PzC Toolkit v2.0.5.1 - Classic General v0.11.23 (11/10/26)

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bondjamesbond
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Re: PzC Toolkit v2.0.5.1 - Classic General v0.11.23 (11/10/26)

Post by bondjamesbond »

nikivdd wrote: Sun Oct 11, 2026 3:56 pm Classic General is updated!
.
v0.11.23: https://www.mediafire.com/file/lwpk98gb ... p.rar/file
.
This update includes:

- AI submarine handling
- CTRL+A command console offer two new options : Enable Offboard, Enable Equipment
- Off board action fixes for the major allied nations and Japan
- Prestige for PacG through the command console is fixed
- Experimental animation for off board actions "Fallschirmjäger", "V-1" and "V-2"
- PacG start of turn pop-ups mention day time/night time
Great, I like the pace of your updates!

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Немецкий бронепоезд, (времен ПМВ) Panzerzug 3. 1944 г. Югославия. Эти кадры показывают специально обученных гренадеров, действующих против партизан.
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RobertCL
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Re: PzC Toolkit v2.0.5.1 - Classic General v0.11.23 (11/10/26)

Post by RobertCL »

Sea Lion Plus (Panzer General Forever)

1. A British infantry unit is retreating and occupies an hex I already occupy with a German naval unit (but he hex is still owned by UK meaning having a British flag)
2. Calling for reinforcements : they arrive in France not in UK!
3. Reinforcement units are then place on harbors --> if you put them in transport ships they cannot move on water, they want to be deployed as ground units on the French coast. Sometimes you have to wait two turns before they accept to be moved on naval transport (and not debark on same coast).

Australia (Pacific General)
1. Calling for Paratroopers in a greyed zone means you never see them. Need to make a recon first ?
2. NB: a scenario impossible to win if you do not occupy a VH soon.
bondjamesbond
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Re: PzC Toolkit v2.0.5.1 - Classic General v0.11.23 (11/10/26)

Post by bondjamesbond »

And so I secured a decisive victory in the Philippines in 1941! Now for some thoughts, questions and reflections… Unfortunately, I’ve played very little of the original *Pacific General*! The instructions state that to win, even by a narrow margin, you need to score a certain number of points, but I didn’t even reach that total for a minor victory – yet I was still awarded a ‘Decisive Victory’!? Is this a bug, or some mechanic involving reaching a specific number that I don’t quite understand yet? Or is it a matter of interpretation when there are no specific objectives to capture key enemy cities? Also, my ships were unable to come to the aid of two other ships because the area near the edge of the map was too narrow, as I’ve indicated in my screenshots. I was also extremely surprised by the appearance of a German Pz-4 D tank – I reckon it was a blocking force generated by the AI ))) Check the screenshots for that too! I was also surprised by the American infantry retreating towards my hex where my ship was positioned! Did they just walk straight into my hold? ) Also, my additional paratroopers were jumping from a German Ju-52. It’s a really nice animation, but it’s a bit out of place – I’m playing as Japan, after all ))) Otherwise, it was brilliant and great fun – they put up a heroic fight whilst I launched an epic assault! Well, the next mission awaits me, so to be continued.... I really hope my questions don’t come across as naive, as I haven’t played this instalment of the series before, and the online translator has translated everything correctly without making me look like a fool )))

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Translated with DeepL.com (free version)
https://www.deepl.com/ru/translator
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nikivdd
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Re: PzC Toolkit v2.0.5.1 - Classic General v0.11.23 (11/10/26)

Post by nikivdd »

RobertCL wrote: Sun Oct 11, 2026 6:17 pm Sea Lion Plus (Panzer General Forever)

1. A British infantry unit is retreating and occupies an hex I already occupy with a German naval unit (but he hex is still owned by UK meaning having a British flag)
2. Calling for reinforcements : they arrive in France not in UK!
3. Reinforcement units are then place on harbors --> if you put them in transport ships they cannot move on water, they want to be deployed as ground units on the French coast. Sometimes you have to wait two turns before they accept to be moved on naval transport (and not debark on same coast).

Australia (Pacific General)
1. Calling for Paratroopers in a greyed zone means you never see them. Need to make a recon first ?
2. NB: a scenario impossible to win if you do not occupy a VH soon.
The next update should prevent retreats into hexes occupied by hostile naval units or embarked transports.

I found out in the code that embarking a unit consumes its actions. The proper change is when an unmoved unit is on a port, it should embark and sail at the same turn.
The expected behavior should be:
- An unmoved ground unit can embark and sail immediately.
- If a unit has actually moved into a port, the Embark option must be disabled.
- Switching organic land transport ON/OFF must not count as movement.
- Existing transport capacity and naval occupancy restrictions remain intact.
I added it to the next release.

Fallschirmjäger Support is an off-board action in Classic General that lets you drop paratroopers behind enemy lines.
Here's how it works in the current implementation:
1. Availability: From Turn 2 onward, provided the scenario has eligible paratrooper equipment. Support is available from September 1939.
2. Activation: Open the Off Board panel and select Fallschirmjäger Support.
3. Target selection: Click anywhere on the map to designate the center of the drop zone (even in unrevealed area).
4. Deployment: The game randomly deploys 1 or 2 auxiliary paratrooper units within five hexes of your chosen location, wherever legal landing hexes are available.
5. Unit strength: Each paratrooper unit arrives at strength 10, with no experience or entrenchment.
6. Movement: Newly dropped units cannot move or attack until the following turn.
The action costs prestige and can normally be used once per battle.
The landing hexes are selected randomly, so the troops are not guaranteed to appear exactly where you click.

Global Request Ground Forces updated.
The rule would apply across all seven existing modules and generators, including stock campaigns, custom campaigns, standalone scenarios, and generated battles.
When the three Auxiliary units requested through Off-board Support arrive, the game evaluates deployment locations in this order:
1. Secure forward beachhead: Prefer a captured coastal position on the invasion side of the battlefield.
2. Captured friendly harbor: Prefer a suitable harbor when the beachhead itself lacks enough deployment space.
3. Original deployment zone: Use the established reinforcement deployment area when no secure forward location exists.
4. Friendly rear map edge: Final fallback when the original deployment zone cannot accommodate all three units.
5. Postpone arrival: Only if no legal location can accommodate the reinforcements.
nikivdd
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Re: PzC Toolkit v2.0.5.1 - Classic General v0.11.23 (11/10/26)

Post by nikivdd »

bondjamesbond wrote: Mon Oct 12, 2026 1:57 am And so I secured a decisive victory in the Philippines in 1941! Now for some thoughts, questions and reflections… Unfortunately, I’ve played very little of the original *Pacific General*! The instructions state that to win, even by a narrow margin, you need to score a certain number of points, but I didn’t even reach that total for a minor victory – yet I was still awarded a ‘Decisive Victory’!? Is this a bug, or some mechanic involving reaching a specific number that I don’t quite understand yet? Or is it a matter of interpretation when there are no specific objectives to capture key enemy cities? Also, my ships were unable to come to the aid of two other ships because the area near the edge of the map was too narrow, as I’ve indicated in my screenshots. I was also extremely surprised by the appearance of a German Pz-4 D tank – I reckon it was a blocking force generated by the AI ))) Check the screenshots for that too! I was also surprised by the American infantry retreating towards my hex where my ship was positioned! Did they just walk straight into my hold? ) Also, my additional paratroopers were jumping from a German Ju-52. It’s a really nice animation, but it’s a bit out of place – I’m playing as Japan, after all ))) Otherwise, it was brilliant and great fun – they put up a heroic fight whilst I launched an epic assault! Well, the next mission awaits me, so to be continued.... I really hope my questions don’t come across as naive, as I haven’t played this instalment of the series before, and the online translator has translated everything correctly without making me look like a fool )))
Can you provide a savegame(s)?
Viriul
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Re: PzC Toolkit v2.0.5.1 - Classic General v0.11.23 (11/10/26)

Post by Viriul »

Hi,

This is a fantastic project. So good That it made me go from a lurking reader to register and demonstrate my appreciation.

I have been following with great interest this project and testing the classic general.

I have noticed a few bugs, and I have a few suggestions/ wishes to ask.

First the bugs I noticed:

1 - In Pacific general module, when I try to see the equipment, all are attributed to "generic" nation, instead of the actual one (japan, USA, etc)
2 - In Panzer forever module, when I try the K.u.k campaign, all the mountain units - "Gebirgs" can't move, even though they have movement 2. (haven't tried in other campaigns in panzer forever, and I dont remember if in original Panzer forever the behaviour was the same)
3 - In Panzer forever module, we don't have "equipment" or "unit viewer" buttons. It would be nice to have them like in the other modules.
4 - The Background images in several screens aren't the same size, and it makes a strange behaviour to see in one screen black bars in the side, and the other no bars, or bigger bars.
5 - Also, the buttons in all the modules aren't the same graphic style, and for me I don't like it very much, and prefer to have a common style everywhere
6 - In Panzer forever module, the custom campaigns and scenarios screens dont give the same information as in the other modules. (further, in the scenarios - it could state the campaign it belongs to, so we can go check a specific scenario for a campaign)
7 - In all the modules I tested, the strategic map is unusable. It does not display the hexagons, or the units, and i can only see the terrain color with a lot of vertical bars.


Now my wishes.

1 - Is it possible to add to each module a option to import campaigns made for the original games?
2 - I know this is classic general, but it's been such a long time that now I can't stand to look in the same way to the original icons of the earliest games. In particular trying to play Panzer General 2 with those icons is very difficult. So I would like to have an option to use the original icons for the games, and also to have the icons like they are now in Panzer corps. I am sure that the community as made a lot of icons that can be used, if you have permission, to make an alternative unit icons.
3 - Will in the future other modules be made available? like people's general? And maybe also fantasy general and star general? (I know that few people like them, but it would complete the project)
4 - Is it possible to make the game work also in a Window? When I play in my desktop, due to the monitor size the game looks too big, with extremely large buttons, specially compared to the laptop when I play in it.
5 - I like very much the icons made for the several options (on the sides), but I think they are too big. They are using the style of pacific general instead of the original panzer general. In my opinion they would look better smaller like in panzer general or allied general.
6 - I would also like to have an option to have the menu/ options and information display like in panzer corps or PGF, instead of the current style. Having to look up at the top bar to check what is my unit and other information, is not very friendly and I prefer to look at my left.

I have noticed that in the last updates you have been focusing on adding features. Please dont overdo it, or you will get something like Opengeneral, that has so many options and features that it is almost impossible to know and use them all.
(although I do like Opengeneral, all the special rules and options make it difficult to play)

Anyway I really like this project, and I hope it can become a very robust platform to play these games

Thanks in advance
bondjamesbond
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Re: PzC Toolkit v2.0.5.1 - Classic General v0.11.23 (11/10/26)

Post by bondjamesbond »

nikivdd wrote: Mon Oct 12, 2026 9:40 am
bondjamesbond wrote: Mon Oct 12, 2026 1:57 am And so I secured a decisive victory in the Philippines in 1941! Now for some thoughts, questions and reflections… Unfortunately, I’ve played very little of the original *Pacific General*! The instructions state that to win, even by a narrow margin, you need to score a certain number of points, but I didn’t even reach that total for a minor victory – yet I was still awarded a ‘Decisive Victory’!? Is this a bug, or some mechanic involving reaching a specific number that I don’t quite understand yet? Or is it a matter of interpretation when there are no specific objectives to capture key enemy cities? Also, my ships were unable to come to the aid of two other ships because the area near the edge of the map was too narrow, as I’ve indicated in my screenshots. I was also extremely surprised by the appearance of a German Pz-4 D tank – I reckon it was a blocking force generated by the AI ))) Check the screenshots for that too! I was also surprised by the American infantry retreating towards my hex where my ship was positioned! Did they just walk straight into my hold? ) Also, my additional paratroopers were jumping from a German Ju-52. It’s a really nice animation, but it’s a bit out of place – I’m playing as Japan, after all ))) Otherwise, it was brilliant and great fun – they put up a heroic fight whilst I launched an epic assault! Well, the next mission awaits me, so to be continued.... I really hope my questions don’t come across as naive, as I haven’t played this instalment of the series before, and the online translator has translated everything correctly without making me look like a fool )))
Can you provide a savegame(s)?
:arrow:
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nikivdd
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Re: PzC Toolkit v2.0.5.1 - Classic General v0.11.23 (11/10/26)

Post by nikivdd »

@Bond
Thanks for the saves.
I found the reason for the panzer IV D, the action off board request reinforcements: the AI could draw from a larger pool of nations, which it shouldn't be doing.
The Americans moving , the AI must have seen an opportunity to capture that hex. The AI can behave in ways i wished for in Panzer Corps.
I am still looking into the victory points.
Maps are copied from the originals, so the situation with the ships is plausible to happen but i will check nonetheless if the map is correctly converted.
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Re: PzC Toolkit v2.0.5.1 - Classic General v0.11.23 (11/10/26)

Post by bondjamesbond »

nikivdd wrote: Mon Oct 12, 2026 2:10 pm @Bond
Thanks for the saves.
I found the reason for the panzer IV D, the action off board request reinforcements: the AI could draw from a larger pool of nations, which it shouldn't be doing.
The Americans moving , the AI must have seen an opportunity to capture that hex. The AI can behave in ways i wished for in Panzer Corps.
I am still looking into the victory points.
Maps are copied from the originals, so the situation with the ships is plausible to happen but i will check nonetheless if the map is correctly converted.
You’re most welcome! Everything for the front, everything for victory! For you are doing a vital service for every fan and admirer of the General series! I hope we’ll get round to the Star General one day! A huge thank you for your valiant efforts!
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nikivdd
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Re: PzC Toolkit v2.0.5.1 - Classic General v0.11.23 (11/10/26)

Post by nikivdd »

Viriul wrote: Mon Oct 12, 2026 12:12 pm Hi,

This is a fantastic project. So good That it made me go from a lurking reader to register and demonstrate my appreciation.

I have been following with great interest this project and testing the classic general.

I have noticed a few bugs, and I have a few suggestions/ wishes to ask.
Thanks for your extensive post.
I will look into the bugs you reported and your wishlist.
Welcome aboard ;)
bondjamesbond
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Re: PzC Toolkit v2.0.5.1 - Classic General v0.11.23 (11/10/26)

Post by bondjamesbond »

nikivdd wrote: Mon Oct 12, 2026 7:07 pm
Viriul wrote: Mon Oct 12, 2026 12:12 pm Hi,

This is a fantastic project. So good That it made me go from a lurking reader to register and demonstrate my appreciation.

I have been following with great interest this project and testing the classic general.

I have noticed a few bugs, and I have a few suggestions/ wishes to ask.
Thanks for your extensive post.
I will look into the bugs you reported and your wishlist.
Welcome aboard ;)
Another surprising and unique feature is the ability to deploy paratroopers even when an enemy fighter is present on the same hex as my airfield. Is this a bug or a game mechanic?

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So, in the ‘New Guinea 1942’ scenario, I failed to complete the objective of capturing the island in 11 moves to secure a decisive victory, as the island was fiercely defended by US and Australian artillery; nevertheless, I was awarded a ‘Decisive Victory’ rather than a ‘Minor Victory’! Perhaps the difficulty level I’m playing on has something to do with it, but I’m not daft enough to play at the highest level, as the bots there are simply immortal Terminators, fanatics and maniacs ))) Based on the points, I shouldn’t have been awarded a victory either, as I didn’t score the required number; nevertheless, I won! Perhaps you need to recalculate and rewrite some of the objectives to avoid confusion, but that’s up to you – maybe the difficulty level really does play a part! Well, the conquest of Australia awaits us ) The rest, as usual, is in the screenshots! And I don’t use cheats, as I play on my own merits; otherwise, it makes no sense for me to be shuffling ‘bravo’ bricks back and forth ) And the enemy air force – they’re some sort of aces in the sky. Over the course of 18 moves, I shot down a surrounded American Avocobra with my 6–7 Japanese Zero fighters ))) Overall, I like this game and your adaptation; of course, I’d love to see improved graphics for it!
https://mynickname.com/id73473
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