OpenGeneral - status summary
Current Version: Alpha 0.5x * December 2009
Game download including OPENGUI & SOUNDS folders:
Game download inluding just the executable:
Efile package, including specific picture files for each efile:
MEL sounds converted to MP3 (SFX folder)
Music files (bplay, gplay, rplay, usplay) converted to MP3 (SOUND folder)
|OpenMusic as mp3.rar|
OPENGUI files PG2 style
OPENGUI files Juankar's style
Current development team is:
|Alpha 0.52 (Oct 2009) - numbers 0.43 to 0.51 used for diferent updates|
|Alpha 0.42 (Sep 2009) - numbers 0.31 to 0.41 were used for internal use only -|
Not included yet :
|Alpha 0.30a (Nov 2008) - alpha 0.29 for internal use only -|
Not included yet :
|Alpha 0.28 (July - 2008)|
Not included yet :
|Alpha 0.27c (May-2008) - alpha 0.26 for internal use only -|
There is a new switch to avoid playing avi videos you can turn off within the new Media Settings Dialog.
....No AI yet,
you must play for each player.
|Alpha 0.25 (Nov-2007)|
|Alpha 0.24f (Oct-2007) - alpha 0.23 for internal use only -|
.... But no AI
yet, you must play for each player.
Alpha 0.20-0.22 (Sep-2007)
Alpha 0.15 (Feb-2007)
Alpha 0.13 (Feb-2007)
Alpha 0.11 Feb-2007)
Alpha 0.8 (Jan-2007)
First prototype (Dec -2006)
|In order to make
manage different Efile sets, OpenGen will use EFile folders.
The idea is to allow specific folders to behave as main root folder for everything related that EFile, so it can have its own graphics (starup, dossier, flags, ... ) just by simply putting some shp files on that EFile folder.
So a typical EFIle folder can have these files:
and these child folders (sub-folders)
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.
folder is main
root game, which is also the place OpenGen will look for any file not
found on the working Efile folder, so we can think of main
game folder as a place to have all default files needed.
Statup, Flags and Dossier are searched on current Efile Folder, but if any is not found there, they are searched inside panzer2.dat
|And for mapfiles
OpenGen will search a bit more smart, allowing to have all standard
mapfiles on a common repository at main game level, so no need to
duplicate mapfiles on each SCENARIO EFile folders.
So when OpenGen needs to load a mapfile it will search:
Map image files location doesn't change, all image files will be searched on main MAP folder (later on, it will be tried also on a maps server) but several formats will be allowed according this sequence :
image files location doesn't change, all image files will be searched
on main MAP folder.
icons can be used either as
.png , .s16 or
To allow icon makers to test easier, units icons can be located as standalone file (mainly as .png although .s16 and .shp formats will be read also) on a special folder named OPENDAT This way they could be used by testers and efile makers before the official datup is updated.
Tool allow adding and viewing PNG and S16 files to panzer2.dat
|Efile related (OPENDAT folder/sub-folder)
Most of efiles uses a specific set of pictures as flags, medals,
leader's portraits and some others.
At first chance,
these files are searched within tah OPENDAT sub-folder:
I have converted all different pictures delivered with GraphSwitcher
tool (well except those having old format) compressed in a package to
allow install of the efiles folders from that (OPEN_REDIST.rar), check the links on top of
files png/bmp will be senoware often customized according the
|User Interface (OPENGUI folder/sub-folder)
Most interface images have changed due to new options and/or because they need to be resized when screen reloslion changes. so most of existing shp files withing panzer2.dat are no longer usable. The new images are now released as external files which are expected to be located a on a new OPENGUI folder. This folder must be created on main game folder. In adition any of the Efile folder can have also their own OPENGUI folder with a customized set of images to override that defaults, so customizing the user interface can be made far easy.
The package include images made as bitmap 256 colors, but they could be
made as .png or .bmp (except some .cur files)
The files are searched this way:
|1.- Take all VH
specific number of turns. This is stock PG2 Victory
conditions. The scenario defines:
|2.- Kill all enemy
is a stock feature on PG2 and will grant a victory depending on the
turn it happens (see 1.)
|3.- Hold a number
of VH hexes
(each side) at the end of the scenario to achieve a victory type.
This is the same as Peoples General victory conditions, although expanded to be defined for each side.
|4.-A number of
escape (leave the map) using special "Escape" or "Exit" Hexes (EH) to
achieve a victory type
This is wish #138.
|5.- Units to
also be defined, although not as victory condition (really is a loss
scenario condition). This will require a new unit's attribute: "Must
Survive Unit" (MSU) to be set for such units. As soon as any MSU units
is killed, the scenario will finish with a lost for unit's player.
This is wish #15.
* Take a number of typed VH within specific number of turns. This is the new victory conditions included on last patch 2.20.
* 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 single scenario not against the AI in a campaign. It is wish #100* Victory Hexes for specific countries. British must capture certain hexes, the Americans other at Normandy, for instance., It is wish #122
Combat formula has been researched by Rudankort this time, who has disassembled from current PG2 code !!!
I have tested so far and always
have gotten same expected losses than when testing with PG2, but it should be tested seriously for different expert players as to check it.
|Wishes list (posted at JP's forum if you have any suggestion not included here)|
|1|| A better support for
|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|
|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.|
|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
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
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
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
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
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
the unit purchasing screen it would nice to see a list of attributes,
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|
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
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
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
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
switch for campaign designer where they can set how fast experience can
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
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
|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
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
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
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
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
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
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
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
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
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
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.|
there's no attack and attack for units, I'd like to add an ability
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|
If you want to make any suggestion, please e-mail me