PzC Toolkit v2.0.5.1 - Classic General v0.9.12 RC4 (24/09/26)
Moderators: Slitherine Core, Panzer Corps Moderators, Panzer Corps Design
Re: PzC Toolkit v2.0.5.1 - Classic General v0.7.0 RC3 (15/09/26)
Hi Nikivdd,
I am playing the Berlin scenario (Panzer General) on Allied Side.
Is there a way to get back the fuel cheat (in your CTRL A menu) ?
I noticed when AI plays that the screen is not showing the combat location, I just hear sounds. could you please make sure the game works like all the original game for this feature ?
There's no victory message at the end of the scenario.
The arty rule change is a nice addition.
Great work!
I am playing the Berlin scenario (Panzer General) on Allied Side.
Is there a way to get back the fuel cheat (in your CTRL A menu) ?
I noticed when AI plays that the screen is not showing the combat location, I just hear sounds. could you please make sure the game works like all the original game for this feature ?
There's no victory message at the end of the scenario.
The arty rule change is a nice addition.
Great work!
Re: PzC Toolkit v2.0.5.1 - Classic General v0.7.0 RC3 (15/09/26)
In the next version, once a unit is selected and you open the command console, it will be possible to change fuel, ammo and unit strength;RobertCL wrote: Thu Sep 24, 2026 7:37 am Hi Nikivdd,
I am playing the Berlin scenario (Panzer General) on Allied Side.
Is there a way to get back the fuel cheat (in your CTRL A menu) ?
I noticed when AI plays that the screen is not showing the combat location, I just hear sounds. could you please make sure the game works like all the original game for this feature ?
There's no victory message at the end of the scenario.
The arty rule change is a nice addition.
Great work!
The screen will be showing combat locations too;
I will be looking into the single scenario debriefings.
Thanks for the feedback.
Re: PzC Toolkit v2.0.5.1 - Classic General v0.7.0 RC3 (15/09/26)
Observations:
German Hetzers are moving using Truck icon (Berlin standalone scenario, playing on Allied side).
Sometimes units have no sound (Custom campaign\East front campaign), The max nr of units was 49 but I was able to purchase units and to deploy 50 units (so above the limit).
How do we increase unit stars during deployment phase ?
Deployment takes more time compared to original games (but this is not a big deal)
Scrolling should be faster
Is there a way to chose e-file (For instance Georg Treitler e-file, he used colors for Luftwaffe) ?
I shall be delighted to discover next version, keep up the good work!
German Hetzers are moving using Truck icon (Berlin standalone scenario, playing on Allied side).
Sometimes units have no sound (Custom campaign\East front campaign), The max nr of units was 49 but I was able to purchase units and to deploy 50 units (so above the limit).
How do we increase unit stars during deployment phase ?
Deployment takes more time compared to original games (but this is not a big deal)
Scrolling should be faster
Is there a way to chose e-file (For instance Georg Treitler e-file, he used colors for Luftwaffe) ?
I shall be delighted to discover next version, keep up the good work!
Re: PzC Toolkit v2.0.5.1 - Classic General v0.7.0 RC3 (15/09/26)
I found a loophole that when towed AT are upgraded to self propelled AT the transport was not removed. Was it in your case such an upgrade?RobertCL wrote: Thu Sep 24, 2026 10:54 am Observations:
German Hetzers are moving using Truck icon (Berlin standalone scenario, playing on Allied side).
Sometimes units have no sound (Custom campaign\East front campaign), The max nr of units was 49 but I was able to purchase units and to deploy 50 units (so above the limit).
How do we increase unit stars during deployment phase ?
Deployment takes more time compared to original games (but this is not a big deal)
Scrolling should be faster
Is there a way to chose e-file (For instance Georg Treitler e-file, he used colors for Luftwaffe) ?
I shall be delighted to discover next version, keep up the good work!
For now overstrength is like in PG, only ingame using elite reinforcements; i will add the feature to the deployment phase.
Efile can only be chosen with the battle generator (single scenario) and campaign generator (multiple scenarios).
All PG/AG custom campaigns run on the global equipment file. The global equipment file = the base entries of PG+AG+Custom Campaign PG/AG+more variants using stock icons
The map can also be moved with the arrow keys and left click + drag. But i will see if i can still do something about the scrolling.
If you can get a hold of the whole package you mentioned (e-file/shp and scn files) i think i should be able to add it to custom campaigns running on that equipment file.
I will also look into the sounds.
I still want to implement a lot of features and stuff but not all at once
.
I hope to have the next update ready one of these days.
.
Thanks so much for the feedback!
Re: PzC Toolkit v2.0.5.1 - Classic General v0.7.0 RC3 (15/09/26)
I was playing on Allied side in Berlin. So the Hetzer moving with a truck icon was used by AI.I found a loophole that when towed AT are upgraded to self propelled AT the transport was not removed. Was it in your case such an upgrade?
Re: PzC Toolkit v2.0.5.1 - Classic General v0.7.0 RC3 (15/09/26)
Found itRobertCL wrote: Thu Sep 24, 2026 3:36 pm
I was playing on Allied side in Berlin. So the Hetzer moving with a truck icon was used by AI.
The AI’s optional transport routine was still using a broad class-based rule. That meant classes like AT, artillery, AA, and air defense could receive a truck/halftrack simply because they belonged to a generally transportable class, even when the actual unit was already self-propelled.
Re: PzC Toolkit v2.0.5.1 - Classic General v0.9.12 RC4 (24/09/26)
Classic General v0.9.12 is now available!
https://www.mediafire.com/file/jquec7iw ... p.rar/file
.
Changes:
- See also posts i made since i made v0.7.0 available especially Battle Generator/Campaign Generator.
- A recap: what is the Campaign Generator?
The Campaign Generator in Classic General is a system that creates a complete, playable campaign from scratch instead of asking the player to follow a fixed historical scenario chain.
You choose the broad setup—such as nation, theatre, start and end dates, difficulty, prestige, force size, and campaign options—and the generator builds an operational campaign around those choices. Each battle is then created procedurally, with its own map, objectives, terrain, enemy force, deployment situation, mission type, briefing, and campaign consequences.
It is much more than a random battle generator. The campaign keeps track of your Core army, prestige, losses, replacements, unit development, operational momentum, campaign events, strategic branches, and results from previous missions. What happens in one battle can influence the next.
The system can generate a wide variety of missions, including attacks, defenses, breakthroughs, holding actions, bridgehead operations, fortress battles, coastal landings, evacuations, airfield operations, encirclements, supply-route missions, crossroads battles, and more. Terrain and objectives are shaped to fit the mission and theatre rather than simply being scattered randomly across the map.
Generated campaigns can also contain special events, such as Locations Worth Investigating, where capturing a marked ? hex can reward the player with a new Core formation for later operations.
The aim is to create something that feels much closer to a traditional Panzer General campaign than a collection of disconnected random maps: you build and preserve a Core force, fight through an evolving operation, make strategic choices, and deal with the consequences of victories, defeats, losses, and opportunities along the way.
Because the campaign is generated from the selected dates, theatre, nations, equipment availability, and operational situation, two campaigns using the same basic settings can still develop quite differently.
In short: The Campaign Generator lets Classic General create an entire new campaign for you to play, rather than requiring that campaign to have been designed beforehand. This feature will also be further developed.
.
-Campaign deployment / Core management
Added an OVERSTRENGTH button next to Purchase.
Eligible Core units can buy exactly +1 strength per click, using Elite Replacement cost.
Maximum strength follows experience: 100 XP → 11, 200 XP → 12, 300 XP → 13, etc.
Experience is not consumed.
Structures are excluded.
The feature is localized in all nine supported languages.
.
-Map navigation
Slow / Normal / Fast scroll speeds now consistently affect both keyboard movement and mouse edge scrolling.
Arrow keys, WASD and ZQSD all use the same selected map-scroll setting.
Normal and Fast keyboard scrolling were substantially increased from the old rates.
Deployment keyboard scrolling was brought into parity with tactical-map scrolling.
In 0.9.12, mouse edge scrolling was increased again because it still felt sluggish compared with keyboard navigation.
Tactical and deployment edge scrolling now use the same 35 ms update interval, while keeping progressive acceleration, diagonal scrolling, the edge activation bands and hover delay intact.
.
-Mission briefing / Help
Added universal M hotkey to reopen the current mission briefing during tactical play.
Works in Panzer, Allied, Panzer II, Pacific, custom content, Battle Generator and Campaign Generator.
Campaign Generator stores the exact generated opening briefing so M brings back the same text.
Added a dedicated Shortcut Keys Help Manual.
The Shortcut Keys manual is translated into all 9 languages: EN, FR, DE, PL, UK, RU, ES, TR and Uzbek Latin.
.
-AI
AI combat presentation now moves the camera to the actual combat area before resolving sounds/effects when enemy-action presentation is enabled.
The camera centers on the defender so a hidden long-range attacker is not exposed through fog of war.
AI organic-transport purchasing was hardened so it uses the same equipment-specific legality rules as the human player.
-Transport legality
Centralized attached ground-transport eligibility so only genuine leg infantry and towed AT/artillery/AA/AD units can receive organic land transport.
Self-propelled anti-tank/tank-destroyer units such as the Hetzer can no longer receive a truck or halftrack as a second transport.
.
-Equipment audio
Equipment sound assignments were normalized across the global PG/AG roster, Panzer II, native Pacific equipment and packaged legacy Pacific equipment.
Missing or invalid movement, attack and destruction sounds now fall back to appropriate existing sounds.
Intentional silence remains where a unit genuinely cannot perform an action.
.
-Achievements
Activated but under development.
.
-Options screen
Options were added in this section
.
-Localization
The long-form Pacific campaign localization work across all 9 languages.
Expanded Panzer II long-form translations, including full FR/DE/PL/UK/RU coverage and substantial ES/TR/UZ coverage.
New UI/help/result text added during this period was localized across the supported languages.
- Panzer General II in a Panzer General jacket under the menu "Panzer II"
- Pacific General added under the menu "Pacific"
- More help manuals were added under the menu "Help" on the main screen.
Thanks for all feedback.
https://www.mediafire.com/file/jquec7iw ... p.rar/file
.
Changes:
- See also posts i made since i made v0.7.0 available especially Battle Generator/Campaign Generator.
- A recap: what is the Campaign Generator?
The Campaign Generator in Classic General is a system that creates a complete, playable campaign from scratch instead of asking the player to follow a fixed historical scenario chain.
You choose the broad setup—such as nation, theatre, start and end dates, difficulty, prestige, force size, and campaign options—and the generator builds an operational campaign around those choices. Each battle is then created procedurally, with its own map, objectives, terrain, enemy force, deployment situation, mission type, briefing, and campaign consequences.
It is much more than a random battle generator. The campaign keeps track of your Core army, prestige, losses, replacements, unit development, operational momentum, campaign events, strategic branches, and results from previous missions. What happens in one battle can influence the next.
The system can generate a wide variety of missions, including attacks, defenses, breakthroughs, holding actions, bridgehead operations, fortress battles, coastal landings, evacuations, airfield operations, encirclements, supply-route missions, crossroads battles, and more. Terrain and objectives are shaped to fit the mission and theatre rather than simply being scattered randomly across the map.
Generated campaigns can also contain special events, such as Locations Worth Investigating, where capturing a marked ? hex can reward the player with a new Core formation for later operations.
The aim is to create something that feels much closer to a traditional Panzer General campaign than a collection of disconnected random maps: you build and preserve a Core force, fight through an evolving operation, make strategic choices, and deal with the consequences of victories, defeats, losses, and opportunities along the way.
Because the campaign is generated from the selected dates, theatre, nations, equipment availability, and operational situation, two campaigns using the same basic settings can still develop quite differently.
In short: The Campaign Generator lets Classic General create an entire new campaign for you to play, rather than requiring that campaign to have been designed beforehand. This feature will also be further developed.
.
-Campaign deployment / Core management
Added an OVERSTRENGTH button next to Purchase.
Eligible Core units can buy exactly +1 strength per click, using Elite Replacement cost.
Maximum strength follows experience: 100 XP → 11, 200 XP → 12, 300 XP → 13, etc.
Experience is not consumed.
Structures are excluded.
The feature is localized in all nine supported languages.
.
-Map navigation
Slow / Normal / Fast scroll speeds now consistently affect both keyboard movement and mouse edge scrolling.
Arrow keys, WASD and ZQSD all use the same selected map-scroll setting.
Normal and Fast keyboard scrolling were substantially increased from the old rates.
Deployment keyboard scrolling was brought into parity with tactical-map scrolling.
In 0.9.12, mouse edge scrolling was increased again because it still felt sluggish compared with keyboard navigation.
Tactical and deployment edge scrolling now use the same 35 ms update interval, while keeping progressive acceleration, diagonal scrolling, the edge activation bands and hover delay intact.
.
-Mission briefing / Help
Added universal M hotkey to reopen the current mission briefing during tactical play.
Works in Panzer, Allied, Panzer II, Pacific, custom content, Battle Generator and Campaign Generator.
Campaign Generator stores the exact generated opening briefing so M brings back the same text.
Added a dedicated Shortcut Keys Help Manual.
The Shortcut Keys manual is translated into all 9 languages: EN, FR, DE, PL, UK, RU, ES, TR and Uzbek Latin.
.
-AI
AI combat presentation now moves the camera to the actual combat area before resolving sounds/effects when enemy-action presentation is enabled.
The camera centers on the defender so a hidden long-range attacker is not exposed through fog of war.
AI organic-transport purchasing was hardened so it uses the same equipment-specific legality rules as the human player.
-Transport legality
Centralized attached ground-transport eligibility so only genuine leg infantry and towed AT/artillery/AA/AD units can receive organic land transport.
Self-propelled anti-tank/tank-destroyer units such as the Hetzer can no longer receive a truck or halftrack as a second transport.
.
-Equipment audio
Equipment sound assignments were normalized across the global PG/AG roster, Panzer II, native Pacific equipment and packaged legacy Pacific equipment.
Missing or invalid movement, attack and destruction sounds now fall back to appropriate existing sounds.
Intentional silence remains where a unit genuinely cannot perform an action.
.
-Achievements
Activated but under development.
.
-Options screen
Options were added in this section
.
-Localization
The long-form Pacific campaign localization work across all 9 languages.
Expanded Panzer II long-form translations, including full FR/DE/PL/UK/RU coverage and substantial ES/TR/UZ coverage.
New UI/help/result text added during this period was localized across the supported languages.
- Panzer General II in a Panzer General jacket under the menu "Panzer II"
- Pacific General added under the menu "Pacific"
- More help manuals were added under the menu "Help" on the main screen.
Thanks for all feedback.
-
bondjamesbond
- Lieutenant-General - Do 217E

- Posts: 3204
- Joined: Mon Jun 27, 2022 10:10 pm
Re: PzC Toolkit v2.0.5.1 - Classic General v0.9.12 RC4 (24/09/26)
nikivdd wrote: Thu Sep 24, 2026 7:17 pm Classic General v0.9.12 is now available!
https://www.mediafire.com/file/jquec7iw ... p.rar/file
.
Changes:
- See also posts i made since i made v0.7.0 available especially Battle Generator/Campaign Generator.
- A recap: what is the Campaign Generator?
The Campaign Generator in Classic General is a system that creates a complete, playable campaign from scratch instead of asking the player to follow a fixed historical scenario chain.
You choose the broad setup—such as nation, theatre, start and end dates, difficulty, prestige, force size, and campaign options—and the generator builds an operational campaign around those choices. Each battle is then created procedurally, with its own map, objectives, terrain, enemy force, deployment situation, mission type, briefing, and campaign consequences.
It is much more than a random battle generator. The campaign keeps track of your Core army, prestige, losses, replacements, unit development, operational momentum, campaign events, strategic branches, and results from previous missions. What happens in one battle can influence the next.
The system can generate a wide variety of missions, including attacks, defenses, breakthroughs, holding actions, bridgehead operations, fortress battles, coastal landings, evacuations, airfield operations, encirclements, supply-route missions, crossroads battles, and more. Terrain and objectives are shaped to fit the mission and theatre rather than simply being scattered randomly across the map.
Generated campaigns can also contain special events, such as Locations Worth Investigating, where capturing a marked ? hex can reward the player with a new Core formation for later operations.
The aim is to create something that feels much closer to a traditional Panzer General campaign than a collection of disconnected random maps: you build and preserve a Core force, fight through an evolving operation, make strategic choices, and deal with the consequences of victories, defeats, losses, and opportunities along the way.
Because the campaign is generated from the selected dates, theatre, nations, equipment availability, and operational situation, two campaigns using the same basic settings can still develop quite differently.
In short: The Campaign Generator lets Classic General create an entire new campaign for you to play, rather than requiring that campaign to have been designed beforehand. This feature will also be further developed.
.
-Campaign deployment / Core management
Added an OVERSTRENGTH button next to Purchase.
Eligible Core units can buy exactly +1 strength per click, using Elite Replacement cost.
Maximum strength follows experience: 100 XP → 11, 200 XP → 12, 300 XP → 13, etc.
Experience is not consumed.
Structures are excluded.
The feature is localized in all nine supported languages.
.
-Map navigation
Slow / Normal / Fast scroll speeds now consistently affect both keyboard movement and mouse edge scrolling.
Arrow keys, WASD and ZQSD all use the same selected map-scroll setting.
Normal and Fast keyboard scrolling were substantially increased from the old rates.
Deployment keyboard scrolling was brought into parity with tactical-map scrolling.
In 0.9.12, mouse edge scrolling was increased again because it still felt sluggish compared with keyboard navigation.
Tactical and deployment edge scrolling now use the same 35 ms update interval, while keeping progressive acceleration, diagonal scrolling, the edge activation bands and hover delay intact.
.
-Mission briefing / Help
Added universal M hotkey to reopen the current mission briefing during tactical play.
Works in Panzer, Allied, Panzer II, Pacific, custom content, Battle Generator and Campaign Generator.
Campaign Generator stores the exact generated opening briefing so M brings back the same text.
Added a dedicated Shortcut Keys Help Manual.
The Shortcut Keys manual is translated into all 9 languages: EN, FR, DE, PL, UK, RU, ES, TR and Uzbek Latin.
.
-AI
AI combat presentation now moves the camera to the actual combat area before resolving sounds/effects when enemy-action presentation is enabled.
The camera centers on the defender so a hidden long-range attacker is not exposed through fog of war.
AI organic-transport purchasing was hardened so it uses the same equipment-specific legality rules as the human player.
-Transport legality
Centralized attached ground-transport eligibility so only genuine leg infantry and towed AT/artillery/AA/AD units can receive organic land transport.
Self-propelled anti-tank/tank-destroyer units such as the Hetzer can no longer receive a truck or halftrack as a second transport.
.
-Equipment audio
Equipment sound assignments were normalized across the global PG/AG roster, Panzer II, native Pacific equipment and packaged legacy Pacific equipment.
Missing or invalid movement, attack and destruction sounds now fall back to appropriate existing sounds.
Intentional silence remains where a unit genuinely cannot perform an action.
.
-Achievements
Activated but under development.
.
-Options screen
Options were added in this section
.
-Localization
The long-form Pacific campaign localization work across all 9 languages.
Expanded Panzer II long-form translations, including full FR/DE/PL/UK/RU coverage and substantial ES/TR/UZ coverage.
New UI/help/result text added during this period was localized across the supported languages.
- Panzer General II in a Panzer General jacket under the menu "Panzer II"
- Pacific General added under the menu "Pacific"
- More help manuals were added under the menu "Help" on the main screen.
Thanks for all feedback.


Thanks, Nico! I hope I'll have time to play and even beat *Pacific General* now. ) Everything else will come after the tests!


https://lparchive.org/Pacific-General/






Everything about this game is brilliant, apart from the garish graphics, which start to strain your eyes after an hour! Is there absolutely no way to improve them?
https://reshade.me/
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Last edited by bondjamesbond on Sat Sep 26, 2026 1:09 am, edited 3 times in total.
https://mynickname.com/id73473


Re: PzC Toolkit v2.0.5.1 - Classic General v0.9.12 RC4 (24/09/26)
Hi NIco,
One word: congrats!
What a pleasure to find back PG2, a long time ago I ported PG2 campaigns to People's General. PeG-WW2 was invented by Mark Kirby, then I ported campaigns and created a few PeG mods now hosted by a friend of mine at https://www.peoplesgeneral.de/
The look of your "ported" maps from PG2 is outstanding.
Finding back Pacific General is of course one of the major added-values of your work.
Bringing all those "eternal" games to modern computers is top!
Questions/remarks
1.
I have still not understood how to scroll up...
2. How do you drop paratroopers ? In PGII campaign, 2nd scenario named (if I remember well) "Chiechenau" just after the one in Spain, my Fallschirmjager is in a Ju52, impossible to be deployed even a simple transport on another airfield. The button to "debark" is greyed. Some scenarios refuse the use of paratroopers, maybe this is one of them, but standard air transport should not be affected but this is the case here.
3. Sound is important, music less, with one exception: Pacific General well known for US Jazzy music and original Japanese music. I don't hear music in game (even if music is "on"), is it intended ? I guess so because the size of your installer would soon become huge. Music adds a specific mood -so pleasure we might- say in Pacific General.
4. Narayan Sengupta hosted an e-file compatible with standard Pacific e-file (it was designed to play them). Aircrafts were colored (a White Zero, Blue Hellcats and Corsairs), it really brought added-value to the game. Using specific e-files in game could be a nice addition in the future.
5. No need to cheat with prestige if the player uses the lowest rank, but is is extremely easy. Fortress Europe campaign is nicely designed but far too easy at easiest rank. Great!
6. I think sound has a better quality in PG2 than in Panzer or Allied General. Eastern front campaign in Panzer General (among extra campaigns) is the one with max lack of unit sounds.
7. Bond is right : Pacific general graphism "hurts" eyes (compared with Panzer, Allied or PG2), player cannot play a whole day or even two hours. Is there a way to improve this ?
8. I started PG2 campaign named Blitzkrieg, I was in Lillehammer. I saved the game. When I want to load it, the game crashes.
9. Why have you changed the intro splashscreen compared to version 0.7 (you have now a tank factory) ? The movie has also dissappeared. I liked version 0.7 regarding this but it is just a matter of taste.
10. Purchase screen could be bigger. I play at 200% zoom but purchase menu remains tiny, is there a way to improve this ?
11. Good to know : "Load" game on main menu only works for the standard game campaign. When playing an extra campaign, the player has to remember which campaign he played previously and load it from the left menu.
One word: congrats!
What a pleasure to find back PG2, a long time ago I ported PG2 campaigns to People's General. PeG-WW2 was invented by Mark Kirby, then I ported campaigns and created a few PeG mods now hosted by a friend of mine at https://www.peoplesgeneral.de/
The look of your "ported" maps from PG2 is outstanding.
Finding back Pacific General is of course one of the major added-values of your work.
Bringing all those "eternal" games to modern computers is top!
Questions/remarks
1.
In all games of Panzer series the player scrolls up (on the top of the screen), this is the sole game where I have to think the mouse must be placed below the top menu in order to scroll up, this is "counter-intuitive".In order to scroll down, no issue, just just place the mouse below the screen, this is intuitive.Slow / Normal / Fast scroll speeds now consistently affect both keyboard movement and mouse edge scrolling.
I have still not understood how to scroll up...
2. How do you drop paratroopers ? In PGII campaign, 2nd scenario named (if I remember well) "Chiechenau" just after the one in Spain, my Fallschirmjager is in a Ju52, impossible to be deployed even a simple transport on another airfield. The button to "debark" is greyed. Some scenarios refuse the use of paratroopers, maybe this is one of them, but standard air transport should not be affected but this is the case here.
3. Sound is important, music less, with one exception: Pacific General well known for US Jazzy music and original Japanese music. I don't hear music in game (even if music is "on"), is it intended ? I guess so because the size of your installer would soon become huge. Music adds a specific mood -so pleasure we might- say in Pacific General.
4. Narayan Sengupta hosted an e-file compatible with standard Pacific e-file (it was designed to play them). Aircrafts were colored (a White Zero, Blue Hellcats and Corsairs), it really brought added-value to the game. Using specific e-files in game could be a nice addition in the future.
5. No need to cheat with prestige if the player uses the lowest rank, but is is extremely easy. Fortress Europe campaign is nicely designed but far too easy at easiest rank. Great!
6. I think sound has a better quality in PG2 than in Panzer or Allied General. Eastern front campaign in Panzer General (among extra campaigns) is the one with max lack of unit sounds.
7. Bond is right : Pacific general graphism "hurts" eyes (compared with Panzer, Allied or PG2), player cannot play a whole day or even two hours. Is there a way to improve this ?
8. I started PG2 campaign named Blitzkrieg, I was in Lillehammer. I saved the game. When I want to load it, the game crashes.
9. Why have you changed the intro splashscreen compared to version 0.7 (you have now a tank factory) ? The movie has also dissappeared. I liked version 0.7 regarding this but it is just a matter of taste.
10. Purchase screen could be bigger. I play at 200% zoom but purchase menu remains tiny, is there a way to improve this ?
11. Good to know : "Load" game on main menu only works for the standard game campaign. When playing an extra campaign, the player has to remember which campaign he played previously and load it from the left menu.
Last edited by RobertCL on Fri Sep 25, 2026 9:17 am, edited 2 times in total.
Re: PzC Toolkit v2.0.5.1 - Classic General v0.9.12 RC4 (24/09/26)
Thanks Bond and Robert for the invaluable feedback.
1. I checked and corrected; the map should scroll up when the mouse pointer is at the top edge of the screen.
2. Oh bug me! The issue has been addressed.
3. Music take a lot of space and decided against it; perhaps suitable music can be found on youtube.
4. I will look into this later.
5. Good to hear.
6. I am doing a sound audit but no promises.
7. I will look into this later; i could repeat the process as i did to PG/AG, "upgrade" the tiles somewhat.
8. Yep, another nasty bug. The program made no distinction between panzer and panzer II saves, hence the crash.
9. The movie was replaced by the tank factory, a little personal touch but in the end is the game that matters.
10. Good idea, it will be implemented.
11. I will look into this.
1. I checked and corrected; the map should scroll up when the mouse pointer is at the top edge of the screen.
2. Oh bug me! The issue has been addressed.
3. Music take a lot of space and decided against it; perhaps suitable music can be found on youtube.
4. I will look into this later.
5. Good to hear.
6. I am doing a sound audit but no promises.
7. I will look into this later; i could repeat the process as i did to PG/AG, "upgrade" the tiles somewhat.
8. Yep, another nasty bug. The program made no distinction between panzer and panzer II saves, hence the crash.
9. The movie was replaced by the tank factory, a little personal touch but in the end is the game that matters.
10. Good idea, it will be implemented.
11. I will look into this.
-
bondjamesbond
- Lieutenant-General - Do 217E

- Posts: 3204
- Joined: Mon Jun 27, 2022 10:10 pm
Re: PzC Toolkit v2.0.5.1 - Classic General v0.9.12 RC4 (24/09/26)
nikivdd wrote: Fri Sep 25, 2026 8:22 am Thanks Bond and Robert for the invaluable feedback.
1. I checked and corrected; the map should scroll up when the mouse pointer is at the top edge of the screen.
2. Oh bug me! The issue has been addressed.
3. Music take a lot of space and decided against it; perhaps suitable music can be found on youtube.
4. I will look into this later.
5. Good to hear.
6. I am doing a sound audit but no promises.
7. I will look into this later; i could repeat the process as i did to PG/AG, "upgrade" the tiles somewhat.
8. Yep, another nasty bug. The program made no distinction between panzer and panzer II saves, hence the crash.
9. The movie was replaced by the tank factory, a little personal touch but in the end is the game that matters.
10. Good idea, it will be implemented.
11. I will look into this.


I had a bit of a go at Panzer General 2 as well! It was brilliant – it even brought back a wave of nostalgia for my youth ) I’ve completed the Spain campaign! But I can’t play for long because my eyes get tired! Unfortunately, these days even the graphics in mobile games look better quality – though it’s another matter that they’re more mindless. It’s also not very convenient to upgrade your troops; the window is far too small and I can’t really see clearly which units from my core force I can modify for the next battle! But a huge thank you to Niki for his hard work and those flashes of youth.)
Translated with DeepL.com (free version)
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https://mynickname.com/id73473


Re: PzC Toolkit v2.0.5.1 - Classic General v0.9.12 RC4 (24/09/26)
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Busy with the next update.
Busy with the next update.
Re: PzC Toolkit v2.0.5.1 - Classic General v0.9.12 RC4 (24/09/26)
Hi Nico,
I am busy with my tests.
In PG2 "Race to Dunkirk", I noticed the following:
1. Why does Allied air force (especially fighters) not attack my Luftwaffe ? It stays nearly inactive (I play at the easiest level to be honest)
2. Why does AI playing Brits has German units ? British are using German Anti-air units as well as Finnish PaK anti-tank units ? AI does not purchase units of its own nation ?
3. As I said Arty is the queen of the battlefield, especially in your game. Three British arty units can block any attack. Arty fortifications are the best way to prevent the player to reach any objective (in Dunkirk this is the case since two of them are very close to each other supporting each other).
Greats news when I see your screenshots!!!
1. I loved Panzer General Forever, the problem was the absence of zoom (units were looking so tiny), your game will solve this issue
2. What does mean "Corps" section ?
I am busy with my tests.
In PG2 "Race to Dunkirk", I noticed the following:
1. Why does Allied air force (especially fighters) not attack my Luftwaffe ? It stays nearly inactive (I play at the easiest level to be honest)
2. Why does AI playing Brits has German units ? British are using German Anti-air units as well as Finnish PaK anti-tank units ? AI does not purchase units of its own nation ?
3. As I said Arty is the queen of the battlefield, especially in your game. Three British arty units can block any attack. Arty fortifications are the best way to prevent the player to reach any objective (in Dunkirk this is the case since two of them are very close to each other supporting each other).
Greats news when I see your screenshots!!!
1. I loved Panzer General Forever, the problem was the absence of zoom (units were looking so tiny), your game will solve this issue
2. What does mean "Corps" section ?
Re: PzC Toolkit v2.0.5.1 - Classic General v0.9.12 RC4 (24/09/26)
The Allied fighter inactivity on the easiest difficulty is largely explained by the current “Noob” AI path. On that level, the AI deliberately bypasses the normal tactical planner. Fighters do not receive an AirSuperiority mission and do not actively seek enemy aircraft; they only attack if a valid target happens to be available before or after their rather loose/random movement. That makes them much too passive in air combat. I would change that so even the easiest AI remains tactically simple but still understands the basic role of a fighter: if an enemy aircraft is visible and reachable, a fighter should preferentially intercept it. It can remain less clever about odds, escorts and positioning than the higher difficulties.RobertCL wrote: Sat Sep 26, 2026 7:11 pm Hi Nico,
I am busy with my tests.
In PG2 "Race to Dunkirk", I noticed the following:
1. Why does Allied air force (especially fighters) not attack my Luftwaffe ? It stays nearly inactive (I play at the easiest level to be honest)
2. Why does AI playing Brits has German units ? British are using German Anti-air units as well as Finnish PaK anti-tank units ? AI does not purchase units of its own nation ?
3. As I said Arty is the queen of the battlefield, especially in your game. Three British arty units can block any attack. Arty fortifications are the best way to prevent the player to reach any objective (in Dunkirk this is the case since two of them are very close to each other supporting each other).
Greats news when I see your screenshots!!!
1. I loved Panzer General Forever, the problem was the absence of zoom (units were looking so tiny), your game will solve this issue
2. What does mean "Corps" section ?
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The British AI buying German/Finnish equipment is definitely a bug. “Race to Dunkirk” itself is authored sensibly: its Allied side contains British and French forces, and the starting British AA units are British equipment. The problem occurs in the AI purchasing path.
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So I’d make two Panzer II fixes: AI air-role baseline and AI national purchase fidelity.
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Corps is for Panzer Corps, a placeholder probably.

