PzC Toolkit v2.0.5.1 - Classic General v0.12.4 (24/10/26)
Moderators: Slitherine Core, Panzer Corps Design, Panzer Corps Moderators
Re: PzC Toolkit v2.0.5.1 - Classic General v0.12.1 (18/10/26)
Hi Nico,
At the end of a scenario when I move to a next one, why can't I grant extra strength to my elite units ?
In Panzer Corps, before starting a scenario, in reserve, before my deployment, I can replenish my units and bring them to 12 or 13 strength for instance.
If we have to wait until the scenario starts, the unit either moves or gets extra strength. If we do this in the reserve screen before deployment, units are moving fully "extra replenished".
At the end of a scenario when I move to a next one, why can't I grant extra strength to my elite units ?
In Panzer Corps, before starting a scenario, in reserve, before my deployment, I can replenish my units and bring them to 12 or 13 strength for instance.
If we have to wait until the scenario starts, the unit either moves or gets extra strength. If we do this in the reserve screen before deployment, units are moving fully "extra replenished".
Re: PzC Toolkit v2.0.5.1 - Classic General v0.12.1 (18/10/26)
RobertCL wrote: Wed Oct 21, 2026 2:32 pm Hi Nico,
At the end of a scenario when I move to a next one, why can't I grant extra strength to my elite units ?
In Panzer Corps, before starting a scenario, in reserve, before my deployment, I can replenish my units and bring them to 12 or 13 strength for instance.
If we have to wait until the scenario starts, the unit either moves or gets extra strength. If we do this in the reserve screen before deployment, units are moving fully "extra replenished".
Re: PzC Toolkit v2.0.5.1 - Classic General v0.12.1 (18/10/26)
That's worth further investigation and implementation.Kas Narayda wrote: Wed Oct 21, 2026 2:08 pm With experience, everything is clear, except for the low rate of gaining experience with tactical bombers and level Bombers.
I'm more interested in why tactical bombers are so ineffective.
Conversely, artillery is too effective, but it is slowly gaining experience.
By the way, recon is generally a pretty useless thing due to the presence of many aircraft with a large reconnaissance radius.
And I am generally silent about the extremely low rate of gaining experience by naval units.
In general, I really look forward to when you change the same effectiveness of tactical bombers as it is in the PG Forever game or at least Panzer Corps.
The game is really cool, but all these points overshadow the impression, especially the effectiveness of tactical bombers.
Assume a tactical bomber makes 10 combat rolls against a ground unit, with equal attack and defense grades and no additional modifiers.
Result Old system New system (proposed)
Chance of a kill 10% 50%
Chance of suppression 40% 0%
Chance of no effect 50% 50%
Expected enemy strength losses 1 5
Expected suppression points 4 0
What this means in battle
Previously: A tactical bomber could attack a tank and cause one strength-point loss while suppressing another four points. The tank might survive with most of its actual strength intact.
With the proposed change: The same attack would produce an average of five strength-point losses and no suppression, assuming the other combat conditions remain identical.
That means:
- Tactical bombers become much more dangerous to enemy tanks, artillery and other ground formations.
- Their attacks inflict permanent strength losses rather than temporary suppression.
- They should gain experience faster because they destroy more enemy strength points.
Artillery: powerful suppression, limited XP rewards
Artillery benefits from indirect-fire rules, defensive support and suppression. Yet its experience gains depend mainly on casualties.
My proposed values are 1 base XP per effectively suppressed strength point, capped at 5 base XP per attack.
Naval experience — proposed improvement
I agree that naval units deserve a more specialized experience system. Battleships, cruisers, destroyers, submarines and carriers perform different roles, and their XP progression should reflect those differences.
I propose retaining the existing casualty-based XP calculation and adding modest rewards for meaningful naval combat actions.
Proposed XP bonuses
Naval combat activity Additional base XP
Surface ship inflicts enemy strength losses +2 per successful attack
Submarine scores a successful torpedo hit +4 per attack
Naval unit successfully damages an enemy aircraft with AA fire +2 per engagement
Naval gunfire effectively suppresses an enemy unit +1 per suppressed strength point
Safeguards
- Maximum additional bonus: 6 base XP per combat engagement.
- Apply existing experience-star multipliers.
- Retain the 599 XP maximum and five-star progression.
- Award bonuses only for actual combat results, not unsuccessful attacks.
- Prevent repeated rewards for the same damage or suppression.
- Apply the same rules to human and AI units.
- Keep current naval combat damage and hit probabilities unchanged.
The spotting range for certain aircraft is way too high, this i am going to correct. I will think about making recon vehicles more interesting besides its phased movement
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Kas Narayda
- Lance Corporal - SdKfz 222

- Posts: 20
- Joined: Mon Dec 06, 2021 2:42 pm
Re: PzC Toolkit v2.0.5.1 - Classic General v0.12.1 (18/10/26)
At the moment, the most profitable thing is to buy one artillery, anti-aircraft guns and infantry.
By the way, there is no penalty for rivers, tanks in the forest are like on a plain, there are no bonuses from the terrain either. There are no bonuses or penalties from the enemy's environment.
The terrain does not change color depending on the weather.
In general, the game is very raw and unbalanced. I'll come back a little later when they finish.
The best combat mechanics in PG Forever and of course Panzer Corps.
In the meantime, it's more profitable to buy artillery than tactical bombers. Level Bomber is not worth your money at all, it's a waste of money.
By the way, there is no penalty for rivers, tanks in the forest are like on a plain, there are no bonuses from the terrain either. There are no bonuses or penalties from the enemy's environment.
The terrain does not change color depending on the weather.
In general, the game is very raw and unbalanced. I'll come back a little later when they finish.
The best combat mechanics in PG Forever and of course Panzer Corps.
In the meantime, it's more profitable to buy artillery than tactical bombers. Level Bomber is not worth your money at all, it's a waste of money.
Re: PzC Toolkit v2.0.5.1 - Classic General v0.12.1 (18/10/26)
I did a comparison study.Kas Narayda wrote: Wed Oct 21, 2026 4:42 pm At the moment, the most profitable thing is to buy one artillery, anti-aircraft guns and infantry.
By the way, there is no penalty for rivers, tanks in the forest are like on a plain, there are no bonuses from the terrain either. There are no bonuses or penalties from the enemy's environment.
The terrain does not change color depending on the weather.
In general, the game is very raw and unbalanced. I'll come back a little later when they finish.
The best combat mechanics in PG Forever and of course Panzer Corps.
In the meantime, it's more profitable to buy artillery than tactical bombers. Level Bomber is not worth your money at all, it's a waste of money.
The next update will use more of Panzer Corps mechanics.
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bondjamesbond
- Lieutenant-General - Nashorn

- Posts: 3264
- Joined: Mon Jun 27, 2022 10:10 pm
Re: PzC Toolkit v2.0.5.1 - Classic General v0.12.1 (18/10/26)
nikivdd wrote: Wed Oct 21, 2026 8:44 pmI did a comparison study.Kas Narayda wrote: Wed Oct 21, 2026 4:42 pm At the moment, the most profitable thing is to buy one artillery, anti-aircraft guns and infantry.
By the way, there is no penalty for rivers, tanks in the forest are like on a plain, there are no bonuses from the terrain either. There are no bonuses or penalties from the enemy's environment.
The terrain does not change color depending on the weather.
In general, the game is very raw and unbalanced. I'll come back a little later when they finish.
The best combat mechanics in PG Forever and of course Panzer Corps.
In the meantime, it's more profitable to buy artillery than tactical bombers. Level Bomber is not worth your money at all, it's a waste of money.
The next update will use more of Panzer Corps mechanics.

Я бы не торопился и не спешил с выводами все требует экспериментов и тестов ! Например мне очень нравиться механика что можно подвести свои подразделения на машинах или бтрах или артиллерию они могут сразу вступить еще в бой это реально ! Так же мне нравиться на участках где есть ваша артиллерия враг леко не прорвется так как артиллерия при обороне и наступлении должна выполнять свою функцию подавления и уничтожения противника ! Иначе зачем в реалии на один квадратный километр фронта порой ставили до 100 разных калибров ствольной артиллерии и системы реактивного огня !Например такая механика идеальна для Первой мировой войны где пулеметы и пушки свели на нет роль кавалерии и пехоты просто сметая ее при наступлении на траншеи и доты ! Но и роль танков тоже нужно понимать которые танковыми клиньями должны были уходить в прорыв что бы выйти в тыл к штабам и сладам перерезав коммуникации и логистику ! Так же в такие рейды выдвигались кавалерия например у ссср ! Десант и партизаны же должны были действовать в тылу так же оттягивая на себя действие противника !Остальное да нужно дорабатывать так как удары авиации слабы и господство в в воздухе не приносит своих результатов ! Местность и ландшафт как и погода тоже должны давать = как обороняющимся так и наступающим ! Так что я за симбиоз правил из Панзер корпс и механики Панзер генерал ! Ведь каждая серия этих игр имеет как свои плюсы так и минусы ! Например графика панзер корпса радует глаза а вот панзер генерала их выжигает !


I wouldn’t rush into anything or jump to conclusions – everything needs to be tested and trialled! For example, I really like the mechanic where you can bring in your units in vehicles, armoured personnel carriers or artillery – they can immediately join the fight; that’s really cool! I also like the fact that in sectors where your artillery is deployed, the enemy won’t easily break through, as artillery—whether in defence or on the offensive—must fulfil its role of suppressing and destroying the enemy! Otherwise, why would they, in reality, sometimes deploy up to 100 different calibres of barrel artillery and rocket systems per square kilometre of the front line? For example, this mechanic is ideal for the First World War, where machine guns and artillery rendered the role of cavalry and infantry obsolete, simply sweeping them aside during assaults on trenches and pillboxes! But the role of tanks must also be understood: they were meant to form tank wedges to break through the lines, reach the enemy’s rear—targeting headquarters and supply lines—and cut off communications and logistics! Similarly, cavalry units, such as those of the USSR, would launch such raids! Paratroopers and partisans, meanwhile, were meant to operate behind enemy lines, drawing the enemy’s fire onto themselves! The rest does need refining, as air strikes are weak and air superiority isn’t yielding the desired results! The terrain and landscape, as well as the weather, should also play a part – for both the defenders and the attackers! So I’m in favour of a blend of the rules from *Panzer Corps* and the mechanics of *Panzer General*! After all, each series of these games has its own pros and cons! For example, the graphics in *Panzer Corps* are a feast for the eyes, whereas those in *Panzer General* are a real eyesore!

Ведь гениальность каждого полководца заключается создать абсолютное первородство и концентрация всех родов войск на определенном участке фронта где у противника слабые места для этого и работали разведки и шпионы ) У нас же в битве против ИИ все сводиться к нас мало ресурсы ботов огромны так как он тупой )))

After all, the genius of every military commander lies in creating absolute primacy and concentrating all types of troops on a specific sector of the front, where the enemy has weak points. This is what intelligence and spies were for. ) In our case, in the battle against the AI, everything comes down to the fact that we have few resources, while the bots have vast resources, since it’s stupid. )))
https://waralbum.ru/399518/

И так двигаясь по другой ветке я захватил Филиппины !Противник возглавляемый ИИ плодил кучу юнитов все это вы можете как обычно увидеть на моих скриншотах ! И меня привело опять на захват Изводзимы ) Враги выставили бункеры вкопанные орудия и кучу самолетов камикадзе дальше как карта ляжет но мы наступаем ))) Печально что не все мои корабли могут обстреливать даже близкие от себя цели на берегу ! Так же некоторые приданные мне самолеты не могут садиться на авианосцы !Так же прилагаю сохранение !



And so, moving along a different branch, I captured the Philippines! Also, one of my Australian units was awarded the German Iron Cross ))) Which is complete nonsense in its own right!And the Mexico P-47 unit doesn’t even have a visual representation! It’s there, but it can’t do anything – it can’t fire or move!The AI-led enemy churned out loads of units – as usual, you can see all of this in my screenshots! And it led me back to capturing Iwo Jima ) The enemies have set up bunkers, dug-in guns and loads of kamikaze planes – we’ll see how the map plays out, but we’re on the offensive ))) It’s a shame that not all my ships can fire on targets on the shore, even those close by! Also, some of the aircraft assigned to me can’t land on aircraft carriers! I’ve attached the save file too!
Острова Иво джима и окинава пали мы подходим к финалу !





The islands of Iwo Jima and Okinawa have fallen; we are nearing the end!

Translated with DeepL.com (free version)
https://www.deepl.com/ru/translator
- Attachments
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PacificGeneral.rar- (426.95 KiB) Downloaded 7 times
https://mynickname.com/id73473


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Kas Narayda
- Lance Corporal - SdKfz 222

- Posts: 20
- Joined: Mon Dec 06, 2021 2:42 pm
Re: PzC Toolkit v2.0.5.1 - Classic General v0.12.1 (18/10/26)
You can take a look at my saves. Early Moscow 1940.
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bondjamesbond
- Lieutenant-General - Nashorn

- Posts: 3264
- Joined: Mon Jun 27, 2022 10:10 pm
Re: PzC Toolkit v2.0.5.1 - Classic General v0.12.1 (18/10/26)
So I’ve completed the entire campaign as the USA! In the final battle, I even had to take out the Soviets, who were occasionally attacking me! All in all, it’s not a bad game, and I’ve completed it – for which I’m grateful to Niko! Oh, and the casualty statistics aren’t showing the correct figures! For example, I destroyed lots of Japanese aircraft carriers, and they destroyed a few of mine, but the ‘Losses’ column still shows 0. Also, the strikes from the ‘Additional Strikes’ option are useless against Japanese turret guns – I had to spend ages destroying them using other available means! As usual, everything’s in the screenshots and the save file!




The Japanese Yahata metallurgical plant after the war. All military metal surplus was melted down for the further reconstruction of Japan.
P.s.
It’s sad that neither the battles at Lake Khasan nor Khalkhin Gol are covered in relation to Japan.




The Japanese Yahata metallurgical plant after the war. All military metal surplus was melted down for the further reconstruction of Japan.
P.s.
It’s sad that neither the battles at Lake Khasan nor Khalkhin Gol are covered in relation to Japan.
- Attachments
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PacificGeneral.rar- (446.31 KiB) Downloaded 6 times
https://mynickname.com/id73473


Re: PzC Toolkit v2.0.5.1 - Classic General v0.12.4 (24/10/26)
Classic General has been updated!
.
v0.12.4: https://www.mediafire.com/file/kq24l062 ... p.rar/file
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First of all, I would like to thank everyone who has contributed so many Panzer Corps icons over the years. Fifteen years have come and gone in the blink of an eye!
Secondly, a big thank you to all you guys who took the time to post here instead of simply dropping by, grabbing what you needed, and leaving without a word.
Feedback is a great source of motivation for any modder. It encourages us to keep working on our projects and gives us that wonderful feeling of satisfaction that comes from knowing we've contributed something worthwhile to the community.
.
This update includes a whole bunch of fixes (hopefully!) addressing the issues and suggestions brought up in your feedback over the past few weeks.
.
This update also introduces two new off-board actions—**Wolf-Pack Support** and **Torpedo-Boat Support**—a new Germany-specific campaign option, **Waffen-SS**, and a brand-new set of icons for the Pacific module.
.
In the Options section of the main menu, you can now enable two alternative icon sets: **Panzer Corps** and **Five Star Pacific**.
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.
. .
.
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The Five Star Pacific icons are available exclusively for Pacific campaigns, while the Panzer Corps icons currently work with the Panzer and Allied modules.
The Panzer Corps icon project is quite a massive undertaking, and for this update, I've managed to integrate the German Panzer Corps icons. The remaining nations will follow in future updates, but converting and integrating all these icons properly is a rather time-consuming process. So, a little patience is appreciated!
A few units are still using their original stock icons until I can find suitable replacements or get around to creating them myself.
.
When enabled, the new **Waffen-SS** campaign option allows players to purchase Waffen-SS units.
.
.
. .
.
.
The Waffen-SS has also been added as a separate selectable "nation" in both the Single Scenario Generator and the Campaign Generator.
.
.
. .
.
.
.
v0.12.4: https://www.mediafire.com/file/kq24l062 ... p.rar/file
.
First of all, I would like to thank everyone who has contributed so many Panzer Corps icons over the years. Fifteen years have come and gone in the blink of an eye!
Secondly, a big thank you to all you guys who took the time to post here instead of simply dropping by, grabbing what you needed, and leaving without a word.
Feedback is a great source of motivation for any modder. It encourages us to keep working on our projects and gives us that wonderful feeling of satisfaction that comes from knowing we've contributed something worthwhile to the community.
.
This update includes a whole bunch of fixes (hopefully!) addressing the issues and suggestions brought up in your feedback over the past few weeks.
.
This update also introduces two new off-board actions—**Wolf-Pack Support** and **Torpedo-Boat Support**—a new Germany-specific campaign option, **Waffen-SS**, and a brand-new set of icons for the Pacific module.
.
In the Options section of the main menu, you can now enable two alternative icon sets: **Panzer Corps** and **Five Star Pacific**.
.
.
. .
.
.
The Five Star Pacific icons are available exclusively for Pacific campaigns, while the Panzer Corps icons currently work with the Panzer and Allied modules.
The Panzer Corps icon project is quite a massive undertaking, and for this update, I've managed to integrate the German Panzer Corps icons. The remaining nations will follow in future updates, but converting and integrating all these icons properly is a rather time-consuming process. So, a little patience is appreciated!
A few units are still using their original stock icons until I can find suitable replacements or get around to creating them myself.
.
When enabled, the new **Waffen-SS** campaign option allows players to purchase Waffen-SS units.
.
.
. .
.
.
The Waffen-SS has also been added as a separate selectable "nation" in both the Single Scenario Generator and the Campaign Generator.
.
.
. .
.
.
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bondjamesbond
- Lieutenant-General - Nashorn

- Posts: 3264
- Joined: Mon Jun 27, 2022 10:10 pm
Re: PzC Toolkit v2.0.5.1 - Classic General v0.12.4 (24/10/26)
nikivdd wrote: Sat Oct 24, 2026 2:21 pm Classic General has been updated!
.
v0.12.4: https://www.mediafire.com/file/kq24l062 ... p.rar/file
.
First of all, I would like to thank everyone who has contributed so many Panzer Corps icons over the years. Fifteen years have come and gone in the blink of an eye!
Secondly, a big thank you to all you guys who took the time to post here instead of simply dropping by, grabbing what you needed, and leaving without a word.
Feedback is a great source of motivation for any modder. It encourages us to keep working on our projects and gives us that wonderful feeling of satisfaction that comes from knowing we've contributed something worthwhile to the community.
.
This update includes a whole bunch of fixes (hopefully!) addressing the issues and suggestions brought up in your feedback over the past few weeks.
.
This update also introduces two new off-board actions—**Wolf-Pack Support** and **Torpedo-Boat Support**—a new Germany-specific campaign option, **Waffen-SS**, and a brand-new set of icons for the Pacific module.
.
In the Options section of the main menu, you can now enable two alternative icon sets: **Panzer Corps** and **Five Star Pacific**.
.
.
.
a1.png
.
.
.
The Five Star Pacific icons are available exclusively for Pacific campaigns, while the Panzer Corps icons currently work with the Panzer and Allied modules.
The Panzer Corps icon project is quite a massive undertaking, and for this update, I've managed to integrate the German Panzer Corps icons. The remaining nations will follow in future updates, but converting and integrating all these icons properly is a rather time-consuming process. So, a little patience is appreciated!
A few units are still using their original stock icons until I can find suitable replacements or get around to creating them myself.
.
When enabled, the new **Waffen-SS** campaign option allows players to purchase Waffen-SS units.
.
.
.
a2.png
.
.
.
The Waffen-SS has also been added as a separate selectable "nation" in both the Single Scenario Generator and the Campaign Generator.
.
.
.
a3.png
.
.
.
10.png
German soldiers and local boys next to a T-26 tank, which had been converted into a stationary firing position.
Brilliant, a huge thank you for the update! I hope all of us fans can help make this project even better and more realistic! I’ll give your update a go a bit later, after I’ve had a go at the Tarnava map, which I failed mainly for technical reasons!
https://mynickname.com/id73473


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Kas Narayda
- Lance Corporal - SdKfz 222

- Posts: 20
- Joined: Mon Dec 06, 2021 2:42 pm
Re: PzC Toolkit v2.0.5.1 - Classic General v0.12.4 (24/10/26)
The bombers have improved a bit. Thanks!
But perfection is still far away. We'll have to play Early Moscow from the beginning - the weapons file does not match the new version.
I have a request: make the information at the top what is the date of the current move and how many moves before a Significant victory.
Off-map support is stupid, I would remove it from the game.
Special thanks for the Waffen SS.
12/07/2026 I plan to play Pearl Harbor for Japan and once again mix the worst country in the world, the USA, with my shit.
But perfection is still far away. We'll have to play Early Moscow from the beginning - the weapons file does not match the new version.
I have a request: make the information at the top what is the date of the current move and how many moves before a Significant victory.
Off-map support is stupid, I would remove it from the game.
Special thanks for the Waffen SS.
12/07/2026 I plan to play Pearl Harbor for Japan and once again mix the worst country in the world, the USA, with my shit.
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rubyjuno
- Master Sergeant - Bf 109E

- Posts: 475
- Joined: Mon Sep 21, 2015 1:18 pm
- Location: Northumberland
Re: PzC Toolkit v2.0.5.1 - Classic General v0.12.4 (24/10/26)
Not a very constructive comment; although I'm not a fan of off-map support myself, I would never say it's stupid. Nikki has spent his time creating this and we should appreciate that he wants to try out different ideas; not everyone will like everything. Comments and ideas are welcome, but out of respect for the author's work it's better to think how such comments are phrased before posting.Kas Narayda wrote: Sun Oct 25, 2026 5:36 am
Off-map support is stupid, I would remove it from the game.
On a more positive more, thanks for the extra Panzer Corps content, Nikki, 15 years and still going strong!

