Panzer Corps Reimagined

A forum to discuss custom scenarios, campaigns and modding in general.

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nikivdd
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Re: Panzer Corps Reimagined

Post by nikivdd »

Tobi72 wrote: Thu Sep 03, 2026 12:02 pm Hooray, I’m really happy! :lol: The foundation for a working map generator has now been laid.

Version 0.1.2 is up and running, and I was able to use my map generator to create a random continental map in just a few simple steps. The actual generation took only a few seconds.

I then launched the generated map in Modern Conflicts, and I have to say, the result already looks very promising.

From this point, I could simply load the map into the editor, place my units, define parameters such as the date, participating nations and victory conditions — and I would already have the basis for a fully playable scenario.

More workflows, features and tests will follow. One of my next major areas of focus will also be the generation of maps based on map screenshots and similar source material.

There is still plenty of work ahead, but the most important step has been achieved: the basic map-generation process is working.
A more than promising result!
Provide the generator (through Sol) with as many Panzer Corps maps as possible and let it analyse layout (and scenario construction). Ask Sol for proposed recommendations (for refinement) , and if it has any requests (for further improvements).
Keep up the good work.
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Re: Panzer Corps Reimagined

Post by Tobi72 »

nikivdd wrote: Thu Sep 03, 2026 12:38 pm
Tobi72 wrote: Thu Sep 03, 2026 12:02 pm Hooray, I’m really happy! :lol: The foundation for a working map generator has now been laid.

Version 0.1.2 is up and running, and I was able to use my map generator to create a random continental map in just a few simple steps. The actual generation took only a few seconds.

I then launched the generated map in Modern Conflicts, and I have to say, the result already looks very promising.

From this point, I could simply load the map into the editor, place my units, define parameters such as the date, participating nations and victory conditions — and I would already have the basis for a fully playable scenario.

More workflows, features and tests will follow. One of my next major areas of focus will also be the generation of maps based on map screenshots and similar source material.

There is still plenty of work ahead, but the most important step has been achieved: the basic map-generation process is working.
A more than promising result!
Provide the generator (through Sol) with as many Panzer Corps maps as possible and let it analyse layout (and scenario construction). Ask Sol for proposed recommendations (for refinement) , and if it has any requests (for further improvements).
Keep up the good work.
Thanks! Sol and I already have some concrete ideas for further improvements and refinement of the generator. Analysing existing Panzer Corps maps and scenario structures will definitely be part of the next steps. There is still a lot to experiment with, but things are moving in a very promising direction.
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Re: Panzer Corps Reimagined

Post by bondjamesbond »

Tobi72 wrote: Thu Sep 03, 2026 12:02 pm KG0.pngKG1.pngKG.pngHooray, I’m really happy! :lol: The foundation for a working map generator has now been laid.

Version 0.1.2 is up and running, and I was able to use my map generator to create a random continental map in just a few simple steps. The actual generation took only a few seconds.

I then launched the generated map in Modern Conflicts, and I have to say, the result already looks very promising.

From this point, I could simply load the map into the editor, place my units, define parameters such as the date, participating nations and victory conditions — and I would already have the basis for a fully playable scenario.

More workflows, features and tests will follow. One of my next major areas of focus will also be the generation of maps based on map screenshots and similar source material.

There is still plenty of work ahead, but the most important step has been achieved: the basic map-generation process is working.
It’s great to see that you and Sol are reaching new heights in map regeneration and creation ) Now we might just get to see different parts of the world in our favourite game! Perhaps we’ll even see a full-scale invasion of Venezuela and a hypothetical announcement by that mad old man about Cuba )) Since things in the Strait couldn’t be going any worse for him, but he’s already ‘defeated’ the Persians 26 times )))
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Tobi72
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Re: Panzer Corps Reimagined

Post by Tobi72 »

Thanks, Bond! If my map generator eventually works as reliably as I want it to, I think it could become a very useful tool for quickly creating random maps for all kinds of regions and scenarios.

Of course, for that to happen, there would also need to be people actually using the generator and creating their own content with it. I’m not planning to start producing lots of new mods or campaigns myself.

We have made some good progress with the generator. It now includes an English version, improved usability, and a much faster and more convenient start directly from a desktop shortcut. We also experimented with integrating a map generator. Although it was successfully added at first, it caused too many technical problems and was therefore removed again for the time being. So there was a small setback, but the core generator itself has continued to improve and become more comfortable to use.
MPG.png
MPG.png (86.75 KiB) Viewed 929 times
One feature I still want to add and test is a kind of sketch tool: the user would roughly draw the basic layout of a map — for example coastlines, rivers, roads, towns or terrain areas — and the generator would then turn that sketch into a proper playable map. If that works well, it could make map creation much faster and give users a lot more control over the result.
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Re: Panzer Corps Reimagined

Post by bondjamesbond »

Tobi72 wrote: Fri Sep 04, 2026 10:14 am Thanks, Bond! If my map generator eventually works as reliably as I want it to, I think it could become a very useful tool for quickly creating random maps for all kinds of regions and scenarios.

Of course, for that to happen, there would also need to be people actually using the generator and creating their own content with it. I’m not planning to start producing lots of new mods or campaigns myself.

We have made some good progress with the generator. It now includes an English version, improved usability, and a much faster and more convenient start directly from a desktop shortcut. We also experimented with integrating a map generator. Although it was successfully added at first, it caused too many technical problems and was therefore removed again for the time being. So there was a small setback, but the core generator itself has continued to improve and become more comfortable to use.MPG.png

One feature I still want to add and test is a kind of sketch tool: the user would roughly draw the basic layout of a map — for example coastlines, rivers, roads, towns or terrain areas — and the generator would then turn that sketch into a proper playable map. If that works well, it could make map creation much faster and give users a lot more control over the result.
I hope everything that you have planned and conceived will work out for you!
https://union.4bb.ru/viewtopic.php?id=971&p=33

Time to update old maps and missions for the new conflict. :wink:
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Re: Panzer Corps Reimagined

Post by Tobi72 »

Tobi's Map Generator for Panzer Corps 1

Over the last few days,( Actually, it was many weeks.)Sol and I have been working on a new tool for Panzer Corps 1: Tobi's Map Generator.

The basic idea behind it is quite simple: creating a new map in the Panzer Corps editor can take a considerable amount of time, especially when the entire terrain, rivers, roads, settlements and basic infrastructure first have to be built by hand. The generator is intended to take over a large part of this preparatory work.

It can create random, editable Panzer Corps maps based on a variety of parameters defined by the user. The finished map can then be opened normally in the Panzer Corps editor and modified as required.

The generator already offers quite a number of functions. The user can define the map size, select a basic map type and choose different landscape settings. Terrain such as forests, fields, hills, mountains, swamps and other areas can either be generated according to predefined profiles or adjusted manually by the user.

Water features are also generated automatically. Depending on the selected map type, these can include coastlines, seas, islands, lakes and rivers. The generator tries to avoid completely artificial-looking terrain patterns and instead creates connected landscape areas and irregular river courses.

Settlements and infrastructure can also be generated. This includes towns of different sizes, airfields, ports and fortifications. Roads connect important locations and can continue all the way to the edges of the map, while railway lines can also be generated.

The generator uses a seed system, allowing a map to be recreated later with the same basic random result. This is particularly useful when testing changes or adjusting individual parameters.

Before exporting, the program also provides a map preview and validation functions. The generated .pzscn and .pzloc files can then be opened directly in the corresponding Panzer Corps editor.

The program has both a German and English user interface and can be launched conveniently via a desktop shortcut. No Python installation is required.

Depending on the selected module, the generator is being developed for different Panzer Corps 1 environments rather than assuming that every mod uses exactly the same tiles and map graphics. This is particularly important for mods such as Modern Conflicts and PAK, as some terrain types and overlays use different graphical assignments.

What the Generator is NOT

The generator is not intended to replace the Panzer Corps editor.

At the moment, it creates the map itself, but not yet a complete playable scenario.

Units are not automatically placed on the generated random maps, and the complete mission logic is not yet created either. Player and enemy forces, deployment areas, mission objectives, victory and defeat conditions, triggers, events, reinforcements and final balancing still have to be added by the scenario designer in the normal Panzer Corps editor.

I mainly see the generator as a way to remove a large part of the repetitive groundwork involved in creating a new map. Instead of starting with a completely empty area and manually editing hundreds or even thousands of hexes, the scenario designer receives a finished basic map and can concentrate on turning it into an actual mission.

What Happened to the Map Screen Function?

We also experimented with a function that would allow a screenshot from an online map service to be imported and automatically converted into a Panzer Corps map.

In some areas, the experiment was quite promising. In particular, the recognition of place names worked surprisingly well.

Unfortunately, the Microsoft/Windows recognition tools available to us were not accurate enough to reliably analyse the complete map structure. Roads, rivers and other geographical elements were sometimes recognised incorrectly, or additional roads and rivers were created that did not exist on the original map at all.

For a map generator, that simply is not good enough. A feature that saves ten minutes of work but then requires half an hour to remove imaginary rivers is not exactly a major improvement. ;)

Since we currently do not have a sufficiently reliable alternative that can be sensibly integrated into the program, I decided to remove the Map Screen function again rather than leave an unreliable feature in the generator.

The basic idea has not been abandoned, however. If a better technical solution becomes available in the future, I would certainly like to revisit it.

Another idea is a map sketch function. Instead of trying to automatically recognise a complete external map, the user could roughly sketch coastlines, rivers, roads, settlements or other important structures, and the generator would then turn this layout into a proper Panzer Corps map. This would give the user considerably more control while still saving a great deal of work.

The project is still under development, but the basic generator is already working and has now reached a stage where it can produce useful maps for further editing.
PzC.png
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Last edited by Tobi72 on Sat Sep 05, 2026 8:31 pm, edited 1 time in total.
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Re: Panzer Corps Reimagined

Post by Tobi72 »

One and the same map was designed for the original Panzer Corps, Modern Conflicts, and the PAK Mod.
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Panzer Corps Original
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PzM.png
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Mod Modern Conflicts
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PzP.png
PzP.png (1.25 MiB) Viewed 824 times
Pak Mod
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Re: Panzer Corps Reimagined

Post by bondjamesbond »

Tobi72 wrote: Sat Sep 05, 2026 8:27 pm One and the same map was designed for the original Panzer Corps, Modern Conflicts, and the PAK Mod.PzO.pngPanzer Corps Original
-------------------------------------------------------------------------------------------------
PzM.png Mod Modern Conflicts
--------------------------------------------------------------------------------------------------
PzP.pngPak Mod
Am I right in thinking that Sol has already taken into account possible changes relevant to a modern conflict? For example, following the Second World War, as the decades pass, it’s quite possible that new towns, villages, bridges, railways and so on will have sprung up there.
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Re: Panzer Corps Reimagined

Post by Tobi72 »

No.

It generates new random maps based on rules for terrain, settlements, roads, railways, rivers and other elements. However, it does not currently know automatically whether a particular town has expanded since 1945, whether a new village has appeared, or whether a new bridge or railway line exists there today.
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Re: Panzer Corps Reimagined

Post by Tobi72 »

Very large, randomly generated maps are also possible; here is one in a 120x80 format that was completed in exactly 14 minutes.
Map-120x80.png
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fpc.png
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Here for the original Panzer Corps.
Last edited by Tobi72 on Sat Sep 05, 2026 9:21 pm, edited 1 time in total.
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Re: Panzer Corps Reimagined

Post by Tobi72 »

Put simply, my map generator is a tool with a wide range of settings specifically designed to create maps for Panzer Corps 1, the PAK Mod, and Modern Conflicts.

One important aspect is the handling of tiles and overlays. These are arranged and assigned differently in the various mods, and my program takes those differences into account when generating a map. Getting all of that to work correctly required a lot of careful testing and training, and it was quite a long and demanding process.
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Re: Panzer Corps Reimagined

Post by bondjamesbond »

Tobi72 wrote: Sat Sep 05, 2026 9:08 pm Put simply, my map generator is a tool with a wide range of settings specifically designed to create maps for Panzer Corps 1, the PAK Mod, and Modern Conflicts.

One important aspect is the handling of tiles and overlays. These are arranged and assigned differently in the various mods, and my program takes those differences into account when generating a map. Getting all of that to work correctly required a lot of careful testing and training, and it was quite a long and demanding process.
This is heartening and gives us hope that we’ll be able to visit both historic sites and modern ones anywhere in the world! We’ve never once fought in Latin America, apart from the Falklands War and the Bay of Pigs invasion in Cuba )))
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Re: Panzer Corps Reimagined

Post by Tobi72 »

Just a few more tests and the time will come: Tobi’s map generator for the original *Panzer Corps*, the *Pak Mod*, and *Modern Conflicts* is launching as a beta.
Tobi`s.png
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Re: Panzer Corps Reimagined

Post by bondjamesbond »

Tobi72 wrote: Sun Sep 06, 2026 9:08 pm Just a few more tests and the time will come: Tobi’s map generator for the original *Panzer Corps*, the *Pak Mod*, and *Modern Conflicts* is launching as a beta.Tobi`s.png
This is intriguing, but let's wait for the final result!
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Re: Panzer Corps Reimagined

Post by Tobi72 »

Tobi’s Map Generator – Beta Version Now Available for Download!
viewtopic.php?p=1079047#p1079047
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Re: Panzer Corps Reimagined

Post by Tobi72 »

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Re: Panzer Corps Reimagined

Post by bondjamesbond »

Tobi72 wrote: Mon Aug 24, 2026 9:51 pm SZG.png

From time to time, I’ll be sharing scenarios here that I’ve created with Sol’s scenario generator. The generator is still in development and will not be released to the public.

We’re still at a very early stage. For now, the scenarios use small 26 × 26 hex maps—just right for a quick tank battle during a commercial break, between other things, or whenever diplomacy starts getting boring. 😉

The first pack features a mix of nations and regions. My selections were more or less random, as the main purpose was to test the generator’s progress and latest improvements.

All scenarios are designed to be played as the first side (Axis/NATO). Taking control of the defending side is technically possible, but that isn’t the intended way to play them, and I don’t think it would be particularly worthwhile.

Please bear in mind that I haven’t actually played any of these test scenarios myself. I’ve only checked that they function correctly, so this is a collection of early test scenarios rather than a fully playtested and balanced scenario pack.
P.S. These scenarios were created for the Modern Conflicts mod,the next pack will include scenarios for the PAK mod—though I have no idea when it’ll be ready!

Sol-Szenarien.zip
I'll check these scenarios for playability and see what you and Solo have planned as a team.

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Tell me, will Sol ever be able to adapt or port the game *People’s General* to the *Panzer Corps* engine!?
Dynasty General
https://www.old-games.ru/game/download/174.html
https://www.mobygames.com/game/1202/peo ... al/covers/
https://русификатор.рф/loc_piratruz.php ... lesGeneral

So I installed your scenarios and started playing! The first map reminded me of the game *People’s General*! An epic battle somewhere in the Siberian taiga near Bam ))
https://ru.wikipedia.org/wiki/Байкало-А ... магистраль
I couldn’t capture all three points in 25 moves – only two – which isn’t surprising, as the Type 79 tanks are certainly no match for the Russian T-90! Nevertheless, it was fun and interesting, even though the scenario isn’t particularly complex; perhaps later today I’ll try replaying it and even give the Russians a go ) And you lot are a bit stingy with Solom when it comes to prestige and bonus units ))) so I had to conjure up some extra moves for myself! If you’re interested in more details, as always, it’s all in the replays and screenshots )

Translated with DeepL.com (free version)
https://www.deepl.com/ru/translator

And for some reason, the final statistics appear cropped when viewed in the screenshots!


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It was even more exciting to play for Russia – the armoured fist of the Russian soldiers crushed the Chinese helmet right on the border )
Attachments
(09.09.2026) T807a, Turn 25.rar
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(09.09.2026) T807a, Turn 30.rar
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(09.09.2026) T807a, Turn 25.rar
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bondjamesbond
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Re: Panzer Corps Reimagined

Post by bondjamesbond »

The second map reminded me of the war between Georgia and Russia in 2008! Mind you, the Russians didn’t exactly look like peacekeepers – so it probably would have been better to have the Abkhazians and Ossetians in the game ) I could even have won it fair and square if I hadn’t let my guard down and squandered a bit of prestige on swapping the naval helicopter for an attack helicopter ))) Oh well, let’s just call it a trial run, as I’ll be replaying these missions anyway )

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Well, it’s a piece of cake for the Russians to crush the Georgians ) But they tried to advance and even capture something )))

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Attachments
(09.09.2026) T806, Turn 25.rar
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(09.09.2026) T806, Turn 29.rar
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(09.09.2026) T806, Turn 25.rar
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Re: Panzer Corps Reimagined

Post by Tobi72 »

Yes, the problem was caused by the translation chain in the briefing window and the statistics display. The fix has already been implemented.

The placement of naval units on continental maps will also be reworked. There is still a lot to do, but the important thing is: **the scenario generator works**, and it can already produce playable scenarios within minutes.

More features are still planned, including additional triggers, different victory conditions, three different map sizes, and quite a few other improvements.

The goal is to reach a point where I can quickly create complete packs of different playable scenarios for both **Modern Conflicts** and the **PAK Mod**, without having to manually edit every scenario afterwards.

Just to be clear, these are not intended to be historically accurate or historically inspired scenarios. They are deliberately **randomly generated scenarios**.

As for **Dynasty General**: if Sol should ever become capable of creating an entire mod from scratch, then I could certainly consider it. At the moment, however, I don’t really see that happening yet.

But perhaps there are some other creative minds here who would like to take up that challenge. 😉

P.S. Regarding the subject of prestige:
Prestige.png
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Re: Panzer Corps Reimagined

Post by bondjamesbond »

Tobi72 wrote: Wed Sep 09, 2026 3:35 am Yes, the problem was caused by the translation chain in the briefing window and the statistics display. The fix has already been implemented.

The placement of naval units on continental maps will also be reworked. There is still a lot to do, but the important thing is: **the scenario generator works**, and it can already produce playable scenarios within minutes.

More features are still planned, including additional triggers, different victory conditions, three different map sizes, and quite a few other improvements.

The goal is to reach a point where I can quickly create complete packs of different playable scenarios for both **Modern Conflicts** and the **PAK Mod**, without having to manually edit every scenario afterwards.

Just to be clear, these are not intended to be historically accurate or historically inspired scenarios. They are deliberately **randomly generated scenarios**.

As for **Dynasty General**: if Sol should ever become capable of creating an entire mod from scratch, then I could certainly consider it. At the moment, however, I don’t really see that happening yet.

But perhaps there are some other creative minds here who would like to take up that challenge. 😉
Well, you’ve done your bit then; now all that’s left is to teach and train Sola! The fighting on the map is in full swing, and if it weren’t for the US Army facing a weak Iraq, I probably wouldn’t even have managed to capture the third objective again! I can confirm that the maps generated by Sola are playable, and what’s more, if you add a human player, you can even play as both sides. I hope there’s an update and some new surprises in store for us!

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Playing as Iraq, I routed the advancing American forces, wiping them out completely. Let’s see what happens next.

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I can’t record and save the replay because the button isn’t visible in the options.

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Another battle in Georgia, but this time I'm on the side of the Russians)

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Well, giving the Russians a good thrashing with such a crowd of Georgians was a piece of cake! )))

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Saul has a love of putting Russians and Georgians between each other)

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Attachments
(09.09.2026) T805, Turn 20.rar
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(09.09.2026) T803, Turn 17.rar
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(09.09.2026) SZ05, Turn 18.rar
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