OpenGen Questions & Bugs - Latest exe:25.10.31.0 ( 31-Oct-2025)

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Re: OpenGen Questions & Bugs - Latest exe:25.10.27.0 ( 27-Oct-2025)

Post by none »

randowe wrote: 2025-10-28 11:32, Tuesday If this would apply to the player's units, i agree with Dimitris. It would be a big mistake and should be undone.
I second (third) that. What do you mean by "recon attachment"? :huh

If it is the "additional spotting" attachment (the binoculars or dog head icon), I agree it shouldn't give any movement perks, to any player, human or not. After all it's just that, additional spotting (= commanding officer has got binoculars, that's all).
There is already a phased movement class, a phased movement special, and a phased movement leader, I think there are already enough options for phased movement. :lol
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Re: OpenGen Questions & Bugs - Latest exe:25.10.27.0 ( 27-Oct-2025)

Post by sympatyk »

LuisGuzman wrote: 2025-10-28 11:46, Tuesday
sympatyk wrote: 2025-10-28 11:08, Tuesday :howdy
The time frame for prototypes has been raised to 50 months now.
In fact, it works (you can enter) up to 60 months (as I requested).
However, for everything to be "perfect" --> is what I marked in red consistent with expectations?
True !!! ... Anyway, it should work as you wanted, as it only affects the texts.

Luckily, OG is not affected (it uses the time frame read from files) because I started moving AI3 to new files and cannot recompile OG until finished.

I'll fix the Suite glitch as soon as I finish converting all efiles having scenarios using old format to new .xscn format.

Thank you very much. :bow :bow :bow
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Re: OpenGen Questions & Bugs - Latest exe:25.10.27.0 ( 27-Oct-2025)

Post by Waldzios »

LuisGuzman wrote: 2025-10-28 08:32, Tuesday OpenGen 25.10.27.0 available with these changes.
  • Recon attachment now makes any unit to move phased
Terrible idea.
There will be a lot of potential problems, across multiple units and classes.
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Re: OpenGen Questions & Bugs - Latest exe:25.10.27.1 ( 28-Oct-2025)

Post by LuisGuzman »

Yes, I agree giving recon attachment phased movement, was a terrible idea :bonk
so I've uploaded 25.10.27.1 version rolling it back, which will be available tomorrow.

Also, I've finished updating all efiles using yet old SCN format to use the new XSCN which will be available in the Installer and all efile packages.

All the SCN files and MAP files have been removed and also most (maybe all) the CAM files and all campaigns are now using XCAM and XSCN files not needing any MAP file to convert on the fly while loading.
Actually, CAM files can be used at no risk as far as their scenarios are found as XSCN files.
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Re: OpenGen Questions & Bugs - Latest exe:25.10.27.1 ( 28-Oct-2025)

Post by Dimitris GR »

Thanks is the least that i can say.
Estoy muy agradecida por todo lo que haces y nos das alegría. :bow :bow :bow
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Re: OpenGen Questions & Bugs - Latest exe:25.02.26.0 ( 26-Feb-2025)

Post by none »

A blast from the past...
Remember this?
LuisGuzman wrote: 2025-02-27 06:46, Thursday :bullhorn OpenGen Version 25.02.26.0 ( 26-Feb-2025 ) released, fixing:
  • [...]
  • When upgrading, neither main equip nor transport data was shown matching the selected unit to update.
  • [...]
Seems the Update Display Bug has partly come back (it's in September's OpenGen, I guess also in the later ones): In the Upgrade screen, when switching from one class of units to another, the unit name and the movement type icon changes, but not the picture and the data.
- But this time it does not happen for all units!

Selecting some of your units (consistently) changes everything as expected, but selecting others (consistently) only changes the name and the movement type icon...
I haven't found a logic about which units do and which don't, but there must be one, since it happens always with the same core units (independently of class).
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Re: OpenGen Questions & Bugs - Latest exe:25.10.27.1 ( 28-Oct-2025)

Post by none »

Another bug...
My Open General (25.09.06.0) has gone crazy.
I have some free days and I'm making a small campaign. On starting the 3rd scenario one of the core units I hand out to the player didn't appear in the HQ menu, and when I quit Open General to check in Open Suite what the problem might be, I found a Notepad with the cryptic message:
Open General wrote:Unit# 61 has a wrong position * skipped
What does that mean? :shock

Counting the core units ported from the last scenario, there are 15 (core) + 6 (new) + 47 (AI) = 68 units in this scenario. But I can't really see which one was initially #61 (before being "skipped"), and the unit which doesn't appear in HQ is a new player core unit, so it's number can't be over 21. The only thing which makes some sense is that it was the last one I added in Open Suite when making the scenario, it was an afterthought.
All scenarios were made with Open Suite 25.09.06.0 BTW.

What does "wrong position" mean, and what does "skipped" mean? I have never seen this message before, in almost a hundred scenarios, and today I got it twice: The previous time was in the previous scenario, where I had apparently forgotten to deploy a bunch of AI reinforces (can't the AI deploy units? I thought it can?): Anyway deploying them made that issue disappear (at least I got no error message).

But in this scenario everyone is well deployed, I checked. So, is it a problem ported from the last scenario and getting worse with each scenario? Some corruption of the player unit list? I don't think so, it always complains about unit numbers in the AI range (last time it was 51, 52, 53, 54, 55), and AI units wouldn't be ported to the next scenario. The player had only 15 core units (in this scenario he gets another two).


Luis, does this type of message mean something specific?

Else I can try to send you the scenario and the previous savefile, but units will be wonky because it uses the new NOKorp2 E-File. (I can of course send you the whole thing too.)

-------------------------------------------------------
--- Edited: Explanation of the bug

I had a sudden inspiration, tested, and it proved right:
The issue is indeed undeployed units, even if they belong to the player and he is supposed to place them where ever he wants.

Open General 25.09.06.0 (and following?) does not like when there is 0/0 in "location". Even for units still in HQ. :doh

All you need to do is to put some numbers in there and Open General is happy...
It's definitely a new bug, it didn't exist in the previous versions.
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Re: OpenGen Questions & Bugs - Latest exe:25.10.27.1 ( 28-Oct-2025)

Post by LuisGuzman »

Open General 25.09.06.0 (and following?) does not like when there is 0/0 in "location". Even for units still in HQ. :doh
Indeed, that was something I do not even remember to have done!, but yest I commented out a line avoiding that.

Will be fixed in next update ... along the coming years :P
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Re: OpenGen Questions & Bugs - Latest exe:25.10.27.1 ( 28-Oct-2025)

Post by none »

LuisGuzman wrote: 2025-10-31 12:00, Friday Will be fixed in next update ... along the coming years :P
:eek Beware, it breaks all and every scenario where any of the players gets units to deploy...
The error message is harmless, but when it happens Open General drops randomly one or more units.
The fix is quick, just write some random number in the location boxes, but I would hate to edit the (as of today) 99 scenarios of NOKorp2... :(

Some news about the update screen regression: It apparently only happens when there are many core units (which is probably why nobody else spotted it). I'm working right now on a small and quick campaign with <20 core units, and everything works as expected so far. :dunno
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Re: OpenGen Questions & Bugs - Latest exe:25.10.27.1 ( 28-Oct-2025)

Post by LuisGuzman »

OpenGen 25.10.31.0 available fixing the issue related with skipping units not deployed at invalid positions
none wrote: 2025-10-31 16:54, Friday Some news about the update screen regression: It apparently only happens when there are many core units (which is probably why nobody else spotted it). I'm working right now on a small and quick campaign with <20 core units, and everything works as expected so far. :dunno
Sorry, had no time to look at this, because this update screen is hard to debug and this kind of issues not being clearly able to replicate require a good amount of time, that I lack right now.
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Re: OpenGen Questions & Bugs - Latest exe:25.10.31.0 ( 31-Oct-2025)

Post by none »

It's ok, this is not a showstopper, just slightly annoying. :)
Given you had fixed it just recently, I was just wondering if by chance you just had commented something out... ;)
Thanks for the 25.10.31.0, that one was important! :gracias
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Re: OpenGen Questions & Bugs - Latest exe:25.10.31.0 ( 31-Oct-2025)

Post by none »

Bug: Open General (25.10.27.1) doesn't like some Leaders! :shock

I have an infantry unit which has a 01/21 (Tenacious Defense/Infiltration Tactics) leader and a truck transport.
While upgrading, when I try to change the unit's transport to another truck, Open General wants to also change the leader!

Note I'm only changing the transport, so nothing to do with duplicate abilities, and the unit has an experience of 420, so it will lose a bar, but not its leader (and indeed, OG just gives it some other leader).

I made a test scenario, or rather a mini-campaign: In the first scenario just move to the VH to win. Now in the second scenario, go to Upgrade, and try changing both units' transports to anything else.
  • On the infantry unit with the 01/21 (Tenacious Defense/Infiltration Tactics) leader, OG will insist on changing its leader
  • On an identical infantry unit, but with a 01/12 (Tenacious Defense/First Strike) leader, OG won't touch the leader, as expected...

Here is the test scenario. (NOKorp2, but those units haven't changed so it will work just fine with the old NOKorp)

--- Edited to add:

I was too quick. The plot thickens: Another type of infantry unit with that same 01/21 leader doesn't trigger a leader change, so it's not tied to the leader.
Also, while in the game it always states the changed leader, if you save (in HQ) and open the savegame in Open Suite, the original leader is back!! But if you reload that very same savegame, the changed leader appears again. :huh

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Re: OpenGen Questions & Bugs - Latest exe:25.10.31.0 ( 31-Oct-2025)

Post by LuisGuzman »

none wrote: 2025-11-03 15:12, Monday Bug: Open General (25.10.27.1) doesn't like some Leaders! :shock

I made a test scenario, or rather a mini-campaign: In the first scenario just move to the VH to win. Now in the second scenario, go to Upgrade, and try changing both units' transports to anything else.
  • On the infantry unit with the 01/21 (Tenacious Defense/Infiltration Tactics) leader, OG will insist on changing its leader
  • On an identical infantry unit, but with a 01/12 (Tenacious Defense/First Strike) leader, OG won't touch the leader, as expected...
Here is the test scenario. (NOKorp2, but those units haven't changed so it will work just fine with the old NOKorp)
:nyet a OG bug, maybe a danger design.

Both infantry units have "Pioneer" special but one of them have an Infiltration Tactics leader which is not compatible with Pioneer attribute.
Both leaders are accepted when loading the scenario (as defined by the scenario) and also when carrying over the next scenario,
But when you upgrade the one having the incompatible leader, OG checks all the data for the resultant unit, and then it doesn't matter if you changed only transport, only main equipment or both; if the resulting unit has an incompatible leader the engine changes it to a new compatible one.
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Re: OpenGen Questions & Bugs - Latest exe:25.10.31.0 ( 31-Oct-2025)

Post by none »

LuisGuzman wrote: 2025-11-05 19:44, Wednesday have an Infiltration Tactics leader which is not compatible with Pioneer attribute.
:doh I see, thanks. Could you eventually make that "incompatible leader" message a little clearer? The current message is a little confusing...
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Re: OpenGen Questions & Bugs - Latest exe:25.10.31.0 ( 31-Oct-2025)

Post by LuisGuzman »

none wrote: 2025-11-09 13:06, Sunday Could you eventually make that "incompatible leader" message a little clearer? The current message is a little confusing...
How do you suggest?
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Re: OpenGen Questions & Bugs - Latest exe:25.10.31.0 ( 31-Oct-2025)

Post by none »

It depends. If you have separate messages for "incompatible leader", I would state something along the lines of "This unit's current leader is incompatible with the current unit or its configuration". Or something like that. :dunno
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Re: OpenGen Questions & Bugs - Latest exe:25.10.31.0 ( 31-Oct-2025)

Post by Profa »

After a long time I tried to play campaign on new laptop with Windows 11.Tricky part is that CC56 I like is not compatible with newer version of OG.Game is starting ok, but when I load the map screen shows only units without background map.In some cases it shows fine hexes with visible units, but fog of war hexes are empty.Maps are there as I copied the whole folder from old PC, so I am guessing it has something to do with graphics.New OG version is working fine.
I remember those old OG version(DD?<2013) were using different engine, so I am hoping someone could shed more light on requirements needed to run it on Win 11.
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Re: OpenGen Questions & Bugs - Latest exe:25.10.31.0 ( 31-Oct-2025)

Post by sympatyk »

:howdy
Everything works fine --> I just downloaded
https://www.open-general.com/install/ef ... E_CC56.zip (and unzipped)

There's no problem with the maps...

What format are the maps you copied?
Is it the same with other e-files?

My engine - OpenGen 25.10.31.0 * Oct 31, 2025
Win 11, of course
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Re: OpenGen Questions & Bugs - Latest exe:25.10.31.0 ( 31-Oct-2025)

Post by Profa »

Problem is CC56 is not working well with newer OG versions(static AI issue), while on Win11 old OG version has scrambled graphic.

In short, old OG - complete OG folder copied from Win10(ok) to Win11 -> scrambled graphics for any scenario or campaign.Same applies if old OG is installed from scratch.(yes, I keep old copies :huh )
New OG installation - Graphic is ok, but AI is non-existant for old campaign like CC56.

Maybe Luis can shed more light.If I remember correctly he determined old campaigns are not working well with OG versions somewhere after 2014.
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Re: OpenGen Questions & Bugs - Latest exe:25.10.31.0 ( 31-Oct-2025)

Post by sympatyk »

I understand.
You want a game engine with the previous version (original Al 0.91) for your campaigns.
1. You understand the file structure and their dependencies for PG2 and OG (at the current stage of development), and their differences.
2. You understand which file formats work together (how they have changed over time).
3. You understand that not all game engines are interchangeable (this also applies to the Suite).

You can then create your own installation.
I'll demonstrate using CC56 as an example.

1. Download
https://www.open-general.com/installer-full.php and unzip it to your new game directory (e.g., OG_Profa).
2. Download
https://www.luis-guzman.com/zips/OpenGenDD.zip and unzip it to your game directory.
3. Delete the OpenGen.exe engine file and the Suite.
Delete the e-file directories.
4. Download
https://www.open-general.com/install/ef ... E_CC56.zip
Unzip to your game directory.
Delete all xscn and xcam files.
5. Create MAP directories and place all necessary maps (images) there.
Create MAPFILES and place all necessary .map (.mapx) files there.
6. If you need other sounds or videos, you'll need to download them manually.
---------------------------------------------------------------
7. This can be done more simply by creating a new directory and copying the appropriate folders and files from a previous installation (pre-2020) and using the DD engine.
8. All e-files must be compatible with the DD engine.
(They cannot be created or edited in a suite incompatible with the DD engine.)
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Re: OpenGen Questions & Bugs - Latest exe:25.10.31.0 ( 31-Oct-2025)

Post by sympatyk »

A few notes on the previous post

The image shows the contents of the game folder for the DD engine.

Image

Brief Overview
The MAPFILES folder is recommended if there will be more than one e-file.
We store .map and .mapx files there.
If there is only one e-file, you can place these files (map and mapx) in the e-file's SCENARIO folder.
--> For the CC56 e-file, the madrit.map file is missing (the others are already in SCENARIO).
--> You can delete MAPFILES (after adding madrit.map to SCENARIO).

I have all the map and mapix files I've collected in MAPFILES... and I have no problems.
I also store all the maps in the MAP folder... and I have no problems.

EFILE_PG2_AK - this is the campaign collection for the AK e-file.
--> As an example of game expansion,

SUITE - you need to find the right one (from 2018, 2019).
If you edit files in the wrong one, you may lose the ability to play on the DD engine.

Finally, you'll need to maintain the files yourself if you're adding new campaigns.
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Re: OpenGen Questions & Bugs - Latest exe:25.10.31.0 ( 31-Oct-2025)

Post by Jaro »

AI 3.0
Planes sometimes don't follow OH.
Bug report sent to Luis.
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Re: OpenGen Questions & Bugs - Latest exe:25.10.31.0 ( 29-Dec-2025)

Post by jeropadreando »

Hi,

I have the following issue when trying to start a new campaign from the PG2 pack:
"OpenGeneral using SDL2D (D3D) compatible XP stopped working"

My computer specifications are the following:
-Windows 11
-Intel Core i7 8th gen
-NVIDIA GeForce 1060

What can I do to play these campaigns? If you need further details, please let me know.

Thank you very much,
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Re: OpenGen Questions & Bugs - Latest exe:25.10.31.0 ( 31-Oct-2025)

Post by randowe »

Please, can someone refresh my memory. Is it possible to exlude certain units from trigger hex in the game?
I am experimenting with trigger hex, but the player get's way too many planes, so I would like to exlude them altogether.
Is it possible to create a proto list for trigger hex?
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Re: OpenGen Questions & Bugs - Latest exe:25.10.31.0 ( 31-Oct-2025)

Post by none »

randowe wrote: 2026-01-04 12:23, SundayIs it possible to exlude certain units from trigger hex in the game?
IIRC no, if you let the game decide, it will chose randomly among all the units the player could get at that time period.

randowe wrote: 2026-01-04 12:23, SundayIs it possible to create a proto list for trigger hex?
No (unless I misunderstood your question), but what you can do is to tell the trigger precisely which unit the player should get. That's what I usually do, scenario-based: If the player captures a tank factory, he might get a captured enemy tank (like a "Panzerkampfwagen T-34 747(r)) (or an enemy artillery unit, complete with a fitting transport, or some such). It's also more logical than getting all of a sudden a freebie out of nowhere, IMHO.
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Re: OpenGen Questions & Bugs - Latest exe:25.10.31.0 ( 31-Oct-2025)

Post by randowe »

none wrote: 2026-01-04 16:35, Sunday
randowe wrote: 2026-01-04 12:23, SundayIs it possible to exlude certain units from trigger hex in the game?
IIRC no, if you let the game decide, it will chose randomly among all the units the player could get at that time period.

randowe wrote: 2026-01-04 12:23, SundayIs it possible to create a proto list for trigger hex?
No (unless I misunderstood your question), but what you can do is to tell the trigger precisely which unit the player should get. That's what I usually do, scenario-based: If the player captures a tank factory, he might get a captured enemy tank (like a "Panzerkampfwagen T-34 747(r)) (or an enemy artillery unit, complete with a fitting transport, or some such). It's also more logical than getting all of a sudden a freebie out of nowhere, IMHO.
Thanks for the answer! I see it is not possible to curate the protos raised by trigger hex.

I had the idea for four different starting cores for my next campaign. One 'top secret' option will be that the player only starts with a recon and healer unit. Then the player has to activate around 14 triggers to raise an army of random prototypes. But when testing I often get 6 to 8 planes and that is not what I have in mind :thud I'd prefer no planes at all.
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Re: OpenGen Questions & Bugs - Latest exe:25.10.31.0 ( 31-Oct-2025)

Post by none »

randowe wrote: 2026-01-04 17:19, Sundaythe player has to activate around 14 triggers to raise an army of prototypes
:shock I think that would be too dangerous: Once in a while chance might do it right, but the other times the player will find himself with 10 AA units, one light tank and 3 bridging units... :lol

Seriously, a viable army needs to be well-balanced, so unless you can point the game at what the results should be and restrict the choices, a 14-random-units army will be unplayable more often than not...
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Re: OpenGen Questions & Bugs - Latest exe:25.10.31.0 ( 31-Oct-2025)

Post by randowe »

none wrote: 2026-01-04 18:29, Sunday
randowe wrote: 2026-01-04 17:19, Sundaythe player has to activate around 14 triggers to raise an army of prototypes
:shock I think that would be too dangerous: Once in a while chance might do it right, but the other times the player will find himself with 10 AA units, one light tank and 3 bridging units... :lol

Seriously, a viable army needs to be well-balanced, so unless you can point the game at what the results should be and restrict the choices, a 14-random-units army will be unplayable more often than not...
It is just a fun option I want to add. Just for fun, really. Without the planes there are still ~60 units available as protos in a 12 months time frame and even odd armies look good and playable. Only the ~30 plane protos are a bit annoying because somehow the player always gets so many of them. At least when I test it.

The other starting core options will be
- a tank division of around 20 units.
- a infantry division of around 30 units.
- 7000pp.

The two divisions will get few units with a higher base strength, so they are still the best options.
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Re: OpenGen Questions & Bugs - Latest exe:25.10.31.0 ( 31-Oct-2025)

Post by Jaro »

Game bug - display a description for special attribute

Attributes:
R - Recon movement (add)
r - Recon movement (disable)
both have the same description in the game regardless if hardcoded English texts or Strings-xx translations.
The reason is that the game uses the same string variable (or const) and the variable and of course the same position in the translation file (line 842).
The r attribute should receive a separate string variable hardcoded in the game and then translated in a separate line in the file.
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Re: OpenGen Questions & Bugs - Latest exe:25.10.31.0 ( 31-Oct-2025)

Post by none »

:huh
Wondering: Is there a rational reason why recon-class planes are able to bomb by any weather, like if they had a hard-coded "All Weather Combat" special/leader*?

It has always been like that (at least as far as I remember), and it is a pain in the neck because while you think bad weather will give you a respite from enemy aviation, enemy recon planes will keep pounding you even through the thickest rain/snowfall (which is even more ridiculous if they are antique WWI biplanes who shouldn't even be able to take off!).


* Almost, since during bad weather recon planes can still bomb, but not attack other planes.
Last edited by none on 2026-01-11 14:27, Sunday, edited 1 time in total.
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Re: OpenGen Questions & Bugs - Latest exe:25.10.31.0 ( 31-Oct-2025)

Post by randowe »

Huh? Planes with recon movement perk never had build-in all-weather capabilities.
You mean the recon-class air units you use, right?
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Re: OpenGen Questions & Bugs - Latest exe:25.10.31.0 ( 31-Oct-2025)

Post by none »

Yes, indeed, by "recon planes" I mean "recon class" planes. Fixed the post.
(I guess this strange behavior applies to other recon class units too, except other unit types normally don't have the capacity to bomb something).
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Re: OpenGen Questions & Bugs - Latest exe:25.10.31.0 ( 31-Oct-2025)

Post by randowe »

Recon class units are supposed to be ground units that of course can attack other ground units when it is raining/snowing.
Now you have air units (by movement, type, target) in the recon class that of course can attack ground units when the weather is bad - as it should be for recon class units.

I guess back in the day nobody ever thought of air units in the recon class. They are NOT planes, they are air units (by movement, type, target) in the recon class.

These air units can not attack planes when the weather is bad - as it should be for recon class units. To do this, the recons would need the all-weather perk, like all ground units (Of course recons and other ground units would have to be able to attack air targets in the first place. All-weather capabilities come second).
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Re: OpenGen Questions & Bugs - Latest exe:25.10.31.0 ( 31-Oct-2025)

Post by none »

randowe wrote: 2026-01-11 15:08, Sunday Recon class units are supposed to be ground units that of course can attack other ground units when it is raining/snowing.
Hmm. That kind of makes sense. :huh
Though I'd like Luis' opinion on this. Because:

randowe wrote: 2026-01-11 15:08, Sunday I guess back in the day nobody ever thought of air units in the recon class.
If that true it is a huge error! The higher you are, the farther/better you see, and as soon as there were any flying machines (balloons, then planes), they were immediately used by the army for reconnaissance.

In WWII there were photographic reconnaissance planes (usually unarmed), and "armed reconnaissance" airplanes which were flying search & destroy missions. So, just to take German planes, there isn't one major type which didn't also get a reconnaissance variant, from the Bf 109 fighter to the Ju 88 bomber, not to mention the dedicated recon planes like the Fw 189 "Uhu" for instance.
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Re: OpenGen Questions & Bugs - Latest exe:25.10.31.0 ( 31-Oct-2025)

Post by LuisGuzman »

none wrote: 2026-01-11 16:50, Sunday
randowe wrote: 2026-01-11 15:08, Sunday Recon class units are supposed to be ground units that of course can attack other ground units when it is raining/snowing.
Hmm. That kind of makes sense. :huh
Though I'd like Luis' opinion on this. Because:

randowe wrote: 2026-01-11 15:08, Sunday I guess back in the day nobody ever thought of air units in the recon class.
If that true it is a huge error! The higher you are, the farther/better you see, and as soon as there were any flying machines (balloons, then planes), they were immediately used by the army for reconnaissance.

In WWII there were photographic reconnaissance planes (usually unarmed), and "armed reconnaissance" airplanes which were flying search & destroy missions. So, just to take German planes, there isn't one major type which didn't also get a reconnaissance variant, from the Bf 109 fighter to the Ju 88 bomber, not to mention the dedicated recon planes like the Fw 189 "Uhu" for instance.
Randowe is right, recon class is a ground class, regardless you set as using airspace and air movement.
What I do not get yet, is why you don't set those units as planes with recon ability :dunno
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