PzC Toolkit v2.0.5.1 - Classic General v0.7.0 RC3 (15/09/26)

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

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bondjamesbond
Lieutenant-General - Do 217E
Lieutenant-General - Do 217E
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Re: PzC Toolkit v2.0.5.1 - Classic General v0.5.0 RC1 (06/09/26)

Post by bondjamesbond »

nikivdd wrote: Wed Sep 09, 2026 12:16 pm
bondjamesbond wrote: Wed Sep 09, 2026 11:45 am
Very good, as I understand it, it’s better to delete the old version to avoid artifacts and bugs, right?
You can but it is not compulsory. Between 0.5.0 and 0.6.0 there were 23 builds; i always install without deleting the old one first.
Most changes kick in immediately after loading a savegame from the previous version.
I’ll bear that in mind for the future!
Image
https://bigpicture.ru/vtoraya-mirovaya- ... -chast-14/
When will Pacific General be launched?


Image
https://www.gog.com/ru/game/pacific_general?page=7
https://mynickname.com/id73473
Image
nikivdd
Panzer Corps Map Designer
Panzer Corps Map Designer
Posts: 5146
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Re: PzC Toolkit v2.0.5.1 - Classic General v0.5.0 RC1 (06/09/26)

Post by nikivdd »

bondjamesbond wrote: Thu Sep 10, 2026 5:42 am
When will Pacific General be launched?
No date yet, i am still working on the Panzer section.
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New screens and an additional language for the next release.
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nikivdd
Panzer Corps Map Designer
Panzer Corps Map Designer
Posts: 5146
Joined: Fri Jun 24, 2011 1:21 pm
Location: Belgium

Re: PzC Toolkit v2.0.5.1 - Classic General v0.6.0 RC2 (09/09/26)

Post by nikivdd »

Development update.
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The next release will include the following:
- New screens
- One new language
- Bug fixes
- Naval AI and naval rules
- New custom campaigns
- Allied General
- Single scenarios playable as either side
- The Battle Generator
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nikivdd
Panzer Corps Map Designer
Panzer Corps Map Designer
Posts: 5146
Joined: Fri Jun 24, 2011 1:21 pm
Location: Belgium

Re: PzC Toolkit v2.0.5.1 - Classic General v0.6.0 RC2 (09/09/26)

Post by nikivdd »

Upcoming Feature:

Battle Generator — Create Your Own Battles in Classic General

One of the largest additions to Classic General is the Battle Generator.

Instead of replaying only the stock campaigns and custom scenarios, the Battle Generator allows you to create a completely new battlefield from scratch and immediately fight it.
You choose the basic battle setup, and the game generates the map, objectives, deployment zones, forces, terrain, weather region and mission conditions.
The system is designed to create battles that still feel like Panzer General, rather than a generic random skirmish mode.

Battle setup

The Battle Generator allows you to define:
map size
date
location / theater
nations for both sides
force size
deployment style
number of airfields
scenario length from 1 to 99 turns
equipment set
victory condition for Side A
victory condition for Side B
Both sides can have completely different missions.

For example:

Side A: Breakthrough
Side B: Capture the Flag

Or:

Side A: Majority Control
Side B: Hold the Line

This means generated battles do not have to use the traditional attacker-versus-defender victory structure.

Victory conditions

The Battle Generator currently supports eight victory-condition types:

Turn Based
All or Nothing
Majority Control
Key Objective
Breakthrough
Hold the Line
Objective Count
Capture the Flag

Each condition has its own parameters.

For example, a Breakthrough mission can require a certain number of ground units to reach a marked exit zone before a deadline, while Hold the Line can require the defender to retain a specific number of objectives.

The opposing AI also understands these mission types. It does not simply attack the nearest objective regardless of its assigned task.

Location and terrain

Generated maps use the same broad weather regions as Panzer General:

Africa / Desert
Southern Europe
Northern Europe
Eastern Europe

The selected location affects both weather and terrain generation.

An African battlefield will be dominated by desert, rough desert and other arid terrain, while European maps can contain forests, mountains, swamps, farmland and Bocage.

Recent development has also expanded the desert terrain pool with:

Oasis terrain
Salt Lakes and Salt Pans
additional Rough Desert variations

Roads, rivers and bridges

The map generator does more than scatter random terrain.
Roads, rivers and bridges are generated as connected systems.
Where roads approach a suitable river crossing from both banks, the generator prefers to create a proper bridge rather than leaving two roads ending awkwardly at the river.
River Crossing battles can also generate battlefield layouts specifically suited to crossing operations.

Generated armies

Both sides receive generated armies based on:

nationality
scenario date
available equipment
Prestige
selected equipment database
terrain and battlefield requirements

The generator uses the same equipment and transport rules as the rest of Classic General.

Eligible units can receive appropriate organic ground transport, while units such as cavalry remain untransported. Ground transports are free and automatically assigned when the armies are generated.

Paratroopers are also handled specially and may be staged near friendly airfields.

Equipment sets

Generated battles are not restricted to one equipment database.
Different equipment profiles can be selected, including several of the equipment sets already integrated into Classic General.
This means a generated battle can use the normal unified Classic General equipment or one of the supported campaign-specific equipment profiles.
The selected equipment set remains isolated from the global database, so campaign-specific equipment does not overwrite or contaminate the main equipment file.

Deployment

Generated forces are deployed according to the battlefield situation.
The generator supports different deployment styles, including more concentrated or more dispersed army layouts.
Deployment areas can expand automatically if the generated force is too large for the original deployment zone.
Neutral objectives are protected from starting-unit placement, so a battle should no longer begin with a supposedly neutral victory hex already occupied by one side.

Mission markers

Special missions receive their own battlefield markings.

For example:
Key Objectives use a distinctive special objective border.
Breakthrough missions use marked exit zones.
Capture the Flag uses dedicated mission locations.
These markers are intended to look like tactical-map annotations rather than modern interface elements, keeping them visually consistent with the Panzer General style.

AI behavior

The AI is mission-aware.

It takes both its own victory condition and the enemy victory condition into account.
The one caveat is that this is still heuristic AI, not a perfect adversarial planner. It understands the mission structure and creates counter-goals, but it can still make imperfect tactical choices depending on force balance, terrain, visibility, and local opportunities.

Examples include:

defending several objectives during an All-or-Nothing defense
consolidating once a Majority Control threshold has been reached
concentrating on required Key Objectives
driving mobile units toward Breakthrough zones
blocking enemy Breakthrough routes
selecting the most defensible objectives for Hold the Line
increasing urgency as timed missions approach their deadline
escorting or intercepting flag carriers in Capture the Flag battles

The intention is that two generated battles with different mission combinations should actually play differently.

Battle Generator saves

Battle Generator saves use their own save area:
Saved Games\BattleGenerator\
They are kept separate from campaign and normal scenario saves.
Generated-battle saves preserve the generated map, forces, mission conditions, victory parameters and other battlefield state so the battle can be continued normally.

The goal

The Battle Generator is not intended to replace the campaigns.
It is there to give Classic General something the original Panzer General never really had: a way to create an almost unlimited number of battles while still using the same equipment, terrain, combat rules and AI systems as the main game.
You can generate a small desert clash, a large Eastern Front battle, a Bocage-heavy fight in Northern Europe, a river crossing, a breakthrough operation, or two sides with completely different objectives.
And because the system uses the normal Classic General rules underneath, generated battles are not a separate arcade mode.
They are full Classic General battles.

The Battle Generator lays the foundation for future additions like the scenario designer and the campaign designer (as in Steel Panthers).

Meanwhile more custom campaigns were added; including, as a test case, the British Campaign from Panzer General Forever.

Comments and suggestions are welcome.
nikivdd
Panzer Corps Map Designer
Panzer Corps Map Designer
Posts: 5146
Joined: Fri Jun 24, 2011 1:21 pm
Location: Belgium

Re: PzC Toolkit v2.0.5.1 - Classic General v0.7.0 RC3 (15/09/26)

Post by nikivdd »

Classic General v0.7.0
https://www.mediafire.com/file/d7s6uh6r ... p.rar/file
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Summary of v0.7.0
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- AI improvement
- The new Battle Generator, accessible from the main screen (also see earlier post)
- Stock tile improvement and a ton of new tiles used by the Battle Generator
- Allied General campaigns and single scenarios, accessible from the main screen "Allied"
- Expansion of the "Command Console": while ingame the console is opened by CTRL+A. In this update prestige can be added or deducted for both sides and the number of turns. The earlier version already included to end a scenario.
- More custom campaigns added.
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The installation file is now about 120 Mb.
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Current development:
Pacific General for Classic General
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