g., clear)
99  - target types (e.g., soft)
100  - movement types (e.g., tracked)
101  - unit classes (e.g., infantry)
102  - nations (e.g., Germany)
103
104Of course, names and to some extend attributes can be changed directly in the
105output files after conversion (e.g., renaming a nation).
106
107lgc-pg converts the following with some limitations:
108  - nation flags
109  - unit database
110  - unit icons
111  - terrain icons
112  - maps
113  - scenario names and descriptions
114  - scenarios
115
116The following limitations apply:
117  - a single scenario (not converted as part of a campaign) will lack title,
118    description and author
119  - .order file with all scenario file names in chronological order (used for
120    sorted list in LGeneral) is only generated for PG campaign
121  - campaign tree file is hardcoded for PG only
122  - victory conditions are hardcoded for PG only; for custom scenarios the
123    default is that attacker has to capture all major objectives for victory
124  - prestige per turn is hardcoded for PG and guessed for custom scenarios
125  - weather is hardcoded for PG and randomly generated (but then fixed) for
126    custom scenarios
127  - nation of a unit database entry is determined by name for PG only; in
128    custom scenarios it defaults to none which means it is not possible to buy
129    any units unless one manually sets nations after conversion
130  - special corrections like certain unit flags (e.g., bridgeeng), spelling
131    corrections, attribute balancing and mirroring of tactical icons are only
132    applied for PG
133
134If a single scenario uses its own unit database and it is more or less the same
135as the original database the last two items of the above list can be forced by
136option --applyunitmods. However, this may lead to corruptions, e.g., when a unit
137was totally changed and certain flags no longer apply to it. Nevertheless, in
138general it is a good guess to run this option. A single scenario file directly
139includes the map and modified units (but not their icons).
140
141
142Troubleshooting
143---------------
144
1451) Lars Ekman discovered that you'll have to mount the cdrom with option
146'check=r'. So if your distro uses another option as default and 'lgc-pg'
147doesn't work just try:
148
149    mount -o check=r /mnt/cdrom
150
1512) NOTE: I found various notes in the Internet that this format explicitly
152requires Panzer General *DOS* version so I guess the Win32 version won't work.
153
154
155Enjoy!
156    Michael Speck
157

README.lgeneral

1
2                         ==========================
3                                  LGeneral
4                         ==========================
5
6                         a turn-based strategy game
7                           released under GNU GPL
8
9
10Table of Contents
11-----------------
12
131. About
142. Installation
15   2.1 Building LGeneral on Mac OS X
163. Troubleshooting
174. Main Menu
185. Interface
196. Unit Menu
207. Differences between LGeneral and Panzer General
218. Bugs
229. Feedback
23
24
251. About
26--------
27
28LGeneral is a turn-based strategy engine heavily inspired by Panzer General.
29The engine itself does not provide playable data. However, the program lgc-pg
30(included to this package in subdirectory lgc-pg) allows conversion of the
31original PG data. If you do not own a copy of the game, there is a package at
32http://lgames.sf.net which contains this data. It is copyrighted by SSI, now
33part of UBI Soft, but made available in the sense of abandonware. Please see
34the README in the data package for more information. If you have gotten the
35PG data, one way or the other, see README.lgc-pg to learn how to convert the
36data, after you have installed LGeneral itself as described below.
37
382. Installation
39---------------
40
41LGeneral runs in X and uses SDL (>= 1.1.4) and SDL_mixer (optional, any
42version). Both libraries can be found at http://libsdl.org.
43Now enter your favorite shell and type in the following stuff (in the
44directory you extracted the LGeneral source)
45  > ./configure [--disable-sound] [--disable-install] [--disable-dl]
46      --disable-sound:       no sound
47      --disable-install:     no installation; play from source directory
48      --disable-dl:          disable use of AI modules and stick to the
49                             built-in AI
50  > make
51  > su (become root)
52  > make install (if install wasn't disabled)
53The LGeneral engine and the converter lgc-pg are now installed. Please download
54the data package or use your copy of PG (DOS version) and feed the engine
55according to the instructions in README.lgc-pg.
56
572.1 Building LGeneral on Mac OS X
58---------------------------------
59
60Some hints about building LGeneral on Mac OS X:
61 * Build SDL from source.
62 * Build gettext from source.
63 * Compile LGeneral on a case-sensitive file system, otherwise sdl.h
64   and SDL.h conflict.
65
663. Troubleshooting
67------------------
68
69  1) If SDL is not found remember that you'll additionally need the development
70package for compiling though not for running. (a popular Mandrake user mistake)
71  CY reported a hint for Mandrake: It seems that their SDL package scheme is
72somewhat broken. When you try to install the latest devel package, it might fail
73because some files have to be replaced. Easier than re-installing SDL is to use
74the rpm option --replacefiles for installing the devel package.
75  2) The same applies to SDL_mixer!
76  3) If your sound is out of sync change the last argument for Mix_OpenAudio()
77in audio_open() in audio.c from 256 to 2048. This might help.
78
794. Main Menu
80------------
81
82When the LGeneral title screen is displayed click any mouse button to move
83on and you'll see the themes background without anything on it. Now click the
84*right* mouse button to popup the menu. Each menu item has a tooltip displayed
85at the top of the screen and I consider them quite self-explaining for most
86of the time. ;-)
87  1) Resolution:
88Modifications to the resolution settings are not applied
89immediately but must be confirmed with the apply button.
90  2) Start Scenario:
91Clicking on 'Load Scenario' will bring up the selection dialogue. If you did
92not install any scenarios this is a dead end (get lgc-pg!) else there should
93be a 'pg' directory. Open it and select a scenario. If the selected scenario
94is valid some information is shown and you may now run it or modify its
95settings (control and ai module for each player).
96  3) Start Campaign:
97Works analogously to 'Load Scenario'. The only campaign so far is 'PG'
98which is a full WW2 campaign starting in Poland and ending up in
99Washington if you are good enough. There are some modifications compared
100to the original PG campaign. Please check src/campaigns/PG for more
101information.
102
1035. Interface
104------------
105
106If you start a scenario or load a game you'll be at the tactical map. Moving
107the cursor above a unit displays a quick info about the unit(s) and the
108hex tile.
109  1) Select A Unit:
110A unit is selected by left-click on it where a hex tile is split into two
111regions. The upper one contains the air unit and the lower one the ground unit.
112For example if there is no air unit and you click into the air region the
113ground unit will be selected if there is one.
114  2) Unselect Unit:
115A simple right-click anywhere will unselect the unit.
116  3) Move Unit:
117When selecting a unit the fog mask will change to show where the unit may move
118or em/debark. Left-click on any of the highlighted hex tiles to execute the
119movement.
120  For aircrafts there is a danger mask. If a hex tile is potentially out of
121range, it is covered with red color. This means the aircraft is unlikely (well
122this is almost sure) to reach an allied airfield to supply in time. (If there is
123not at least one fuel remaining, by the end of the turn, the aircraft will crash
124inevitably!) Also, even if a tile is not marked, it may happen that (due to
125enemy aircrafts in the way) the fuel does not suffice. So this is really more of
126a warning. E.g., if you are close to an airfield and sure that you will conquer
127it the next turn, you can ignore any warnings of being out of reach for your
128aircrafts, because as soon as you have the airfield they can supply.
129  4) Attack An Enemy:
130If the unit within the hextile and region the pointer is on is a valid target
131it will change into a crosshair. A left-click initiates the attack. To decide
132whether an attack is useful or not have a look at the expected losses displayed
133at the top of the screen. (very useful!)
134  5) Unit Menu:
135If you left-click on a selected unit the unit menu will popup. (is explained
136below)
137  6) Full Unit Info:
138If you have no unit selected and you right-click on one a full unit info will
139be displayed. Note: It is still possible (though a bit slow) to move the
140pointer above other units to compare properties. A right-click will close
141the unit info.
142  7) Main Menu:
143If you have no unit selected and you right-click into an empty hextile the main
144menu (as described in the section above) will popup.
145  8) Scrolling:
146To scroll the tactical map either use the cursor keys or move the pointer to
147the border of the screen.
148  9) Shortcuts:
149You may use the keys 'n' and 'p' to cycle through all your units that may still
150either fire or move. 'f' and 'F' allow to cycle through only those units that
151may still fire. 'm'/'M' will give you the moving units list.
152  With '-' you can toggle whether a unit is included to any of these cycles. If
153it is not, a purple bar is shown above the strength label. This is useful if
154you have a number of units in, e.g. towns, that are supposed to simply stay
155there. As soon as you move a unit or attack with it, the 'guard' label is
156removed. Same applies if the unit is attacked.
157  Besides, there are many short cuts for the most important menu options. Check
158the menu, the key is shown in brackets behind the description, e.g., 'u' for
159undo a unit's move.
160  'TAB' allows you to flip the layout of asymmetrically positioned windows (like
161the unit quick infos or the deploy window) to see clearly what lies behind.
162
1636. Unit Menu
164------------
165
166These are the options in the unit menu:
167  1) Supply:
168Ships and aircraft must be close to their supply point (harbor, airfield) and
169receive a supply level of 100 (full supply) there. Ground units receive 100 if
170close to an allied town and airfield and lose 10 for each hex tile away
171from the nearest supply point. As soon as an enemy is close the ground units
172supply at 75% of the actual supply level and aircrafts at 50%. If more than one
173enemy is close, the rate drops to 50% for ground units and 0% for aircrafts.
174So be aware that long sieges with no town near in the back may cause trouble if
175you take too long or move too fast!
176  As a help, the unit strength is displayed in red color if the unit is either
177low in fuel (aircrafts <= 20, other units <= 10) or low in ammo (<=2).
178  2) Air Embark/Debark:
179If your unit is on an allied airfield and can use an air transport it may
180embark. If your unit is using an air transport and uses parachutes it
181may debark anywhere on the map (if the embarked unit is able to enter this
182tile, of course) else it is only allowed to debark at an allied airfield.
183It may not have moved yet, when trying to embark/debark (so it must come to
184a halt on or above the airfield before actually em-/debarking) but can move
185directly on the ground after debark.
186  3) Merge Units:
187LGeneral's way of reinforcements differs from PG's. Instead of purchasing
188replacement or elite replacement a unit may merge with another of the same
189class to compensate damage as long as the total strength is less or equal to
19013.
191  The unit, marked by the red up arrow, is merged into the selected unit. The
192new entrenchment is then the weighted sum, assuming entrenchment 0 for the
193marked unit (since it had to move). So to keep entrenchment you must select
194the unit with the high entrenchment first and merge the other into it.
195  4) Split Units:
196This allows splitting up some strength and either direct it to another close
197unit (which makes it an inverse merge) or put it as a new standalone unit. The
198unit doing the split must keep at least 4 strength. When transfering to another
199unit, any strength from 1 to maximum (this unit needs 4 remaining, target may
200not go above 13) may be selected. But if the unit is supposed to be standalone
201it must again have at least 4 strength. So you can only split to a new unit if
202the splitting unit itself has more than 7 strength.
203  4) Undo Turn:
204A unit may undo it's movement if no enemy was spotted.
205  5) Rename Unit:
206Change the name of the unit.
207  6) Disband Unit:
208  If the unit did not yet act in the current turn, it may be disbanded. The unit
209is than permanently (after confirmation) removed from the game.
210
2117. Differences between LGeneral and Panzer General
212--------------------------------------------------
213
214As LGeneral is heavily inspired by Panzer General you can find Werner Archan's
215FAQ at http://lgames.sf.net in Additional Resources for LGeneral. It
216provides many helpful hints to master the game.
217
218However, LGeneral and PG differ in two main aspects:
219  1) Reinforcements: Initially I wanted to have fixed reinforcements arriving
220in later turns but to define these in a balanced and accurate manner proved to
221be quite difficult. Only a handful of scenarios feature such reinforcements.
222Therefore LGeneral now provides a purchase option and means to acquire prestige
223as in Panzer General.
224  There will be no option for replacement though. Units may be merged and split
225as described in section 6.
226  Requested units will arrive next turn for deployment. Unit orders may be
227cancelled any time in the same turn (prestige gets refunded). Once a unit has
228arrived and is ready for deployment it can no longer be refunded.
229  The reinforcements editor lgeneral-redit (a subpackage of this package) and
230already defined reinforcements are still present but deactivated by default. To
231re-enable these and to disable the purchase option run LGeneral with command
232line option --no-purchase. But as I said already only a few scenarios have
233reinforcements defined yet so most of the time this means you just play without
234reinforcements. Any submissions for predefined reinforcements are still very
235welcome!
236  2) Core Units:
237There will be none. It is nice to have a fully experienced killer troop you
238brought all the way from Poland to Washington but how did you manage that? You
239loaded and saved to get good combat results with this unit at a low damage
240rate. Anyone must admit that this is a very untactical way of using a unit.
241Much better going with the auxiliaries: If there was a town to be taken they
242had to go for it at any cost thus they were used to their full tactical extent.
243And that is what should be done with all units on the battle field. With core
244units that are treated like being on holidays this can't be done, so there
245simply will be no way to re-use units in the next scenario of a campaign.
246
2478. Bugs
248-------
249We tested as much as we could and already removed a lot of funny and mysterious
250bugs but this game is still under development so report any suspicious
251behaviour to http://lgames.sf.net/contact.php.
252Known bugs:
253  1) Loading the dynamic AI now works but it seems to screw some pointers which
254results in no unit movement. However on some machines it does work. I wasn't
255able to spot the reason so if you do please tell me!
256
2579. Feedback
258-----------
259Any comments and bugreports are welcome. Please use the contact form at
260  http://lgames.sf.net/contact.php.
261And don't forget to look at http://lgames.sf.net for updates sometimes!
262
263
264     Enjoy the game!
265       Michael Speck
266

README.redit

1Although the reinforcements editor is included to the
2lgeneral package, it is a complete package on its own.
3
4Please see lgeneral-redit/README for more information.
5
6