<?xml version='1.0' encoding='UTF-8'?><rss xmlns:atom="http://www.w3.org/2005/Atom" xmlns:openSearch="http://a9.com/-/spec/opensearchrss/1.0/" xmlns:blogger="http://schemas.google.com/blogger/2008" xmlns:georss="http://www.georss.org/georss" xmlns:gd="http://schemas.google.com/g/2005" xmlns:thr="http://purl.org/syndication/thread/1.0" version="2.0"><channel><atom:id>tag:blogger.com,1999:blog-31439112</atom:id><lastBuildDate>Fri, 24 May 2024 09:35:34 +0000</lastBuildDate><title>Allied General Workshop</title><description></description><link>http://alliedgeneralworkshop.blogspot.com/</link><managingEditor>noreply@blogger.com (AGW)</managingEditor><generator>Blogger</generator><openSearch:totalResults>59</openSearch:totalResults><openSearch:startIndex>1</openSearch:startIndex><openSearch:itemsPerPage>25</openSearch:itemsPerPage><item><guid isPermaLink="false">tag:blogger.com,1999:blog-31439112.post-4335640014130647556</guid><pubDate>Sat, 27 Aug 2011 22:19:00 +0000</pubDate><atom:updated>2011-09-19T11:02:29.410-04:00</atom:updated><title>Camo 10k Tank Icons in Minutes</title><atom:summary type="text">Auto-Skin Icons:Camouflage 10,000 Tank Icons in MinutesThe screenshot (click to enlarge it) is a quickly made pattern auto-painted onto old icons in the default sheet with no touch ups before or after so your results might be better.I will use GIMP and PGF tacicons.bmp for the example but the idea would work with a 10,000-icon sheet too.1.  Make a universal camo pattern:  Make a 60x50 or 50x40 </atom:summary><link>http://alliedgeneralworkshop.blogspot.com/2011/08/camouflage-10000-tank-icons-in-minutes.html</link><author>noreply@blogger.com (AGW)</author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhEKdYxVKCqfpDYhJPE8wKT5ZXt-CBHg0jXS_02-96AhSnKqfDdi2jB3XKEGFLyi8dKI45udZ611jJgSMjb81jiyH0P83RwiFLhnVhQlc44vBp06uVq-ccdxr8O8he68EzOCSXbZQ/s72-c/AGWautocamosample_tacicons.bmp" height="72" width="72"/><thr:total>8</thr:total></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-31439112.post-5035140978746969451</guid><pubDate>Sat, 22 Jan 2011 20:41:00 +0000</pubDate><atom:updated>2011-01-27T20:03:20.205-05:00</atom:updated><title>Open General Tile Maps</title><atom:summary type="text">Here are custom tile sheets for the tile maps in Open General (OpenGen, OG).  Procedure is to save a backup copy of the original and rename any of these as hex_text.PNG in OG\OPENGUI.  Press the L keyboard button during a scenario to toggle the OG tile map (which it calls &quot;terrain markers&quot;).OG has a display bug with road hexes, at least on my system.  Look at a map or area of a map without roads </atom:summary><link>http://alliedgeneralworkshop.blogspot.com/2011/01/open-general-tile-maps.html</link><author>noreply@blogger.com (AGW)</author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhXi-wiWlI7ObgIL_nEtqYT-00jCHxRrkeW5Y6uqnbzoN7ztuHi9N9PweUhpTHicF6Fc8B4QdVnCE5nDuKfjkkX86ROo-YBmUM-0nRJxjbS13PIM1bjz6pRUykEvQlKeHJVRqYTsw/s72-c/solidhex_hex_text.PNG" height="72" width="72"/><thr:total>2</thr:total></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-31439112.post-347099950683269416</guid><pubDate>Fri, 31 Dec 2010 07:46:00 +0000</pubDate><atom:updated>2011-01-22T15:47:36.524-05:00</atom:updated><title>Dial-a-Scale True Range Efiles</title><atom:summary type="text">&quot;Dial a Scale&quot; by using efiles with &quot;true&quot; range in yards or meters and applying a multiplier to match an efile to a map scale.&quot;True&quot; range might be effective range but it would be in yards or meters (or thousands of meters, 1km=1).An efile 105mm howitzer might have a range of 12,325 meters (or rounded to 12) and you could use that efile&#39;s 105mm as 1-hex range on a large map, 3-hex range on a </atom:summary><link>http://alliedgeneralworkshop.blogspot.com/2010/12/dial-scale-true-range-efiles.html</link><author>noreply@blogger.com (AGW)</author><thr:total>0</thr:total></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-31439112.post-7606191643716227529</guid><pubDate>Sun, 19 Dec 2010 13:11:00 +0000</pubDate><atom:updated>2010-12-20T18:50:29.968-05:00</atom:updated><title>Vector Gaphics Maps</title><atom:summary type="text">Fast, Large, Scalable, Flexible, Layered Maps with Vector GraphicsSee the end for &quot;screenshots.&quot;Free programs to view or make SVG files (some browsers can view SVG):http://www.adobe.com/svg/viewer/install/http://inkscape.org/3000x3500 mapNormal BMP = 40MB (might be able to  adjust to 4MB)SVG = 25kb (less than 1 MB)Vector graphics are basically &quot;connect the dots&quot; lines that scale well and can form</atom:summary><link>http://alliedgeneralworkshop.blogspot.com/2010/12/vector-gaphics-maps.html</link><author>noreply@blogger.com (AGW)</author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEicSm1GhGLKiwaAfOr0U1PpmzWA3b_EYfCIC2K9onMeXfsfKoLqcy0GulmFfCOmcKO5CLAHF5VweBlgCr50QJvmP7g6Y9B1k9LjH-rGrYuXASjPzxWUoS8kW6oVyQosm_G6Gn69Ww/s72-c/svgtestdry.png" height="72" width="72"/><thr:total>0</thr:total></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-31439112.post-8429004592498318455</guid><pubDate>Thu, 16 Dec 2010 01:07:00 +0000</pubDate><atom:updated>2010-12-20T02:43:48.172-05:00</atom:updated><title>Terrain Layers</title><atom:summary type="text">A game would need few tiles if it rotated tiles and used a few layers.See the small tile sheet at the end (Update 12/17/10:  See the 1-pixel mud/snow screenshots at the end).Rotation (Edit: or Flips)Rotation requires top view of terrain and some features (roads, rivers) &quot;exiting&quot; hexes at standardized points (such as 5 pixels from right hex-side edge, no matter which hex-side).  Rotations to hex </atom:summary><link>http://alliedgeneralworkshop.blogspot.com/2010/12/terrain-layers.html</link><author>noreply@blogger.com (AGW)</author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh4tKVv3eTNWIAzuo1xehuxxRfKlKdUhF9wZsjPtynyWk6AEIXFHIkaIw5kFA1DzVUklFH2KlsTiNaoJOd4d32D1IVMxKe1d4T9H-d4IKsZgEA9X6oaBcSC-7PrAWAjONHYZX0y8g/s72-c/AGWterrainlayers.bmp" height="72" width="72"/><thr:total>0</thr:total></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-31439112.post-9013571263262020070</guid><pubDate>Tue, 20 Jul 2010 14:08:00 +0000</pubDate><atom:updated>2010-07-21T03:49:12.980-04:00</atom:updated><title>Take All Pskov Cities without Loss</title><atom:summary type="text">Historical Note:  WWII Soviet cavalry infiltrated German lines.Pskov:  SSI v. PGF AI and How To Take 6 of 6 German Cities/Airfields with No LossesThis post expands on The Curse of Pskov, where my best in AG-SSI so far was to take 5 of 6 German cities/airfields (4 cities, 2 airfields).Uran21 recently took 6 of 6 in AG-PGF v.1.01 (the 1st to take 6/6 in Pskov?).I recently took 6 of 6 in AG-PGF v.</atom:summary><link>http://alliedgeneralworkshop.blogspot.com/2010/07/pskov-ssi-v-pgf-ai.html</link><author>noreply@blogger.com (AGW)</author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiVagyy-W57pwFoDnjRj6WMePuCgTuwO0in1TxZhC9OZSFXm0qaeXGWxph7R4mENhIuFd1BAjSfQWbT2c6gzXDUGSSIypdr_klI2JbB2We5mW7mE3Zf8ey00HmOrFFmJv6kKnEMPQ/s72-c/cavalrycharge.jpg" height="72" width="72"/><thr:total>1</thr:total></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-31439112.post-2166658213390648211</guid><pubDate>Sat, 22 May 2010 02:54:00 +0000</pubDate><atom:updated>2010-05-21T23:53:51.792-04:00</atom:updated><title>Ship and Flag Icons PG/AG-PGF</title><atom:summary type="text">Add custom ship icons and new flags for PG/AG in PG Forever (PGF).ShipsJulo and KuK General (McGuba) provide nice ship icons in the standard 60x50 icon size.An automated re-scale of SSI Pacific General (PacG) ships from 182x50 (actual ship lengths not more than 118px) to 60x50 looks OK, not worse than SSI PG ships.Compare 3 60x50 versions of Bismarck below:SSI PacG Bismarck re-scaled to 60x50 on </atom:summary><link>http://alliedgeneralworkshop.blogspot.com/2010/05/ship-and-flag-icons-pgag-pgf.html</link><author>noreply@blogger.com (AGW)</author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgYMymOPgz5qo9vEs39B25rDWhbF_411W11Xy2dQGxZAnr5UfyuLNlt9_ic6L64ecfsKuZuShWc6MtvCYXjGtpM8OVG2qz27wEp3xkoAMqko7ODULv5vRW1BvkAggtWsbI9cjcWwg/s72-c/BismarckSSISea60x50.bmp" height="72" width="72"/><thr:total>0</thr:total></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-31439112.post-2134847690108143273</guid><pubDate>Thu, 18 Mar 2010 04:53:00 +0000</pubDate><atom:updated>2010-03-19T18:56:46.215-04:00</atom:updated><title>Realistic PG/AG Battalions?</title><atom:summary type="text">Who Wants Realistic PG/AG Battalions?If I attempted realistic battalions for PG/AG, I would be deleting units from the standard SSI efile instead of adding units.A realistic battalion efile would have only maybe 10-20 units per country at any given time.The best German armored car in PG (SdKfz 233) was only a platoon in real life.The best Britsh D-Day tank in PG (Firefly) was only a single tank </atom:summary><link>http://alliedgeneralworkshop.blogspot.com/2010/03/realistic-pg-battalions.html</link><author>noreply@blogger.com (AGW)</author><thr:total>0</thr:total></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-31439112.post-5426694899554910301</guid><pubDate>Thu, 18 Mar 2010 04:45:00 +0000</pubDate><atom:updated>2010-07-20T10:04:05.389-04:00</atom:updated><title>AGW Efile for PGF</title><atom:summary type="text">AGW Efile Available for PGFThe current Allied General Workshop (AGW) efile of 1,600 units includes 31 Bf109s (like a Baskin Robbins of Messerschmitts, and I have not even gotten to the Gustavs yet), 40 different 6pdr ATG/SPAT, Bulgarian engineers, tankettes, Lees, Vultees, 251/10s, ZiS-30s, Loire-Nieuport LN.401s, panje carts, and units with new mountain or amphibious movements.Here are some </atom:summary><link>http://alliedgeneralworkshop.blogspot.com/2010/03/agw-efile-for-pgf.html</link><author>noreply@blogger.com (AGW)</author><thr:total>0</thr:total></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-31439112.post-1009885410830326434</guid><pubDate>Thu, 18 Mar 2010 04:35:00 +0000</pubDate><atom:updated>2010-07-20T21:28:39.794-04:00</atom:updated><title>AD/AT/Recon Bargains</title><atom:summary type="text">Do You Ignore AD/AT/Recon Bargains?I find AA to be the least useful ground class but I find the often criticized AT/AD/recon to be very useful and often underpriced already (even in stock efiles).I quickly won Berlin without using any aircraft by buying nothing except recon.I also won Poland in 3 turns by buying nothing but recon.Update 7/20/10:  I won the Pskov scenario (exceeded campaign Major </atom:summary><link>http://alliedgeneralworkshop.blogspot.com/2010/03/adatrecon-bargains.html</link><author>noreply@blogger.com (AGW)</author><thr:total>0</thr:total></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-31439112.post-5650096101880321555</guid><pubDate>Thu, 18 Mar 2010 04:33:00 +0000</pubDate><atom:updated>2010-07-20T10:08:00.883-04:00</atom:updated><title>Add Supply Lines</title><atom:summary type="text">Add Supply LinesAn easy way to do supply lines might be to think of a friendly city as having a movement range and rate (20 wheeled) like a unit&#39;s highlighted hexes (including terrain/weather/ZOC) where any units not within the city&#39;s range get half-supply (after adjacent enemies or other current rules). That one sentence would add importance for partisans, LRDG, or bomber interdiction but not </atom:summary><link>http://alliedgeneralworkshop.blogspot.com/2010/03/add-supply-lines.html</link><author>noreply@blogger.com (AGW)</author><thr:total>0</thr:total></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-31439112.post-2762419945739900810</guid><pubDate>Thu, 18 Mar 2010 04:31:00 +0000</pubDate><atom:updated>2010-03-18T00:32:56.125-04:00</atom:updated><title>Add Naval Night Action</title><atom:summary type="text">Add Naval Night Action I dislike PacG night turns but I like night action so I prefer adding night action to existing turns, such as Rudankort&#39;s suggestion for a third geometric plane for night aircraft would do and my ideas for night fighters/bombers did.You could allow ships (or even commandos) to have night actions in a way similar to rugged defense but there should be a method for units that </atom:summary><link>http://alliedgeneralworkshop.blogspot.com/2010/03/add-naval-night-action.html</link><author>noreply@blogger.com (AGW)</author><thr:total>0</thr:total></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-31439112.post-3836375339833823459</guid><pubDate>Thu, 18 Mar 2010 04:23:00 +0000</pubDate><atom:updated>2010-03-18T00:30:36.336-04:00</atom:updated><title>Desant Troops: Transport Types</title><atom:summary type="text">Add transport types and possibly allow transports to stay on map as separate units (like PacG aircraft carriers).Assign Certain Transports to Certain Units OnlyThe Bren carrier should not tow corps artillery at all but PG allowed anything that could tow a 37mm to tow an 8in gun. Another important factor is that even some small guns could be towed only at cart speed because of the gun carriage. </atom:summary><link>http://alliedgeneralworkshop.blogspot.com/2010/03/desant-troops-and-transport-types.html</link><author>noreply@blogger.com (AGW)</author><thr:total>0</thr:total></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-31439112.post-6609128726994627017</guid><pubDate>Thu, 18 Mar 2010 04:14:00 +0000</pubDate><atom:updated>2010-03-18T01:09:24.087-04:00</atom:updated><title>PG/AG Mod Roundup</title><atom:summary type="text">PG/AG Mod RoundupHere are some ideas from my forum discussions.  You can find elaboration of some points in earlier posts on this site.Campaigns Allow any country to be a core for campaigns (Rumanian core in Ostfront campaign).Add Vichy nation.I am not familiar with how the code handles core but maybe it is possible to treat it like CSS code where the campaign refers to &quot;core1&quot; and the country </atom:summary><link>http://alliedgeneralworkshop.blogspot.com/2010/03/pg-mod-roundup.html</link><author>noreply@blogger.com (AGW)</author><thr:total>0</thr:total></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-31439112.post-4061972662817306899</guid><pubDate>Tue, 22 Dec 2009 08:52:00 +0000</pubDate><atom:updated>2009-12-26T07:03:49.021-05:00</atom:updated><title>New Icon Ideas</title><atom:summary type="text">Here are some icon issues:Standardize icon format for compatibility between PGX and PGF, both in graphic format and in standardized unit slots (so we know #35 is Tiger I so that multiple efiles work with multiple icon sheets in multiple games)Pick a style (SSI &quot;monochromatic&quot; or more color?  Larger aircraft icons?  PG2 icons (slightly overhead view and large infantry)? Overhead view to match </atom:summary><link>http://alliedgeneralworkshop.blogspot.com/2009/12/new-icon-ideas.html</link><author>noreply@blogger.com (AGW)</author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhh7cSfk8YxexiqVfbAhKZc3Xz_XlCR3xf8Kr80MjENk4ujdoPWJhKXkNwYFEyil1zR3uxYcw3dH55D49RvLwprSgUAoh4e2YtMtIi3FX6vyfUNBi-UuqkSNYcrlEilU-0WZj5DYg/s72-c/AGWicontest.bmp" height="72" width="72"/><thr:total>2</thr:total></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-31439112.post-1092425058988517462</guid><pubDate>Mon, 21 Dec 2009 06:13:00 +0000</pubDate><atom:updated>2009-12-21T05:16:52.990-05:00</atom:updated><title>Add Artillery VT Proximity Fuze</title><atom:summary type="text">Add the revolutionary VT proximity fuze to US anti-aircraft (AA), air defense (AD), and artillery (ATY) to close another startling hole in original PG/AG and Pacific General (PACG).The US secret weapon used miniature radar in a shell to tell it when to explode and OSRD&#39;s Vannevar Bush estimated that the VT improved US 5&quot; AA effectiveness by 5x.  The VT greatly increased the effectiveness of both </atom:summary><link>http://alliedgeneralworkshop.blogspot.com/2009/12/add-artillery-vt-proximity-fuze.html</link><author>noreply@blogger.com (AGW)</author><thr:total>1</thr:total></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-31439112.post-359631711289726084</guid><pubDate>Sat, 19 Dec 2009 04:35:00 +0000</pubDate><atom:updated>2009-12-28T06:27:59.729-05:00</atom:updated><title>Fix Costs for Better AI</title><atom:summary type="text">Skewed unit cost relative to combat value can cause an AI that considers cost to perform poorly when attacking or buying so use costs that reflect combat value.Compare AGW estimates against PG unit costs:AGW...PG42.........96.....Polish cavalry99.........72.....Polish (AF) 75mm artillery78.........24.....Polish TK3 tank45.........24.....Polish (AF) 37mm ATG30.........24.....Polish infantry39.....</atom:summary><link>http://alliedgeneralworkshop.blogspot.com/2009/12/fix-costs-for-better-ai.html</link><author>noreply@blogger.com (AGW)</author><thr:total>0</thr:total></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-31439112.post-3901463913080176581</guid><pubDate>Sat, 19 Dec 2009 03:32:00 +0000</pubDate><atom:updated>2009-12-19T00:48:37.915-05:00</atom:updated><title>Instant Airfields. Blowing Bridges</title><atom:summary type="text">Infrastructure:  Instant Airfields, Blowing Bridges, Seabees, Cutting Trails, Building Roads and Railways, SaboteursAirfieldsAdd US Marsden Mat Pierced Steel Planking (PSP) for an instant airfield.  Many countries took months to build an airfield, which is well beyond the scope of a scenario, but the US used PSP for significantly faster operation.  The US PSP unit would be like a bridging unit </atom:summary><link>http://alliedgeneralworkshop.blogspot.com/2009/12/instant-airfields-blowing-bridges.html</link><author>noreply@blogger.com (AGW)</author><thr:total>0</thr:total></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-31439112.post-1290876359520245806</guid><pubDate>Sat, 05 Dec 2009 19:52:00 +0000</pubDate><atom:updated>2009-12-05T15:28:02.058-05:00</atom:updated><title>Add Glider Guns, Special Ops</title><atom:summary type="text">Add Airborne troops&#39; heavier equipment that they parachute-dropped or glider-landed.German Fallschirmjager (FJ):8cm mortar3.7cm PaK35/362cm FlaK ADLG40 and LG42Kubelwagen reconBritish Air-Landing (AL):3inch mortar20mm Polsten AD2 pdr6 pdrJeep reconTetrarch tankM22 Locust tankUS Glider Infantry (GI):81mm mortarM3A1 37mmM1A1 57mm75mm pack howitzerM3 light 105mm howitzerJeep reconShow airborne&#39;s </atom:summary><link>http://alliedgeneralworkshop.blogspot.com/2009/12/add-glider-guns-special-ops.html</link><author>noreply@blogger.com (AGW)</author><thr:total>0</thr:total></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-31439112.post-5081534863043884156</guid><pubDate>Sat, 05 Dec 2009 19:32:00 +0000</pubDate><atom:updated>2009-12-05T14:50:06.347-05:00</atom:updated><title>Add Gun/Rocket Assault Craft</title><atom:summary type="text">The Western allies developed several specialized, heavily armed landing craft for close support of amphibious landings, which you can represent as &quot;ground&quot;-class units that have sea movement:LCG(L)=4.7inch naval guns, 119mm is close to JagdTiger&#39;s size (tank class)LCF2 FlaK=20mm (AD class for air-defense of ground units)LCT(R)=Rockets (artillery class for support fire of ground units)</atom:summary><link>http://alliedgeneralworkshop.blogspot.com/2009/12/add-gunrocket-assault-craft.html</link><author>noreply@blogger.com (AGW)</author><thr:total>0</thr:total></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-31439112.post-3067448252014374973</guid><pubDate>Sat, 05 Dec 2009 18:21:00 +0000</pubDate><atom:updated>2009-12-05T15:38:14.659-05:00</atom:updated><title>Add Realistic Spotting Ranges</title><atom:summary type="text">PG/AG give one spotting range for both air and ground spotting but PG/AG are primarily a ground war so ground spotting should trump air spotting.Most pilots are &quot;watching their six&quot; (back) or looking for &quot;the Hun in the Sun&quot; and not trying to count bayonets on the ground.Those of you who downloaded the Thanksgiving beta efile might have noticed the plane spotting=0 or 1.Possible Air Units&#39; </atom:summary><link>http://alliedgeneralworkshop.blogspot.com/2009/12/add-realistic-spotting-ranges.html</link><author>noreply@blogger.com (AGW)</author><thr:total>0</thr:total></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-31439112.post-5204224635522478918</guid><pubDate>Sat, 05 Dec 2009 17:59:00 +0000</pubDate><atom:updated>2009-12-05T15:46:34.946-05:00</atom:updated><title>Fix Rocket artillery</title><atom:summary type="text">Rockets were high-intensity &quot;shock and awe&quot; barrages but suffered these drawbacks when compared to conventional artillery:Long-reload times to prepare multiple barrels for next fast barrageTime to move and redeploy because the rocket trails invited fast destruction from the enemy&#39;s counter-battery fireLow ammo supply simulates both long reload time and time to redeploy within a hex.The trade-off </atom:summary><link>http://alliedgeneralworkshop.blogspot.com/2009/12/fix-rocket-artillery.html</link><author>noreply@blogger.com (AGW)</author><thr:total>0</thr:total></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-31439112.post-7953079042839970268</guid><pubDate>Sat, 05 Dec 2009 16:30:00 +0000</pubDate><atom:updated>2009-12-05T15:34:57.100-05:00</atom:updated><title>Add All-Terrain Truck Transport</title><atom:summary type="text">Show the important military difference in trucks by adding all-terrain trucks to organic transport.I generally treat unpowered axles (4x2, 6x4) and heavy trucks with only 4 wheels (4x4 3-ton) as &quot;wheeled&quot; and other all-powered axles (4x4 light/medium, 6x6) as &quot;all-terrain.&quot;WheeledGerman Opel 6700 BlitzBritish Bedford QLT Trooper (&quot;Drooper&quot;)Soviet GAZ AAAItalian Fiat CLAll-TerrainGerman Krupp </atom:summary><link>http://alliedgeneralworkshop.blogspot.com/2009/12/add-all-terrain-truck-transport.html</link><author>noreply@blogger.com (AGW)</author><thr:total>1</thr:total></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-31439112.post-2274964193713015488</guid><pubDate>Mon, 23 Nov 2009 22:02:00 +0000</pubDate><atom:updated>2010-12-31T02:45:59.923-05:00</atom:updated><title>AG Campaign Victory Conditions</title><atom:summary type="text">Allied General (AG) Victory Conditions and Campaign Trees with Forks(see the tree graphics at the end)An &quot;x/y&quot; indicates the turns of the scenario and the time limit for Decisive Victory, usually taking all victory hexes is required but exceptions are listed after the x/y with a minus sign indicating &quot;all except these&quot; (Marginal Victory conditions are in parentheses).Victory conditions for </atom:summary><link>http://alliedgeneralworkshop.blogspot.com/2009/11/ag-campaign-trees.html</link><author>noreply@blogger.com (AGW)</author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj_G5-bS9ntOsdx2FL1pY8ChpoKE611MTi3QT0_wK-2DS_OGQJNhUwsrfOq27om1odUNNGPfQFEC1I4pS69SzeOsvRsT1RqAFKRVz4AJsR_sVQERQIue4InC25L17huce6_GMBKRg/s72-c/agrussiacampaigntree.png" height="72" width="72"/><thr:total>0</thr:total></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-31439112.post-6140768109985156276</guid><pubDate>Fri, 20 Nov 2009 07:48:00 +0000</pubDate><atom:updated>2009-11-20T07:55:25.915-05:00</atom:updated><title>Realistic Bases, Builds, Spawn Sites</title><atom:summary type="text">Make reinforcements/bases/builds/spawn sites more realistic by controlling when and where players can build (especially paratroopers taking a town in enemy rear and suddenly manufacturing heavy tanks there).Ideas (not sure how many are possible with current editors):Use strategic-bomber effect to make towns owned by nobody at game start (requires infantry capture, tanks/recon/AT do not work).  </atom:summary><link>http://alliedgeneralworkshop.blogspot.com/2009/11/realistic-bases-builds-spawn-sites.html</link><author>noreply@blogger.com (AGW)</author><thr:total>0</thr:total></item></channel></rss>