Current Version:  Alpha 0.59  * April 2010

Game download including OPENGUI & SOUNDS folders:

   OpenGenFull

Game download including just the executable:  

 OpenGenExe update

Efile package, including specific picture files for each Efile:

 REDIST package

MEL sounds converted to MP3 (SFX folder)

SFX_1xxx_mp3.rar
SFX_2xxx_mp3.rar
SFX_3xxx_mp3.rar

Music files (bplay, gplay, rplay, usplay) converted to MP3 (SOUND folder)

OpenMusic as mp3.rar

OPENGUI files PG2 style

OpenGUI PG2style.rar

OPENGUI files Juankar's style

OPENGUI JKstyle.rar

Check JP's OpenGen forum for latest news (English forum)

OpenGen forum at JP

Check JP's OpenGen forum for latest news (Spanish forum)

Latin Generals at JP

New Official intro  movie, made by Drag Dasan.
Video codec: H.264/MPEG-4 AVC is required so if you have not installed yet, can  download from:
http://www.videohelp.com/tools/ffdshow  (it is free) and install

OpenIntro.avi

Current development team:  Luis Guzman  &  Rudankort

 


Index:  Install   Features   Interface   Efile folders    Sounds    Music    Videos   Maps   Units icons   Efile graphics   Interface graphics  Wishes list 

 
 
HOW TO INSTALL ...
If you have SSI's Panzer General II already installed...

  1. Download OpenGenFull on your PG2 main game folder.
  2. You need Winrar to extract the files, so if you have not yet, you can get it from RarLab using this link: RarLab
  3. After downloading, double-click on rar file and on main WinRar window click on "Extract On" button.
  4. A new window will pop up showing  a right panel with your folders, pick the proper one (PG2 folder or newly created)
  5. Click on Advanced tab and be sure you have enabled "Extract Full Paths" options.
  6. Back to General tab, be sure you have properly set folder to unpack, and if everything is right, click OK button and wait, when finished copying files, close WinRar.
  7. And that's all you should find a new executable on your destination folder (Main Folder) as well as some new folders.
  8. Download REDIST package and unpack on Main Game folder to create folders for each of the active Efile. Some files on SOUND folder are already installed at this point, so skip when warned (*) See Efile folders entry below
  9. Click on OpenGen.exe to load the game, if this is the first time you run, you will be prompted to browse and pick your Main Game Folder.
If you have not PG2 already installed...

  1. Create a new folder on your HDD. This will be your Main Game Folder
  2. Download Latest Panzer2.dat (Datup) into Main Game Folder and unpack, this will create panzer2.dat on your HDD

  3. Download OpenGenFull on that Main Game Folder.
  4. You need Winrar to extract the files, so if you have not installed yet, you can get it from RarLab using this link: RarLab
  5. After downloading, double-click on rar file and on main WinRar window click on "Extract On" button.
  6. A new window will pop up showing  a right panel with your folders, pick the proper one (PG2 folder or newly created)
  7. Click on Advanced tab and be sure you have enabled "Extract Full Paths" options.
  8. Back to General tab, be sure you have properly set folder to unpack, and if everything is right, click OK button and wait, when finished copying files, close WinRar.
  9. And that's all you should find a new executable on your destination folder (Main Folder) as well as some new folders.
  10. Download REDIST package and uncompress on Main Game folder to create folders for each of the active Efile. Some files on SOUND folder are already installed at this point, so skip when warned. (*) See Efile folder below
  11. You need to install also at least one Efile and some campaigns made for that Efile.
    Best place is Steve's site: Steve PG2 campaign page
  12. Click on OpenGen.exe to load the game, then browse to select your Main Game Folder.
OpenGen can convert MEL/MUS files to wav ones, but many testers have find problems with those wav generated.
OpenGen uses mp3 as preferred format, and nobody has reported yet any problem using mp3 files, so it is advisable to download also these packages:

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Game features in brief ...
OpenGeneral is a new game implementing all the features found on PG2, in order to allow playing all stuff made by the fans along the years since PG2 was first released. It is not exactly a clone as code has been developed from scratch so some things will behave different, most notably the AI.
In order to allow full compatibility all features added to game engine must be defined specifically on scenarios.
 
New optional features added to scenarios
  • AD/Flak units can be defined to intercept planes while flying, within a range of 1 hex.
  • Battleship, Carriers and Cruisers can be defined to fire as FlaKs.
  • Air units can be defined to extend a zone of control on surrounding hexes.
  • Roads give the bonus by default when exiting hex which can result in a bridge acting only from one riverside.
    But roads can be defined to give the bonus when entering the hex instead, so bridges will work on any riverside.
  • Mountains, Cities and Forest can block direct line of fire only at range 2 or them block at any range (3 or more).
  • Barrage/Bombardment
  • Bridges, airfields, ports and cities can be blown up.
  • Blown hexes can be repaired.
  • Some units can convert some terrain types to port, bridge, airfield or fortification (build feature).
  • Reinforces can be defined to arrive at start of turn (default) or at start of player turn (this way is always set for PBEM).
  • More victory conditions can be defined.
Efile additions
  • New special attribute Sapper, allow unit to blow, build, repair - if scenario enables this feature - and to drop/remove mines
  • New special attribute marine, allow units to land from naval transport and then move.
  • New special attribute mechanized, allow units to move and fire.
  • New special attribute no-surrender, allow units to avoid surrender if forced to retreat due to suppression and cannot move.
     
  • Can define up to 254 countries
  • Can define up to 32 fronts and 32 factions
Other features (not optional)
  • Deployment
    Units cannot be un-deployed if any enemy have been revealed or if user selects a new unit to deploy.
    It works somehow as Undo Movement option
     
  • Leaders
    Tanks units cannot get Aggressive Maneuver as secondary leader attribute.
    FlaKs units gets a new "Flak Support" leader giving the ability to intercept planes within range 1 and also give support fire to ground units within range 1.
     
  • Score
    Game score use a new formula and two score files:
    OpenHigh.scr will keep 5 best scores played
    OpenLast.scr will keep last 5 scores played.
    scenario score will be included on AAR and dossier window (not done yet done).
     
  • Disband Units
    Units can be set to disband (removed from battle) at a certain turn.
     
  • Saving after scenario is finished
    On campaign mode you can save the game once scenario is end and before next scenario is loaded. Game pop up a new End Scenario dialog showing a short summary and a button to save. This "Ended" status is stored with save game, so when loading again it starts on same this from that, goes to this "End Scenario" window again. This can be useful to debug campaigns, because at this point next scenario is not loaded yet.
Blow/Repair/Build

Each option requires to be enabled on scenario file, so some scenarios could be designed to allow blow and repair but not enabled for building, or could be enabled to build but not to repair.

  • Units having efile's special "sapper" or "engineer" attribute can blow up Bridges, Airports, Cities and Ports.
    Unit must be placed on hex to blow, and should have not taken any action
     
  • Units having "sapper" special attribute can either repair blown hexes or convert terrain to be Bridge, Airports, Ports or Fortification (build)
    Unit must be placed on hex to blow, and should have not has fired, reinforced or moved
  • .
     
Victory Conditions
  1. Killing all enemy units
  2. Taking all Victory Hexes (VH) within specific turns (BV,V,TV,LS)
    This are standard victory conditions always enabled
     
  3. Holding a number of VH enemy should take after last turn. Result depends on how many player got to hold
    (this will allow true defensive scenarios). This victory condition should be enabled on scenario file.
     
  4. Retreating a given number of units using scenario designed EH (escape hexes) to  achieve a BV, V or TV
    This victory condition should be enabled in scenario file, and at least one EH should be defined
     
  5. Killing all enemy unit defined as "Must Survive Units"
    This should also be enabled in scenario and at least 1 unit should be marked as Must Survive.

Note. Victory conditions 2 and 3 are alternative, so if VH to hold is enabled, taking VH has not effect.

Minefields

Mines are  implemented as a new terrain attribute. Can be defined in scenarios at design time, but can also be dropped by certain units.
For ground mines, units having sapper special attribute can drop and remove mines . Any infantry unit can try to remove mines.
For sea mines, destroyers and naval units having sapper special attribute, can both drop and remove mines.

Minefields have no side, so they can damage any unit regardless which side dropped it 

  • Entering spotted minefields (ground/sea) require spend full movement (cost 254, like rivers)
  • Entering un-spotted minefield can cause some losses - up to 3 strength points - depending on unit experience and engineer attribute
  • When any unit is on a minefields its movement is limited to 1 and gets reduced its defense by 3.
  • To clear mines, unit must be in the minefield, but not always will success and if no success, unit can suffer some loses
Campaign's core units

OpenGen allows to define units to become core on any scenario of a campaign, not only the first one.
Also there is a new flag on campaign file to reset all core units on any scenario, as it first scenario will be replayed. 

Barrage Fire (Bombard)

Scenario must enable this optional feature.
Then, artillery units and capital ships, having non zero "bomber size" value (same than level bombers), can fire to empty hexes in order to blow up bridges, towns, airfields,... on that hex.

If hex had any unspotted enemy unit, then:

  • Unit's entrenchment is reduced by 2
  • Unit strength can suffer up to 1 strength point - although cannot be destroyed by this action
  • Unit can suffer some lasting suppression
  • Unit can get reduced ammo and fuel
AD and Flak units can intercept planes while flying

This option must be enabled on scenario.
If AD/Flak is hidden plane is fired as soon as it enter any surrounding hex. Plane can go on flying after fired.
If AD/Flak was spotted, it only fires if plane stops on any surrounding hex.

Extended LOS

Must be enabled in scenario file.
This option reduces spotting ground units:

  • mountain, hills and cities cut spotting from 2 and up for ground units
  • forest cannot be spotted from distance>1
  • if gnd unit is obstructed, no further spot from behind that hex
     

And for Air units:

  • forest and cities cannot be spotted from 2 and up from air.
External tables

Some of the internal tables used by the game, can be overridden by using external tables if located close to Efile.
These are the tables you can currently override:

  • Weather.txt - modify weather tables
  • Terrain.txt - to modify base-entrenchment, initiative-cap and cost to enter
  • Eyear.txt - to override default base year.
    An alternative way, which takes precedence, is to include this token:  "BYEAR = ####" within first equipment item name (first record of Efile)
     
Other features.
  • All commands are saved to a special .xlog file placed at OPENLOG folder, so you can replay later.
     
  • There is a special flag to reset core units exactly the same as as if scenario #0  is played, previous core units are lost and unit upon deploy hexes become new core units.
    This flag (reset core units) will be defined on campaign file. Current behavior for replaying #0 works the same also.
     
  • All played scenarios are properly recorded on campaign save game, regardless they are played only once or more times and each time results are kept separately, so AAR can track the path accurately.

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User Interface features
I have tried to do user interface as much friendly and easy as possible, giving more important information at hand and allowing to configure as much as possible.
 
Settings

OpenGen allow to configure different things, like screen resolution. Some of the settings are accessed by mean of the Settings Window which can be accessed either from main game menu (start window) or from sidebar menu in game.
Setting window allow to change:

  • Screen mode : Windowed or Full exclusive directX mode
  • Screen resolution: can pick on both modes which screen resolution and color depth you prefer.
  • Recently files used, quick launch
  • Media Settings, including different volume controls for:
    - game effects (capture, leader, click, ..)
    - weather sound effects
    - units sound effects
    - background music
    Here you can also configure game videos, in case you want to replace defaults
  • Options to include on After Action Report.
    AAR can be obtained at any point from HQ, Turn Status, End Scenario and Dossier windows at any time.
    AAR can be obtained also for standalone scenarios
  • Game preferences
    Here you can select some visual effects, related with explosions, weather animations and AI to use, as in a future several AI engines can be developed for OpenGeneral
  • Scroll speed
  • And here you can review which files are loaded and game version you are running.
Once game is running additional options are available (toggling main game menu). Some of the options are:
  • Toggle to paint terrain type labels and roads on map
  • Toggle to outline range of fire for selected unit
  • Toggle to mark spotted hexes on map
  • Toggle to hide  unit strength
  • Option to review scenario intro - and if playing a campaign also campaign introduction
  • Option to review turn data info, including victory conditions status, current player type, side and stance, date and weather conditions 

    All this options can be toggled also by using a hotkey
Checking and downloading missing maps

By default every time you start a campaign, OpenGen will check mapfiles and map pictures to be sure you have none missing. if any is missing it will try to download and install from Gilestiel server using FTP. This is done on a background process and it will log any file downloaded or any file missing.

This automatic check can be disabled by mean of a check-box available on "Pick Campaign" dialog. On this dialog there are also two useful buttons to check for the campaign you have highlighted missing files. One button just check and report files, and the second, will also check but will try to download any missing map too.

Available info.

Screen shows this info:

  • Current turn and total turns
  • current weather and ground conditions. Hovering mouse it shows also a forecast regarding number of turns to change weather
  • Selected unit, name, equipment, leader, experience, ammo, fuel & entrenchment
  • Tool tips for menus show also the alternative hotkey in case you prefer use keyboard
  • Can configure if you want to show always to show terrain in addition to hex name on top of window
  • Can also configure to see an explosion on the target unit when it is fired from range 2 or bigger..

More specific info can be got by means of a pop up window:

  • to review at any time last combat results press Ctrl+C. on keyboard
  • to review current turn data, press '1' on keyboard. From this dialog you can get also AAR
  • to review scenario intro, press I on keyboard. If scenario is part of a campaign, you can also review campaign intro.
  • can get AAR, at any time, from HQ, Turn Status, End Scenario and Dossier windows 
  • There is a new pop window showing all the special attributes codes meaning... just  type a question mark ( ? )
Additional features to get info on screen:
  • Cursor changes according the actions you can take, so some actions as embark/disembark can be done with a combination of mouse and hotkeys
  • When a unit on naval transport can disembark on a shore, mouse changes to show possible hexes. If you click on a valid hex, unit will disembark at once (no need to right click, get unit details dialog and then embark).
  • On HQ view, hovering any unit box, writes on first line equipment and transport name.
  • View Unit window can show transport name and movement allowance when hovering on transport icon. You can also click on left side to switch which data to show (main, organic transport, naval/air transport if embarked).
    Also you can check special attributes by hovering mouse on "attributes" label on top of icon box.
You can also ...
  • Can change the way selected hexes are shadowed (when moving / deploying)  up to 6 choices, by pressing Alt+1 (old style), Alt+2, Alt+3, Alt+4, Alt+5 and Alt+6. Your setting is saved on windows registry
  • Can change how it is shown the box for selected unit within a list (HQ &  Deploy)
    Alt+0 switches between standard and light yellow box

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Efile folders (Efolder)
To allow playing multiple Efile, OpenGen lets you organize all Efile data, campaigns and custom stuff within "Efile folders", so you can switch very easy which Efile to use, and once selected you see everything filtered and set for that Efile. So you only will see efile's campaigns, scenarios or saves when picking files and you will see also proper efile's flags and rest of graphics, even you could have a custom user interface, a different game base year, sounds and music.

I call "Efolder" to the directory where Efile and all its stuff is located. Main game folder can also be used and in fact if you had already installed PG2 Main game folder will be added automatically.

Any EFolder must include at least these sub-directories in order to work (either it won't be included on Efile combo-box selector):

  • SCENARIO, to hold all campaigns and scenarios available for the Efile
  • SAVE, to hold all save games played with the Efile

but you can replicate any of the Main game folder to allow custom overriding of common files. So you could create any of these additional sub-directories:

  • USERSCEN, can hold standalone scenarios if you prefer to keep them on different folders, but not needed
  • OPENDAT, to include any Efile specific graphics, like flags, start screen, medals, dossier, portraits, ...
  • SOUNDS, if you want custom Efile music or game effects for this Efile
  • SFX, for custom efile's units sound effects
  • OPENGUI, if you want to have a different UI appearance for this Efile.
  • SMACK, to have specific videos for this Efile

Each time the game need to load any file it looks first on EFolder & their subdirectories and if not found, then looks on Main Game & their standard folder. So you can use a mix of files, putting only specific files on EFolder subdirectories, i.e.: those being different>

Main game folder should include this sub-folders

  • MAP, to include all map pictures. This folder can be used also as a common repository for mapfiles (.map)
  • OPENGUI, to include all user interface files.
  • OPENDAT, to include default Efile graphics files, like flags, start screen, medals, dossier, portraits, ...
  • SOUNDS, to include default music and game effects
  • SFX, for default units sound effects
  • SMACK, for default videos

If Main game folder is used also as another Efolder, then it should include SCENARIO and SAVE sub-folders, and optionally USERSCEN if you like.
Any Efile defining more than 31 countries must include a custom OPENDAT folder and all the Efile graphics files for its countries.

Within each EFolder you need also:

  • EQUIP97.eqp and EQUIP97.txt - to define units types (equipment) and icons.
  • Nations.txt - to define countries.
  • NAMES.txt - to define leader's names.
     
  • Rest of text files defining terrain, units, leaders and interface labels can be missing as default data is included
    but it is strongly advisable to put a proper set of files.
    • Terrain.txt - to define terrain labels and data, including cost to enter different hexes.
    • Units.txt - to define unit related labels, including leaders types
    • User.txt - to define menus and messages labels
    • Colors.txt  - only needed if you want to change UI colors)
    • Eyear.txt  - only if you want to set a different base year (default is 1900)
       
  • PG2 standard files are also read if Nations.txt is not found (GUI97.txt, MISC.txt)

There is always a working Efile folder in use which can be changed by browsing for a new one or by selecting a campaign/scenario into a different folder.

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Sounds effects
Some actions, either user or game can play a sound if game finds the proper mp3 file.
Game can also play wav files, but wav files fails sometimes so it is better to use mp3.
Game sounds effects are searched on SOUND folder, while Units sound effects are searched on SFX folder

Game effects (must be located on SOUND folder)

  • Mouse/keyboard "click" (Click.mp3/wav)
  • Flag captured (Capture.mp3/wav)
  • Victory Hex captured (CaptureVH.mp3/wav) - if not found. normal flag captured will be played
  • Leader raised
  • (RaiseLeader.mp3/wav)
  • Rain and Snow weather conditions.
    Two different sounds for rain can be played: Rain and Rain2 (mp3/wav). If game finds only Rain file, it will be repeated.
    For Snow condition Winter.mp3/wav will be played if found
  • End turn (EndTurn.mp3/wav)

 Units effects are defined on Efile and mp3 files should be located on SFX folder.
 

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Music

Same than sounds effects music is better played when files are mp3. Wav files can also be played, but sometimes fail due to missing codecs, so mp3 format is more advisable.

Default music can be defined by entering Settings/Media Settings and picking up to 2 mp3 files. I said default, as this is the music to be played when no scenario is loaded (menu music), or when no Efile's custom music is found.

As soon as you start any scenario, either standalone or within a campaign, game checks if there is any specific music defined for that scenario and if any and it can be found then that music is played. But if scenario doesn't define any music, then Efile music is searched.

  • Efile music should fit a structured file name system to allow find the files, based on main country number of first player not being computer.
    Lets say it is Germany, country# 8, then these files are searched:
    * Music8_a.mp3/wav and Music8_b.mp3/wav

    For any other country# it would be
    * Music#_a and Music#_b (mp3/wav)
     
  • But you don't need to define music for every country. When any country file is not found then a generic efile music:
    * Music0_a and Music0_b (mp3/wav)
    are used, if found.
     
  • If Music0 is not found neither, then standard files are searched if main country is 8,10,20 or 23:
    * gplay/usplay/rplay/bplay (mp3/wav) (check available package on top of page)
     
  • All music is first searched into  EFolder's SOUND subfolder, and if not found into main game SOUND subfolder.
    So you don't need to define music for ALL efiles, just put default music files (Music0-*) on main SOUND folder and any efile will play that music.

In case none of the above files were found, then those default files defined on Media Settings will be played
 

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Videos

Video clips are featured as AVI files, but no need to change anything on existing campaigns, OpenGen will extract filename only and will append .AVi to search for video clips. But if you want to play any smack made for PG2, you need to convert to .avi

Default intro video is OpenIntro.avi made by Drag Dasan, available from top of page, butfilename to use can be changed as you prefer trough Media Settings. You can have different intro videos for each efile, but they should use same filename as defined on Media Settings.

Videos should be placed into SMACK folder, main game SMACK folder will be use as default, but any EFile's SMACK folder will be used when that efile becomes the active EFile.
And if you get tired of videos, you don't need to rename or remove, just disable to show on Settings window - Media Settings.

Converting existing .smk files to .avi is fairly easy if you follow this simple instructions:

  1. Get last Rad Video Tools from http://www.radgametools.com/smkdown.htm (it is free)
  2. Get Xvid codecs http://www.xvid.org/Downloads.15.0.html  or even better download from http://www.videohelp.com/tools/ffdshow  and install ffdsshow set of codecs. Both are free
  3. Run RadVideoTools
  4. Select PG2 SMAK folder
  5. Select any smk file to convert and press "convert File" (click to see screen shot)
  6. On new window, left output filename to be the same then existing smk, so you don't need to edit anything on campaign (click to see screen shot)
  7. Click "Convert" button and on next window drop the codec selector to pick Xvid (click to see screen shot)

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Maps

Maps are defined using two diferent type of files:
- a  map definition file (.map) having terrain data and map image number.
- a  map image.

Map definition files
Default location is EFolder's SCENARIO subfolder, but common standard mapfiles can be put together into a common repository too.
Sequence to find scenario map file is:

  • First current EFolder's SCENARIO subfolder is searched. So any modified map file can override any standard one..
  • If not found, Main game's MAP subfolder is searched. so MAP folder can be used as mapfiles repository
  • You can use also a MAPFILES subfolder (on Main game) as a repository for mapfiles (no no mixing mapfiles with map image files)
  • If still not found a  last try is made searching on Main game SCENARIO subfolder if it exist.
  • If not found game will try to download from Internet (currently from Gilestile's site)
  • ... and if not found yet, then  you will be prompted to browse and pick it

Map image
For map image some different formats can be used, but thy should be always located at Main game's MAP subfolder.
Preferred format is PNG as it allows any color resolution and doesn't lose quality on compressing, but other formats are also be loaded.
Map image is searched with this sequence:

  • If exist MAP#.png (#  is map number) then it will be loaded
  • else If exist  MAP#.Bmp then it will be loaded
  • else If exist  MAP#.Jpg then it will be loaded
  • else MAP#??.shp tiles will be decoded, merged into a single image and loaded.
  • ... and if no map image is found yet, game will try to download from Internet (currently from Gilestile's site)

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Unit icons

Unit icons can be read using different formats. Game suggested  format is PNG file having 9 images (faces) arranged as 3x3 (rows x cols) images, each one same size.
This is the sequence used by the game when it needs to load a unit icon.

  • First attempt is to load from EFolder's OPENDAT subfolder as:
    • PNG file being 3x3 images same size
    • S16 file (encoded Peg format)
    • SHP file (encoded PG2 format)
  • If not found, then Main game OPENDAT folder is searched using same sequence (png, then s16, then shp):
  • If no external file can be found, then icon is searched within panzer2.dat using also same sequence (png first, s16 later and shp finally)

A different panzer2.dat can also be placed on any EFolder for such cases Efile needs a very specific one (IDG general, Napoleonic, ....).
If any panzer2.dat file is found on EFolder it is loaded instead of the Main game one.

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Efile related graphics


In order to allow easy customization of Efiles, all pictures related to each efile should be read from external files. This allow also to expand Efile countries much more easily.

These are the files needed for any Efile:

  • dossier_medal (png/bmp)
  • dossier_portrait (png/bmp)
  • flag_med (png/bmp)
  • flag_small (png/bmp)
  • inspect_leader (png/bmp)
  • inspect_medal (png/bmp)
  • roundels (png/bmp)
  • Start_Open  (png/bmp) - (* really any png/bmp with a filename start+anything can be used)

Files are searched using this sequence:

  1. In EFolder's OPENDAT subfolder
  2. In Main game OPENDAT subfolder (if any is missing yet)
  3. If any is not found then PG2 standard shp files  (dossier.shp, flags1.shp, inspect.shp) are searched:
    • As external shp file in EFolder's OPENDAT subfolder
    • As external shp file in Main game OPENDAT folder
    • within panzer2.dat

REDIST package includes all different pictures delivered with Graph-Switcher tool (well except those having old format) compressed in a package to allow installing efiles folders easily.

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Interface graphics
Most images used for UI are external files, so customizing can be made with no program modifications.
Those files are expected to be located a OPENGUI folder. When installing, OPENGUI folder is created within Main game folder and files are copied.

Any EFolder can be customized to have a different UI. This is done by creating another OPENGUI subfolder within EFolder and putting just the files you want to modify or all of them. Any file not found in EFolder's OPENGUI, will be loaded from Main game OPENGUI.
Except cursor files (.cur) images can be made as PNG or BMP (png takes precedence in case both exist).

Do not remove any of these files or game won't run!

Default interface files are included on install full package, but there is also an alternative package if you prefer an interface more alike to PG2, see on top of this page.

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Wishes list  (posted at JP's forum if you have any suggestion not included here)
# Status Suggestion Comments
1   A better support for PBEM
  • A big problem are reloads. Can the program notice when a turn already has been loaded once? Maybe some DRUM-technologies could make it possible that a turn can only be opened once?
  • The equipment files both players use should be compared somehow.
  • Can saved poem turns be encrypted, so that no one can manipulate values?
  • A realistic simulation of night combat means, that sight is reduced and there're no air combats. This means, it's more or less exactly the same as rainy weather.
  • If night turns were finally included, it would be nice to have the opportunity to choose, whether to attack at night or at daylight. This means, that in the mirrored mode of a POEM-match one general can attack at night and the other general attacks at daylight in the same turn.
  • Display the number of units of each class, the opponent had at the beginning of the scenario.
  • Include losses for all classes (fortifications, ships).
  • Include an option to disable cancel/undo of unit's movements for a poem game.
  • For optional features, a global settings-menu, where to set up these options (I think, there will come any more) and saved in elm when starting a game, so that the opponent play with these options even if he not activated them. Some of these feature maybe would be "standard" in the course of time, so it would be annoying to set up these on every new pbem. and maybe onetime you forgot one option to set, its angrily.
  • It would be a great thing, if OPG2 compressed the eml-files of one match automatically to a zip-file and wrote this one into a closable directory.
  • Furthermore it should be possible to have save games of several PBEM-matches in the save-directory without causing crashes (like in original PG2).
 
2 Done To fire with artillery (and other long ranged units) into hexes where we don't see the presence of enemy in order to ''simulate'' artillery barrage No efile attributes needed
3   many more units on scenarios.  
4   larger maps, make it possible to create entire theatre sized maps  
5 Doing more countries & units to the efiles  
6   expand it by incorporating features from other 5 star games Too ambiguous - we'll need to discuss a bit
7   naval combat rules same as Pacific General  
8   night turns  
9    if would be possible later for others to make it work with files for other games. Delayed
10   selective support fire: units must be in the same division!  
11   Selective combat support.  
12   Realistic supply – supply paths – isolated units getting no supplies.  
13   More statistics per unit (such as profile). see also #70 and  #115
14 Done alternate V condition as being able to set how many hexes a player must capture to achieve a certain result, so then achieving a certain result won't depend on the number of turns alone. This technique is from People's General... Will need to be enable on scenario file
15 Done "an unit must survive" victory condition. A certain unit (or units) would then have to be protected at all cost, since if they are not present at the scenario's last turn, the scenario would be lost. Think of it as if an unit itself would become a victory hex in a sense. Will need to be enabled on scenario file
16 Done move all/some units out of the map using exit hexes. Will need to be enabled on scenario file in addition will need to set each "escape" hex
17   Tactical movement: It world be nice to give particular units order to defense or attack defined Positions.  
18   different levels of difficult for the new AI  
19 Done .JPG map pictures in addition to .SHP. Maps can be made either as PNG,  GIF, JPG, BMP or SHP
20 Doing more road types as railroads.  
21   Upgrade units in either supply hex or owned city. Or be able to add transport to unit at later turn in a scenario.  
22   Delayed orders  
23   Counter battery fire (same than peoples does)  
24 Done More than 4000 equipment units Equipment items are dynamically allocated.
25 Done In the strategic view of the map, would it possible to make all possible player deployment hexes a little more visible? special marker used
26   it would possible to add small pictures to text intro files ? Delayed
27 Done Fully integrated purchasing of FlaK, ships, bunkers, level bombers etc.  
28 >#32 16 fronts for each unit (so that you can set a scenario to, for example, eastern front for Germany, western front for Russia and thus only units available on that front shows up for purchase). Included on item #32
29   16 transport weights  
30   8 air transport weights + 8 sea transport weights  
31 Doing Mud conditions would be very useful....  
32 Doing Fronts/factions within nations. The ability to set scenarios to include one or more fronts/factions for a nation partaking in the scenario. Then only units from that front/faction would be available.  
33 Done Possibility to add ''special characters'' to the texts, like; Ñ, ü, etc. Hard coded
34   More kinds of terrain (jungle, dense jungle, shallow waters).  
35   Roads; Paved road, dirty road, etc.  
36 Done Higher screen resolution Selectable as game option (saved on registry)
37 Doing Efficiency of artillery decreases with distance Posted a formula, need discussing. Will need an efile special attribute.
38   Destroying of certain units earns prestige  
39 >#163 Units that disappear at a specified turn Included on item #163
40   Possibility of adding a third faction to a scenario (e.g. neutral AI units, units of allies controlled by AI, own civilians that you cannot give orders to)  
41 Doing 3rd type of special transport class (like air/sea): train  
42 Done Blowing up bridges should work correctly - or bridges should be units that can be destroyed by both sides Will need to be enabled on scenarios.
43 Done Stats of units as tooltips (remaining ammo/gas, maybe hard/soft attack values etc. Hard coded
44   I should not be able to see remaining ammo/gas stats of opponent's units  
45 Done Flak shoots when enemy plane passes through its ZOC. Made as optional rule, but it would be better as special attribute.
46   Air transports (gliders) that are able to land on "open ground" (instead of only airports)  
47 > #130 Planes can set waypoints - so that it is possible to choose which route to the target they use Included on item #130
48 Doing Activate forest camouflage - and add a similar effect to submarines and mines  
49 Done. Some units shouldn't be able see anything (like mines).  Spot 0 units wont spot anything (optional rule)
50   supply hexes along with supply units - so supply path can extend through the presence of that special unit  
51 Done ability to close unit stats window with right click anywhere (not only left button on close gadget)  
52   planes (and other units) should see everything on their way, not only on arriving at target  
53   loss of experience whenever you reinforce a unit  
54   fuel for planes (like in PacGen) and carriers that can store and launch aircrafts!  
55   Night turns visually different (darker)  
56 Done Appearance of an graphical icon in some corner of the screen that indicates the conditions : day/clear , night/rain, day/snow ...and so on  
57   Or instead of the above visual changes to the map, the capability of the engine to load different maps - if it snowed then to load a variant of the map with snow (a scenario to have at least 2 versions of the map - with snow and without) Delayed
58   Sounds for atmospheric conditions (when it rains to hear that)  
59   Air missions from PeG (expanded more) Delayed
60 Done fighting outcome (i.e.. losses and suppressions, along with the support fire) should be visible in a separate window that you can close on your demand only Can be reviewed at any time pressing Ctrl + C
61 Done Ability to destroy bridges (like in the SSI original scenarios), airfields, ports, and city hexes (like in PGI). If you destroy an airfield or a port, the enemy (and also your own units) can't use it to resupply their air or naval units. If you destroy a city hexes, the enemy (also your own units) can't become entrenched on it. Will need to be enabled on scenarios. Only units having efile's "bridge" special attribute will be allowed to do
62   Story related messages (during the battle).  
63   Trigger hexes * that can bring up a message.
It would be nice to afford simple mission scripting for scenarios using triggers. so e.g. reinforcements arrive if entering a hex (or VH) or destroying an unit. or opening new DH when entering a trigger-hex.
 
64   Off-map, no purchasable artillery, like artillery missions similar to the air missions in PeG. Artillery support off map, for big caliber guns (see the explanation by MJ for further info.  
65   Air units receive supplies from the ground. The planes actually take-off, and you can destroy them on the ground.  
66   If the night turns are finally implemented we should need night units, or night leaders like; Night attack specialist or something like that. In fact some countries prefer to attack during the night (light China or Japan). The night units for example, could be  
67   Irregular hexes (not only the classical ''hexes'') Rejected
68   Changing unit values during the same turn (see also the Halberdier's explanation).  
69   Two or more maps for just one scenario... This could allow us to add night turns with night colors schemes, or other weather conditions, for example. Delayed
70 > #115 Possibility to have different range for units on soft or hard targets. Included on item #115
71   one transport unit can carries more than two combat unit (or more accord scenario creator)  
72   Guerrilla and Anti-guerrilla properties. This could be useful for make a differentiation between police and guerrilla units  
73   A movement ability similar to recon move but limited to 2 moves. This would be great to simulate planes flying out, bombing then flying back. Having a plane sitting above an AD unit and waiting to get shot at is not funny.  
74   Submarine ability (evade attack randomly) could have some benefits if it could be set for other units (not entire classes).  
75 Done Attack range = 2 for planes for ground attack. Good for torpedo bombers and rocket firing units. Not limited to2. Range will work for air units also, and 0 will limit to the own hex.
76 Done Attack range applying line-of-sight at greater ranges than 2. This would allow big AT guns to have RA=3 but would be unable to fire through forests etc.  
77   Airfield hexes limited to supplying units only directly above them (like aircraft carriers). Currently a single hex airfield can supply 7 planes.  
78   Bomb size (level bomber ability) settable for other units (not entire classes). Suitable for commandos, paras, flame units, heavy arty, etc.  
79   Zone-of-control settable per unit (Most units are currently 1 except planes=0 and battleship class=2). SeaMines etc could be set for zero or minefields could be set for 2. Lots of possibilities here.  
80   Having the game count all units destroyed  (ships, forts, LB, flak) would be fun  
81   Having the prestige sum of all the destroyed units or even better having the sum of all the prestige used in a scen/campaign. What a great comparison it would be if players had the value of their total upgrades, purchases, overstrenghtening and restrenghtening at the end of a scen/campaign.  
82   Extra terrain types. The game appears to have 3 spare slots for this. Snow, mud and railtracks would be nice.  
83   This is the best one. How great would it be if the weather had a direct effect on the ground condition? Currently a scenario creator sets the ground condition(frozen or dry). The latitude effects the weather now so the weather should effect the ground. When it rains or snows the ground condition could be frozen(or mud or snow if you change the movement types to reflect this). When it is fair or overcast then the ground is dry. A player cannot see the ground condition in the game now but with this improvement he would know what it is! It would give much greater variety in the game.  
84   to be able to combine or divide units, for example, if I have two three strength infantry I would like to be able to make it one six strength. Delayed
85   I would like to be able to sort the units in the HQ screen, so I can see my core, or arty, tanks, whatever.  
86   possibility to decide how much prestige would be spend to over strength unit (i.e. i would like to over strength 2 units equally)  
87   change victory condition, requirement to hold all VHs at least for 2 turns  
88   Auxiliaries refuse to move if under 3 strength. No more free recons!
The number "3" should be given by the scenario designer.
 
89 Done I would like to see notes on the Cap in the purchase screen Toggle option on HQ screen
90   Have MUD maps (like we already have SNOW maps) and the scenario could use different maps changing during the same scenario as said before (but mud maps are new);  
91   Damage to targeted hex and adjacent hexes: Possibility to get damage not only at one VH but five VH's (the unit you're firing at will be attacked and all units surrounding it), I think about super weapons like atom bomb;  
92   Possibility to get repair for free for all kinds of units (no prestige points spent like in PeG);  
93 Doing Force AI to use properly paratroops and air transport when moving his unit: force AI to try to capture airfields and to use air transport for units like paras in order to capture human VH's (it would be hard to implement); Only paratroopers, but still to be improved
94   Possibility to insert texts DURING scenarios (not only caused by trigger hexes) for instance when reinforcement units arrive (a text message accompanies the new units)  
95 Done Possibility to use MP3 files instead of MEL and MUS. Made only for MUS
96   Implement a specific AI for the third player being the second computer player (neutral countries), for instance the human player plays France, if Switzerland is attacked by Germany then
a) either the human player can control the Swiss units as well as his French units
b) or a specific AI plays with Swiss units after the human player then the AI plays the Germans, in this case we have three turns (one turn Human player, one turn AI allied with human, one turn AI as opponent).
Same idea if I have the bad idea to attack Switzerland, Swiss units are then controlled by Germany (but here we have two turns: one turn Human player, one turn AI as opponent controlling Germany and Switzerland).

In the same vein, a AI controlling a third country could control only level bombers, for instance US bombers controlled by AI (as my Ally) whenever human player controls the Russians and the AI (as my opponent) controls the Germans and Romanians.

This is the idea of the "third country" managed by the AI.
I don't think it will be implemented quite soon.
 
97   Some specific aircrafts should be able to capture VH's. The idea is to be able to make pure aerial scenarios like the Battle of Britain, the Battle of Germany.  
98 Done Ships can conquer VH's. PG2 can do already.
99   Use multiple icons for the same unit in a scenario depending on weather. I explain: you use unit nr 175 in the e-file like the Tiger (Grey icon) and weather is fog, but the weather changes two turns later (in the same scenario) and if your Tiger is still alive it becomes unit nr 480 being the Tiger with snow camouflage (white icon), ten turns later weather changes again (sunny weather) then your Tiger becomes unit nr 1012 (Tiger with green and brown camouflage). I know it's crazy but who cares ?

In clear a change of weather will have an impact:
- on the maps (darker at night / different maps reflecting the weather)
- on the units
- on the sounds (sound of rain)
- on the terrain
 
100   Add a new kind of result: Add "Stalemate" to BV, V, TV, Loss. Or just rename TV with Stalemate: meaning that no one wins anything.
This case should be only available when playing against a human player (multiplayer) or the AI in a single scenario not against the AI in a campaign
 
101   Add a death head or Christian cross medal in the dossier when you lose a scenario in a campaign  
102   Create a specific AI for Choice scenarios (instead of BV, V, TV, Loss, implement something like GOTO scenario nr like we have in the CAM file)  
103   Possibility to always remain in disembark mode (like in PeG) for ground units.  
104   Possibility to get not 50 but 10.000 prestige points when conquering a specific trigger hex.  
105   When conquering a trigger hex, provide a technological advantage to the nation, for instance add a leader to all tanks which don't already have a leader.  
106   Have hexes that cannot be flown by aircrafts, this can reflect territory of neutral countries like in the old Panzer General.  
107   Tank units not at 10 strength appear with flames (use of a visual effect) reflecting they are wounded.  
108   Intelligence: Spending prestige allow to remove "fog of war", this could reflect the use of spies  
109   Getting a dynamic relation between weather and ground conditions, might not be very difficult to implement. For new terrain types, adding "deep" snow and mud will have high priority, getting railtracks need more work. see #83
110 Done When I click on a unit in the unit purchasing screen it would nice to see a list of attributes, something like

Has Engineering ability
Has Bridging ability
Has Mountain Movement
Provides Support fire (or "Does Not provide" for artillery)
Provides Combat support
Has Recon movement
Can capture hexes
 
Shown on HQ and Unit View
111 Done the game plays a sound when you get a new unit leader, like in PeG.  
112   Unified Map scaled please. 1k, 500m per hex, whatever is best.  
113   the ''helicopter'' class would be really useful for efiles like the still unreleased LG Cold War, plenty of helicopters  
114 Done A new class would be useful for minefields (they would appear in the same hex as the unit).
Units in a minefield would take no damage from the minefield itself, but would have river defense characteristics and be highly vulnerable to covering Arty. They should have "sand" supply rules and will limit all units to1 hex movement per turn.  
--------------
Minefields done as a terrain layer instead of a unit. Minefields could be defined at scenario design but also made by engineers while playing. They could be also removed (blown) by engineers
 
115   Possibility to have different max range for hard or soft targets. includes #70
116   Strategic bombers should use the same algorithm or code as the parachutists do to determine where the bombs hit  
117   CBs – Seabees – can build airfields
Engineers – can build entrenchments and fortifications
 
118   Ground radar
Sea radar
Air radar

A radar should have only one way in which it can see of the above choices. However, this spotting should be assignable to any type of unit. So an air unit might have ground radar rather than air radar. A ship might have air radar rather than ground radar.

Ideally they would have more than one type of radar and more than one type of spotting, but that is not so important.
 
119   Generals - CS value for X number of hexes (not just adjacent hexes). Generals only help their own country's units.  
120   Resupply - ALL units must resupply from either supply hex or a supply unit. This supply unit would not be the same as PG2's CS, but more like PEG's CS.  
121   Supply depot: Has X amount of fuel and Y amount of ammo and Z hexes of supply range. IT has to resupply from valid source. The nearby units can resupply from it as long as they are in supply range and as long as there is fuel and ammo at the supply depot  
122   Victory Hexes for specific countries. British must capture certain hexes, the Americans other at Normandy, for instance.  
123   Unassigned terrain types that the user can configure. Barring that, railroad is great. Should only be able to mount/dismount in certain places like cities (or rail depots).  
124   ZOCs – units shouldn’t be able to retreat through ZOCs since this allows retreats where units would normally surrender.  
125   Add tactical effects kind of UP-FRONT  (shotscreen) Delayed
126   adding air & naval radar could be done by using new bits, to avoid breaking current e-files. We could say the longest non-radar spotting is range 3...  
127   Heavy equipment, like big guns should not be able to cross a river without a bridge, and trucks has to be left behind for motorized battalions. Such troops, could loose of 50% of their ammo too.  
128 Done would be possible an option to shade those hexes that I have seen so far in this turn. It’s fine if there is something in a hex, but if it’s empty then have I seen it this turn and it’s really empty, or have I not seen it? Game toggle option (saved on registry)
129   The next stage on would be a shading of those hexes that the AI units that I can see would be able to see. If you see what I mean. So I would click on an eye icon and get the first then click again for the second – aye captain?  
130   I see someone suggested waypoints for planes – well the same would be useful for ground transport. Planes, and all other units, would potentially have guided (not phased) movement. i.e. the player can specify a route for the unit through a series of waypoints. At the waypoints there would be no spotting or combat possible. includes #47
131   I would like to have an option to allow stepping through of the AIs movements that I can see. Either space bar or click for him to continue. Then I can see which way he’s heading because at the moment it’s so fast that I can’t see.  
132   How about a variation with in-scenario replacements?
Say a unit has a basic strength of 10pts but a replacement level of 5 points? So if your unit loses more that five points, it can only replace up to strength point 5?
After the scenario your units are brought back up to full or basic strength.
 
133   Out-of-fuel planes crash.  
134   Planes’ fuel should be turn-based and not distance-based; otherwise people could keep their planes in the air forever by moving one hex at a time.  
135   Planes over supply hexes should have the choice of supplying or not. If they choose to supply then they are on the ground and have zero attack and minimal defense, in a similar way to guns in transports.  
136   Add Torpedo special ability like Pacific General. Bombers having this ability, should be able to attack with range of 2 and a bonus of action  
137   Special equipment attributes to add:
1) Snorkel special equipment attribute for the submarines (more chance to avoid an attack)
2) Only aircrafts with 1 bit set up can rearming themselves on the aircraft carriers
3) Some kinds of submarines can launch/rearm aircrafts (e.g. Japanese class I-400)
4) flying boat ability, planes can refuel/rearm near port/battleship/cruiser/destroyer
 
138 Done Another victory condition can be the exit from the map in a certain area of a certain number of units, i think PG3 has this feature.  The exit area being highlighted and the units reaching the area to disappear. When a number of units have exited then victory. I guess this can be done in the system of BV, V, TV depending on number of units exited at the end of turns. Will need to be enabled on scenarios. Also will need to define which unit must survive by placing it/them at special hexes (with a kind of mark)
139   If it were possible or desirable, it would be excellent if the river and stream hexes were firstly eliminated (excluding the impassible river hex) and replaced by a hex border as in Avalon Hill games and derivatives. Delayed
140   Would be useful having a second name for every unit. The first one in native language (Japanese, Dutch....) The second one its translation in English  
141   I would like to see an option where only core units that exit the map continue as part of the core. Or.... to put it another way, core units remaining on the map at the end of a scenario are lost.  
142   The idea of ATY attack decreasing over greater ranges may be misguided. If a long range aty unit does not give support fire maybe it should decrease for shorter ranges. Some large guns should be useless at short ranges because they cannot fire at short range.
So another (better ?) option would be to set a couple of efile special attributes to manage that, lets say:
* decrease long range fire effectiveness
* decrease short range fire effectiveness
 
143   think the "Strategic Map" screen should display additional info such as the type of nation's units by using standard military symbols  
144   When a  unit w/o ammo  is attacked, it should be destroyed or at least it will fight using its close defense as if surprised.  
145   I want to allow the AI to move first. Will need to be enabled on scenarios.
146   I would like to be able to set scenarios to not allow trucks for infantry and even towed units - to simulate a lack of transport.  
147   I would also like to be able to set scenarios so fuel and/or ammo cannot be replaced (or, it could only be replaced at "sand" terrain rates no matter where you are) - to simulate a poor supply situation.  
148   Why not make some kind of Pool for each resource ,Fuel,Ammo,Replacement and Transport. So instead of just having prestige points one would have a limited and specific(or historic) amount of these resources available at a certain scenario Could be an alternative for #146 and #147
149   Maybe there should be a switch for campaign designer where they can set how fast experience can be gained.
Maybe five different settings to choose from depending on the length of the campaign. If the switch is set to 1 it should be possible to have 5Bar units after 10 scenarios(give or take),if switched to 2, 20 scenarios would be needed for a 5bar unit etc.
 
150   Range modifier on everything for campaign designers would be fantastic to go with the larger maps.
Not just Gun range also spotting and movement.Everything switch able by the campaign designer.
 
151   I think, it would be better to eliminate the rugged defense, and make a new system of experience points. I see as ''unrealistic'' an unit that it's continuously getting more and more experience, like these infantry units with 1500 experience points.  
152   In order to adapt the experience system to our current campaigns and scenarios, I think it would be better to use only 4 kind of experience levels:
      - Recruits - Rookies - Veterans - Elite -
And, instead of bars, I would add colors for each level.
- Clear - Green - Orange - Red

The Veteran units would show a harder resistance to the assaults, the same with the Elite units. The Elite units can't increase their experience anymore, they would be only ''updatable'' in order to make them even better.
 
153   Improve AI naval attack concepts:
  • for now - the AI doesn't move his ships, until he spot the opponent's fleet, but the AI also won't do anything to search for players ships. If player doesn't "show him" his fleet - nothing happens.
  • the AI's fleet doesn't move, even when I gave "capturing hex" ability to ships, and he could capture some VH in ports this way.
Partially done
154   Destroyers are the only naval class fighting with submarines, but it also should be the only class to spot submarines.  
155   Naval Attack value should be optional to check - and something like "Can't Naval Attack" checkbox should be available  
156   Change non organic transport byte to be mapped as single bits so:
0 0 0 0 0 0 0 0 meaning cannot be transported
1 0 0 0 0 0 0 0 meaning can be naval transported
0 1 0 0 0 0 0 0 meaning air mobile
0 0 1 0 0 0 0 0 meaning airborne
thus allowing to define more types as:
0 0 0 1 0 0 0 0 helicopter
0 0 0 0 1 0 0 0 train
Conversion would be done automatically from the existing values into the news
0 no change, same meaning (0000 0000)
1 no change, same meaning (1000 0000)
2 will change to be 3 (1100 0000)
3 will change to be 7 (1110 0000)
157   if night turns are implemented, we need to have night fighters Could be made as a new special equipment ability.
158   Fortification as a target type. So one can separate for example siege artillery from other types.  
159   "Force recon" skill: units strenght will only show up after combat. Strength wont be hide until unit is out of spot again  
160   "Desertion" skill:  after combat, unit losses suppressed points as soon as it moves within that turn  
161 Doing Marines - they could land and move in the same turn to mimic amphibious ability?  
162   More than one level of Fog of War: for example:
+Elite (new rules as "force recon", etc)
+Veteran (other rules of PeG or PGIII as "profile", etc)
+Regular (normal PG2)
+Training (full spotted like chess)
 
163 Done Scenario designers should be able to disband units in a certain turn - so to speak 'reinforcements the other way round'. This would be extremely useful, e.g. for strategic bombing missions limited to the very first turn(s), applicable to scenarios like 'D-Day' or 'Arnhem'. As it is, level bombers remain available for the entire duration of the scenario what it pretty unrealistic.  
164   I'd like to see 2 ammo counts for planes - one for ground/ship attack, one for air attack.  
165   I think some leaders' abilities must be calculated by percentage.
e.g.: the "Aggressive attack" [+2 ground attack] could
become [+5% ground attack] in order to avoid some units like panzer I (typically 1 in many e-files) obtaining a too much high attack bonus, in this case over 100%.
 
166   I would like a new terrain type: ICE.
Could have the same stats like rough terrain. But if it could be changed by Aty-fire it would be nice.Terrain Ice -> Aty-fire -> terrain impassable river?
it would be also nice if the crushed ice could change backwards to ice after 1/2 turns (like the ice freeze again).
 
167   How about to implement units' morale? For example if they have low morale they surrender or leader conditioning their morale (fearless).  
168   I think that would be useful to have an ability making able the submarines to drop the mines.  
169   have airports being able to store aircrafts inside hangars as well as it happens for the aircraft carriers in Pacific General.  
170   It would be interesting to set hex prestige free. Not 40, 80, 160 automatically like it's now. Better would be to set the prestige for a hex like the designer will have it. For example an early hex only 20pp but a late hex maybe 300 and so on.  
171   What about ships like carriers or battleships that can't move into a port to resupply due their radius requirements?  
172   Unit stacking on Hexes ...  
173   to set up the unity's price at a value not equal to a multiple of 12.  
174   to have a special attribute for self-propelled artillery allows to shoot against the units even when it has moved.  
175 Done why don’t we let the Efile maker choose to make ZoC work for planes or not?
All in all fighters fly CAP missions but with last changes of no Zoc for planes they’re almost useless as defensive units! Any enemy planes can ignore my fighters no matter how I deploy them! This wasn’t much of an improvement than ground units shouldn’t be affected by ZoC as well.
Optional rule at scenario level
176   I would like to have the flags with spot=0. When I park beside a flag(owned, supply etc) the AI can see me and vice-versa. These defacto spotting hexes should be disabled. Units set with "no capture" like AD etc could move onto these hexes and make great ambushes.
But it should be an option to give the flags no spotting but the default should be for flags to act as they do now. Player should know also how if flags hexes are spotting or not. is it possible to have a something similar to the blown hex that could visually show that it is a spotting flag as opposed to a owned flag?
 
177   Add "Depth Charge attack" for Destroyers and aircrafts and "Depth Charge Defense" for submarines. One Byte for the two values.  
178   Any chance of adding supply units to make the game more realistic? They could automatically supply any unit they are adjacent to and then units out of range would have to use their organic supply values and not the unit.  
179   If there was an option for OpenGen where (say) you could set units to dismount after 1 attack - then it would be a good idea. Or to make it always dismount AFTER the fight is resolved? That shouldn't be hard to do with the new GUI. Like this:
    Attack - unit defends in the transport - unit leaves transport.
    Second attack - unit defends dismounted.
You could have 3 "dismount" options:
1. Never dismount
2. Dismount and defend when attacked
3. Dismount after first attack.
 
180   special attribute "Partisan" to infantry class. When this bit is set the units are able to avoid ambushes (like Battlefield Intelligence leader). But obtain a penalty for attack. In the same class must be applied a further special attribute called "Police" to obtain an attack bonus or initiative against the units having the partisan bit set, but penalty for other units.  
181   It would be great to have the ability for players to determine what SP level their units are reinforced to. At the moment, if I reinforce a 2 SP unit that started with 10 SP it will automatically go to whatever prestige allows (max. 10 SP). But what if I only want to reinforce to 5 SP? An increment reinforcement adjuster (with prestige cost shown) would be fantastic IMO.   
182   I don't think planes should be useable in snow or rain turns. Currently, they might be useless in attack during these turns but they are very useful for recon, especially as they can't be shot at. This seems very unrealistic (yes, PGII is already unrealistic!). Can they be 'forced' back to base (what if there isn't one?) or prevented from moving or have their spotting reduced to zero in these conditions? I'm not sure which, if any, is the best but they should be prevented from performing recon duties in snow or rain IMO.  
183   Field HQ. That unit type would affect overall behavior of units, and if that unit were destroyed scenario would end.
if that unit were to become damaged, no unit would be able to reinforce or supply until the HQ unit is back up to full strength.
Or maybe if it were forced to retreat, the army could suffer a one turn penalty where they are unable to attack and only defend.
 
184   Additional switches (at scenario level) to:
1.- disable upgrading button
2.- disable deployment
3.- disable auto refit unit's strength to base.
4.- No HQ at start.
5.- Allow Upgrading units on some specific hexes. Upgrading would be limited to specific hexes like SH (supply) or only hexes having a new switch (bit) defined on the mapfile.
So if you set 2,3 & 4 , core units will start deployed on last scenario row/col position.
some additional rules should be set to resolve if any core unit would share its position with another foe unit.
185   May be there's a sense to create a class of special support units and to include here all the support units, as if bridging, airfields and so on.  
186   What about of another kind of non-organic transport units - lorries? We can use to transport none-mechanized infantry and artillery not equipped with transport. It would be nice to have a capability to BUY the transport unit (not only lorries, but airplanes too). For example, before Barbarossa Germans had 3 automobile transport regiments, each could transport infantry division.  
187   It would be nice to see weather forecast for some days forward. It is necessary to plan the operation. Some times the forecast, of course, may say untrue.  
188   A weather can have an influence on unit moving: after 2 (3, 4...) turns raining a movement possibilities off-road reducing for 20 (30, 40 etc.) percent.  
189   It would be nice to have different cargo capabilities of bridges. So we can understand why Pz-IV sometimes could be more useful than Pz-VIB.  
190   It would be good to give to artillery and anti-aircraft units to give an option to hide for one turn and not to make supply fire. It is useful to hide it while secretly concentrating.  
191   It would be not bad to use a different fire power for artillery units shooting direct (for one hex) and indirect (for more, than one hex) fire. For example, Soviet ZiS-3 had a good capabilities of antitank shooting, and a division commander could take a number of these guns from division's artillery regiment and use in mode of direct fire.  
192   Artillery ballistic. I think cannons MUST NOT shoot over mountains and hills, only howitzers and mortars must.  
193   Counter-artillery shooting. I was very surprised when all my artillery (3 units) automatically shoot one enemy arty unit. Usually in operations only a few arty units were appointed for such a job. If it is possible to make a special checkbox on arty unit's card to order this unit to counter-artillery shooting.  
194   What about to BUY an ammo and fuel BEFORE scenario? We know, a field howitzer during one-two hours of shooting can shoot the shells of a price equal a price of a this howitzer.  
195   Has any consideration been given to the idea of using captured units? Whenever I complete a scenario there are often a few enemy units laying around. Why shouldn't I be able to purchase them for my core army if I wish? But couldn't the enemy armor or aty that I capture be made available to me at perhaps the cost of an INF garrison to represent the cost of the personal needed to operate said units?  
196 Done Would it be possible to see the enemy unit's move and fire range when it was selected. It's far too much work checking the range for all the enemy units and counting out the hexes.  
197   Being able to set units to not jump out of transport on artillery attack.  
198   4 SIDES instead of 2: "Neutral", "Western allies", "Axis" and "Commintern"  
199   For tanks and other armor:
You can make 3 ammo-boxes. One for main gun, one for additional weapons and one for AD-weapons. If unit fights hard targets use ammo for maingun, if fights soft targets use ammo for additional weapons and if it fights air units use AD-ammo.  For softtarget-units the ammo could be taken from mainweapon-ammo.
 
200   For recon movement on planes - maybe it should be made so that if the attack would use up all remaining movement points. Phased movement is OK for scouting only but engaging in a battle should tie up a unit until the end of the move.  
201   Rework experience gaining method. Give experience for combat depending mostly on odds, not on the outcome, So "the tougher the fight, the more you learn". Not "the more lucky you get, the more you learn".  
202   Assaults really make forests, cities, etc a BAD defensive terrain (especially early war when most forces are infantry). It is semi-suicidal to put your defensive line on the edge of the forest (where in reality it would be a good place - you can see enemy and enemy can't easily see you), unless you have ton of defensive artillery. I find it a bit weird that a flat grassland is easier to defend than a city or forest.
I think it would be good to allow assault only BEFORE movement. So that it is still there, but forests/cities are not harder to defend than flat plain (since you might force attacker to withdraw, therefore denying him assault).
Maybe there could be an infantry special ability to assault after movement ? Or a leader ability ?
 
203   Add to feature #199: why not for all units, just 2 types of ammo, primary weapon and secondary weapon  
204   The paratroopers could not jump over terrain that is not "clear". If they do suffer losses  
205   Except some special units there can be no naval landings in hexes other than "clear" or "sand".  
206   Introduce "morality", "training" and something like "command quality" in the parameters of the units. Perhaps could change the parameter "experience" for "combat rating" and join all these there. For example 80 morality + 80 training + 80 command = 240 combat rating.  
207   Modify the HQ units to have a command range. Units that are in range from their HQ receive some bonus and can benefit the leader of HQ (if any); which do not lose these advantages but can fight and move as ever. If the unit is outside the range of its HQ but within another means it has been transferred and use bonus of this. If we loss some HQ we have a nice prestige penalty.  
208   Ultimately, it would be nice for open pg is to just have a button to pick the efile to match the scenario you are playing.  
209 Done It would be nice to see the unit range of fire when selected.  
210 Done line-of-sight for ground units : unable to fire through whatever UNITS at equal or greater range of 2.  
211   How about being allowed to have several different leader pictures for each nation? I hate it when I have six German leaders, and they all look the same.  
212   Could rewards for taking flagged cities be customizable? So instead of being stuck with the 40/80, the designer can be free to set the reward say from 10-1000;  
213   Would be possible a graphic locater similar to PeG for OpenGen ?  
214 Done what about to use EXPLODE as animation for the target of non return fire (Artillery,>range fire, non return option). Now it is imposible to know what are the targets of AI attack.  
215   Possibility to search in the screen “Selection scene” only scenes in which a determined nation has been involved.  
216   the inclusion of the campaign and scenario editors right into the game  
217   wouldnt it be cool to have offensive and deffensive experience  
218   what about the ability to buy Aux units off the map?  
219   The ability to buy leaders  
220   the ability to buy special abilities in addition to leader abilities ie: attachments as in PeG  
221   Artillery with "level bomber supression"  
222   A real "light infantry" ability as opposed to mountain ability. Maybe give Jaagers the ability to move through forest (LI), but only mountain (M) qualified can move over mountains. The two do not intermix unless both are bought. Mountaineers aren't neccessarily forest trained, nor are forest specialists mountain climbing specialists. And the equipment isn't the same...  
223   a small dose of experience just for surviving the scenario would be nice...Certainly being in combat is the best training you can get. But being near it (as a part of a unit taht is supporting) is also good training.  
224   What I would love to see is an air mission system for air units, similar to the one used by Civ IV  
225   What I would love to see is an intelligence game play layer added to the game ... to get units on the opposite side to be revealed during an intelligence phase at the beginning of each turn.  
226   A way to show how much ground you control on the strategic map  
227   In PBEM-parties it's very annoying when your opponent parks a bomber over a hex where a reinforcement appears and then bombs i, could that be avoided ?  
228   Let the A1 use Aircraft Carriers.  
229   How about introducing Supply-Units?  
230   Special Supply-Points -- so some race to a "tank farm" could be a possible scenario -- so starting a scenario with less fuel and ammo than the default may be interesting too.)  
231   Less upgrade penalty, if you make an you upgrade to the same family? (E.g. Pz IV D to E or Panther A to G)  
232   Remove the leader cap of 16.  
233   Hi, cause of the high resolutions the icons and so are really small , it would be nice to be able to zoom in.  Perhaps the mouse-wheel would be nice to control that function.  
234   Now there's no attack and attack for units, I'd like to add an ability between those.
Only attack when in certain terrain. I'd like to give some units (mostly militia) a weak HA that only works in close combat situations or when defending in close combat terrain - if the infantry unit is in a city, forest or mountain and is being attacked by a hard target, it fires back. It can only attack hard targets if they are in a city, mountain or forest. This would represent units with only thrown AT weapons (magnetic mines, bundle charges, hand grenades, dynamite, molotov coctails etc).
 
235   what about ''River Units''? It would work like the ocean units but in rivers  
236   would it be a worthwhile option to not allow units to automatcially get re-supplied at start of turn?  
237   I'd like to have an special attribute avoiding a unit to surrender because suppression  

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