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
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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
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When will Pacific General be launched?


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https://www.gog.com/ru/game/pacific_general?page=7
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nikivdd
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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
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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
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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
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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
nikivdd
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Re: PzC Toolkit v2.0.5.1 - Classic General v0.7.0 RC3 (15/09/26)

Post by nikivdd »

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

Post by bondjamesbond »

nikivdd wrote: Wed Sep 16, 2026 10:36 am 001.png
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That’s great news – I’m definitely looking forward to it!

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

Post by nikivdd »


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

Post by bondjamesbond »

nikivdd wrote: Wed Sep 16, 2026 4:16 pm
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First test
Ок !

Image Image Image
A Swastika on the Table: German Board Games from the Second World War
During the Second World War, children’s board games became a means of propaganda. These visual aids were used for moral instruction, military training and civic education.
The Nazis stirred up children’s enthusiasm, introduced them to military matters, taught them how to behave during air raids, and instilled anti-Semitism and a sense of racial superiority.

Translated with DeepL.com (free version)
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nikivdd
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Re: PzC Toolkit v2.0.5.1 - Classic General v0.7.0 RC3 (15/09/26)

Post by nikivdd »

Development update


| Area | Major additions / changes since v0.7.0 |
| -------------------------------------- | ----------------------------------------------------------------------------------------------------------------------------------------------- |
| **Pacific General module** | Added Pacific General as a full independent module alongside Panzer and Allied |
| **SSI Pacific campaigns** | Recovered and integrated the original **Japanese Campaign** and **American Campaign** campaign trees |
| **Pacific scenarios** | Decoded/imported the original SSI PacGen scenario data and supporting scenario structures |
| **Pacific equipment** | Added a complete **local Pacific equipment database**, independent of the PG/AG global equipment file |
| **Pacific icons** | Integrated Pacific-specific tactical unit icons and graphics |
| **Pacific terrain** | Decoded Pacific terrain and movement behavior, including Pacific-specific terrain handling |
| **Pacific combat animations** | Integrated the original PacGen SHP/PFP combat animations |
| **Pacific combat sound** | Synchronized weapon sounds, attack animation and explosion/impact effects |
| **Pacific movement sounds** | Added/fixed movement audio including truck fallback handling |
| **Pacific campaign persistence** | Core units now carry correctly between scenarios; importantly, **core naval units also persist** |
| **Pacific Core/Aux system** | Recovered PacGen's local Core/Aux unit-bank structure and corrected RESERVES classification |
| **Pacific purchases** | Pacific purchases use the recovered PacGen nation availability masks |
| **Pacific upgrades** | Fixed Upgrade so it uses those same PacGen purchase masks instead of the incompatible PG/AG nationality test |
| **Pacific replacements** | Normal/Elite replacement and overstrength behavior brought into parity with PG/AG |
| **Pacific deployment** | Added proper land/air/sea deployment handling and naval purchasing from sea deployment areas |
| **Transport points** | Introduced reusable **Air Transport Points** and **Sea Transport Points**; embark consumes a point and disembark restores it |
| **Pacific bridges** | Recovered/fixed PacGen bridge recognition, movement and rendering |
| **Bridge Engineers** | BridgeEngineer units can function as temporary bridges while occupying river hexes |
| **Engineers** | Engineers ignore entrenchment and don't trigger rugged defense from entrenchment |
| **FortKiller** | Added reusable FortKiller trait: +25% attack against structures |
| **Cavalry** | Added cavalry behavior: no fuel consumption, no land transport and no fuel icon |
| **Torpedo trait** | Restricted torpedo behavior to the appropriate adjacent air-vs-naval attack |
| **Para normalization** | Paratrooper behavior standardized between modules |
| **Pacific Hill** | Native Pacific Hill terrain corrected and given its elevated artillery/AA benefit |
| **Kunai** | Corrected to Clear movement costs |
| **Jungle Path** | Added dedicated Jungle Path movement costs for Dry/Mud conditions |
| **Recon** | Phased recon movement corrected to obey Zones of Control |
| **Air combat** | Multiple fighter/AD/AA behavior checks and corrections made for PG/AG parity |
| **Unit Window** | Expanded with proper Pacific information and a **Traits tab** |
| **EXP display** | Experience now displays correctly even when the current value is zero |
| **Support Range** | Overlay corrected to reflect the unit's actual support range |
| **Begin-turn briefing** | Redesigned and expanded; now includes scenario-local **Units Lost** and **Units Destroyed** |
| **Scenario statistics** | Loss/destruction statistics reset per mission rather than accumulating globally |
| **Scenario names** | Fixed Pacific scenario-name leakage from PG/AG data |
| **Separate saves** | Panzer, Allied and Pacific have independent Quick Save/Quick Load handling |
| **Battle Generator saves** | Generated battles retain their own separate save bank |
| **Battle Generator Pacific equipment** | Added **Pacific General** as a selectable equipment set |
| **BG Pacific nations** | Pacific equipment mode restricts generation to Japan, China, USA, UK and Soviet Union/Russia |
| **BG equipment isolation** | Pacific BG units come from the local PacGen database, not the global PG/AG database |
| **BG mission compatibility** | Offensive-vs-offensive and defensive-vs-defensive illogical mission combinations blocked |
| **Breakthrough** | Exit zones made authoritative for victory, AI, save/load and visualization |
| **Generated deployment** | Prevents generated units starting on neutral objective hexes |
| **Generated terrain** | Bocage generation restored/corrected and terrain classification improved |
| **Combat support rule** | Artillery-initiated attacks no longer cause defensive artillery counter-fire |
| **AD support rule** | **Air Defense attacking an aircraft cannot be attacked by enemy artillery supporting fire** |
| **Combat presentation** | Pacific's synchronized on-map combat-animation system selected as the direction for PG/AG as well |
| **Global equipment** | Expanded substantially while keeping SSI stock IDs **0–437 protected** |
| **Global equipment count** | Current global PG/AG catalogue: **793 units** |
| **Custom ID policy** | 438–999 remains reserved; custom equipment uses 1000+ |
| **Sahariana** | Added Italian **AS.42 Sahariana** |
| **Additional Italian equipment** | RSI Milizia, M42 105/25, M41 90/53, Camicie Nere, Cavalry |
| **Additional German equipment** | RSO Steyr, Ta 152, FW 200C Condor, **Opel armour**, **10.5cm Heavy FlaK** |
| **Additional British equipment** | LRDG, Staghound, Valentine II, Whirlwind, Beaufort I, Halifax III, Fairey Battle |
| **Free Polish equipment** | Added FPO Staghound
| |
| **Custom Scenario architecture** | Rebuilt Panzer/Allied Custom Scenario handling around module-specific directories |
| **Panzer Custom Scenarios** | Added **Dunkirk 1940, Stalingrad 1942, Carentan 1944, Winter Storm 1942** |
| **Allied Custom Scenarios** | Added **Aachen 1944, Italy 1943/Gustav Line, St. Mère-Église 1944, Warsaw Uprising 1944, Monte Cassino 1944** |
| **Custom scenario provenance** | Original author/source `.SCN/.SET/.STM` material retained alongside native conversions |
| **Custom equipment profiles** | Scenario-local equipment overrides can layer over the global equipment master without modifying it |
| **Custom save identity** | Save format stores the exact custom scenario identity/path and authored player side |
| **Module content separation** | Pacific-specific custom scenarios/campaigns remain Pacific-only; Panzer/Allied/Pacific content no longer leaks between menus |
| **Archive content audit** | Large historical PG/AG archive audited for useful campaigns, scenarios, equipment and icons | |
| **Future Kaiser routing** | WWI scenarios identified for eventual Kaiser General rather than being mixed into WWII modules |
| **Help system** | Added full-screen **Help Manuals** system |
| **Classic General Overview** | First manual supplied in all supported languages |
| **Localization** | Project standardized around **9 languages**: EN, FR, DE, PL, UK, RU, ES, TR, UZ Latin |
| **English fallback** | Missing localization keys fall back to English |
| **Main launcher** | Continued development into the unified Panzer / Allied / Pacific / Corps / Battle Generator launcher |
| **Launcher buttons** | Help moved beside Language; Contact restored beside Options |
| **Contact rendering** | v0.8.22 removes the redundant visible Contact overlay while retaining the artwork's clickable hitbox |
| **Options screen** | Expanded from a minimal screen into a proper set of global application/gameplay preferences |
| **Options hover help** | Added a **floating Unit-Window-style information panel** when hovering an option |
| **Options localization** | Option names, values, descriptions and hover explanations localized in all 9 languages |
| **Global tactical defaults** | Options infrastructure now supports defaults such as grid, movement arrow, prediction, ZOC, spotting/support overlays, etc. |
| **Speed/camera options** | Added infrastructure for animation/AI speed, auto-centering, scrolling and related preferences |
| **Confirmation options** | End Turn/Quit and related quality-of-life settings incorporated into the global Options design |
| **Debug information option** | Optional development information intended to help our testing without cluttering normal play |
| **Pacific scenario browser** | v0.8.22 replaces the old development-oriented Pacific browser with the PG/AG-style player-facing layout |
| **Pacific browser controls** | Standardized to **BACK / SELECT SCENARIO**
| **Startup skipping** | Both opening sequences remain immediately skippable
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At some point the main screen will be upgraded after more 5* modules have been made available.
I have also been bug hunting, but i won't probably get them all before the next update.
The right click on a unit information panel has been expanded with the tab "Traits", handy to know which traits the current unit has, still needs further testing.
More testing is needed, especially for the naval part of Pacific General.
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Suggestions and comments are welcome.
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