Re: Panzer Corps Toolkit v2.0.4.2 (24/07/26)
Posted: Fri Aug 21, 2026 7:56 am
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20 tweaks and updates later...
now allowing the selection and animation of multiple muzzles and launchers
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https://forum.slitherine.com/
nikivdd wrote: Fri Aug 21, 2026 7:56 am
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20 tweaks and updates later...
now allowing the selection and animation of multiple muzzles and launchers

Hi!Tobi72 wrote: Sat Aug 22, 2026 9:57 pm Hello Nikivdd,
As I can see, you enjoy working with AI and have already developed many new features for this old game. So I thought you might also be interested in this little experiment.
With the help of GPT, I have developed a workflow that now allows the AI to design coherent and functional campaigns for Panzer Corps 1 based on the PAK Mod. In principle, this should also work with other mods.
At the moment, it can do things such as:
create campaign trees with up to 40 missions in a campaign.pzdat file,
write complete briefing files in .pzbrf format,
edit .pzscn and .pzloc files and use them to create playable scenarios,
design maps with cities, forests, hills, swamps, roads, rivers, airfields, fortifications, flags, primary objectives and much more,
select units appropriate to the nation and date directly from the PAK equipment file,
configure core and auxiliary units, transports, experience, strength and AI behaviour,
use AI zones and orders such as attack, defend, hold position or move towards a specific zone,
add victory conditions, events, messages and visible objective descriptions.
We developed this step by step. At first, I gave GPT two almost identical scenario files each time: an original and a second version containing exactly one change – for example a different turn limit, unit position, experience value, flag, terrain type, road, river, AI zone or victory condition.
GPT compared the files and documented the structures it identified. Afterwards, I started letting it create complete scenarios. I only checked them in the editor and then tested them in the game. Whenever I found an error, I corrected it manually and gave the modified files back to GPT so it could analyse the difference and save the new information.
By now, several functional test missions and the first five missions of a fictional 40-scenario Eastern Front campaign have been created this way.
Of course, not everything is fully automated yet. There is still a lot that needs to be analysed and learned, but the speed at which relatively complex missions can already be created is quite impressive and saves a great deal of time. As I said, I now mainly use the editor to check the scenario or mission that GPT has created.
I thought this might interest you, so I wanted to share the news with you.
Best regards,
Tobi
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Hallo Nikivdd,
Zoals ik kan zien, werk je graag met AI en heb je voor dit oude spel al heel wat nieuwe mogelijkheden ontwikkeld. Daarom dacht ik dat dit kleine experiment je misschien ook zou interesseren.
Met behulp van GPT heb ik een werkwijze ontwikkeld waarmee de AI inmiddels samenhangende en functionele campagnes voor Panzer Corps 1 kan ontwerpen op basis van de PAK Mod. In principe zou dit ook met andere mods moeten werken.
Op dit moment kan de AI onder andere:
campagnebomen met maximaal 40 missies aanmaken in een campaign.pzdat-bestand,
volledige briefingbestanden in .pzbrf-formaat schrijven,
.pzscn- en .pzloc-bestanden bewerken en daaruit speelbare scenario's maken,
kaarten ontwerpen met steden, bossen, heuvels, moerassen, wegen, rivieren, vliegvelden, versterkingen, vlaggen, primaire doelstellingen en nog veel meer,
eenheden selecteren die bij het land en de datum passen, rechtstreeks uit het equipmentbestand van de PAK Mod,
kerneenheden en hulpeenheden, transportmiddelen, ervaring, sterkte en AI-gedrag instellen,
AI-zones en bevelen gebruiken zoals aanvallen, verdedigen, positie houden of naar een bepaalde zone bewegen,
overwinningsvoorwaarden, gebeurtenissen, berichten en zichtbare doelbeschrijvingen toevoegen.
We hebben dit stap voor stap opgebouwd. In het begin gaf ik GPT telkens twee bijna identieke scenariobestanden: een origineel en een tweede versie waarin precies één wijziging was aangebracht – bijvoorbeeld een ander aantal beurten, een andere positie van een eenheid, ervaring, vlag, terreintype, weg, rivier, AI-zone of overwinningsvoorwaarde.
GPT vergeleek de bestanden en documenteerde de structuren die het herkende. Daarna liet ik volledige scenario's maken. Zelf controleerde ik ze alleen nog in de editor en testte ik ze vervolgens in het spel. Wanneer ik een fout vond, corrigeerde ik die handmatig en gaf ik de verbeterde bestanden opnieuw aan GPT, zodat het de verschillen kon analyseren en de nieuwe informatie kon opslaan.
Ondertussen zijn op deze manier verschillende werkende testmissies en de eerste vijf missies van een fictieve Oostfrontcampagne van 40 scenario's gemaakt.
Natuurlijk is nog niet alles volledig geautomatiseerd. Er is nog veel dat onderzocht en aangeleerd moet worden, maar de snelheid waarmee nu al relatief complexe missies kunnen worden gemaakt, is behoorlijk indrukwekkend en bespaart enorm veel tijd. Zoals gezegd gebruik ik de editor tegenwoordig voornamelijk nog om het door GPT ontworpen scenario of de missie te controleren.
Ik dacht dat dit je misschien zou interesseren en wilde dit nieuws daarom graag met je delen.
Met vriendelijke groeten,
Tobi
Screenshot 2026-08-23 000034.pngNEG.pngdef.pngGPT needed only a little more than 10 minutes to create this playable mission.![]()

It’s a brilliant feature, but I reckon the landscape was a bit different in some places during the Second World War. For example, there weren’t any bridges or roads where there are now. But I suppose you could fix those little details manually, couldn’t you!?Tobi72 wrote: Sun Aug 23, 2026 8:43 am Another advantage is that you can quickly create maps based on Google Maps, OpenStreetMap, Bing Maps, MapQuest, or other mapping services.
This is a map, 40×24, created from a Google Maps screenshot, completed in 3 minutes and 9 seconds. The roads are placed on top of the rivers because, on the map, they actually run directly alongside them. That can be changed.What you can't see here is that GPT also automatically assigned the correct names to the locations. That was something we had trained beforehand as well.JG.png
These AI capabilities are both amazing and a bit scary ))) Skynet is learning to fight and make the right moves ) Judging by your screenshots, you’ve already got a company that’s 90 per cent created and run by artificial intelligence – when will you be ready to share it with the rest of humanity? )Tobi72 wrote: Sun Aug 23, 2026 6:22 am If you give the AI nonsensical instructions, then of course it can produce nonsense as well.
Yes, the missions are actually playable and fun. The AI sets up ambushes, launches counterattacks, and sensibly defends important primary objectives – I've tested exactly that.
And yes, in principle it should also be possible to modernize an older mod, provided the necessary source files are available.
No problem, i read your posts with great interest.Tobi72 wrote: Sun Aug 23, 2026 10:27 am And finally, apologies to Nikivdd for taking over so much of your thread with this AI discussion. I didn't intend to hijack the topic — I just thought it might be interesting to show you what else is now possible with GPT and Panzer Corps.![]()
Wow, I’m starting to feel a bit nostalgic – or is it déjà vu!? So, are you planning to make a remaster or a remake of *Panzer General*!?nikivdd wrote: Thu Aug 27, 2026 4:10 pm 001.png
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Out of curiosity, I want to find out how far I can take Panzer General into Windows. One step at a time.Wow, I’m starting to feel a bit nostalgic – or is it déjà vu!? So, are you planning to make a remaster or a remake of *Panzer General*!?
nikivdd wrote: Fri Aug 28, 2026 8:43 amOut of curiosity, I want to find out how far I can take Panzer General into Windows. One step at a time.Wow, I’m starting to feel a bit nostalgic – or is it déjà vu!? So, are you planning to make a remaster or a remake of *Panzer General*!?
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I am a the stage that the program no longer relies on the PG *.shp files. All icons were extracted as individual*.png files.

Finally the movement rules are settled and the different terrain types. Rivers were a big pain to get right. A lot of the UI toolbar functions have been activated and tested.bondjamesbond wrote: Fri Aug 28, 2026 4:23 pm
I’m also curious to see how far you’ll get with your experiments! Perhaps you’ll even manage to update the graphics and effects without losing touch with the timeless classics!
https://ps1db.ru/ps1/60-panzer-general.html
https://ps1db.ru/ps1/579-allied-general.html
nikivdd wrote: Fri Aug 28, 2026 5:05 pmFinally the movement rules are settled and the different terrain types. Rivers were a big pain to get right. A lot of the UI toolbar functions have been activated and tested.bondjamesbond wrote: Fri Aug 28, 2026 4:23 pm
I’m also curious to see how far you’ll get with your experiments! Perhaps you’ll even manage to update the graphics and effects without losing touch with the timeless classics!
https://ps1db.ru/ps1/60-panzer-general.html
https://ps1db.ru/ps1/579-allied-general.html
The screens and UI appear "outdated" but i preserve as much as possible of the 1994 feel.
I am also adding a few ideas of my own.
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1)C# (the game logic, UI, combat engine, AI, scenario loading, equipment handling, etc.) + .NET 8 (runtime/framework) + WinForms (the Windows desktop UI and game window)cw58 wrote: Sat Aug 29, 2026 7:39 pm This is certainly interesting. I have so many questions.
What game engine are you using? The original PG engine?
If so, how are you making the gameplay mechanics changes?
How are you changing the original .shp icons into .png icons? Can they be replaced with better icons (i.e., PC icons)?
I've got others but I don't want to overload you while you're in creative mode.![]()