PzC Toolkit v2.0.5.1 - Classic General v0.11.7 (09/10/26)

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 v0.10.22 (04/10/26)

Post by RobertCL »

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
nikivdd
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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 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 ?
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.
“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 ;)
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Re: PzC Toolkit v2.0.5.1 - Classic General v0.10.22 (04/10/26)

Post by bondjamesbond »

4. "Innational inf." (in upgrade screen), it should be "International inf." I guess
In Russian, this is called an ‘international brigade’! This term is usually used, for example, when describing the Spanish Civil War!
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

Image
Image
:lol: :lol: :lol:
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!

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https://mynickname.com/id73473
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nikivdd
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Re: PzC Toolkit v2.0.5.1 - Classic General v0.10.22 (04/10/26)

Post by nikivdd »

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

Post by nikivdd »

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

Post by Vintage »

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

Post by Vintage »

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

Post by Vintage »

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

Post by nikivdd »

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.)
Some of the custom campaigns contained new icons which i added to game.
nikivdd
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Re: PzC Toolkit v2.0.5.1 - Classic General v0.10.30 (05/10/26)

Post by nikivdd »

Vintage wrote: Mon Oct 05, 2026 3:40 pm Fantastic bundle with modern options and doctrine selection (​presumably this idea came from HoI-series?) !!!
Thanks a lot. Not from Hoi, from myself.
RobertCL
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Re: PzC Toolkit v2.0.5.1 - Classic General v0.10.30 (05/10/26)

Post by RobertCL »

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

Post by Vintage »

If proposals :idea: 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!"
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Re: PzC Toolkit v2.0.5.1 - Classic General v0.10.30 (05/10/26)

Post by nikivdd »

Vintage wrote: Tue Oct 06, 2026 6:08 am If proposals :idea: 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!"
Next version...
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Re: Panzer Corps Toolkit v2.0.5.1 (22/08/26)

Post by Vintage »

bondjamesbond wrote: Sat Aug 29, 2026 8:57 pm
nikivdd wrote: Sat Aug 29, 2026 5:53 pm
.
An alpha test of combat between the human player and the AI opponent.

Some gameplay mechanics are deliberately different from those in Panzer General and the more recent Panzer Corps.

Units with transport can mount, move, dismount, and still attack if eligible. Artillery can provide supporting fire based on its firing range, so it no longer needs to be adjacent to the unit it is supporting.

The game runs as a native 64-bit Windows application.
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Suggestions and feedback welcome.
https://www.old-games.com/download/5459/panzer-general
https://www.myabandonware.com/game/allied-general-3g5
https://www.myabandonware.com/game/panzer-general-2as

I have two questions: how will your game differ from *Panzer General Forever*, and how can I create those animation circles that still fill me with a pleasant sense of nostalgia for my youth?
https://panzergeneraldownload.com/panze ... rever.html
https://steamcommunity.com/groups/PGTWar

Image
https://vgtimes.ru/games/panzer-general ... gameheader
https://psxplanet.ru/Panzer-General
I do agree: these animation clips are very immersive, love them!
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Re: PzC Toolkit v2.0.5.1 - Classic General v0.10.30 (05/10/26)

Post by nikivdd »

First look.

New feature in the upcoming update: Historical Figures.
.
A new **Historical Figures** system has been added to Classic General to give campaigns more personality and to encourage different styles of play.

Before starting a campaign, the player can choose from a selection of historically important commanders, administrators and military-industrial figures. Each one provides a distinct combination of advantages and disadvantages that remains active throughout the campaign.

The idea is not to create simple “bonus characters”. Every Historical Figure is designed around a clear theme, with a meaningful trade-off attached to it. Choosing Heinz Guderian, for example, favours fast and hard-hitting armoured warfare, while Erich von Manstein improves offensive initiative at the cost of slower defensive preparation. Erwin Rommel strengthens mobile formations but places additional pressure on supply, while Walter Model is much better suited to defensive warfare.

The system also goes beyond battlefield statistics. Some figures influence equipment prices, replacements, prototype availability, prestige awards, logistics, fortifications or Off Board Support. This means the choice can affect not only how units fight, but also how a campaign is managed between scenarios.

The current German roster contains ten Historical Figures:

- **Heinz Guderian** – armoured mobility and anti-tank striking power
- **Erich von Manstein** – offensive initiative versus slower entrenchment
- **Erwin Rommel** – stronger mobile formations at greater supply cost
- **Walter Model** – defensive strength with weaker attacking initiative
- **Albert Kesselring** – stronger and cheaper air forces, but more expensive ground replacements
- **Karl Dönitz** – improved naval combat forces
- **Albert Speer** – cheaper equipment and earlier availability, but more expensive elite replacements
- **Fritz Todt** – cheaper artillery and transport, stronger fortifications, but more expensive aircraft
- **Erhard Milch** – cheaper aircraft and air replacements at the expense of tank purchasing costs
- **Wernher von Braun** – improved Off Board Artillery and earlier advanced prototypes, balanced by reduced scenario-end prestige awards

The bonuses are applied directly to the relevant game systems rather than being purely descriptive. Conditional effects, such as Model’s defensive bonus or Manstein’s slower entrenchment rate, are evaluated in the situations where they actually matter.

Historical Figure descriptions and hover texts are also fully localized in all **nine supported languages: English, French, German, Polish, Ukrainian, Russian, Spanish, Turkish and Uzbek Latin**.

The goal is to make the campaign-opening choice genuinely meaningful: not simply “which commander gives the strongest bonus?”, but **which strengths, weaknesses and style of warfare do you want to build your campaign around?**
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Heinz Guderian Tank & Recon: +1 Movement, +1 Hard Attack Infantry purchases/replacements: +10% cost
Erich von Manstein Ground combat units: +1 Initiative Entrenchment builds slower: class entrenchment rate −1, minimum 1
Erwin Rommel Tank & Recon: +1 Spotting, +1 Initiative; normal & elite replacements −10% All units: +15% fuel/ammo consumption
Walter Model Ground units: +2 Ground Defense while defending Ground units: −1 Initiative while attacking
Albert Kesselring Air units: +1 Initiative; normal & elite air replacements −10% Normal & elite ground replacements +10%
Karl Dönitz All naval combat vessels except naval transport: +1 Naval Attack, +2 Initiative
Albert Speer Equipment purchases −10%; unit availability 3 months earlier Elite replacements / overstrength +15%
Fritz Todt Artillery & ground transport purchases −15%; Structures/Fortifications: +3 Soft Attack, +3 Hard Attack Aircraft purchases +10%
Erhard Milch Aircraft purchases and normal/elite replacements −10% Tank purchases +10%
Wernher von Braun Off Board Artillery Strike: +2 Soft Attack, +2 Hard Attack; from 1942 prototypes can draw equipment 2 years ahead instead of 1, Scenario-end prestige awards: −10%
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There are still some pending requests, i have not forgotten them.
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| Historical Figure | Positive traits | Negative traits |
|---|---|---|
| **Winston Churchill** | **+10% prestige income**; player Auxiliary units gain **+1 experience level** | **All purchases +5%** |
| **Alan Brooke** | Artillery support fire gains **+1 Initiative** | **Tanks −1 Movement** |
| **Bernard Montgomery** | Ground units gain **+1 Ground Defense**; ground units build entrenchment faster; **Tanks +1 Movement** | Ground units suffer **−1 Initiative while attacking** |
| **William Slim** | Infantry gains **+1 Movement in Rough and Jungle terrain** | **Tank purchases +5%** |
| **Andrew Cunningham** | Surface ships — Destroyers, Capital Ships and Carriers — gain **+1 Naval Attack and +1 Initiative** | Ground normal/elite replacements cost **+10%** |
| **Hugh Dowding** | Fighters gain **+1 Air Attack, +1 Air Defense and +1 Initiative** | Tactical and Level Bomber purchases cost **+10%** |
| **Charles Portal** | Tactical and Level Bombers gain **+1 Air Attack and +1 Soft Attack** | Prestige earned from ground combat is **−5%** |
| **Lord Beaverbrook** | Aircraft purchases and normal/elite replacements cost **−15%** | Tank and Artillery purchases cost **+10%** |
| **Henry Tizard** | AA and Air Defense units gain **+1 Air Defense and +1 Spotting** | **Starting prestige −10%** |
| **Robert Watson-Watt** | Fighters, AA and Air Defense gain **+1 Spotting** | Naval combat-unit purchases cost **+10%** |
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Re: PzC Toolkit v2.0.5.1 - Classic General v0.10.30 (05/10/26)

Post by nikivdd »

Historical figures continued.
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George C. Marshall +2 Core slots; normal and elite replacements cost −10% Scenario-end prestige awards −10%
Dwight D. Eisenhower Non-U.S. Allied/minor equipment purchases −20%; +2 Auxiliary slots Core units gain combat experience 15% more slowly
George S. Patton Tanks gain +1 Movement and +2 Initiative while attacking Tank fuel consumption +20%
Chester Nimitz All naval combat units except naval transport gain +2 Initiative; carrier-capable aircraft gain +2 Initiative Ground-unit purchases +10%
Ernest King Surface ships gain +2 Naval Defense and +2 Air Attack Aircraft normal/elite replacements cost +10%
Curtis LeMay Level Bombers gain +2 Soft Attack Fighter purchases +10%
William Knudsen All purchases −10% Elite replacements / overstrength +10%
Leslie Groves Prototype awards can draw equipment 2 years ahead instead of 1 Starting prestige −15%
J. Robert Oppenheimer From 1942, Level Bombers gain +2 Soft Attack and +2 Hard Attack; Off Board Artillery/Air Strikes gain +2 attack Prestige income −10%
Vannevar Bush Fighters and AA/Air Defense gain +1 Spotting and +1 Air Attack AA/Air Defense purchases +10%
.
Isoroku Yamamoto All naval combat units except naval transport: +1 Initiative, +1 Movement, All aircraft: +1 Initiative, +1 Movement, Tank purchases: +10%
Tomoyuki Yamashita Infantry gains +1 effective Movement in Rough and Jungle terrain Artillery purchases +10%
Tadamichi Kuribayashi Infantry and Fortifications: +2 Ground Defense Ground combat units suffer −1 Initiative while attacking
Jisaburō Ozawa Carrier-capable naval aircraft normal/elite replacements cost −15% Surface-ship purchases +10%
Chūichi Nagumo Carrier-capable naval aircraft gain +1 Air Attack Carrier-capable naval aircraft suffer −1 Ground Defense
Minoru Genda All aircraft: +1 Initiative, +1 Soft Attack, +1 Hard Attack, +1 Naval Attack Prestige earned by ground units in combat −5%
Jirō Horikoshi Fighter purchases −10%; Fighters become available 3 months earlier Fighters suffer −1 Ground Defense
Yoshio Nishina Prototype awards can draw equipment 2 years ahead instead of 1 Starting prestige −10%
Hideo Iwakuro Recon and Infantry: +1 Spotting Tank purchases +10%
Hideki Tōjō +1 Core slot; Infantry purchases −10% Prestige income −10%
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Giovanni Messe Infantry: +1 Initiative, +1 Ground Defense Tank purchases +10%
Italo Balbo Aircraft: +1 Movement; aircraft normal/elite replacements −10% Artillery purchases +10%
Ugo Cavallero Artillery purchases −10%; artillery defensive support gets +1 Initiative Infantry normal/elite replacements +10%
Vittorio Ambrosio +1 Core slot; ground combat units gain +1 Initiative while defending Prestige income −5%
Rodolfo Graziani Recon: +1 Soft Attack, +1 Hard Attack, +1 Movement, +1 Spotting Infantry: −1 Ground Defense
Angelo Iachino Surface ships: +1 Initiative, +1 Spotting All aircraft purchases +10%
Carlo Bergamini Capital Ships: +1 Naval Defense, +1 Naval Attack Submarine purchases +10%
Giuseppe Gabrielli Fighter purchases −10% Tactical/Level Bomber purchases +10%
Mario Castoldi Fighters: +1 Initiative, +1 Air Attack Fighter normal/elite replacements +10%
Secondo Campini Aircraft prototype awards can draw Fighters/Tactical Bombers/Level Bombers 2 years ahead instead of 1; newly acquired Fighters start at 12 strength, Scenario-end prestige awards −10%
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Georgy Zhukov Attacking ground combat units: +1 Initiative; Tanks: +1 Movement and purchases −10% Normal/elite replacements +10%
Konstantin Rokossovsky Artillery below Range 3: +1 Range; Range-3 artillery instead gets +1 Initiative Tank purchases +10%
Ivan Konev Tanks and Infantry: +1 Initiative while attacking Ground units entrench 1 rate slower (minimum 1)
Aleksandr Vasilevsky +2 Core slots; upgrades −10% Scenario-end prestige awards −10%
Boris Shaposhnikov Infantry/Artillery normal and elite replacements −15% Aircraft purchases +10%
Nikolai Kuznetsov Naval combat units: +1 Initiative, +1 Naval Attack; naval purchases −15% Ground purchases +5%
Andrei Tupolev Tactical and Level Bombers: +1 Initiative, +1 Soft Attack, +1 Hard Attack; purchases −20% Fighter purchases +10%
Sergey Ilyushin Tactical Bombers: +1 Soft Attack, +1 Hard Attack FIghter purchases +10%
Alexander Yakovlev Fighters: +1 Initiative, +1 Air Attack, +1 Air Defense; Fighter purchases −10% Soviet Heavy Tank purchases +10%
Nikolai Voznesensky Prestige income +10% Elite replacements and overstrength +15%
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Re: PzC Toolkit v2.0.5.1 - Classic General v0.10.30 (05/10/26)

Post by Vintage »

I hope there will never be arcade-style "field heroes" like in PzCs allowing to move 20t guns without transport or increasing firing range for additional 5km :evil:
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Re: PzC Toolkit v2.0.5.1 - Classic General v0.10.30 (05/10/26)

Post by bondjamesbond »

Vintage wrote: Wed Oct 07, 2026 3:28 pm I hope there will never be arcade-style "field heroes" like in PzCs allowing to move 20t guns without transport or increasing firing range for additional 5km :evil:
Image
It’s enough for me that the 88 mm FlaK anti-aircraft gun can fire in three modes: as an anti-aircraft gun, as an anti-tank gun, and as high-angle artillery – without any ‘mages’ or ‘super commanders’ – just as it could in reality!

Image
The Americans were aware that their 76-mm gun was considerably less powerful than the British 17-pounder, but they were not particularly concerned about this. Nor were they concerned about the arrival of the ‘Panther’ with its powerful frontal armour. In the summer of 1944, both facts came back to haunt them when it suddenly became apparent that the M1A1’s 76-mm gun, available only in meagre quantities, could not penetrate the Panther’s upper frontal armour, even with expensive and scarce sub-calibre shells.
“Two hits by T4 sub-calibre shells from 1,100 yards. Result: no penetration. The tungsten core disintegrated.
Two hits by armour-piercing shells (not sub-calibre) from 1,100 yards. Result: a deep dent, no penetration.”


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nikivdd
Panzer Corps Map Designer
Panzer Corps Map Designer
Posts: 5194
Joined: Fri Jun 24, 2011 1:21 pm
Location: Belgium

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

Post by nikivdd »

Development update

The next version already includes following:

- Historical figures in the campaign difficulty/option screen (see previous posts)
- Removed location text over towns/cities/airfields... but still visible in the in-game top UI bar
- Moved ownership flags on those locations
- Bigger right-click unit screen
- Bigger go-to unit screen, a column "core/aux" added
- Two new off-board actions for Germany: V-1 and V-2 strike
- More single scenarios were added in the Allied module
- The custom campaigns Spanish General - Nationalist and Republican added in the Allied module (originally released as single scenarios)
- Anti-tank support (default is off) in the campaign option list
nikivdd
Panzer Corps Map Designer
Panzer Corps Map Designer
Posts: 5194
Joined: Fri Jun 24, 2011 1:21 pm
Location: Belgium

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

Post by nikivdd »

The next update will also include an updated purchase screen, allow multiple purchases of the same unit, a queue list of the picked units for purchase.
The start of turn screen shows which off board options have been used and which are still available.
The unit info screen also shows which Historical Figure was picked and doctrine.
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