Panzer General original campaign for PzC (v1.1)(07/01/17)
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- Corporal - Strongpoint
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Re: Panzer General original campaign for PzC (v0.3)(29/04/16
Excellent conversion of Panzer General! I have 2 questions:
1) In the Norway scenario neutral Sweden is accessible for German units, why?
2) A nice touch are the capturable units, but if all the core slots are occupied will there still be units to capture?
1) In the Norway scenario neutral Sweden is accessible for German units, why?
2) A nice touch are the capturable units, but if all the core slots are occupied will there still be units to capture?
Re: Panzer General original campaign for PzC (v0.3)(29/04/16
Thanks for pointing out the mistake.pacifist0rz wrote:Thanks for making this campaign. I have enjoyed playing through it.
However, I just wanted to point out one inconsistency. After getting decisive victories in England in 1940 and Moscow in 1943, I was sent to D-day instead of Washington.
Looking in the "campaign.pzdat" file, there appears to be an issue. After finishing the Stalingrad(NoW) scenario, you are incorrectly put into the non-NoW scenarios as shown below:
Stalingrad(NoW) 0082.pzbrf PG_Stalingrad.pzscn Moscow_42 4000 0042.pzbrf Kharkov 2750 0043.pzbrf Kharkov 2500 0201.pzbrf
Edit:
It should be changed to:
Stalingrad(NoW) 0082.pzbrf PG_Stalingrad.pzscn Moscow_42(NoW) 4000 0042.pzbrf Kharkov(NoW) 2750 0043.pzbrf Kharkov(NoW) 2500 0201.pzbrf
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Re: Panzer General original campaign for PzC (v0.3)(29/04/16
1) Forgot to create neutral hexes of Swedenkanniethexen wrote:Excellent conversion of Panzer General! I have 2 questions:
1) In the Norway scenario neutral Sweden is accessible for German units, why?
2) A nice touch are the capturable units, but if all the core slots are occupied will there still be units to capture?
2) Capturing units is not related to core slots taken in a particular scenario. If all slots are filled, you will still be able to capture a unit if so present in a scenario.
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Re: Panzer General original campaign for PzC (v1.0)(03/01/17
IMO this mod has been long enough in beta and i think with the last feedback the v1.0 is finally ready.
https://www.sendspace.com/file/gmv7il
Neutral Sweden hexes added in operation Weserübung.
Fixed an error in the campaign file.
Note: this update will probably break savegames after Sevastopol. The old campaign file is still present as a rar in the data folder.
I don't think there will be any further updates for this mod, so i take the opportunity to thank everybody who contributed and offered (moral) support all these years to make this mod even better.
https://www.sendspace.com/file/gmv7il
Neutral Sweden hexes added in operation Weserübung.
Fixed an error in the campaign file.
Note: this update will probably break savegames after Sevastopol. The old campaign file is still present as a rar in the data folder.
I don't think there will be any further updates for this mod, so i take the opportunity to thank everybody who contributed and offered (moral) support all these years to make this mod even better.
https://www.facebook.com/NikivddPanzerCorps
https://www.youtube.com/channel/UCk2lyeEuH_hoA1s7tnTAEJQ
https://www.youtube.com/channel/UCk2lyeEuH_hoA1s7tnTAEJQ
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- Major-General - Jagdtiger
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Re: Panzer General original campaign for PzC (v1.0)(03/01/17
Nikivdd: Thanks for another undoubtedly excellent piece of work!
I would like also to give my best wishes for you in this new year and also a big THANK YOU for the Equipment Upgrade and Grand Campaign Update!! I started a playthrough with Pz Corps Gold using your files and I am enjoying a lot!!
I would like also to give my best wishes for you in this new year and also a big THANK YOU for the Equipment Upgrade and Grand Campaign Update!! I started a playthrough with Pz Corps Gold using your files and I am enjoying a lot!!

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- Major - 8.8 cm FlaK 36
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Re: Panzer General original campaign for PzC (v1.0)(03/01/17
Guille wrote "Nikivdd: Thanks for another undoubtedly excellent piece of work!
I would like also to give my best wishes for you in this new year and also a big THANK YOU for the Equipment Upgrade and Grand Campaign Update!! I started a playthrough with Pz Corps Gold using your files and I am enjoying a lot!!
"
I can only agree !
Martin
I would like also to give my best wishes for you in this new year and also a big THANK YOU for the Equipment Upgrade and Grand Campaign Update!! I started a playthrough with Pz Corps Gold using your files and I am enjoying a lot!!

I can only agree !
Martin
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- Master Sergeant - Bf 109E
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Re: Panzer General original campaign for PzC (v1.0)(03/01/17
Hey Nico... I installed the latest, but it shows version 0.4 in the list to start the campaign. Not a big deal, just wanted to let you know.nikivdd wrote:IMO this mod has been long enough in beta and i think with the last feedback the v1.0 is finally ready.
Now, back to playing the game....WooHoo! Thanks again for your efforts..
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- Corporal - Strongpoint
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Re: Panzer General original campaign for PzC (v1.0)(03/01/17
If I remember it well in Panzer General you had to make a victory in turn 14 (or earlier) to get to the Sea Lion scenario. A victory in a higher turn gave an other path. I am not sure if it was Balkans or North Africa but I'm sure the path was different. The message in this PzC France scenario states that for a decisive victory "all objectives should be captured with at least 6 turns remaining". As I also want to play the other paths I delayed my victory till turn 23 (of the 26) but it still gave me a decisive victory. So I think that needs a change.
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- Corporal - Strongpoint
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Re: Panzer General original campaign for PzC (v1.0)(03/01/17
I tried another France in which I delayed the victory to the last turn (26) and there it was: the marginal victory and it indeed gave me the choice to do the Balkans or North Africa. So whatever turn gives you the decisive/marginal victory needs to be changed in the France scenario.
It is great that you managed to import the voice audio from Panzer General. As great as the Panzer Corps game is, the voice acting and the lack of it after a scenario was always a bit of a disappointment for me. However in the Middle East scenario that voice is silent. It is the text which starts with "It is time for us to end British domination....."
It is great that you managed to import the voice audio from Panzer General. As great as the Panzer Corps game is, the voice acting and the lack of it after a scenario was always a bit of a disappointment for me. However in the Middle East scenario that voice is silent. It is the text which starts with "It is time for us to end British domination....."
Re: Panzer General original campaign for PzC (v1.1)(07/01/17
Thanks to Kanniethexen we got ourselves another update today.
PG for PzC1 v1.1: https://www.sendspace.com/file/guei4r
Changes:
Fixed voice for Middle East scenario
Fixed victory conditions in France scenario
Campaign displays correct version in the custom campaign list
PG for PzC1 v1.1: https://www.sendspace.com/file/guei4r
Changes:
Fixed voice for Middle East scenario
Fixed victory conditions in France scenario
Campaign displays correct version in the custom campaign list
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- Corporal - Strongpoint
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Re: Panzer General original campaign for PzC (v1.1)(07/01/17
I hope you don't mind giving you extra work after my comments after all the work you already put in this mod. It is greatly appreciated!
When I started your 0.3 version (at Colonel level) I was given 1520 prestige at the start. I started again with the newest version (1.1) and I noticed the prestige was now 2500. I am not sure if this extra prestige was intentional, 2500 for 10 units is rather too much as air units are not involved.
Thanks for making Sweden neutral, but you gave Sweden too much hexes. In 1.0 & 1.1 the Glomma river flows for a part in Sweden, it should be all Norwegian. It also makes an embarkation more difficult there because the fort below Oslo can spot all the hexes there.
The Norway scenario I just played was very difficult because the first 7 turns it was raining or snowing. Higher Command doesn't have influence on the weather but is it possible to fix turn 1 to clear weather? It is unlikely that Higher Command started the attack on a rainy day.
When I started your 0.3 version (at Colonel level) I was given 1520 prestige at the start. I started again with the newest version (1.1) and I noticed the prestige was now 2500. I am not sure if this extra prestige was intentional, 2500 for 10 units is rather too much as air units are not involved.
Thanks for making Sweden neutral, but you gave Sweden too much hexes. In 1.0 & 1.1 the Glomma river flows for a part in Sweden, it should be all Norwegian. It also makes an embarkation more difficult there because the fort below Oslo can spot all the hexes there.
The Norway scenario I just played was very difficult because the first 7 turns it was raining or snowing. Higher Command doesn't have influence on the weather but is it possible to fix turn 1 to clear weather? It is unlikely that Higher Command started the attack on a rainy day.
Re: Panzer General original campaign for PzC (v1.1)(07/01/17
The prestige is fine, since higher levels of difficulty will give less. So on Colonel things should not be too tidy in terms of prestige.kanniethexen wrote:I hope you don't mind giving you extra work after my comments after all the work you already put in this mod. It is greatly appreciated!
When I started your 0.3 version (at Colonel level) I was given 1520 prestige at the start. I started again with the newest version (1.1) and I noticed the prestige was now 2500. I am not sure if this extra prestige was intentional, 2500 for 10 units is rather too much as air units are not involved.
Thanks for making Sweden neutral, but you gave Sweden too much hexes. In 1.0 & 1.1 the Glomma river flows for a part in Sweden, it should be all Norwegian. It also makes an embarkation more difficult there because the fort below Oslo can spot all the hexes there.
The Norway scenario I just played was very difficult because the first 7 turns it was raining or snowing. Higher Command doesn't have influence on the weather but is it possible to fix turn 1 to clear weather? It is unlikely that Higher Command started the attack on a rainy day.
I had to add the neutral hexes for Sweden without the original underlaying map, so that was not so easy to do.
I can clear up the weather for turn 1, i quickly made an update of that scenario.
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- Corporal - Strongpoint
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Re: Panzer General original campaign for PzC (v1.1)(07/01/17
Thanks, Nikki. In the Low Countries scenario the two auxiliary anti-aircraft units (8.8 cm FlaK 36) are available mounted on a SdKfz 251/1. That transport unit is also available for infantry and artillery units. However if I buy a 8.8 cm FlaK 36 as a core unit only the SdKfz 7 is available. And with that transport you can't attack, the SdKfz 251/1 can attack. Why is only the SdKfz 7 as a transport option?
Re: Panzer General original campaign for PzC (v1.1)(07/01/17
If my memory serves me right, the SdKfz 7 was introduced in Afrika Korps. The devs had introduced "heavypull" transport in the equipment file; units like the 88 only have since then the heavypull available as transport.kanniethexen wrote:Thanks, Nikki. In the Low Countries scenario the two auxiliary anti-aircraft units (8.8 cm FlaK 36) are available mounted on a SdKfz 251/1. That transport unit is also available for infantry and artillery units. However if I buy a 8.8 cm FlaK 36 as a core unit only the SdKfz 7 is available. And with that transport you can't attack, the SdKfz 251/1 can attack. Why is only the SdKfz 7 as a transport option?
Official content and vanilla based mods prior to this release - like this campaign -, still have the SdKfz 251/1 as transport attached to the 88.
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Re: Panzer General original campaign for PzC (v1.1)(07/01/17
Well, it should be fixed then, I guess.
Historically the "88" could not be towed by the SdKfz 251 - it was too heavy for it, weighting 7.7 tons. And the SdKfz 251 was mainly used to transport infantry. But apparently there was an artillery tractor version as well, the SdKfz 251/4:
So it could only tow those lighter guns up to the 2 ton 10.5 cm leFH 18.
By the way, I have started playing this mod installed over the Battlefield: Europe mod using its equipment file, and it is great fun, bringing back the PG memories, many thanks for making it!

https://en.wikipedia.org/wiki/Sd.Kfz._251Sd.Kfz. 251/4 - Schützenpanzerwagen für Munition und Zubehör des leIG18. Gun-towing tractor, initially for use with the 7.5 cm leichtes Infanteriegeschütz 18. Later used to tow the 50 mm Pak 38, 75 mm PaK 40 and 10.5 cm leFH 18 Light Field Howitzer.
So it could only tow those lighter guns up to the 2 ton 10.5 cm leFH 18.
By the way, I have started playing this mod installed over the Battlefield: Europe mod using its equipment file, and it is great fun, bringing back the PG memories, many thanks for making it!



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- Corporal - Strongpoint
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Re: Panzer General original campaign for PzC (v1.1)(07/01/17
In the El Alamein scenario I attacked many times the 56th British HW Inf with a fighter and every time the infantry shoots back which is logic because at has an [1] air attack. What wasn't logic was that it's ammo stayed at 6/6. Why is that?
Re: Panzer General original campaign for PzC (v1.1)(07/01/17
A few game patches ago it was introduced that ground units no longer consume ammo when it shoots back at air units.kanniethexen wrote:In the El Alamein scenario I attacked many times the 56th British HW Inf with a fighter and every time the infantry shoots back which is logic because at has an [1] air attack. What wasn't logic was that it's ammo stayed at 6/6. Why is that?
So what you witnessed has nothing to do with the mod.
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- Corporal - Strongpoint
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Re: Panzer General original campaign for PzC (v1.1)(07/01/17
Ah, that's why. Next time I will have to use strategic bombers instead of fighters to lower their ammo.
Re: Panzer General original campaign for PzC (v1.1)(07/01/17
thanks for this campaign, neatly made
Re: Panzer General original campaign for PzC (v1.1)(07/01/17
i bought an Anti-Aircraft gun in norway(turn 5) and after i deployed it, it was an auxiliary unit type, is this normal?