EDITORS
Information and Tips

 
Introduction
Tyson´s Editor
Reinier´s Editor
Smid´s Set Edit
FPGE/others
Win95 Scen. Editor
Hex Editor
Tip and Suggestions

 

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Introducction
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.The Panzer General Editor Page is designed to document the scenario editing utilities, the techniques and the editing recommendations accumulated by the Tortoise Page contributors.  As you read, you are encouraged to think of your own helpful editing tips and techniques.  Your fellow authors are interested in reading your viewpoints and suggestions.  Take the time to down load the MS Word text file provided below and, "in the color red", submit your additions, recommendations and corrections.  Return the marked up text file to the Tortoise Page Web Master and, as appropriate, your material will be incorporated in the next update.  This is an open invitation to all users of the Panzer General (and Allied General) editor utilities.
WORD DOCUMENT
Date of last update:  03 April, 1999
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Tyson´s Scenario Editor

   This is the basic utility which makes it possible to edit existing scenarios and to create new scenarios from scratch. As with all things in life, there are a number of things this utility will do and will not do (or could do better). For those few functions which need help, there is luckily a wealth of additional utilities available. Following is a listing of things which can, and can not, be done with the basic editor:

Things Which Can Be Done And Special Features:

1-  Edits Panzer/Allied General scenario files which are in the dos format (this  editor is not for Win/Mac formatted scenarios). This editor requires that the supporting dos scenario files are loaded in the editor.
 
2- New maps may be generated from scratch. The vertical and horizontal size of the map is selected prior to building the map.
 
3- Terrain features can be added, changed and deleted. This includes cities, objectives and airfields.
 
4- Mapnames can be added, changed and deleted. Changing of names depends on the names resident in the Mapnames.str file which is loaded in the editor.
 
5- Units can be added, changed and deleted. Changing of units depends on the unit descriptions resident in the Panzequp.eqp file which is loaded in the editor.
 
6- The allegiance of a country´s military forces, cities, airfields and objectives can be changes between axis and allied.
 
7- Basic unit parameters (strength, experience, transport, fortification) can be individually adjusted for the scenario requirements.
 
8- Date, length, weather conditions, aggressiveness, transport availability and victory conditions can be selected.
 
9- Total number of objectives is 20, otherwise the scenario crashes.
 
10- The maximum number of units placed on the starting map is 220, otherwise the scenario crashes. (This appears to be a Windows/Macintosh limitation. A limitation for dos scenarios is unknown)
 
11- PG scenarios can be converted to AG scenarios. As an example, suppose a PG scenario has Germany and Hungary as the Axis forces and Russia as the Allied. To convert the scenario to AG, the Axis forces need to be identified as the Russians while Germany and Hungary become the Allied forces. Also, the prestige, transport, units available and U settings (U-2 through U-8) for Axis and Allies need to be interchanges. In the same manner, an AG scenario can be converted into a PG scenario. After conversion, it is advisable to play test the scenario to ensure that the prestige allotments are correctly distributed and that the settings for S-12 (icon facing), S-14 (prestige allotments) and S-15 (defensive/offensive posture) are set correctly.

 

Things Which Can Not Be Done Or Have Limitations
 
 

1- The maximum size of the map is 3350 total hexes, i.e. the vertical times the horizontal can not exceed 3350. As an example, a map of 40 by 42 hexes has a total surface area of 1680.
 
2- The scenario starting date must be set to 1938 through 1999. Any starting date outside this range is automatically defaulted to 1938. A hex editor may be used to overcome this default setting.
 
3- The number of units must be set to a number equal to, or greater than, the number of units placed on the map. As an example, if 55 axis units are placed on the map and the total units is set to 40, the editor will default to 55 the next time the map is saved. A hex editor may be used to overcome this default setting.
 
4- The maximum days between prestige allotments is defaulted to 10 days. A hex editor may be used to overcome this default setting.
 
5- The maximum days between game turns is defaulted to 10 days (10 may not be correct, this needs further investigation). A hex editor may be used to overcome this default setting.
 
6- The utility is good at assigning terrain and roads to map hexes; however, it is not designed or intended to easily adjust terrain for the proper graphics. There are much better utilities for working with graphics.


Scenario Parameter Values Which Can Be Edited

        Ten of the basic scenario parameters can be selected and edited from the editor´s Scenario screen. The so called S and U values are listed below with a brief explanation of their purpose:

S+12  Selects the direction, which the Axis troops face:

1 = Axis troops face to the right (East Front, North Africa)

-1 = Axis troops face to the left (West Front)

S+14 Determines whether the defensive side gets the per turn prestige allotment. If this number is different from the value assigned to S+15 (0 and 1 are the valid entries) then the Defensive side gets the per turn prestige allotment. The per turn allotment is based on the starting number of defensive units.

0 = Prestige allotted per turn based on the starting number of units. The Allied troops play offensively.

1 = Prestige allotted based on the prestige pool and turns between prestige settings. The Allied troops play defensively.

S+15 Determines whether the Axis side is on Offense or Defense:

0 = Axis plays Offensively

1 = Axis plays Defensively

S+16 Starting weather conditions:

1 = Initial weather is clear and ground is dry

0 = Initial weather can be bad with the ground muddy or frozen on the first turn.

S+17 Weather regions:

0 = Desert (weather is always good)
1 = Mediterranean
2 = Northern Europe
3 = Eastern Europe
As a general rule, values 1 thru 3 indicate increasingly worse weather probabilities.
 
 

S+25 Turns per day:

0 = 1 turn/day

2 = 2 turns/day
 
 

U - 8 Determines whether Axis Air Transport is available:

0 = No Axis Air Transport

29 = German Air Transport is available

30 = Italian Air Transport is available

U - 6 Determines whether Allied Air Transport is available:

0 = No Allied Air Transport is available

178 = British Air Transport is available

354 = US Air Transport is available

U - 4 Determines whether Axis Sea Transport is available:

0 = No Axis Sea Transport is available

299 = Sea Transport is available

U - 2 Determines whether Allied Sea Transport is available:

0 = No Allied Sea Transport is available

291 = Sea Transport is available
 

Observations, Editing Tips And Things I´ve Learned Along The Way
 

1- In order to work, this editor requires loading of five support files; the three files comprising the dos scenario, the equipment file and the Mapnames file. If the Mapnames and/or equipment file is not compatible with the three dos scenario files, the editor will give an Out Of Limits error message and then crash. Therefore, every name and unit which appears in a scenario must have a corresponding name or unit in the Mapnames.str and Panzequp.eqp file.

2- I find this editor very useful when placing terrain features. . . and especially good when placing terrain features which have unique names. As an example, paste a river graphic of the Swan River on a new map. Copy and paste the river graphic (along with the name you have given it) everywhere you want the river to go. The actual graphic you use does not matter since you will later use one of the utilities designed for graphics to pretty up the map. By first using this editor to name, and block in the river, you have quickly accomplished the hard part. The same technique can be done with mountains, deserts, oceans, forests, etc.

3- Be careful when placing units which have organic transports. The transport selected for a unit tends to remain active when you progress to the next unit. After you place the next new unit that you have made (not copied), check the new unit to make sure that it does not have an unwanted transport.

4- Here is an easy way to count the total number of units you have placed on a map. First, set the number of Core, Axis Aux and Allied Aux units to zero. Second, save the scenario and quit PzGMapEd. Third, re-open the scenario and view the Core/Aux unit screen. The total number of units placed on the map will be displayed. What has happened, is that the editor has not accept the zero values and is now displaying the actual number of units deployed. The editor counts the units and displays the true number of units as the default value.

5- I often use this editor, and Smid´s terrain editor, at the same time. With the strategic map from Smid´s editor displayed in one corner, and Tyson´s editor displayed in the opposite corner, I find that it is easier to see how the small patch of terrain displayed in Tyson´s editor fits into the overall big picture. This is most useful when placing units on the map.

6- This program deletes “neutral hex” designators, i.e. the neutral hexes are defaulted to their normal terrain values.  To restore, add or changed the hexes which are to be neutral, use the SetEdit utility.
 
 

PgMap
(Reiner´s Terrain Editor)



     This is a terrain graphics editor featuring an easy to use interface, full color graphics and click & paste terrain editing. The editor automatically changes the terrain parameters when a new type of terrain is pasted on a map, i.e. pasting a marsh graphic over a mountain graphic changes the movement /defense /name characteristics of the hex from mountain to marsh.
 
 

Observations, Editing Tips And Things I´ve Learned Along The Way

1- I find this editor to be the best editor for quickly and easily putting in roads. After editing roads, you will need to reopen the scenario with Tyson´s editor and verify that all of the roads are properly connected. The editor inserts default road connections (the red road lines as shown in Tyson´s editor), however, sometimes the default road lines do not connect properly. This adds an extra step to editing roads, but certainly does not detract from the overall value of the editor.

2- This editor is adequate for editing open terrain, rivers, forests, cities, airfields, swamps, ports, bocage and roughs. For these types of terrain it does not appear to have any advantage over Smid´s Terrain Editor, therefore, the use of this editor for these editing functions is purely up to the author´s preference.

3-  I do not advise the use of this editor for working on mountains or shore/coast lines. Using a combination of Tyson and Smid editors is better suited for these types of changes.

4- A word of caution when using this editor: If you have created a map which has special place names (such as river, forest, mountain, city or port names) this editor will overwrite your special names. The editor uses the generic terrain names for the graphics, therefore, any special names you have placed on the map will be overwritten as you paste in new terrain.

SetEdit
(Smid´s Terrain Graphics Editor)

 
   This is a terrain graphics editor featuring an easy to use interface, full color graphics and click & paste terrain editing. This editor is strictly used for changing the terrain graphics and not terrain parameters, i.e. a hex with a marsh (which was placed with Tyson´s or Reiner´s editor) will retain the movement/defense/name characteristics of a marsh not matter what type of graphic is pasted over it with this editor. .
(D. Smid’s comments: This is not quite true. There are two quite important features - Generate Terrain and Generate Names. Generate Terrain will generate common terrain values and write them into *editedfile*.stm. Generate names will generate common names and write them to stm file as well. All you need to do in Tyson's editor is to add scenario specific names and roads.)
Except for editing roads, this is my graphics editor of choice.
 

Observations, Editing Tips And Things I´ve Learned Along The Way

1- As noted under the Tyson Editor notes, I suggest that strategic map function of this editor be used to see the big picture when placing units. This editor is also very useful for seeing the effect terrain changes (made with Tyson´s editor) have on a strategic scale. As an example, open a scenario with both the Tyson and Smid editors. Place a mountain chain and some forest areas on a new map, then use the Reload function on the Smid editor to get a strategic view of the terrain changes.

2- If it is desired to make terrain graphic changes, make certain to first Save and then Quit the Tyson editor. If you don´t save and quit the Tyson editor first you run the risk of losing and graphics changes that you will be making with the Smid editor.

3- This editor can be used to make objectives out of terrain features which can not normally be objectives. (I do not know is this is important is the dos world, but in the Mac/Windows world only Ports and Cities can be designated as objectives). As an example, suppose it is desired to have a river bridge as an objective. Use Tyson´s editor to place an objective city where the bridge should be and then use Smid´s editor to paste the appropriate river/bridge graphic over the objective city. What you end up with is actually a city objective which looks like a bridge. This is a work around, however, it does enable the author to expand the possibilities. This paragraph uses a bridge as an example but the objective could easily be a road crossing, mountain top, a fortification or a beachhead. I have not yet found a way to make an airfield an objective (looking for some help with this).
4-  This editor is used to change, add and delete neutral hexes. To make a hex neutral, hold down the shift key while right clicking on the hex.  Repeat the process in reverse to delete a neutral hex.  Note that opening a scn with the Tyson editor deletes all neutral hexes.  It is recommended that neutral hexes be edited as a last step after editing with the Tyson editor has been completed
(D. Smid’s comments: This is true but there is a menu otion that prevents such loss of neutral hexes. When you turn Use Neutral Hexes Backup on, editor will create .nhb backup file each time you save the map and search for it and when you open a map. It is important to uncheck this option before you save the last "release" version of map. ( *.set could have been damaged by Tyson's editor meanwhile and you won't realize it because neutral hexes are loaded from *.nhb )).


FPGE
(Fred Chlanda Editor)


Introduction

FPGE is a full featured scenario editor for Panzer General. With it, scenarios can be modified or produced from scratch. The map and units are displayed much as they are in the game. Almost anything that you could change with a hex editor can be modified with FPGE. Like the original Panzer General, it is a DOS program (although it should work under various flavors of Microsoft Windows).

It will take several megabytes of memory to run, since most data is stored internally, and you must have a mouse installed.

To install the program, place it in a directory with the PG files: mapnames.str, tacmap.shp, tacicons.shp, flags.shp, panzequp.eqp and the complete set of scenario files that you want to edit i.e. Gamexxx.scn, Mapxx.set and Mapxx.stm. FPGE only writes files numbered 0 which prevents inadvertent overwriting of scenario files that should not be changed, therefore, this editor program can be safely installed in your PG DAT directory.
FPGE is primarily a scenario editor although it has some very limited map editing capability.

Principal features in FPGE

1. You can view the maps and units in a screen that looks much like Panzer General.

2. Units on the map can easily be copied or moved. Their experience, entrenchment and strength can be edited. New units and their appropriate transport can be picked from the equipment file (that can show all units or only the disponibility by data) and placed on the map.

3. Most of the scenario variables including weather, turns and prestige can be edited.

4. Deployment, objective, and neutral hexes can be changed.

5. The tile bitmap and underlying terrain features can be changed.

FPGE gives you a view of the PG battlefield much as you would see in the game (with spotting all units on). Above and on the right side of the map are sliders and arrows that will let you move around the map (this can show your movements in large maps since there is no strategic map view).
Above the top slider are radio buttons which will alternately let you view the air or ground units, core, auxiliary and allied units. This is the only (little) fault that I have found: because you cannot see the colored square (for axis/allied-core/auxiliary units), if you don't have great attention you can place units as core instead of auxiliary or, a very damn thing, as allied instead axis and vice versa).
In the upper left corner is a very exhaustive information box. You can directly edit the name for river, city, etc. if you know the identification number of the name in the mapnames file.
In the upper right corner is a Status box which will usually give some information about the current editing operation.
Editing functions of Fred Chlandla’s FPGE are very intuitive and complete. I use many times this program and I find that it is very good to place units on the map and editing scenarios data (to make map features I suggest to use others editors).

Important Note

If you use a homebuilt tacicon file which contains over 300 icons, the program will not start (it has a maximum limit of 300 icons).
I suggest this trick:

1) Employ the original PG tacicons file (instead you can normally use homebuilt panzequp file) then start FPGE (the program don't crash)

2) Place the units on the map (units without icon are invisible in the map but the information box on the upper left give you a correct position of the unit)

3) Next save the scenario and start normally PG with homebuilt tacicons
file.

I don't find problems and the scenario work fine (NOTE: remember to start PG with the correct tacicons file !!).

A copy of this editor may be downloaded at:

FPGE

X2PGMap and PG2Xmap Conversion Utilities
*XWG Map is a full featured map editor able to make maps for Panzer General, Panzer General 2 and People's General.  These two DOS programs will convert Panzer General maps to XWG* format and XWG format maps to Panzer General compatible maps.
Not all of the information is retained between the two formats (ownership, victory hexes, names etc. are lost).  Nevertheless, pg2xmap is a good map editor with these advantages:
1) You can enlarge or reduce the map columns and rows "en route".
2) You can save and print the map as bitmap file. The vision is stylized but clear.
3) A spray function consent you to place randomly together three types of different tiles (very useful for forest and mountains).

Other editor features are similar to Reinier's map editor.

A copy of this editor may be downloaded at:

XWG

Win95 Scenario Editor
(Haering´s DOS/WIN Conversion Utility)

          The AG/PG Scenario Editor is normally provided as a package containing both Tyson Editor and Haering´s DOS/Windows conversion utility. Tyson´s Editor is described in a separate paragraph. This paragraph describes the use of Haerings conversion utility.

         The utility is used to build the three dos scenario files (Game0xx.scn, Mapxx.set and Mapxx.stm) into the single Game0xx.scn file used by Windows and Macintosh. Conversely, the single Windows/Macintosh Game0xx.scn can be broken down to the three dos component parts. This allows Windows formatted scenarios to be edited using the dos scenario editors. Both Panzer and Allied General scenario files can be manipulated using this utility, therefore, this utility can be usefully employed by both Windows/Macintosh and dos users.

Hex Editors

           The ability to hex edit the dos scenario files provides a valuable tool to the PG/AG author. Since there are many good hex editors, and they all work about the same,this section does not make a specific recommendation. This section should be regarded as generic information for all hex editing.

           The Tyson scenario editor is designed to enter default values for several of the game values. This is an excellent feature since this helps us to avoid self-inflicted problems. There are, however, times and conditions when it becomes desirable to break the rules and use values other than the default value. Hex editing of the completed Game0XX.scn file (the dos scn version is used in this example) permits us to work around the default values.

          The values I have found necessary to hex edit are the starting year, number of days per game turn, maximum Axis core/auxiliary units, maximum Allied auxiliary units, turns between Axis prestige allotment and turns between Allied prestige allotment. Below I have identified the location of these values in the hex edit screen and provided some rational for using values which are outside of the default limits. All of these values can be found on the two scenario data and detail editing screens of the Tyson editor.

        All of these values are found in the first three rows of the Game0XX.scn hex file:

XX XX XX XX XX XX XX XX XX XX XX XX S12 S12 S14 S15

S16 S17 AxC AxA AlA Tr Day Mo Yr XX Dt XX XX XX XX AxP

AlP XX XX XX XX . . . (the rest of the file contains the objective
locations, city/airfield locations and unit data)
 

S12 thru S17 Ð these are the initial condition settings edited on the first of the scenario data and detail pages. No hex editing needed for these values.
 

AxC Ð total number of allowable Axis core units. If a number smaller than the actual number of core units existing on the map is enter, the Tyson editor will default (increase) the number to the actual number of core units on the map. The editor uses the number of core units on the map as the minimum number acceptable. With a hex editor you may enter a value lower than the actual number of core units. Use of a smaller number simulates the situation where core units can be lost but are not replaceable, i.e. attrition. This requires the player to preserve core units and repair damage by the use of reinforcements and not unit replacement.

AxA Ð total number of allowable Axis auxiliary units. If a number smaller than the actual number of auxiliary units existing on the map is enter, the Tyson editor will default the number to the actual number of auxiliary units on the map. The editor uses the number of auxiliary units on the map as the minimum number acceptable. With a hex editor you may enter a value lower than the actual number of auxiliary units. Use of a smaller number simulate the situation where auxiliary units can be lost but are not replaceable, i.e. attrition. This requires the player to preserve auxiliary units and repair damage by the use of reinforcements and not unit replacement. I have found this type of editing to be useful when designing scenarios where there is no (or little) outside help. The battle is fought and decided using the troops already present on the battlefield. This prevents an opponent for surrounding the last objective with endless quantities of inexpensive infantry, anti-tank guns and tanks, and places a higher value in preserving the original forces by use of reinforcements. Restricting the allocation of prestige places limits on the number of reinforcements available.

AlA Ð total number of allowable Allied auxiliary units. If a number smaller than the actual number of auxiliary units existing on the map is enter, the Tyson editor will default the number to the actual number of auxiliary units on the map. The editor uses the number of auxiliary units on the map as the minimum number acceptable. This follows the same rational as that given for AxA.

Tr Ð number of turns in a scenario. No hex editing needed for this value.

Day Ð day of the month the scenario starts. No hex editing needed for this value.

Mo Ð month of the year the scenario starts. No hex editing needed for this value.

Yr Ð last two digits of the year the scenario starts. The minimum value allowed is 38. I haven´t tried, but I presume there is a maximum value, possibly 99. For all scenarios starting earlier than 1938 the designer will need to hex edit the starting year, otherwise, the editor will default the value to 38.

Dt Ð days per turn. The maximum editor default value appears to be 10 days per turn (a bit of uncertainty on this point). There also appears to be an upper limit acceptable to the game engine. I once tried to make a scenario of 20 turns for the five years 1940 thru 1945 and the game engine crashed when I made each turn equal to 90 days. There is an upper limit but I do not know what it is.

AxP Ð the number of turns between Axis allotments of prestige. The maximum default value is 10 days. The most important reason for editing this value to a number greater than 10 is to prevent the game from crashing. If a scenario is designed where one side starts the scenario without owning an objective and the game subsequently tries to calculate the prestige earned at the start of a turn, the computer will attempt the prestige calculation using the number 0 (since 0 is the number of objectives owned) resulting in a crashed game. To prevent the game engine from attempting the prestige calculation it is necessary to set AxP to a value greater the number of turns in the scenario. If the scenario is 20 turns long then AxP needs to be 21 turns. A second reason, in a situation where both sides own objectives) is to put a restriction on the number of times, or point in the scenario, where the game engine allocates prestige. It is possible that in a 22 turn scenario the designer would like to have the scenario end with one last, big battle. In this case the scenario could be set to provide a large prestige dump on turn 18 ensuring that both sides can ramp up for the final conflict.

AlP - the number of turns between Allied allotments of prestige. Same rational as above.
 

   Please note that after the Game0XX.scn file has been hex edited for values which are outside the limits of the Tyson editor, opening that file with the Tyson editor will cause the editor to assign the default values in place of the values entered with the hex editor. Hex editing needs to be done after all Tyson editing has been completed.

   It is certain that the items I have described above apply only to special situations. The only reason I investigated hex editing was so I could make my scenarios start in 1914, otherwise, I would have little use for hex editing. I can see some value in hex editing for those making Spanish Civil War and China scenarios, especially since a great deal of the action occurred prior to 1938.

Miscellaneous Editing Tips and Suggestions


Mountains: There is an easy way to make mountains. . . you steal them. Use Smid´s Terrain Editor to open a scenario map which has mountains. Find some mountain groups which look good and write down the graphic hex codes which make up the mountain group. I have several pages of graph paper notes on various mountain groups. Mountain groups can be used individually or combined into mountain ranges. When placing mountains you may want to keep in mind that some (most) mountain groups are arranged in either a vertical or diagonal alignments. You will need to mix and match mountain groups in order to produce the visual effects you want for your scenario.

Mountain Building Sequence. Building mountains requires the combined use of the Tyson and Smid editors. 1) Open the scenario map with both the Tyson and Smid editors. Arrange the window so that both the Tyson editor and Smid´s strategic map are visible. 2) Paste a mountain on the map using the Tyson editor. I recommend using mountain graphic 66. If the mountains have a specific name, paste the mountain with it´s name on the map. 3) Highlight the mountain you just pasted on the map, copy it and continue by pasting the copied mountain for the remainder of the mountains. 4) Use the Reload function on the Smid editor to bring up the modified map. At this point your concern is whether the mountains are in the correct places, not necessarily what the mountains look like. 5) Repeat steps 3 and 4 until you are satisfied with the placement of the mountains. Save the Tyson editor scenario and then quit the Tyson program. It is important that you quit the program. 6) Use the Smid Terrain Editor, the mountain groups you copied earlier and any combination of custom mountains you find necessary to complete the building process. The reason I suggest using mountain graphic number 66, is that it is a standalone mountain graphic and looks acceptable even if you do not care to complete the mountain painting process.

(RhinoBones)
 River Building Sequence. Building rivers requires the combined use of the Tyson and Smid editors. 1) Open the scenario map with both the Tyson and Smid editors. Arrange the window so that both the Tyson editor and Smid´s strategic map are visible. 2) Paste a river graphic on the map using the Tyson editor. Any non river/bridge graphic will suffice. If the river has a specific name, paste the river with it´s name on the map. 3) Highlight the river you just pasted on the map, copy it and continue to paste the remainder of the river. 4) Use the Reload function on the Smid editor to bring up the modified map. At this point your concern is whether the river is in the correct place, not necessarily what the river looks like. 5) Repeat steps 3 and 4 until you are satisfied with the placement of the river. Save the Tyson editor scenario and then quit the Tyson program. It is important that you quit the program. 6) Use the Smid Terrain Editor to complete the building process by pasting on the correct river graphics. If you know where you want to place the bridges, this is a convenient time to paste them in also. If the river you are making has a specific name, I strongly recommend that you do not use the Reiner Terrain Editor. The Reiner editor will apply the generic name to the river hexes and cause you to go back and rename the river hexes.
(RhinoBones)


River Building Sequence (2)

If you are developping a single scenario (not for a campaign) and use a small mapnames file which contain only the  neccesary names for the scenario.
then using Reiniers Editor can be very useful as it lets you drawing quickly Rivers thanks to the program feature "Quick selection by right Clicking on mouse" so you can drawing quickly a river seeing what you are drawing on the map. to rename the river hex becomes easier if you open the scenario in C.Tyson editor with the small mapnames.str file and if you have added the rivers name just to the top of the file

(S.Vidal)
River Bridges. Bridges can be included as part of the River Building Sequence, but if you didn´t include bridges, or just need to add some more, this is how I suggest you go about the task. After you have completed laying in the river, find the spots where bridges are needed and use Smid´s editor to paste in the bridges. When you do this you may find that you also need to change some of the existing river graphics to make the bridges fit properly. At this point in time it is not necessary to use Tyson´s editor to fill in the road. I recommend that you fill in the clear terrain roads (not the bridge road) using Reiner´s editor. Reiner´s editor will display the bridge graphic you already pasted and allow you to correctly connect the clear terrain road to the bridge. After completing the roads you will need to use Tyson´s editor to make sure that all of the road lines are connected properly. As you do this task you can also fill in the road lines which go over the bridge.
(RhinoBones)
 Shore/Coast Lines Building Sequence. I find that building the shore and coast line is the most time consuming part of making a new scenario. Unfortunately, I happen to like oceans, islands and lakes in my scenarios so, by necessity, I needed to find an easy way to make these features. In the process I use, making the shore and cost lines is the second step of the Map Building Sequence. After placing the cities and ports I do the following: 1) Using Smid´s Terrain Editor, I paste in all of the coast and shoreline graphics. This includes placement of the coast/river hexes. This step places all of the graphics on the map, however, the designer is still required to identify the hexes as to whether they are coastal or shore. Save the file and quit Smid´s editor. 2) Open the scenario using Reiner´s Terrain Editor. This editor will display all of the shore/coast you pasted in with Smid´s editor. Use Reiner´s editor to outline all of the coast/shore hexes. I usually use a desert graphic for this step. . . actually any non ocean or clear terrain graphic will do just fine. When you are finished all of the coast and shore hexes, which have a hex side common to land, or ocean will be boxed in (outlined). Save the file and quit. 3) Open the file with Tyson´s editor. You will be able to see exactly where the shore and coast hexes are located; in this example, the shore/coast hexes would be all of the hexes between the desert hexes. Highlight each shore/coast hex and adjust them for the proper Type of Terrain and their Name. Remember: the Type of Terrain for Coast is Ocean and for Shore is Clear. 4) The final step will be to use Tyson´s (or Reiner´s) editor to correct the hexes you used to outline the shore. This step can be do at any time which is convenient for the author.
(RhinoBones)
 Map Size & Distance Per Hex. The size of the map and the relative distance (miles or kilometers) each hex represents is certainly a decision the author needs to make prior to starting the scenario building process. I base my decision on my experience years ago as a young Marine . . . when traveling overland on foot through clear terrain, 15 to 20 miles a day was sometimes difficult, but certainly not impossible. Therefore, since a typical Panzer General infantry unit moves three clear hexes per turn, I base my maps on a hex being 5 to 7 miles across. If I select 5 miles a hex to be my standard, and I want to portray an area 200 miles by 150 miles then the map needs to be 40 hexes by 30 hexes. This method seems to work whether I´m making a map based on a real life battle zone or something just made up in the imagination. I also have a suggestion for the absolute size of the map . . . I suggest that you make the map as large as possible. If you (or anyone else) want to use the map for another battle, remember that you can always fit a small battle of a large map. Making a large map provides a such a larger number of future possibilities, that the extra time it takes to make the large map becomes insignificant. Take the Russia 1941 map as an example . . . I can think of a number of good scenarios which could be made using that map. One of the dos authors could build a special shp and equipment files and create an excellent Napoleonic campaign to Moscow, circa 1814. Now wouldn´t that be grand scenario to create?
(RhinoBones)
Map Sketches. This will save you time and effort. Before you even start to develop a scenario, take the time to scratch down on paper the basic layout of the map and the details which you want the scenario to portray. I normally use graph paper (10 squares to the inch) for the map. On the map I make sure to place all of the cities, ports, coast/shore line, rivers and objectives. Cities, ports and objectives are described by name and location on the map, i.e. a city would be described as Dresden 28,42 Allied Objective. Once the coast/shore line, sites and ports are placed on your map, all of the other features (roads, forests, lakes, etc) have to follow the lead. These features are then sized in order to fit into the scale of the map. I find that making a good sketch saves significant time, especially when I do not have to go back over a scenario and correct mistakes.
(RhinoBones)
  Sequence Of Map Making. Every author has a unique method of creating new scenarios, therefore, the following sequence of events is only offered as a suggestion.

1) Create a sketch of the intended map and list the important parameters. All of the initial plans and designs can change and evolve as the scenario is developed; it is just important that you establish the starting point and concept for the scenario. Sketching includes the basic map and also defining the forces involved, time frame, victory conditions and prestige/reinforcement allotments.
2) Create the basic map using the Tyson editor. I normally make a new map using the Clear Terrain as the starting terrain, but this is strictly a preference of the author. 3) Place cities and ports.
3) Draw in the coastline and shore.
4) Draw in the rivers.
5) Draw in the roads and bridges.
6) In any order, draw in the forests, swamps, mountains, roughs, forts and bocage.
7) Draw in the airfields.
8) Place the military forces. Easy . . . anyone can do it!

(RhinoBones)
Sequence Of Map Making (2). Here another one, therefore, the following sequence of events is only offered as another suggestion.
1) Chose the scenario to create. is it a Historic one? then you will need to study a little the background in order to prepare a good scenario from a historical point of view considering what units were involved on it and where the main battles located and so on. Is it only a challeging one not neccesary to be historic? then it will become easier starting to develop it as no study will be neccesary.
2) Mass Distribution:  Using Tyson editor. here the point is creating the mass of land and water not neccesary to draw the shore line. and I usually define the neccesary parameters in Tyson Editor to avoid game crashing. The idea is that I can see the map launching the game when neccesary without crashing. what it is a good thing to see that the mass of land distribution is ok.
3) if the scenario has a specific mapnames.str file I usually prepare a first pre-version of mapnames.str (of course trying to include all the neccesary names). Locating first the Rivers and specific names for any special terrain zone and at the end the name of the cities
4) Place cities and ports and airfields.
5) Draw in the coastline and shore. Here I use Reiniers Editors. if you use a big mapnames.str file may be the combined used of C.Tyson editor with Set Editor of D.Smid may be better.
6) Draw in the rivers, roads and bridges.
7) In any order, draw in the forests, swamps, mountains, roughs, forts and bocage.
8) If neccesary preparing the Custom Equipment files
9) Place the military forces.
10)And then may be the most difficult thing ...Play testing Thoroughly in order to balance it.
 
(S.Vidal)
 Visual Effects. Panzer/Allied General is not the sort of computer based game which uses high powered graphics in order to make the game interesting. However, I do believe that even though graphics are not the essence of the game, a scenario with bad graphics can detract from an otherwise excellent scenario. The point I´m trying to make, is that the visual effect that a scenario has on the player helps to enhance the enjoyment of the scenario. Attention to the graphics deserves equal time with the strategic and tactical design of a scenario.
(RhinoBones)
 Customizing Equipment Files. I find that when placing units on the map with Tyson´s editor there are times when it would be nice to be able to quickly determine which units are the proper units for the scenario. To make this task easier, I first make a copy of the Panzequp.eqp file and then delete out the unwanted units. Usually I just edit the unit name to 'x'  and in that way I can easily pick out the units I want as opposed to the 'x' units. The equipment file editors all have a copy and paste capability which makes modifying the Panzequp.eqp file quick and easy. With the finished scenario you have the option of using the original equipment file or your modified file. Your choice. If you happen to have a Macintosh available, there is a equipment files editor which in some respects is far superior to the Win/dos editors. The Macintosh editor displays the unit data in a spreadsheet format which makes this type of editing quite easy.
(RhinoBones)
 Scenarios With No (Or Few) Unit Replacements. There are scenario situations where it is desirable that the scenario be played using only those units which were initially placed on the map . . . or where aux/core replacements do not become available until after a predefined percentage of causalities has been reached. Suppose the scenario starts with 80 Allied units on the map, but the author does not want replacements to be made available until the Allied side is reduced to fewer that 70 units. Tysons editor will not permit a value of less than 80 to be entered into the Allied Aux Units block (actually you can enter a value less than 80 but the editor will default the value to 80 as soon as you attempt to save the scn). The way to overcome the default value is to hex edit the Allied Aux Units Available block. Any number from 0 to 79 can be entered without causing a game failure. This can be done to Axis Core, Axis Aux and Allied Aux without problem.
(RhinoBones)
 Scenarios With Objectives For Only One Side. Occasionally it is desired to build a scenario here only one side starts off with objective cities. An example of a Panzer General scenario of this type would be a scenario where the Allied forces are invading Axis territory. Having no objectives can cause the scenario to crash (this seems to be most prevalent in the dos versions of a scenario). What is actually causing the crash is that the game engine is attempting to calculate a prestige allotment by using the number of objectives owned are part of the equation. Since the number of objectives owned is zero, multiplying by zero will cause a crash. There is a simple method to prevent the crash. The trick is to hex edit the dos scn file so that the number of turns between prestige allotments is longer than the total number of game turns. In this manner the game engine never reaches the point where it needs to calculate prestige and, therefore, does not have the opportunity to crash.
(RhinoBones)
 Alphabetized Mapnames File. A couple of years ago I became frustrated when using the standard SSI PG and AG Mapnames files. Too hard to locate specific names. My solution was to build a custom Mapnames file with all of the AG map names in alphabetical order. This file is obviously no good for use with existing scenarios, but it wonderful to use when building a new scenario from scratch and really useful if you don´t have a map names editor or just want to use a standard Mapnames file for multiple scenarios. This file is available upon request.
  (RhinoBones)
Short Mapnames File: If your idea is to develop single scenarios. it is to say not for a campaign.then if youprepare a short mapnames.str file just with only the neccesary names for your scenario will suppose that you will save lot of time when you will name the different hexes of your scenarios, rivers,cities and so on. as they will be easily located in the Tyson Editor.
Of course if the scenario is goig to be used in a Campaign it will be neccesary later changes in the file.
 (S.Vidal)


Credits and Contributors:
Silvio Nacucchi
RhinoBones
S.Vidal
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