OpenOpen General is a new game developed from scratch, implementing all the features found on PG2, but adding many new features and a completely new AI, hence you should be able to play all stuff made by the fans along the years, although maybe a bit different.

CCurrent Version is Beta 0.90.56 ... see: Open General changes log

If you want to support/font>

  Index: How to install   Features   Equipment File folders    Media    Maps   Units icons   Graphics   Additional Features/info  ConfigFiles  

Note: all links always get the latest version available.

The way to install Open General is by using Tinyrodent's installer: Open General Installer (from DailyBuild) and run it.

Installer includes everything is needed to play Open General plus a bunch of campaigns ready to play. Installer is a self extract zip file; it simply copies the installation files to the (customizable) destination folder, and creates an icon on the desktop. It also include a tutorial campaign and first time you run Open General, you will be prompted to play it. There is also a toturial pdf document to help with tutorial campÓign.
As installer will ask for a folder to install in, you can pick same folder than PG2 (none of the PG2 files are overwritten) or a different folder, but like Panzer General II, Open General creates and modifies files in its installation folders, therefore it is not recommended to install in the Program Files folder as is customary for Windows applications.

Installer include last stable version of executable and will be updated regularly with new "openized" campaigns or with last stable release.

If you are new to Open General I strongly suggest to read first the nice Manual made by Guillermo Bores (aka Guille) explaining step by step the basic components and most important rules. A must for beginners!.
Guille's manual is available in English: Open General English Manual  (pdf)  or Spanish: Manual Open General Español  (pdf)

I also recommend to have a look to Open General School page  where you can find additional documents explaining more detailed information.

And if you want to improve your player experience, have a look to this: Tactical Manual for OpenGeneral players by Blizstoper

If you find any glitch, please report at JP's Open General Forum, using the button at left of main game menu


To run for first time ...

Once installer have finished copying files, click on the new icon you will find in your desktop and that will launch Open General. First thing to do is to select any of the equipments included with the installer to play.

To do click left button in toolbar at initial screen, a new dialog will pop up showing the  list of available equipment files (efiles) installed at any time. Select any and you will be back to start screen, which will show on bottom line the efile  you have selected. Click on third button from the left to play a campaign and a new dialog will show the campaigns available for selected efile, pick any, define settings and start playing.

To learn more, go on reading about features below ...

Music and Videos

Open General use mp3 for music, and
only official intro music made by Henry Case is included in installer ( OpenIntro.mp3 ). Music must be placed at SOUND folder. Any additional you want, must be download manually.

PG2 music (
bplay, gplay, rplay, usplay) converted to mp3 is available at Music files. Download into your main game folder and extract to SOUND folder (this is done by default when usin WinRar).  This package is compressed using RAR format. You can extract .rar files with many popular compression programs, including WinRar ( RarLab ), 7Zip, WinZip, and gzip.

Open General doesn't support Smack files, it uses AVI files instead. Video codec: H.264/MPEG-4 AVC is required so if you have not installed yet, can  download from:  (it is free) and install. Only the new intro video by Drad Dasan (OpenIntro.avi) is included in installer, thus any additional video you might search and download or convert from existing smacks to avi's yourself. Place them in the SMACK folder.

To know further details about music and videos please read topic: Sounds effects, Music and Video at JP's.

Challenge Campaign Pack  (Also by Tinyrodent)

It is an additional installer including all campaigns played at JP's Challenge Campaigns. It is a one-click install package containing all of the files needed to play the entire set of Challenge Campaigns.
Check full details and Download from here

Note: campaigns included in this package were made for Pg2 so don't expect to see any of the new features in any of these campaigns. Also if you have played before using PG2 you can notice they play slightly different, because Open General AI is different.


At  Open General Daily Build you can check and download updates for different components like: last executable; media files; datfile (OpenIcons.dat) and different equipment files. This packages are updated as soon as anything is changed

Latest executable is also available at OpenGen Update by Luis Guzman usually fixing last glitches or bugs, and eventually provisional changes for testing purposes. This only includes modified files like executable and maybe any interface file changed. Please, remember you must have a running install before using this package!.

Further help

Open General community is very active and we would be glad if you would like to join us, sharing your experiences, throwing  your suggestions, reporting any issue you find or just asking for help or clarification.

OpenGen forum at JP (English) or  Foro en Español de JP's Panzer  (Spanish) ... you will be welcome.

And if you are a modder, don't forget to download Juankar set of templates to make easier developing new equipment graphics:
Graphic Modding Kit (rar)
Open General is easily customized but you must pay attention to some rules and sizes specially for graphics files.


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Game features summary (most of them optionally defined at design time )
  • AD/Flak units can intercept planes while flying
  • Battleship, Carriers and Cruisers can be defined to behave as FlaKs.
  • Air units can be defined to extend a zone of control on surrounding hexes.
  • Roads can be defined to also work on impassable hexes.
  • 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
  • Minefields as a map layer, that can be set at design or dropped/cleared by some units
  • Some units can blow bridges, airfields, ports and cities.
  • 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.
  • Units can be transported by railways using new train transports class
  • Units can be transported by helicopter using new helo transport class
  • Planes can be defined to use fuel, crashing if running out of itl
  • New alternative Air System
  • Map can include "trigger" hexes raising actions when a unit first enter the hex
  • New pure specific choice-scenario type, allowing more choices
  • Bigger maps allow up to 70x60 hexes
  • Customizable prestige award for capturing hexes
  • Some units can give additional turn prestige while deployed
  • Some hexes can give additional turn prestige
  • Units can be configured to be a reinforce or to retreat from map at a given turn (disband)
  • Ground condition can be also "mud"
  • Ground condition can be set to change according weather
  • Customizable days/turn or turns/day
  • Customizable icon se to be use on any scenario. Equipment can define up to 4 icons per unit.
  • More optional naval rules (destroyers protect naval transports, submarines cannot be attacked from range>1, submarines need direct line of fire)
  • Some units can act as a depot (resupply) for same side units
  • More campaigns options
  • More equipment special attributes
  • Up to 254 countries for equipment files
  • Can define up to 32 fronts and 32 factions
  • New Score system
  • Automatic autosave at the end of player turn and after scenario finished
  • Scenario can be saved/reloaded after finished
  • All commands are saved to a special .xlog file in order to be replayed later.
  • More leaders types
  • Base year can be defined in equipment file
  • Turn messages
  • Green/Elite replacements option
  • Unit's attachments
  • Option to restrict the number of core units to have in scenario
  • Campaign can define up to 4 players, and AI can use up to 3 players
  • Carriers can define up to 6 hangars and use a similar behavior than PacGen's carriers
  • Carriers and planes can be assigned a land-weight to better select which planes can land in which carriers
  • Efile folder now can include a MAP private folder for not official maps. Only png/jpg are allowed though

Can read more detailed info about new features below

User Interface summary
  • Current turn and total turns is shown in top banner of screen once a game is running
  • Current weather and ground conditions icons inform with a sight and hovering mouse over them shows also a forecast regarding number of turns to change weather.
  • Can force to show terrain type in addition to hex name, location and status (blow, transport available)
  • Selected unit, name, equipment, leader, experience, ammo, fuel & entrenchment is shown in bottom banner
  • Tool tips for menus show also the alternative hotkey in case you prefer use keyboard
  • Can open a side-bar panel to see comparative stats between selected unit and the unit under cursor
  • Can toggle additional marks to show different properties/helps like: Fog of War; explosion on target; combat results in screen also; fuel markers for planes using fuel; range of fire; VH/SH data tootips on map; show terrain type roads and railways on map; ...
  • Can review last combat results press Ctrl+C on keyboard
  • Turn status, End Scenario, Scenario Intro (can also review campaign intro) dialogs are enhanced, allowing to save at any point.
  • Can get AAR, at any time, from HQ, Turn Status, End Scenario and Dossier windows 
  • Special attributes and leader attributes are shown on Unit dialog, allowing also to check organic transport and non-organic transport status.
  • Cursor changes according the actions you can take, so some actions as embark/disembark can be done with a combination of mouse and hotkeys
  • Fog of War shadow is set by default, showing the hexes your units spot.
  • When a unit is selected, clicking on a hex while pressing Shift keyboard will show the path that unit will use to move there.
  • Intros and text files defined in scenarios/campaign can use also an image with same filename than text file to be shown in game

Open General allows to configure many different things by entering Settings Window, which you can access either from main game menu (start window) or from sidebar menu in game.
These are the settings you can configure:

  • 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 launcher
  • Can configure if automatic download of maps will retrieve as png (better quality) or jpg (faster and slighter)
  • Can configure if store settings on disk or windows registry
  • Can review folder and files loaded, Pg2 or OG Mode and version of the executable.
  • Media Settings, including different volume controls for: game effects (capture, leader, click, ..); weather sound effects; units sound effects; default background music; as well as enabling/disabling playing videos
  • Screen settings like: scroll speed, refresIntros and text files defined in scenarios/campaign can use also an image with same filename than text file to be shown in game.

Open General allows to configure many different things by entering Settings Window, which you can access either from main game menu (start window) or from sidebar menu in game.>After Action Report (AAR) can enable some options to include in this report

  • Can configure the pattern used to highlight possible hexes to move (Alt+1 .. Alt+4) and also alternative box image to show units at HQ, Purchase, ...(Alt+0)

  • Checking and downloading missing maps

    By default every time you start a campaign, Open General 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 a map repository on web-server using HTTP. This is done on a background process and it will log any file downloaded or any file missing. Maybe you need to configure your firewall and/or proxy to allow it to work.

    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.

    Back to index

    To allow playing multiple Equipment File, Open General lets you organize all Equipment File data, campaigns and custom stuff within "Equipment File folders", so you can switch very easy which Equipment File to use, and once selected you see everything filtered and set for that Equipment File. So you only will see equipment file's campaigns, scenarios or saves when picking files and you will see also proper equipment file'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 Equipment Files and related files are 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 Equipment File combo-box selector):

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

    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 Equipment File specific graphics, like flags, start screen, medals, dossier, portraits, ...
    • SOUND, if you want custom Equipment File music or game effects for this Equipment File
    • SFX, for custom equipment file's units sound effects
    • OPENGUI, if you want to have a different UI appearance for this Equipment File.
    • SMACK, to have specific videos for this Equipment File

    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 Equipment File graphics files, like flags, start screen, medals, dossier, portraits, ...
    • SOUND, 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 Equipment File defining more than 31 countries must include a custom OPENDAT folder and all the Equipment File graphics files for its countries.

    Within each EFolder you need also:

    • EQUIP.xeqp and EQUIP.txt to define units types (equipment) and icons. EQUIP97.eqp and EQUIP97.txt can be used also but they will be converted while loading.
    • Nations.txt - to define countries.
    • NAMES.txt - to define leader's names.
    • OPENDAT sub-directory, for efile's specific graphics files. See Efile related graphics below
    • Rest of text files defining terrain, custom strings, etc. can be omitted when default data is enough, and it is strongly advisable to put only that data required for specific customization.
      • Terrain.txt - to define terrain labels and data, including cost to enter different hexes.
      • EFILE_STRINGS.txt - to customize efile related strings like: unit classes, purchase menu entries, and so...
      • 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). This should be avoided as it is better (and easier) to define base year within EQUIP.txt
    • For old formats (.scn) Open General checks if file Fronts.txt is found on efile folder, and if not found, loaded scenario is set to "Pg2Mode" (Pg2 compatibility mode), disabling any new feature for legacy stuff compatibility. Fronts.txt file is not actually loaded and it is really not needed to play, it is only useful to edit fronts/factions using the Suite.
      For scenarios converted/created as .xscn (new format) is not used at all, as scenario data already include data to signal Pg2 / OG Mode.
    • PG2 standard files are also read if Nations.txt is not found (GUI97.txt, MISC.txt)

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

    Back to index

    MEDIA ...

    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 Equipment File and mp3 files should be located on SFX folder.


    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 Equipment File'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 Equipment File music is searched.

    • Equipment File 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 equipment file 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 equipment files, just put default music files (Music0-*) on main SOUND folder and any equipment file will play that music.

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


    Video clips are featured as AVI files, but no need to change anything on existing campaigns, Open General 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, but filename to use can be changed as you prefer trough Media Settings. You can have different intro videos for each equipment file, 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 equipment file's SMACK folder will be used when that equipment file becomes the active equipment file.
    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: and install on your computer (it is free)
    2. Get ffdshow from:  and install ffdsshow set of codecs (it is free also)
      * Alternatively you could use Xvid codecs but ffdshow gets smaller files and it is needed to run Drag's into vide anyway.
    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)

    Back to index

    MAPS ...

    Maps for OpenGeneral new formats only require the map image to play.

    For old format maps are defined using
    - 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 Open General map repository server, if you have an Internet connection.

    For scenarios using new formats (.xscn) and saves made using release 0.90 and later, only map image is needed (all map data is included in scenario/save game data).
    From version, scenarios can use also a map set up by tiles, which is automatically used when no map image is found or if designer want explicity to use thatoption (only requires to leave empty the map image to use.

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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.
    Units icons can be packed into a dat file (OpenIncons.dat by default) or placed as single files. 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 OpenIcons.dat using also same sequence (png first, s16 later and shp finally)

    A different OpenIcons.dat can also be placed on any EFolder for such cases Equipment File needs a very specific one (IDG general, Napoleonic, ....).
    If any OpenIcons.dat file is found on EFolder it is loaded instead of the Main game one.
    PG2's compatible panzer2.dat is also searched if no OpenIcons.dat nor single file is found.

    Back to index

    GRAPHICS ...

    Equipment File related graphics

    In order to allow easy customization of Equipment Files, all pictures related to each equipment file should be read from external files. This allow also to expand Equipment File countries much more easily.

    These are the files needed for any Equipment File:

    • 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 equipment files folders easily.

    Regarding sizes here are the proper sizes expected by Open General:

    Should be 640x480 otherwise medals and losses will be painted offseted.

    66 pixels width for each medal (198 pixels per country), height is figured from the image, one row layout

    146 x 171 pixels each photo, one photo per country, one row layout

    Inspect_portrait / Inspect_leader
    80x91 pixels each leader. One column per country up to 15 photos in column.
    Inspect portrait is checked first and if not found inspect_leader is loaded

    22x19 each medal, one row layout

    12x9 each flag, 2 rows layout (12x18 per country)

    21x14 each flag, one row layout

    Not used !!!

    60x50 each roundel (should be properly aligned to be painted on hex pos rectangle. One row layout

    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.

    Back to index


    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 equipment file'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
      This is standard victory conditions always enabled
    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 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.


    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 Land mines:
    Any land unit (not naval) having "ClearMine" attribute can try to remove land mines
    Any land unit (not naval) having "DropMine" attribute and at least 1 ammo, can drop land mines

    For Sea mines:
    Naval units, Tactical Bomber and Level Bombers having special atribute "ClearMine" can remove sea mines
    Naval units, Tactical Bomber and Level Bombers having special atribute "DropMine" can drop sea 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

    Open General 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 (text files).
    These are the tables you can currently override:

    • Weather.txt - modify weather tables
    • TerrainEx.txt - to modify base-entrenchment, initiative-cap and cost to enter (*Note: old Terrain.txt is still allowed, but better convert to TerrainEx.txt)
    • 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 Equipment File)
    Alternative Air System
    • Need to be enabled as scenario option
    • When enabled planes won't use fuel and scenario designer can define a bigger movement range for planes
    • Planes must be assigned to a free "air-base" (not assigned to another plane)
      • any Air Supply Hexes (ASH = hexes surrounding owned airfield terrain)
      • Any hex having a dirt airfield
      • A carrier
    • When game engine finds a plane not in an ASH at start of any game, engine will move to HQ at start of scenario.
    • When player select a plane, a floating menu pop up showing possible mission choices (similar to blow/build/repair menu)
    • Once a mission is selected, possible hexes to fly would be highlighted (same than now), but restricted according the air mission type.
    • Possible missions would be:
      • #0  Do nothing, that is plane will refit at the end of player turn.
      • #1  Change Base (move to another free ASH). This would allow to fly, within full movement range, to another free air-base.
      • #2  Normal Move/Attack/Bombard. Almost the same than now, except plane will return automatically to its air-base at the end of enemy turn.
      • #3  Recon fly. Plane will fly to spot some hex. Plane will not be attacked or intercepted from spotted enemies, but can be intercepted by hidden fighters and AD/Flak if interception option is enabled. If intercepted they will abort the mission flying back to air-base. Once fly is completed they will return immediately to air-base. Planes require an special attribute to be defined in efile for this mission type
      • #4  Wild-Weasel. Plane will fly to attack ground AD/Flaks. Plane will not be attacked or intercepted from spotted enemies, but can be intercepted by hidden fighters and AD/Flak if interception option is enabled. If intercepted they will abort the mission flying back to air-base. No Air Defense nor interceptors will support defender during the attack and once attack is completed they will return immediately to air-base. Planes require an special attribute to be defined in efile for this mission type.
      • #5  Supply ground units. Plane will fly to supply the friend ground unit under plane. Planes require an special attribute to be defined in efile for this mission type. At the end of enemy player turn, it would fly back to air-base
    • Supply of planes will only happen when it has not played any mission (not moved) at the end of player turn or manually like you do now.
    • when unit is embarked in Air Transport, player should move and disembark it (option to disembark keeps enabled after movement), otherwise unit will be carried back to the air-base and disembarked there. If unit is not airborne, only airfield terrain will be selected to move, so player should check carefully the map as some hexes can be hardly noticed.

      Planes will return to their base automatically, and will find an alternative one if their air-base is not available. If found any out of range they will fly anyway but with some loses and if no one is found, they will withdraw from map - although will be available for next scenario if core units.

    New scenario choice type

    This is a new file-type .xsch to be added to campaign path in any slot designer wants to run choices.
    .xsch files define a map to show in game (and Suite) and a list of choices (no hard coded limited); each one defining which campaign's slot to go next, a flag to click on and optionally a prestige to increase / reduce (added after previous scenario award and so not affected by any cap - .xsch do not define any cap and neither a date. There is also an option to allow any choice to be played only once.

    New Suite will include a new tool to edit .xsch files, once added to campaign path (new button added to bottom of scenario list)

    This is a screen-shot from Suite campaign editor for .xsch entry

    and this from the .xsch editor

    And this is how it will show up in game

    You can close the dialog to open another option and once you click on OK button, choice will be close and scenario slot for that choice will start as if it had followed in the campaign path - that is prototypes are not checked in the .xsch scenario but in the one you selected to go on.

    New Rail movement/class/transport

    Railways is done as a map layer similar than roads, so they can be defined on any terrain and any hex can define both roads and rails
    Map can define also rail stations (stations for short) as main bases for embark / disembark in trains. This is also a map layer, so it can be set on any terrain having railways. Stations can be also built by sappers during game if building is enabled

    Units must load/unload using stations although efile designers can use a new special attribute "No Station needed" to make units able to load/unload on any railway hex

    Unit can carry their organic transport when loading/unloading at stations, but cannot carry when loading out of stations unless transport has also the "No Station needed" special attribute. So if unit has "No Station needed" attribute and transport has not, then embarking/disembarking out of Station would mean losing the transport, but if transport also have "No Station needed" attribute unit could carry it.

    Same than for roads, cost to enter each terrain using rails can be defined using Terrain.txt file.
    Trains is a non-organic transport and so it requires to be configured at design time how many trains can be used at any time (trains pool) similar to air and naval transport

    New trigger hexes

    New scenario map data can define any hex as be a "trigger" so any ground unit entering that hex will trigger the action defined
    These are the current trigger types available:

    • "Cheerful welcome" .- replenish fuel and ammo
    • "Troop improvement".- Random experience or defined by parameter
    • "Prototype".- Units available from next month to current scenario date with a 9 months time frame
    • "Commendation" .- Can get a random leader if available
    • "Extra Prestige/Good press".- Random or defined by parameter increase in prestige
    • "Change AI stance".- Parameter not meaningful, just toggles AI stance
    • "Reveal to the player the map for one turn (spy info on enemy )".- Random or defined by parameter the radious of map revealed for that turn

    When player's unit enters a trigger-hex, a pop up message will inform on what happened, but not when AI triggers any

    New Counter Battery fire (CBF)

    How it works:
    1.- When any artillery or surface-ship fires to enemy unit, counter battery fire (CBF) is checked
    2.- First enemy unit having CBF attribute able to fire to attacker, will fire using half of its strength, as far as it has not made another CBF in that turn yet

    * Only 1 unit can fire as CBF each combat.
    * Any unit can fire as CBF only once per turn.
    * Only artillery can do CBF to another artillery
    * Only ships can do CBF to other ships.
    New option for dropping airborne units

    When this new option is enabled, airborne units dropping on hex not airfield, have a chance to actually drop in a different hex than the one player select.
    Probability for normal drop is affected by:
    • weather
      • 70% if weather is good
      • 40% if overcast
      • 30 if raining
      • 20% if snowing
    • Unit's bars, +5% for each bar
    • if unit has leader adds +5%

    If unit fails to drop on desired position, it can finish on any of the six surrounding hexes the unit can enter (so no impassable rivers or escarpments) randomly selected. When this result in the unit being dropped into an hex occupied by an unspotted enemy unit, airborne fights a surprise combat against that enemy

    Custom languages

    Open General interface can be translated (up to a point) to different languages as far as no Unicode is required.
    Text files for campaigns and scenarios can exist also to allow reading in different languages and then Open General will load when possible
    Language mechanism is completely optional, as all strings are included in executable. Default is English
    To enable additional languages you need to set up a String-XX.txt file, being XX the ISO 639-1 code (
    for desired language, and place it into your main OPENGUI folder.
    When Open General finds one or more Strings-??.txt files, it adds additional entries to language combo-box available in User Settings Dialog. So if you drop down the list and select a different language, all strings will be read from that Strings-XX.txt file.

    Efile folders can also include different Text-XX subfolders to hold text files in different languages, so translated NATIONS.tx TERRAIN.txt STRINGS_EFIlE.txt ... can be placed into Text-XX subfolder and translated text files for scenarios and campaigns can be placed in Text-XX/SCENARIO subfolder so when XX language is selected OG will try to load text files from those Text-XX subfolders first and any not found will be loaded from normal folders

    Installer includes for EFILE_OLGWW2 a Text-ES subfolder with a Text-ES/SCENARIO including text files translated to Spanish for DAK campaign
    Carrier with hangars

    Equipment file can define up to 6 hangars for carriers. (require OpenSuite or higher)

    When a carrier has define any number of hangars, planes ending movement over the carrier, land on it, being moved into a free hangar, so another plane can land on it too.
    Planes in hangar will be resuplied automatically at the end of turn as if they were upon an airfiled or normal carrier.
    By right-clicking in the carrier, planes can be checked and selected to be renamed, resupplied or reinforced manually (as if they were on anormal carrier) and also can be lanched to the air again (takeoff the carrier) using a menu-button.

    If a carrier is sunken, any plane inside any of the hangars will be killed too.

    In campaign mode any plane inside a carrier, will be unlinked and put in HQ, even if both the carrier and plane are core units being carried over next scenario.
    Also if campaign define "Overstrength and Upgrade units at SH" planes inside carrier's hangar can upgrade/overstrength as far as new unit is also able to deploy in carriers.

    These carriers can be use with Air Missions also, serving as base for as many planes as hangars they have.


    This is a completely optional feature allowing to assign any unit up to 2 attachments. All attachments settings are defined by .cfg files (see below) .
    • Each attachments implies a fixed hard-code behavior
    • All types can modify 2 aspects of unit (parameters), first one supposedly is a bonus and second one supposedly is a penalty
    • When parameter is a number it is customizable. Second parameter is always a number so designer can set as zero to disable any penalty.
    • Negative numbers are converted, so no parameter can be reversed from bonus to penalty or reverse.
    • Cost of parameters is made by a fixed number plus a percentage of the unit cost receiveing the attachment.
    • All number related to attachments can be customizing by using Equip, Campaign or Scenario .cfg file
    • Attachments are optional by nature, as they must be enabled using a .cfg file (Equip, Campaign or Scenario)
    • .CFG filesallow customizing:list]
    • If attachments are used (attach_on=1)
    • Default minimal cost for each attachment (attach_mincost=30)
    • Default percentage factor of unit cost ( attach_factor=25)
      These values can be further customized for each type
      * attachment cost = attach_mincost + (unit cost x attach_factor) /100
    • There are these types of attachments to pick:
      1. Recon:
        + Increase Spot according first param
        - Reduce Movement according second param
      2. Air Defense:
        + Increase AA/AD according first param
        - Reduce Inititiative according second param
      3. Bridging:
        + Gives Bridge special to unit
        - Reduce Movement according second param
      4. AntiTank:
        + Increase HA according first param
        - Reduce Movement according second param
      5. Support :
        + Increase MaxAmmo according first param
        - Reduce Movement according second param
      6. Forward Observer:
        + Increase SA and HA to adjacent indirect targets according first param
        - Reduce Inititiative according second param
      7. Special Munition:
        + Increase dice used to fire according first param
        - Reduce Movement according second param
      8. FastEntrench:
        + Increase TerrainBaseEntrench according first param
        - Reduce Inititiative according second param
    • Attachment cost can be optionally include in ArmyCost, by defining a $var en .CFG file:
      1. attach_armycost=0 * Attachmnents don't count in ArmyCost (default)
      2. attach_armycost=1 * Attachments count in ArmyCost
      3. attach_armycost=2 * Attachments count in ArmyCost for those items not defining penalty
    Green replacements

    This is a completely optional feature allowing to change default behavior for replacements.
    Settings must be enabled and configured using .cfg files by defining certain $parameters to modify default behaviors.
    • Cost for green replacements, default=25%
    • Cost for elite replacements, default=100% (so you could set as 150% for elite and 100% for green).
    • The percentaje of green replacements that will come with same experience that unit. Default 0.
    • Limit for unit experience. Here default could be 599 or 65535.
    • Factor for bars reducing experience gained in combat, default 0 (no decrease)
      but can set as 10 (50% for 5 bars) or even 20 making no experience increasing once unit gets 5 bars
    • If Leaders must be removed when unit loses all bars, default=0.
    • If automatic refit on next scenario should use greens, default=0 (use elite)
      ... as far as campaign option to "disable autorefit" is not enabled.
    Config files

    Most of latest optional rules are included in external config files (plain text files) of these types:
    • Efile/Campaign/Scenario cascade options (.CFG files)
      Can be define at efile, campaign and or scenario level. So some global options can be defined at efile level and then changed for any campaign and later for specific scenarios, allowing this way a flexible and structured mechanism to config options. .CFG files can define these vars:
             Format  var = default_value (comment)
      • pg2mode=0  (force to play using pg2 compatibility mode (0..1)
      •  no_lose_transport=0  (avoids losing transport when transport can't enter hex to move (0..1)
      •  sides = Axis, Allied (override sides' labels)
      • green=0  (if use green replacements (0..1)
      • green_cost=0  (cost percent for green replacements, relative to standar cost (0..100)
      • green_exp=0  (percent of green replacement taking coming with same experience than unit (0..100)
      • green_defexp=0  (If green reinforces come with default experience set in scenario (0..1)
      • green_autorefit=0  (If automatic refit should use greens, thus reducing experience(0..1)
      • elite_cost=0  (cost percent for elite (normal) units, relative to standar cost (0..65535)
      • exp_unit_cap=0  (experience cap for units (0, 65534)
      • exp_bar_factor=0  (factor to decrease experience gained in combat according bars (0..20)
      • remove_leader=0  (If Leaders must be removed if unit loses all bars when using green replacements (0..1)
      • critical_hit = 0  (0 to disable, 1.. factor N in formula ... see .cfg files included in OPENTEXT_SAMPLE folder)
      • am_delayparadrop=0  (0 to disable, 1 to enable ... only works if Air Missions are enabled)
      • am_atpcheckweather=1 (0 to disable, 1 to enable ... only works if Air Missions are enabled)
      • reinf_move=0  (0 to disable, 1..100 percentage of movement in the turn reinforce arrives)
      • flak_ex2=0  (0 to disable, 1 make flaks protect adjacent units attacked by planes from any adjacent hex)
      • sh_pg1=0  (0 to disable, 1 allow upgrading in SH at any time ...this setting works only for standalone scenarios, not in campaign mode)
      • upgrade_exp=0  (0 to disable, 1..100% or remaining experience for units upgrading, rest is lost)
      • build_mask=0  (0 to allow any else allow to build only certain facilities defined by these codes:
        Bridge=1, Airport=2, Port=4, Fort=8, Station=16 * Sample: to allow building only Bridge and Station, set build_mask = 1+16)
      • blow_mask=0  (0 to allow any else allow to blow only certain facilities defined by these codes:
        Bridge=1, Airport=2, Port=4, Fort=8, Station=16, City=32 * Sample: to allow blowing only Bridge and Cities, set blow_mask = 1+32
      • build_cost=16,20,12,12,18 (Cost to build: Bridge, Airport, Port, Fort, Station)
      • naval_noblock_bridge=0  (0 to disable, allow land units (<=AT class) attacking naval units located on bridges to flee / scuttle (same than with ports)
      • class_evade = list of probabilities to evade for each class (default !30)
        Must define 23 values delimited by commas, or just a basic probability for all classes prefixing value with exclamation mark: "!"
      • zoc_evade=0 (0 no effect, reduced probability of evading for each additional enemy on ZOC
      • )
      • naval_noblock_bridge=0 (0 no effect, allow a land units (<=AT class) attacking naval units located on bridges to flee / scuttle
      • refit_base=0 (0 no effect, 1 refit to scenario base strength or unit base strength, whichever is lower)
      • sabotage_min = 40 (0 no effect, min. probability for sabotage to success)
      • sabotage_max = 85 (0 no effect, max. probability for sabotage to success)
      • kamikaze = 0 (0 no effect, default is zero, unit dies after using all ammo or engaged in combat
        set 1 to use extended missile rules: units dies after using all fuel and not able to resupply)
      • ground_carrier=0
        0 no effect, >0 to define different options summing up values (bitwise logic)
        any value no zero allow to enter into empty carrier's hangar
        1 enables to enter/launch
        2 enables these options: Combat Support, AirDefense and FireSupport
        4 disables being launched (taking off) units.
      • air2container_deploy=0
        0 allows to enter the carrier without limitation (default)
        1 restrict the deployment when container is located at a port airfield for ground/air container
      • supply_ex=0
        Change rules summing up options:
        0 disabled (default), any value >0, restrict supply to some hexes only
        1 units can resupply on hexes adjacent to depots
        2 units can resupply on hexes in city or port, or adjacent to city/port
        3 units can resupply eiter if adjacent to depot or city/port (and into city/port)
        4 depot will expend 1 ammo each turn it resupply adjacent units
      • evade_special=0
        Change normal behavior of units able to evade.
        1 = evade is disabled when attacked from air
        2 = evade s disabled if attacked from range>1
        3 = 1+2
        4 = evade is disabled completely
        8 = options 1 and 2 only apply to ground units (that is air-units still can evade regrdless these options
      • trigger_ex=0
        Default, only enemy units can activate triggers
        1 = all units can activate triggers regardless owner
      • allow_pontoon_ex=0
        >0 = cost to cross a river using pontoons cost the same than using a bridge (road cost only)
      • force_weather=0
        1 = to skip random weather at start of scenarios
      • zero_msu=0
        1 = to allow defining zero msu to survives, not meaning "all msu must survive"
      • flak_range=0
        Default all flak-type actions are limited to range 1
        >0 = Can set a different air-defense range for flaks to >1
      • ignore_custom_ename = 0
        1 = Ignore custom efile names in bottom banner of map
      • g2a_intercept_mode =0
        Customize ground-to-air interception, using a bitwise logic allowing these values
        0 = default rule:
        * Hidden AD/Flaks can intercept in range 1 both when plane is moving or plane finish movement
        * AD/Flaks can also do air-defense if plane attacks any friend unit in range
        1 = disable air-defense after interception
        2 = enable interception if plane finish movement in range 1 even if Flak/AD is spotted
        3 = 1+2
        * Disable air-defense after interception
        * Enable interception if plane finish movement in range 1 even if Flak/AD is spotted
      • attach_on=0  (if attachments are enabled)
      • attach_factor=0  (cost attachments percentage. Default 25%)
      • attach_mincost=0  (minimal cost for attachment. Default 30pp)
      • attach_armycost=0 (0: attachmnents don't count in ArmyCost ;  1: count in ArmyCost; 2: count in ArmyCost for those items not defining penalty)
      • Attachments types configuration: (Var, Denomination, Disable, Bonus, Penalty, Min-cost, Fact-cost * Comment on bonus/penalty given
        • attach_1=Recon, 0, 2, -1, 30, 25, * Spot,Mov
        • attach_2=Air Defense, 0, 2, -1, 30, 25, * AA/AD, Ini
        • attach_3=Bridging, 0, 0, -1, 30, 25, * Bridge, Mov
        • attach_4=AntiTank, 0, 2, -1, 30, 25, * HA, Mov
        • attach_5=Support, 0, 2, -1, 30, 25, * MaxAmmo, Mov
        • attach_6=Forward Observer, 0, 2, -1, 30, 25, * SA/HA to adjacent targets, Ini
        • attach_7=Special Munition, 0, 2, -1, 30, 25, * Add fire dice, Mov
        • attach_8=FastEntrench, 0, 2, -1, 30, 25, * Add terrain-entrench, Ini

    • Custom purchase list of units (.BUY files) units (.BUY files)) units (.BUY files)
      Using OpenSuite 5.0.33 aor higher can configure a list of available items to purchase (efile's code). Game will only show items in this list.
    • Customizing AI (.AI files)
      Using OpenSuite 5.0.33 aor higher can configure a list of available items to purchase and also a set of pseudo-vars to customize how AI will purchase units. These are the vars available right now (notice they should be prefixed by a $ sign):

      • $buy_ver2 = 0 $buy_ver2 = 0               (0 use same system than before, 1 use new buy system)
      • $buy_turn =1,1             (Don't buy until turn "1st value" turn and can only buy every "2nd value" turn. Default 1,1)
      • $buy_minpres=0            ( Minimun prestige required to purchase new units (default 0)
      • $buy_refit =70               (% of the prestige needed to refit all units, that ai will save)
      • $buy_newair=50            (% of remain prestige used to buy new air units)
      • $buy_pick_method=0    (0=cheaper, 1=rand-cheap/range, 2=rand-strongest/range)
      • $buy_pick_range=1      (Range of dice to pick item to purchase)
      • $ai_class_cap=  <ist delimited by commas>  (list of class cap. AI won't buy units having more than this values)
      • $buy_aggresive =2, 1, 9, 5 ,1, 4, 2, 3           ( Sequence of class to buy when aggressive (up to 12 items)
      • $buy_defensive =1 ,1 ,9 ,10,1, 4, 9, 2          ( Sequence of class to buy when defensive (up to 12 items)

      When $buy_ver is 1 then AI's purchase sequence is:
      • AI checks if can buy because, turn, min-pres, buy-cap and equipment available
      • AI figures how much prestige it would need to refit all its units, and save $buy_refit percentage
      • If there is at least 1 SH, AI checks for VH in danger and buys an infantry or AT able to move to garrison that VH. Will pick the cheapest units able to move in next phase having GD+CD >= 9
      • Then will try to buy air units according $buy_newair and prestige available
      • Finally AI will check each SH (sorted out by danger level) counting enemies and friends in a radio of 10 hexes from the closest VH to the "active" SH. Will check each item in sequence (according global stance) buying one unit (from the class in sequence), if enemy has more units of that class than AI, within the range-10. It loops until running out of prestige assigned to buy.
    Terrain supply restrictions

    Supply restrictions can be defined for every terrain by mean of the 3rd parameter in TerrainEx.txt for each terrain entry. Also some modifiers can be defined to be added to terrain supply percentaje.
    • To define a supply factor as percentaje use prefix % (i.e %25 instead of 4 for sand terrain) Current parameters are converted to internal percentajes instead of fractions. This make easier to configure supply penalties for different terrains. Any terrain with no supply parameter takes 100% as default

    • For ground condition mud or frozen (dry is always 100%) modifier should be defined:
      [frozen-supply = - 10 ] ... meaning that a terrain with default 100% will be limited to 89% when frozen ground condition
      [mud-supply = - 20 ] ... meaning that a terrain with default 100% will be limited to 89% when mud ground condition
    • For road/railways modifiers can be defines as:
      [road-supply=10] ... meaning that if there is a road default sand 25% will be increased to 35%
      [rail-supply=5] ... meaning that if there is a road default sand 25% will be increased to 30%
    • These supply modifiers must be added in different lines after "_end" line of terrain types and before the token defining new movement table format :
      [nfv 1]

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