PzC Toolkit v2.0.5.1 - Classic General v0.10.30 (05/10/26)
Moderators: Slitherine Core, Panzer Corps Moderators, Panzer Corps Design
Re: PzC Toolkit v2.0.5.1 - Classic General v0.10.22 (04/10/26)
Thx Nico,
I edited above:
PG
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.
9. Player should be able to purchase multiple units at once. I purchase one arty unit, place it on the map, then purchase a new one. Why not purchasing three times the same unit in one operation ?
PG2 (Savannah in campaign mode)
1. I won a scenario in Russia before Savannah without conquering the last two VHs.
2. In Savannah, impossible to deploy ground forces.
PG (Washington standalone scenario)
1. Fallschirmjäger are in ground mode instead of air mode
2. Battlecruisers and any warship can occupy an hex already occupied by a naval transport...
3. Me262 with piston engine sound
I edited above:
PG
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.
9. Player should be able to purchase multiple units at once. I purchase one arty unit, place it on the map, then purchase a new one. Why not purchasing three times the same unit in one operation ?
PG2 (Savannah in campaign mode)
1. I won a scenario in Russia before Savannah without conquering the last two VHs.
2. In Savannah, impossible to deploy ground forces.
PG (Washington standalone scenario)
1. Fallschirmjäger are in ground mode instead of air mode
2. Battlecruisers and any warship can occupy an hex already occupied by a naval transport...
3. Me262 with piston engine sound
Re: PzC Toolkit v2.0.5.1 - Classic General v0.10.22 (04/10/26)
Transport-only upgrade: will explicitly work in the in-battle Upgrade screen too, not just Core/Deployment management. The player can keep the current infantry equipment and add/change a legal truck or other attached ground transport.RobertCL wrote: Sun Oct 04, 2026 8:08 pm Thx Nico,
I edited above:
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.
9. Player should be able to purchase multiple units at once. I purchase one arty unit, place it on the map, then purchase a new one. Why not purchasing three times the same unit in one operation ?
“Innational Inf” is indeed a typo in both PG/AG Real branches. It is now “International Inf”.
Motorcycle (ID 31) is using a horse-cavalry sprite.
I checked all scenarios in the three relevant custom campaigns:
- PG/AG Real v6.7 – Panzer: 38 scenarios
- PG/AG Real v6.7 – Allied: 39 scenarios
- PG REAL 1939: 38 scenarios
The scenario files themselves are structurally sound: expected files exist, turn limits are valid, and objectives are present.
The main issue is indeed the reuse of stock PG/AG campaign result logic with replacement tactical scenarios. That can create edge cases where the replacement scenario’s timing/objective layout no longer perfectly matches the original stock victory thresholds. I placed a safeguard, if the stock result says LOSS while all authored objectives are held, the result becomes at least Minor Victory; normal Decisive/Minor/Loss logic is otherwise unchanged.
The Fuel: N/A part is normal for a towed artillery piece itself. The PG/AG Real 10.5 leFH 18, for example, has:
- Movement: 1
- Movement type: Towed
- Fuel: 0
So when it is dismounted, the right-click unit window reports Fuel: N/A. Its attached truck has its own separate fuel pool.
The actual bug was the Combined Arms doctrine -1 Artillery Movement being applied to the transport profile. That turns the gun’s 1 movement into 0 and, in the affected build, could effectively make the truck-mounted formation behave as if that penalty applied to the truck too.
So the correct behavior will be:
- Dismounted 10.5 leFH 18: Fuel N/A; doctrine can reduce its own 1 movement to 0.
- Mounted in truck: uses the truck’s movement and truck fuel; doctrine -1 arty move does not affect it.
- Truck fuel reaches 0: then it genuinely cannot move while mounted.
- Dismounting returns to the gun’s own profile.
Showing simply Fuel: N/A on a towed unit that actually has a truck attached is misleading. So what i will do, for example:
For a towed artillery piece specifically, while dismounted I’d show:
Fuel: Foot
and while mounted:
Fuel: 40/40 (Truck)
That communicates the actual gameplay model immediately and avoids making N/A look like missing or broken data.
I will look into your number 9 tomorrow and the other things you added in the meantime
-
bondjamesbond
- Lieutenant-General - Do 217E

- Posts: 3216
- Joined: Mon Jun 27, 2022 10:10 pm
Re: PzC Toolkit v2.0.5.1 - Classic General v0.10.22 (04/10/26)
In Russian, this is called an ‘international brigade’! This term is usually used, for example, when describing the Spanish Civil War!4. "Innational inf." (in upgrade screen), it should be "International inf." I guess
https://levoradikal.ru/archives/11332/193639/
https://ru.wikipedia.org/wiki/Интернациональные_бригады
https://www.wio.ru/spain/spain-a.htm
https://www.wio.ru/galgrnd/ww2cz.htm


The Germans had their own SS legions, formed on a national basis from collaborators!
https://russian7.ru/post/iz-kakikh-naro ... nostranny/
I definitely liked this new, revamped options interface! But unfortunately, some of the buttons haven't been translated into Russian! I also couldn't select a doctrine because the cursor kept getting dragged up to other labels! Well, as always, everything is shown in the screenshots, which you can enlarge by clicking on them!



https://mynickname.com/id73473


Re: PzC Toolkit v2.0.5.1 - Classic General v0.10.22 (04/10/26)
I have been checking the feedback from Robert and Bond this morning.
.
The Campaign Options help popup was appearing across the middle/bottom of the form, where it could physically cover the lower doctrine buttons. When that happened, it stole the mouse hover from the doctrine row underneath, which explains the Bond’s description that the cursor/selection kept jumping upward to other labels.
The fix does two things:
- the hover-help panel now always appears on the opposite side of the screen from the control being hovered, so it cannot cover the doctrine list
- the settings panel now preserves its exact scroll position when a doctrine/option is selected, so the list no longer snaps upward after a click
.
The Deployment text will now resolve correctly to Russian instead of:
“Select a Core unit to inspect its statistics, traits and deployment readiness.”
.
Fixed localization: doctrines, upgrade labels, pacific campaign selector
.
The Deployment/Core stats panel now uses a shared localized Transport label and then appends the unit name. So in Russian it will render as: Транспорт: Isuzu 97 Truck
.
The in-game UI buttons and collapsible in-game Options menu is included in the localization audit.
.
The new Paratrooper rule now applies across all modules and all stock/custom scenarios and campaigns using the shared tactical runtime:
- every preplaced Para starts already embarked in strategic air transport
- this applies whether the starting hex is land or sea
- an explicit authored Class-16 air transport takes priority
.
The amphibious deployment fix applies wherever a stock or custom scenario has authored ocean deployment hexes for the player:
- stock Panzer campaigns/scenarios
- stock Allied campaigns/scenarios
- PGForever / AGForever where the same shared deployment path is used
- Panzer II-compatible PG/AG-style content
- custom campaigns
- standalone custom scenarios
- older saves transitioning into such scenarios
The rule is still restrictive: it does not allow arbitrary deployment on ocean. The ocean hex must already belong to the scenario’s deployment zone, and the unit must be eligible to enter a valid sea transport.
.
For Klin, the win before taking the last two visible VHs is currently consistent with the original Panzer II scenario metadata: those remaining VHs are assigned to the opposing victory side, so they are not required for the German campaign victory. I have not changed that logic.
For Savannah, there was a real deployment bug. All 33 German deployment hexes are authored as ocean hexes, but the newer transport logic was incorrectly treating the scenario’s small live sea-transport pool as a limit on the initial invasion deployment. That meant the campaign Core could be blocked from deploying properly.
The fix now treats authored ocean deployment slots as initial amphibious setup:
- ground units may deploy there if a legal Class-17 sea transport exists
- they automatically enter naval-transport state
- this initial placement does not consume or require live sea-transport points
- normal embarkation after the scenario starts still uses the scenario’s transport-point limits
- this is a shared/global fix for authored amphibious deployment fields, not a Savannah-specific exception
.
In stock PG Washington the fixes are:
- explicit authored Class-16 air transport now always means the unit starts airborne, so those Fallschirmjäger begin in air mode as intended
- a ground unit embarked in Class-17 naval transport now counts as occupying the naval layer
- surface warships, battlecruisers, submarines, and other naval units can therefore no longer enter the same hex as a naval transport carrying a ground unit
- after disembarkation, the formation returns to the normal ground layer
.
An update of Classic General is later today.
.
The Campaign Options help popup was appearing across the middle/bottom of the form, where it could physically cover the lower doctrine buttons. When that happened, it stole the mouse hover from the doctrine row underneath, which explains the Bond’s description that the cursor/selection kept jumping upward to other labels.
The fix does two things:
- the hover-help panel now always appears on the opposite side of the screen from the control being hovered, so it cannot cover the doctrine list
- the settings panel now preserves its exact scroll position when a doctrine/option is selected, so the list no longer snaps upward after a click
.
The Deployment text will now resolve correctly to Russian instead of:
“Select a Core unit to inspect its statistics, traits and deployment readiness.”
.
Fixed localization: doctrines, upgrade labels, pacific campaign selector
.
The Deployment/Core stats panel now uses a shared localized Transport label and then appends the unit name. So in Russian it will render as: Транспорт: Isuzu 97 Truck
.
The in-game UI buttons and collapsible in-game Options menu is included in the localization audit.
.
The new Paratrooper rule now applies across all modules and all stock/custom scenarios and campaigns using the shared tactical runtime:
- every preplaced Para starts already embarked in strategic air transport
- this applies whether the starting hex is land or sea
- an explicit authored Class-16 air transport takes priority
.
The amphibious deployment fix applies wherever a stock or custom scenario has authored ocean deployment hexes for the player:
- stock Panzer campaigns/scenarios
- stock Allied campaigns/scenarios
- PGForever / AGForever where the same shared deployment path is used
- Panzer II-compatible PG/AG-style content
- custom campaigns
- standalone custom scenarios
- older saves transitioning into such scenarios
The rule is still restrictive: it does not allow arbitrary deployment on ocean. The ocean hex must already belong to the scenario’s deployment zone, and the unit must be eligible to enter a valid sea transport.
.
For Klin, the win before taking the last two visible VHs is currently consistent with the original Panzer II scenario metadata: those remaining VHs are assigned to the opposing victory side, so they are not required for the German campaign victory. I have not changed that logic.
For Savannah, there was a real deployment bug. All 33 German deployment hexes are authored as ocean hexes, but the newer transport logic was incorrectly treating the scenario’s small live sea-transport pool as a limit on the initial invasion deployment. That meant the campaign Core could be blocked from deploying properly.
The fix now treats authored ocean deployment slots as initial amphibious setup:
- ground units may deploy there if a legal Class-17 sea transport exists
- they automatically enter naval-transport state
- this initial placement does not consume or require live sea-transport points
- normal embarkation after the scenario starts still uses the scenario’s transport-point limits
- this is a shared/global fix for authored amphibious deployment fields, not a Savannah-specific exception
.
In stock PG Washington the fixes are:
- explicit authored Class-16 air transport now always means the unit starts airborne, so those Fallschirmjäger begin in air mode as intended
- a ground unit embarked in Class-17 naval transport now counts as occupying the naval layer
- surface warships, battlecruisers, submarines, and other naval units can therefore no longer enter the same hex as a naval transport carrying a ground unit
- after disembarkation, the formation returns to the normal ground layer
.
An update of Classic General is later today.
Re: PzC Toolkit v2.0.5.1 - Classic General v0.10.30 (05/10/26)
Classic General is updated!
v0.10.30: https://www.mediafire.com/file/dh93wlcy ... p.rar/file
.
As i wrote in previous posts, lot of stuff has been checked.
.
What's new?
.
I updated the start of turn pop-up.
When you select a unit, the unit menu UI has been updated to the new graphics.
A new campaign option: "Spoils of War".
Two new off board actions: "Recon flight" and "Emergency air supply".
Help section updated.
. . . . . .
v0.10.30: https://www.mediafire.com/file/dh93wlcy ... p.rar/file
.
As i wrote in previous posts, lot of stuff has been checked.
.
What's new?
.
I updated the start of turn pop-up.
When you select a unit, the unit menu UI has been updated to the new graphics.
A new campaign option: "Spoils of War".
Two new off board actions: "Recon flight" and "Emergency air supply".
Help section updated.
. . . . . .
Re: PzC Toolkit v2.0.5.1 - Classic General v0.10.30 (05/10/26)
Fantastic bundle with modern options and doctrine selection (presumably this idea came from HoI-series?) !!!
Last edited by Vintage on Mon Oct 05, 2026 4:05 pm, edited 3 times in total.
Re: PzC Toolkit v2.0.5.1 - Classic General v0.10.30 (05/10/26)
And a question about the units: I see there are a lot of added to original PG-1 by You, right? (Brandenburger, SturmPioniere, Sdkfz251 with 37mm ATG, etc.)
Re: PzC Toolkit v2.0.5.1 - Classic General v0.10.30 (05/10/26)
Tiny tip: I like the idea of "unified" localization for soviet campaign menu where difficulty levels declared as KAPITAN, MAYOR, POLKOVNIK... but MASHRAL of SOVIET UNION should be MARSHAL SOVETSKOGO SOYUZA this way.
Re: PzC Toolkit v2.0.5.1 - Classic General v0.10.30 (05/10/26)
Some of the custom campaigns contained new icons which i added to game.Vintage wrote: Mon Oct 05, 2026 3:53 pm And a question about the units: I see there are a lot of added to original PG-1 by You, right? (Brandenburger, SturmPioniere, Sdkfz251 with 37mm ATG, etc.)
Re: PzC Toolkit v2.0.5.1 - Classic General v0.10.30 (05/10/26)
Thanks a lot. Not from Hoi, from myself.Vintage wrote: Mon Oct 05, 2026 3:40 pm Fantastic bundle with modern options and doctrine selection (presumably this idea came from HoI-series?) !!!
Re: PzC Toolkit v2.0.5.1 - Classic General v0.10.30 (05/10/26)
Hi Nico,
A very good job indeed!
Fantastic, Savannah worked like a charm!
Units at 15 strength keep their strength after an upgrade, a very nice addition, do not change this!
You have nice buttons everywhere, great look!
I like very much the supply boost.
Next thing would be the ability to chose a specific e-file in each game and to purchase in one operation multiple identical units (but if the sequence purchase then unit placement is mandatory, then I understand you cannot change this).
Regarding specific e-file, have a look here at 5 star equipment file 2.3 (original e-file + 530 new units, many in color): https://www.peachmountain.com/5star/PAG ... entSection
There you have an extended equipment with colorful units (Japanese Zero in white, F4AU Corsair and Hellcat in blue, ...), it was the most complete e-file I saw for this game. Of course I am not aware of potential conversion issues for Classic General.
Keep up the good work!
A very good job indeed!
Fantastic, Savannah worked like a charm!
Units at 15 strength keep their strength after an upgrade, a very nice addition, do not change this!
You have nice buttons everywhere, great look!
I like very much the supply boost.
Next thing would be the ability to chose a specific e-file in each game and to purchase in one operation multiple identical units (but if the sequence purchase then unit placement is mandatory, then I understand you cannot change this).
Regarding specific e-file, have a look here at 5 star equipment file 2.3 (original e-file + 530 new units, many in color): https://www.peachmountain.com/5star/PAG ... entSection
There you have an extended equipment with colorful units (Japanese Zero in white, F4AU Corsair and Hellcat in blue, ...), it was the most complete e-file I saw for this game. Of course I am not aware of potential conversion issues for Classic General.
Keep up the good work!
Re: PzC Toolkit v2.0.5.1 - Classic General v0.10.30 (05/10/26)
If proposals
are not prohibited here I would like to ask for adding support fire ability to AT-class (and if its technically possible, even to AA/AD) units similarly to general ATY support but vs tanks only.
Motto: "Make Panzer General great again!"
Motto: "Make Panzer General great again!"


