PzC Toolkit v2.0.5.1 - Classic General v0.10.30 (05/10/26)

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

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RobertCL
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Re: PzC Toolkit v2.0.5.1 - Classic General v0.10.0 RC5 (01/10/26)

Post by RobertCL »

Hi nikivdd,

This seems very promising.
But could you solve the absence of left-right mouse scrolling (like you did for up and down) ?
I tried on another PC using 2560*1440 resolution and I needed the arrows to shift from one place to another. Quite annoying for Berlin scenario for instance.
On my main PC I don't care (5120*1440), but perhaps most of players do not use a widescreen.

Thx in advance.
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Re: PzC Toolkit v2.0.5.1 - Classic General v0.10.0 RC5 (01/10/26)

Post by Vintage »

Great job! Is it possible to add/implement PG/AG Real mod v6.7 for PG1-DOS?
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Re: PzC Toolkit v2.0.5.1 - Classic General v0.10.0 RC5 (01/10/26)

Post by bondjamesbond »

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Император Автро-Венгрии Карл I осматривает станковые пулемёты Сен-Этьена, захваченные австро-венгерскими войсками в боях на Итальянском фронте; ~ 1917-1918-й гг.


Yesterday I had a bit of a go at the ‘Kaiser’ mod set in the First World War! Everything seemed fine, but I was puzzled that pillboxes and gun towers could retreat. After all, such structures are dug into the ground and set in concrete, so they can’t retreat on their own – unless, of course, their retreating garrison is shown doing so. And for some reason, the Austro-Hungarian troops can’t move – perhaps they’re some sort of special units, but in my game they didn’t move.)

Translated with DeepL.com (free version)
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nikivdd
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Re: PzC Toolkit v2.0.5.1 - Classic General v0.10.0 RC5 (01/10/26)

Post by nikivdd »

Hi nikivdd,

This seems very promising.
But could you solve the absence of left-right mouse scrolling (like you did for up and down) ?
I tried on another PC using 2560*1440 resolution and I needed the arrows to shift from one place to another. Quite annoying for Berlin scenario for instance.
On my main PC I don't care (5120*1440), but perhaps most of players do not use a widescreen.

Thx in advance.
For left and right scrolling i waited until i made the new buttons; the next update the map will scroll sideways not at the edge of the game map but at the edge of the screen.
Great job! Is it possible to add/implement PG/AG Real mod v6.7 for PG1-DOS?
Real 6.4 is already in panzer/custom campaigns but with an error which i will correct in the next update.
It should be using the campaign’s own panzequp.eqp conversion as its authoritative equipment set which until now it does not.
I do not have the 6.7 you mentioned, perhaps you can point me towards it or send me a zipped file?

Yesterday I had a bit of a go at the ‘Kaiser’ mod set in the First World War! Everything seemed fine, but I was puzzled that pillboxes and gun towers could retreat. After all, such structures are dug into the ground and set in concrete, so they can’t retreat on their own – unless, of course, their retreating garrison is shown doing so. And for some reason, the Austro-Hungarian troops can’t move – perhaps they’re some sort of special units, but in my game they didn’t move.)
These are definitely conversion bugs. I didn't find anything wrong with Kaiser infantry but i did find for 36 infantry movement=0 in KUK. As the above, part of the next update.
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Re: PzC Toolkit v2.0.5.1 - Classic General v0.10.0 RC5 (01/10/26)

Post by bondjamesbond »

nikivdd wrote: Sat Oct 03, 2026 3:45 pm

Yesterday I had a bit of a go at the ‘Kaiser’ mod set in the First World War! Everything seemed fine, but I was puzzled that pillboxes and gun towers could retreat. After all, such structures are dug into the ground and set in concrete, so they can’t retreat on their own – unless, of course, their retreating garrison is shown doing so. And for some reason, the Austro-Hungarian troops can’t move – perhaps they’re some sort of special units, but in my game they didn’t move.)
These are definitely conversion bugs. I didn't find anything wrong with Kaiser infantry but i did find for 36 infantry movement=0 in KUK. As the above, part of the next update.
The Belgian and French towers and bunkers were retreating – which, in its own absurd way, makes no sense, as they’re stationary and dug in! According to my humble logic, they could have surrendered or been destroyed, but not retreated like a building )))
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Re: PzC Toolkit v2.0.5.1 - Classic General v0.10.0 RC5 (01/10/26)

Post by nikivdd »

bondjamesbond wrote: Sat Oct 03, 2026 3:56 pm
The Belgian and French towers and bunkers were retreating – which, in its own absurd way, makes no sense, as they’re stationary and dug in! According to my humble logic, they could have surrendered or been destroyed, but not retreated like a building )))
Yes that was also a bug.
Update will include:
Static fortifications
- Class 7 structures with Movement 0 cannot retreat
- pillboxes, bunkers, fortresses and similar gun-tower/static structures remain in place when a retreat result occurs
- they no longer surrender merely because they cannot physically retreat
RobertCL
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Re: PzC Toolkit v2.0.5.1 - Classic General v0.10.0 RC5 (01/10/26)

Post by RobertCL »

pillboxes and gun towers could retreat
Same problem in Race to Dunkirk (PGII).
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Re: PzC Toolkit v2.0.5.1 - Classic General v0.10.0 RC5 (01/10/26)

Post by nikivdd »

RobertCL wrote: Sat Oct 03, 2026 5:24 pm
pillboxes and gun towers could retreat
Same problem in Race to Dunkirk (PGII).
Thanks Robert for letting me know.
That behavior belongs in the shared combat/retreat logic, so a fix was made which applies consistently to Panzer, Allied, Pacific, Panzer II, Forever modules, generators, custom campaigns, and any other module using the common engine. The next update will be maybe tomorrow or monday, i just need to add a few more custom campaigns.
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Re: PzC Toolkit v2.0.5.1 - Classic General v0.10.0 RC5 (01/10/26)

Post by RobertCL »

Hi Nikidvdd,
The next update will be maybe tomorrow or monday, i just need to add a few more custom campaigns
FYI, tomorrow I have time to test it.

Battle prediction does not work (in PG2).
Heavy bombers cannot bomb on empty VHs, normally they should be able to do it (PG2).
The menu does not show unit stats when deploying units.
British AI player purchases German AD units in Sidi Barrani (PG2)
Kishinev : Romanian R35 and cavalry icons are turned on the left (opposite side compared with German units) (PG2)
Fallschirmjäger cannot land outside an airfield.

Battlegenerator works well.

Sea Lion 40 (PG Forever) : fallschirmjäger not in air mode.
Last edited by RobertCL on Sun Oct 04, 2026 12:05 am, edited 4 times in total.
nikivdd
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Re: PzC Toolkit v2.0.5.1 - Classic General v0.10.0 RC5 (01/10/26)

Post by nikivdd »

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A (custom) campaign as Germany, UK, USA and USSR allows the player to pick one optional doctrine. Each doctrine has its positives and negatives.
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Re: PzC Toolkit v2.0.5.1 - Classic General v0.10.0 RC5 (01/10/26)

Post by bondjamesbond »

nikivdd wrote: Sat Oct 03, 2026 8:08 pm 001.png
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A (custom) campaign as Germany, UK, USA and USSR allows the player to pick one optional doctrine. Each doctrine has its positives and negatives.
There’s some sort of nonsense going on with the campaign generator. For example, on the ‘Back to the USSR’ map, the war is taking place in Finland, but the text says it’s Medea and that you have to destroy the Japanese. Also, the ‘Pacific’ campaign doesn’t have a Russian localisation!
Image Image Image Image
Image Image

Similarly, on the map – take Washington 46, for example – 46 German units ended up on water hexes, and some of them can no longer move at all!

P.s.
And, alas, the graphics in *Pacific General* are still just as irritating as ever and make your eyes tired! Perhaps there’s a way to tweak them and improve them using AI?

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It’s not a big deal, but I’d love to see what this piece of kit actually looked like in real life!
https://warriors.fandom.com/ru/wiki/PzKpfw_35(t)

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https://ciwar.ru/germaniya-xx-vek/pehot ... 1933-1940/

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Солдаты итальянских штурмовых подразделений «ардити» в защитном снаряжении.
Last edited by bondjamesbond on Sun Oct 04, 2026 12:12 pm, edited 1 time in total.
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RobertCL
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Re: PzC Toolkit v2.0.5.1 - Classic General v0.10.0 RC5 (01/10/26)

Post by RobertCL »

For example, on the ‘Back to the USSR’ map, the war is taking place in Finland, but the text says it’s Medea and that you have to destroy the Japanese
Same observation for me in the battle generator, a map in USSR with a town named "Le Havre"...

46 German units ended up on water hexes, and some of them can no longer move at all!
As I already wrote (see my previous post updated), in Sea Lion 40 in PGForever, 4 Fallschirmjäger are stuck in the Channel in ground mode and not in air mode.
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Re: PzC Toolkit v2.0.5.1 - Classic General v0.10.0 RC5 (01/10/26)

Post by terminator »

RobertCL wrote: Sun Oct 04, 2026 6:28 am Same observation for me in the battle generator, a map in USSR with a town named "Le Havre"...
It might be possible in the future...
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Re: PzC Toolkit v2.0.5.1 - Classic General v0.10.0 RC5 (01/10/26)

Post by Vintage »

terminator wrote: Sun Oct 04, 2026 7:39 am
RobertCL wrote: Sun Oct 04, 2026 6:28 am Same observation for me in the battle generator, a map in USSR with a town named "Le Havre"...
It might be possible in the future...
:mrgreen:
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Re: PzC Toolkit v2.0.5.1 - Classic General v0.10.0 RC5 (01/10/26)

Post by nikivdd »

I'm busy fixing the issues/bugs.
- Naval transport for the Pacific module (Bond)
- Russian localization for the Pacific module (Bond)
- Back to the USSR custom campaign (Bond)
- Para trait units not in an air transport at the start of a scenario (Robert)
- Improve city naming per region in the generators (Robert)
RobertCL
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Re: PzC Toolkit v2.0.5.1 - Classic General v0.10.0 RC5 (01/10/26)

Post by RobertCL »

Hi NIco,

I updated a previous post so it is possible you have not seen it, so I publish it again for the sake of completeness:

1. Battle prediction does not work (in PG2).
2. Heavy bombers cannot bomb on empty VHs, normally they should be able to do it (PG2).
3. The menu does not show unit stats when deploying units.
4. British AI player purchases German AD units in Sidi Barrani (PG2) (a nation should purchase in its own roster)
5. Kishinev : Romanian R35 and cavalry icons are turned on the left (opposite side compared with German units) (PG2) (just a cosmetic issue)
6. Fallschirmjäger cannot land outside an airfield (more important bug to correct according to me)
7. Scrolling left and right
8. Fortresses retreating...
9. In purchase menu we should see comparative stats between two units, this makes the choice easier (as in original Panzer Corps game)

Those points are not complaints.
Keep in mind your work is outstanding: the new ground transport is great (no more vulnerable trucks), the more important role of arty, the use of zoom on widescreen, are real improvements among many.
nikivdd
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Re: PzC Toolkit v2.0.5.1 - Classic General v0.10.0 RC5 (01/10/26)

Post by nikivdd »

RobertCL wrote: Sun Oct 04, 2026 11:04 am Hi NIco,

I updated a previous post so it is possible you have not seen it, so I publish it again for the sake of completeness:

1. Battle prediction does not work (in PG2).
2. Heavy bombers cannot bomb on empty VHs, normally they should be able to do it (PG2).
3. The menu does not show unit stats when deploying units.
4. British AI player purchases German AD units in Sidi Barrani (PG2) (a nation should purchase in its own roster)
5. Kishinev : Romanian R35 and cavalry icons are turned on the left (opposite side compared with German units) (PG2) (just a cosmetic issue)
6. Fallschirmjäger cannot land outside an airfield (more important bug to correct according to me)
7. Scrolling left and right
8. Fortresses retreating...
9. In purchase menu we should see comparative stats between two units, this makes the choice easier (as in original Panzer Corps game)

Those points are not complaints.
Keep in mind your work is outstanding: the new ground transport is great (no more vulnerable trucks), the more important role of arty, the use of zoom on widescreen, are real improvements among many.
1. Fixed
2. Fixed, heavy/level bombers follow the rules and combat calculation laid out in the Panzer General strategy guide
3. Currently checking this
4. Will check
5. Will check
6. I think i fixed that one, but will re-check
7. Fixed (with new UI)
8. Fixed
9. Will check
The Purchase screen will behave like this:
- If Purchase is opened with a selected friendly/Core unit, that unit remains Unit A for comparison.
- If Purchase is opened with no unit selected, the first unit selected inside the Purchase window becomes Unit A.
- The next unit selected becomes Unit B / purchase candidate.
- Further browsing keeps comparing candidates against the pinned Unit A.
- This works in both Deployment Purchase and in-game Purchase.
Thanks for the input and support!
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Re: PzC Toolkit v2.0.5.1 - Classic General v0.10.22 (04/10/26)

Post by nikivdd »

Classic General has been updated.
v0.10.22: https://www.mediafire.com/file/a0lak8bn ... p.rar/file
.
Here is the long newspaper since the previous version a few days ago.
.
Generators
- Industrial terrain generation expanded to 5–15 sites on non-desert maps.
- Industrial placement kept restricted to suitable city/town/port-adjacent locations.
- Desert/Africa maps continue to generate no Industrial terrain.
- Improved Industrial artwork, including replacement of the coastal-looking variant with a proper inland factory/yard tile.
- Bridge generation/reconciliation improved:
- corrected diagonal Road/Dirt Road bridge mappings
- repaired one-river-gap bridge cases
- invalid bridges cleaned more reliably
- Added stronger final road cleanup to remove short settlement-attached dead ends.
- Generator city/town names now use the existing dedicated regional name pools.
- River names are likewise tied to the selected generator region.
- Prevented unrelated regional names leaking into generated maps.
- Added/fixed dedicated Burma/Indo-Burma settlement and river name coverage where the existing pool had a gap.
- Full-screen Campaign Generator UI retained and refined.
.
Campaign Generator / Battle Generator
- Region-aware settlement and river naming.
- Continued map/road/bridge cleanup and terrain-generation improvements.
- Generator equipment handling and transport availability kept aligned with the global equipment rules.
- Campaign setup/options behavior further unified with the normal game modules.
- Allied-side campaigns no longer expose Axis-only setup options such as Rome-Berlin Axis.
.
Pacific module
- Continued Pacific custom-campaign compatibility fixes.
- Back in the USSR corrected:
- player correctly controls the Soviet side
- Axis may still move first where authored without becoming the human side
- custom campaign .DES/.TIT briefing/title data now overrides stock Pacific scenario data
- stock Pacific briefings no longer leak into custom campaigns reusing names such as MIDWAY.SCN
- legacy map-edge invalid terrain/frame values no longer appear as numbered 129 diagnostic hexes
- Pacific custom campaign/scenario localization audit expanded, especially Russian localization.
- Russian support brought toward parity across campaign names, scenario titles, briefings, debriefings, progression text and other mission-specific content.
- PacGen custom-map fallback handling improved for missing/invalid legacy frames.
- Pacific multi-player-slot opening AI sequences now respect human spotting correctly.
.
Forever PG / AG
- PGForever Sea Lion ’40 fixed:
- four Fallschirmjäger starting over the Channel now retain their authored Ju 52 air-transport state
- nation-neutral strategic air transports authored by Forever scenarios are accepted correctly
- Audit found the same authored transport convention elsewhere in Forever PG; the fix was generalized safely.
- Allied Forever campaigns no longer show Rome-Berlin Axis.
- Forever campaign/scenario player-side handling further aligned with the shared framework.
- KUK/KAISER work retained:
- module-specific WWI icon sets
- authored MAPNAMES/city-name handling
- campaign-entry corrections
- movement corrections
.
Panzer II
- Added/retained new custom Allied campaigns using the Panzer II/AGMOD data:
- British North Africa → Western Europe
- USA Western Europe
- Panzer II combat-prediction refresh issue corrected.
- Panzer II AI purchasing hardened:
- AI buys only from its authored primary/support national roster
- starting units, map flags or proxy equipment cannot accidentally unlock foreign purchases
- final purchase action re-validates nationality legality
- Sidi Barrani British AI / German AA issue audited and hardened.
- Known bad proxy purchase rows remain excluded.
- Kishinev cosmetic fixes:
- Romanian R-35 now uses the dedicated Romanian artwork
- Romanian cavalry now faces the same direction as the Axis/German units
- Para/temporary-air-transport handling audited across Panzer II/custom content.
.
Custom campaigns and scenarios
- Campaign-local equipment packages supported more robustly.
- PG/AG Real v6.7 added as separate custom campaign entries:
- Panzer
- Allied
- Campaign-local equipment/icon package isolation improved.
- Custom-campaign scenario titles, briefings and authored metadata now take precedence over stock content where filenames overlap.
- Custom scenarios/campaigns audited for nation-neutral temporary air transports.
- Eastfront scenario with Soviet air transports corrected by the shared transport-state fix.
- Standalone PG/AG customs audited for the same issue.
- Allied human-side detection improved for custom campaigns/scenarios.
.
Air transport / paratroopers
- Para and ordinary airlift behavior remain distinct:
- ordinary airlift disembarks at airfields
- Para units may drop on valid non-airfield land hexes
- Fallschirmjäger/FJ equipment correctly recognized as Para.
- Authored nation-neutral Class-16 air transports are now accepted where scenarios explicitly assign them.
- This fixes both Forever and equivalent custom-campaign cases without loosening normal nationality restrictions.
.
AI behavior
- Opening AI-first turn handling redesigned.
- When the AI starts before the human:
- only AI actions within the human player’s spotting range are visible
- unspotted movement/combat remains hidden
- hidden AI actions do not reveal themselves through auto-centering, animations or sound
- consecutive opening AI phases remain governed by the same visibility rule
- Normal later AI turns still follow the regular AI Moves option.
- AI purchase-nationality checks strengthened, especially in Panzer II.
.
Allied-side presentation/options
- If the human plays UK, USA, USSR/Russia or another resolved Allied side, player units now use the Allied strength-plate artwork even when the engine internally uses the normal human/Core lane.
- Applies across stock campaigns/scenarios, custom content, Panzer II, generators and Pacific.
.
Deployment screen
- Added a persistent selected-unit information panel.
- Works for:
- undeployed Core units
- already-deployed Core units selected on the map
- Shows:
- combat stats
- defenses
- initiative/range
- movement/spotting
- ammo/fuel
- strength
- EXP
- transport
- traits
- deployment status
- legal deployment-hex count
- overstrength availability/cost
- upgrade availability
- Deployment UI therefore now gives useful unit information without requiring the player to leave the screen.
.
Purchase screen
- Added two-unit comparative statistics
- Works both:
- during Deployment Purchase
- during in-game Purchase
- Can compare the selected battlefield/Core unit against a purchase candidate.
- If Purchase opens without a preselected unit, the player can establish comparison units directly inside the Purchase window.
- Added:
- Set as A
- Set as B
- Swap A/B
- Either comparison unit can be replaced at any time.
- Comparison baseline stays pinned while browsing.
- Numeric differences remain visible.
- Traits row removed from the A/B comparison to avoid wrapping/layout instability; traits remain available elsewhere in the unit details.
- Comparison raster/grid removed for a cleaner appearance and less visible repainting.
- Comparison repaint behavior simplified/buffered to reduce flicker.
.
Upgrade screen
- Full-screen shared Core Upgrade workflow retained and further refined.
- Stats-panel corruption/garbling after browsing multiple candidates addressed.
- Repeated partial rebuilding of the stat table removed/refactored.
- Numeric Current/Upgrade value lanes given fixed alignment to prevent numbers “jumping” horizontally.
- Current stats now visually align beneath the left Current Unit panel.
- Upgrade stats align beneath the right Selected Upgrade panel.
- Candidate cards and overall Upgrade workflow remain unchanged.
.
UI / interface
- Wider UI modernization continued across shared full-screen Purchase/Upgrade/Deployment interfaces.
- L1–L15 / R1–R15 button layout work and edge-scrolling refinements continued after v0.10.0.
- Improved screen consistency and reduced module-specific UI behavior.
- Shared UI framework increasingly used instead of one-off module implementations.
.
Rules / gameplay
- Continued Overrun fixes, including interaction with static fortifications.
- Off Board Support additions/improvements.
- Military Doctrine work added/refined.
- KUK movement behavior corrected.
- Player-side/nation resolution made more consistent across modules and imported/custom campaigns.
- AI and human-side options now depend more reliably on the actual authored faction rather than internal player-slot conventions.
.
Localization
- Continued synchronization across all 9 supported languages.
- Expanded Russian localization for Pacific and Pacific custom campaigns/scenarios.
- New generator-name additions kept within the existing stable localization-ID system.
- Added content and UI strings synchronized across language catalogs where required.
.
**Off Board Actions NEW**
Enable additional support actions that take place outside the tactical map, giving the player limited strategic support during a scenario without adding extra on-map units.
.
**Military Doctrines NEW**
Choose a doctrine that influences how your army fights throughout the campaign. Doctrines provide distinct advantages and trade-offs, allowing the player to shape the character and strengths of the force beyond the normal difficulty settings.
.
Thanks for all the support and feedback.
RobertCL
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Re: PzC Toolkit v2.0.5.1 - Classic General v0.10.22 (04/10/26)

Post by RobertCL »

Hi Nico,

First of all, congrats as always.

PG Real v6.7 - Barbarossa 1941 (PG)
1. Arty moved by a horse but truck sound
2. Impossible to upgrade an existing infantry unit by just adding a truck
3. Cavalry named Motorcycle (in upgrade screen)
4. "Innational inf." (in upgrade screen), it should be "International inf." I guess
5. Your system to add extra ground units is fine. Why 3 units and not 5 for instance ?
6. New buttons colorful look is awesome but when we come back to unit management menu (on the right of the screen), it is the old black and white one, shouldn't you have the same style everywhere ?
7. Combined arms doctrine selected (-1 arty move) : my 10.5 canon refuses to move, I have a useless unit even with fuel in truck. All existing arty units when you right click on them have near "Fuel" the mention "N/A". So sooner or later in game your units are stuck (excepted the new ones purchased). A problem for this specific campaign ?
8. I added 5 more turns, I conquered all VHs but final message is always LOSS.
Last edited by RobertCL on Sun Oct 04, 2026 8:06 pm, edited 1 time in total.
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Re: PzC Toolkit v2.0.5.1 - Classic General v0.10.22 (04/10/26)

Post by nikivdd »

RobertCL wrote: Sun Oct 04, 2026 6:48 pm Hi Nico,

First of all, congrats as always.

PG Real v6.7 - Barbarossa 1941 (PG)
1. Arty moved by a horse but truck sound
2. Impossible to upgrade an existing infantry unit by just adding a truck
3. Cavalry named Motorcycle (in upgrade screen)
4. "Innational inf." (in upgrade screen), it should be "International inf." I guess
5. Your system to add extra ground units is fine. Why 3 units and not 5 for instance ?
6. New buttons colorful look is awesome but when we come back to unit management menu (on the right of the screen), it is the old black and white one, shouldn't you have the same style everywhere ?
7. Combined arms doctrine selected (-1 arty move) : my 10.5 canon refuses to move, I have a useless unit even with fuel in truck.
.

Thanks Robert.

1. Class 3 is horse drawn to which i assigned the horse cart movement sound. Fixed for next update.
2-3-4 I will look into it.
5. Three units is not a (huge) game changer.
6. I haven't reached that far yet :)
7. The corrected rule for next update:
- Military Doctrine affects the combat unit only
- attached ground transport is unaffected
- air transport is unaffected
- naval transport is unaffected
- once the unit dismounts/disembarks, the doctrine modifier applies again to the combat unit itself
- the Examine Unit view also no longer presents doctrine as active on the temporary transport profile
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