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.
Any of these actions require the unit being in the hex to blow, repair or build.
Units having equipment file's special "Can Blow" special attribute can blow up Bridges, Airports, Cities and Ports.
Units having "Build/Repair" special attribute can either repair blown hexes or convert terrain to be Bridge, Airports, Ports or Fortification (build).
Building require to spend prestige, whcih can be customized by using .CFG files (see
Mines are implemented as a new terrain attribute. Can be defined in scenarios at design time, but can also be dropped by certain units.
Mines can be dropped by:
Units that can drop minesDrFor Land mines:
Any land unit (not naval) having "DropMine" attribute and at least 1 ammo, can drop land mines
To drop mines, the unit must be in the minefield. This action can be taken after move, but not after combat or reinforce/resupply
Any naval unit having "DropMine" attribute and at least 1 ammo, can drop sea mines
Any air unit having "DropMine" and "AirDropMine" attributes and at least 1 ammo, can drop sea mines
Any air unit having "DropMine" and "AirDropMine" attributes and at least 1 ammo, can drop land mines if CFG define SVar: air_landmines>0
Mines can be removed by:
Any land unit (not naval) having "ClearMine" attribute can try to remove land mines
To remove mines, the unit must be in the minefield, but not always will success and if no success, unit can suffer some loses.
Naval units having special atribute "ClearMine" can remove sea mines
Minefields have no side, so they can damage any unit regardless which side dropped it
Minefields have these effects in game:
This action can be taken after move, but not after combat or reinforce/resupply.
- 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.
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.
Also when bombarding an enemy VH or SH, barrage can stole some prestige to enemy.
If the 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
Planes can be intercepted while moving by enemy Fighter class units (Out of the Sun) when moving adjacent to unspotted enemy fighter
But when scenario option: "Air units can be intercepted while movin" is enabled,
planes can be also intercepted by ground units while moving.
Only these units can intercept planes when moving:
- Air Defense(AD) class units
- FlaK class units
- Ground units having "Can AIR attack" special attribute
- Ground units having "AD Support" special attribute
- Destroyer, Carrier and Cruisers class units, when scenario option "DD,CV. and LC can fire as Flaks"
As default planes can be intercepted by units above when:
If ground unit is hidden and plane enters any surrounding hex. Plane can go on flying after fired.
But $Var: g2a_intercept_mode can modify this default behavior. See Config Files
If ground was spotted and plane stops upon the ground unit or on any surrounding hex.
LOS and LOF
For compatibility with existing scenarios made for PG2,
Mountains, Cities and Forest blocks LOS (line of fire) at range 2 only, and don't block LOS (line
But scenarios can enable to allow Mountains, Cities and Forest to block LOF to
any hex behind at any range
Also scenarios can enable blocking LOS:
- Mountain, Hills, Cities and Units having equipment special attribute "Cut LOS", cut spotting behind to ground units
- Forest cannot be spotted by ground units into from distance>1
- Forest and Cities cannot be spotted by air units from distance >2
Alternative Air Missions
Scenarios must enable this alternative air system. Planes don't use fuel to move in this alternative system,
instead planes must be assigned an air-base to return and resupply.
Air base can be any of these:
At start of scenario or whenever a plane can't get an air-base, any deployed plane not located in a valid "air-base" is moved to HQ.
- Air Supply Hexes (owned airfields and surrounding hexes when no dirt-airfield
- Dirt airfields
When player selects a plane, a floating menu pops up showing possible mission choices (similar to blow/build/repair menu).
The possible missions are:
||Plane will refit at the end of player turn
(move to another free ASH)
|This would allow to fly, within full movement range, to another free air-base.
||Almost the same than normal system, except plane will return automatically to its air-base at the end of enemy turn
||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
||PPlane 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
|Supply ground units
||Plane will fly to supply the friend ground unit under plane.At the end of enemy player turn, it would fly back to air-base|
Planes require an special attribute to be defined in efile for this mission type.
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.
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
Same than for roads, cost to enter each terrain using rails can be defined using TerrainEx.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 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:
|Trigger type ||Action
|Replacements ||Replenish strength, fuel and ammo
|Gain prestige ||Player increase prestige according designer setting
|Gain experience ||Unit gets random experience or defined by parameter
|Raise leader ||Unit can get a random leader if available
|Prototype ||Units available from next month to current scenario date with a 9 months time frame, or defined by parameter
|Change AI stance ||Parameter not meaningful, just toggles AI stance
|Extra spot ||Reveals to the player for one turn (spy info on enemy ) a random or defined by designer radio of map hexes
|Raise aux unit ||A new unit is raised adhacent to hex, according designer settings
|Raise core unit ||A new core unit is raised adhacent to hex, according designer settings
When player's unit enters a trigger-hex, a pop up message will inform on what happened, but not when AI
Counter Battery fire (CBF)
It works this way:
- When any artillery or surface-ship fires to enemy unit, counter battery fire (CBF) is checked
- 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.
Container is any unit having at least one hangar/dock. Equipment file can define up to 6 hangars for containers.
Containers can host only planes (air units) by default and can be configured as land, naval or air units
By using $Var: ground_carrier also ground units an be hosted in land/naval containers (see Config files
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 an optional feature allowing to use "green" (cheaper but less experienced) or "elite" (more expensive but experienced) replacements.
Settings must be enabled and configured using .cfg files by defining certain $Vars 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.
Fuel for planes|
There is no scenario nor EFile option to enable this, it is enough that equipment has any value.
Besides not every plane need to work the same, efiles could define fuel for only a few planes.
When a plane is defined to use fule, it must spend fuel to move or to stand out of an airfield/carrier.
This is how it works:
- Planes with fuel assigned in the EFile will get their movement limited as any other unit, (PG2 did this already) as it needs fuelto move and stay flying.
- When a plane needs fuel to move, it will spend a minimum of 1/3 of it's movement allowance per turn.
- When a plane needs fuel to move, it will crash at the end of player's turn if it is at zero fuel and is not on, or adjacent to, an Airfield or Aircraft carrier.
- "Fuel warning" marker will appear on the map, when a plane starts getting low on fuel, and will indicate all positions where plane won't be able to fly back from to refuel before crashing.
Fronts / Factions (F/F)|
This is a mechanism to check if a unit can mount/embark/park in a given transport/container.
Any unit having front=zero is compatible with any other front, and same for
faction, thus any unit having zero for both F/F is compatible with any other
Fronts and Factons are assigned by Efile designers to units,and by scenario designers to countries and then inherited by units in the scenario.
Then game uses Front/Factions as a filter (like date, or country) to allow/deny:
purchases, upgrades, embarking in pool transports, landing in carriers/dirt-airfields, entering container's hangars,
either while moving or deploying.
Visit topic: Fronts and Factions
to read more detailed how they work and how to set up.
To score player perfomance, Open General includes a formula to score perfomance, which is saved in two score files:
* OpenHigh.scr will keep 5 best scores played.
* OpenLast.scr will keep last 5 scores played.
Can reset these scores by removing any of the files.
The formula use these factors, assigning bonus/penalties to score:
- According Scenario Result:
- According Prestige modifier:
|300 ||-16 ||+16
|275 ||-14 ||+14
|250 ||-12 ||+12
|225 ||-10 ||+10
|200 ||-8 ||+8
|175 ||-6 ||+6
|150 ||-4 ||+4
|125 ||-2 ||+2
|100 ||- ||-
|75 ||+10 ||-10
|50 ||+20 ||-20
|25 ||+30 ||-30
|0 ||+40 ||-40
- According number of turns before limit: +2 points per turn before limit
- According killed units pondered with Army cost:
- Killed enemy units give a bonus = Total cost of enemy killed / Player's Army cost
- Killed Aux units give a penalty = Total cost of Aux killed / Player's Army cost
- Number of core units gives a penalty = Number of core units /10
Scenario score is optionally included in AAR and dossier window.
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 by 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. his 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.
Efile folder now can include a MAP private folder for no official maps. Only png/jpg are allowed though.
Units can be assigned a "weight" to isolate which units can use a given transport or container. Weigths are implemented as bit-type data.
Thus only certain planes can land in some carriers, but not in every carrier.
Enhanced Naval rules
There is an scenario option to make:
- Destroyers protect naval transports
- Submarines cannot be attacked from range>1
- Submarines need direct line of fire)
When this option is enabled, airborne units dropping on not airfield hex, have a chance to actually drop in a different hex than the
one player select. Probability for normal drop is affected by:
- 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
Weather is set according the climate-zone set in the scenario.
There are 7 climate zones that can be configured by using external file: Weather.txt
Each climate zone defines 4 parameters which drive the weather in Open General:
- Average clear period (AvgClearPeriod), in turns
- Average overcast period (AvgOvercastPeriod), in turns
- Probability of snow (ProbOfSnow), in percent
- Probability of precipitation (ProbOfPrecip), in percent
Parameters work together to determine the weather for each particular turn.
Clear and overcast periods occur one after another: [Clear][Overcast][Clear][Overcast] etc. Initial period (clear or overcast) is specified in scenario file.
Duration of each period (in turns) is determined using this formula:
Period = ((r1+r2+r3+r4)+2)/2, but always between AvgPeriod/2 and 3*AvgPeriod/2
Here AvgPeriod means AvgClearPeriod for clear period or AvgOvercastPeriod for overcast period.
r1, r2, r3 and r4 are random numbers between 0 and AvgPeriod-1.
In other words, game rolls dice 4 times and sum the results.
Each overcast period is assigned a certain precipitation type (PrecipType) - rain or snow.
Probability of snow is ProbOfSnow and hence probability of rain is 100%-ProbOfSnow.
Once assigned, precipitation type never changes. This means that it is not possible to have both rain and snow during the same overcast period.
On each turn during an overcast period the game determines if rain or snow actually falls.
Probability of rain or snow is specified by the last weather parameter - ProbOfPrecip.
When scenario option "Weather can change ground condition" is set, the game uses a internal - WaterLevel
to check if to "State" of the ground:
- WaterLevel starts as 0 and is adjusted every turn:
- WaterLevel = WaterLevel + 2, but never >5 (if rain or snow)
- WaterLevel = WaterLevel - 2, but never <0 (if clear)
- WaterLevel = WaterLevel - 1, but never <0 (if overcast and PrecipType is rain)
- WaterLevel not changed (if overcast and PrecipType is snow)
- When WaterLevel gets above 2, the ground becomes mud or frozen (depending on PrecipType selected for the current overcast period).
- When WaterLevel gets below 3, the ground becomes dry. This means that the ground can never be mud/frozen on the first turn.
Even if there is rain or snow, one turn will pass before WaterLevel gets above 2.