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Re: Panzer Corps Reimagined

Posted: Wed Sep 09, 2026 5:00 pm
by Tobi72
My first defensive scenarios created with the scenario generator are now finished.

viewtopic.php?p=1079048#p1079048

Re: Panzer Corps Reimagined

Posted: Thu Sep 10, 2026 1:53 am
by bondjamesbond
Tobi72 wrote: Wed Sep 09, 2026 5:00 pm My first defensive scenarios created with the scenario generator are now finished.

viewtopic.php?p=1079048#p1079048
Toby, my friend, there’s no need to teach Sol the basics of sadism and masochism! In the ‘Ukraine vs Russia’ defence map, the Russians are ploughing through like a steamroller ) I’ll certainly try to hold my positions a bit longer, but with such meagre resources, it’ll be tough to hold all three points ))) Meanwhile, the Russians have everything better, from tanks to aeroplanes ))) And we don’t even get any reinforcements from those nationalist fanatics )))
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I see that terrain and army strength yield different results—unlike in Ukraine, my Japanese forces not only managed to hold their ground but also wiped out all the Chinese in an impromptu counteroffensive!

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Syrians fighting against Syrian separatists—that went well, too.)

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Re: Panzer Corps Reimagined

Posted: Thu Sep 10, 2026 5:35 am
by Tobi72
I played scenario T500 and another one yesterday; it wasn't easy because the Russians applied heavy pressure right from the first turn, but in the end, I managed to hold all the victory hexes.Here is my T500 replay.
T500.zip
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Re: Panzer Corps Reimagined

Posted: Thu Sep 10, 2026 5:38 am
by bondjamesbond
Tobi72 wrote: Thu Sep 10, 2026 5:35 am I played scenario T500 and another one yesterday; it wasn't easy because the Russians applied heavy pressure right from the first turn, but in the end, I managed to hold all the victory hexes.Here is my T500 replay.T500.zip
I’ll have a go at playing it again this evening too ) For a change, I’ll try to beat the Japanese with the Chinese ) Maybe I’ll play more cleverly )))

Re: Panzer Corps Reimagined

Posted: Thu Sep 10, 2026 6:02 am
by Tobi72
The Syria scenario was easy, wasn't it? At least in my case, the rebel attacks didn't break through, because the defensive line was so well positioned—or rather, well placed by the programmed scenario generator.

Re: Panzer Corps Reimagined

Posted: Thu Sep 10, 2026 6:56 am
by Tobi72
T500
I had Sol read and analyze your replay and mine, and provide an assessment—translated into English and Russian.
We chose the same difficulty level, and I hadn't seen the scenario beforehand either; I had it generated and played it right away—the same goes for the Syria scenario. I'm not familiar with the others.
T500_Replayvergleich_EN_RU.zip
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Re: Panzer Corps Reimagined

Posted: Thu Sep 10, 2026 7:00 pm
by bondjamesbond
Tobi72 wrote: Thu Sep 10, 2026 5:35 am I played scenario T500 and another one yesterday; it wasn't easy because the Russians applied heavy pressure right from the first turn, but in the end, I managed to hold all the victory hexes.Here is my T500 replay.T500.zip
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I’ve played through this map too and held all three points, defeating all the advancing Russians this time )

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And I actually managed to capture the Japanese positions with the Chinese ) Whereas the AI couldn’t ) So, as it turns out, you can play this mission on both sides )

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I got a little confused; it turns out I had to defend the North Koreans from the southerners, for whom everything ended very sadly.

Re: Panzer Corps Reimagined

Posted: Fri Sep 11, 2026 10:56 am
by Tobi72
I'll give a game against Sol a try—it's a bit of a hassle, but maybe it'll help with further training or just help me out, haha.

Re: Panzer Corps Reimagined

Posted: Fri Sep 11, 2026 12:01 pm
by bondjamesbond
Tobi72 wrote: Fri Sep 11, 2026 10:56 am I'll give a game against Sol a try—it's a bit of a hassle, but maybe it'll help with further training or just help me out, haha.
Well, high and expensive technologies against the army of the 80s made it possible to fight off a mass enemy! Still, I played better for North Korea than the AI, which stupidly went straight through the line of defense)

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I took all three cities by the Syrian rebels, destroying many government troops)

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Re: Panzer Corps Reimagined

Posted: Mon Sep 14, 2026 8:25 pm
by Imeror
A map generator?

I really ought to step away more often; lately, every time I log back into the forum, I see that another new wild project is available :lol: The less I'm around, the more things come out; I must be cursed :lol:

Since anything seems possible these days, I’ll let myself dream a little: would it be possible to train Sol to convert a real-world map into a Panzer Corps map?
I’ve never worked with AI before, so I can only speculate on what might be feasible:
Could it, for instance, connect to a tool like Google Maps to identify roads, rivers, and terrain types, and then recreate a specific region using the map generator?
Or perhaps a simpler solution: training it (using a series of satellite photos from something like Google Maps) to recognize terrain from above, identifying "these spots as cities, those as forests, these lines as roads, those as rivers," and so on? And then, of course, use this knowledge to reproduce maps ?

I have no idea if this is actually possible, but given that you’ve managed to get it to create maps and scenarios, I figure anything might be on the cards :lol:

Re: Panzer Corps Reimagined

Posted: Mon Sep 14, 2026 9:26 pm
by Tobi72
Imeror wrote: Mon Sep 14, 2026 8:25 pm A map generator?

I really ought to step away more often; lately, every time I log back into the forum, I see that another new wild project is available :lol: The less I'm around, the more things come out; I must be cursed :lol:

Since anything seems possible these days, I’ll let myself dream a little: would it be possible to train Sol to convert a real-world map into a Panzer Corps map?
I’ve never worked with AI before, so I can only speculate on what might be feasible:
Could it, for instance, connect to a tool like Google Maps to identify roads, rivers, and terrain types, and then recreate a specific region using the map generator?
Or perhaps a simpler solution: training it (using a series of satellite photos from something like Google Maps) to recognize terrain from above, identifying "these spots as cities, those as forests, these lines as roads, those as rivers," and so on? And then, of course, use this knowledge to reproduce maps ?

I have no idea if this is actually possible, but given that you’ve managed to get it to create maps and scenarios, I figure anything might be on the cards :lol:
Here is the proof: Sol doesn't just generate maps from map screens; I have since developed a program with her that creates fully playable scenarios for Pak-Mod and Modern Conflicts. However, I am not yet releasing the generator itself—only the finished scenarios in packages.
BW.png
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Here, on a map for PC2, you can also see the name entries; she is already creating usable maps for Panzer Corps 2!!
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There are many customization options—for example, choosing which nations face off against each other and selecting from three map sizes. There are various modes, such as playing as the defender; in this mode, you can choose whether your side is positioned in the north, south, west, east, or center relative to the towns and primary objectives you need to defend. If you choose the center, the enemy might attack from all sides. You can also adjust the number of rounds, prestige settings, and much more. :mrgreen:
MG.png
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At the moment, map types for continent, desert, and coast scenarios can be selected, but I’m not finished with the generator yet; there is still quite a bit more that needs to be trained, which means a lot of work.

Re: Panzer Corps Reimagined

Posted: Fri Sep 18, 2026 7:52 pm
by Imeror
It's absolutely amazing! Impressive!

Say, could I put in a request? I'm about to start a new chapter of my WWIII campaigns set around Suwalki and Lithuania; could I order four maps for that area so I can have fun placing the units and scripts myself on those beautiful maps Sol creates?
The prospect of potentially having them ready in just an hour is really tempting :lol:



Oh, I could also make a quick suggestion for improving the map generator. It's a minor detail, but we have three forest sets available in Modern Conflicts (I haven't checked what the Pak mod have).

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It would be cool to offer a "season" parameter in the generator to represent the different seasons using those different forest sets.
If you set a scenario to take place in summer, Sol could place the first row of forest tiles when generating the map.
If set to spring, it should use the second row.
If set to winter or autumn, the last row.

It’s a small detail, but I thought it might be an interesting addition to create a bit more atmospheric variety by using a wider range of tile sets... If Sol is able to do so without too much trouble, of course !

Re: Panzer Corps Reimagined

Posted: Fri Sep 18, 2026 8:57 pm
by Tobi72
Imeror wrote: Fri Sep 18, 2026 7:52 pm It's absolutely amazing! Impressive!

Say, could I put in a request? I'm about to start a new chapter of my WWIII campaigns set around Suwalki and Lithuania; could I order four maps for that area so I can have fun placing the units and scripts myself on those beautiful maps Sol creates?
The prospect of potentially having them ready in just an hour is really tempting :lol:



Oh, I could also make a quick suggestion for improving the map generator. It's a minor detail, but we have three forest sets available in Modern Conflicts (I haven't checked what the Pak mod have).

Image

It would be cool to offer a "season" parameter in the generator to represent the different seasons using those different forest sets.
If you set a scenario to take place in summer, Sol could place the first row of forest tiles when generating the map.
If set to spring, it should use the second row.
If set to winter or autumn, the last row.

It’s a small detail, but I thought it might be an interesting addition to create a bit more atmospheric variety by using a wider range of tile sets... If Sol is able to do so without too much trouble, of course !
Hi Imeror,

I’m glad you like what Sol is doing. :D

I can create the maps for you, but for each one I would need a screenshot in both satellite view and relief/topographic view. An approximate map size would also be helpful, although Sol can often determine the most suitable size herself. In about 99.9% of cases, that works very well.

Regarding the tiles: Sol already uses several different overlays on top of the original terrain tiles, especially for city and forest tiles. However, I simply haven’t had the time yet to train every single tile variation. That kind of work takes some time and testing.

So for now, if there are details you don’t like, you may still have to adjust some of them manually afterwards.

One thing I personally find absolutely ugly are the dense forest tiles in Modern Conflicts. For the time being, I usually leave them out or let Sol use the original versions instead.

I also created a sample scenario map for you to look at. Here and there you may still find small road errors, mostly roads that are not properly connected, and some rivers currently run through lakes. But these are minor issues that can be fixed very quickly by hand. Sol and I are still working on improving that.

Just let me know when you need the maps.It is best to label the map screenshots with the appropriate names and pack them into a ZIP file; I can then hand over this ZIP file, and Sol will convert it.
MC_Budzisko_Kalvarija_40x30.zip
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