Panzer General 2 [cheats updated]
Unlimited prestige points:
Clear a city of enemy units and place one of your units within that
city.
Cancel the moving your units into the city to keep the prestige points
earned.
Repeat this procedure to gain an unlimited amount of prestige points.
Note:
This will only occur if the difficulty is over 100%.
This was used in the Blitzkrieg Campaign. In the first scenario of
the campaign save the game before doing anything. You should have
about 500 prestige points. Exit the game.
Using a Hex Editor open your save game and go line 00002D80. It should
look like this:
00002D8 00100 0000 0000 0000 0000 0200 F401 1400.
The offset F401 is the 500 prestige points. Change F401 to DAD6 to
get 55000 prestige points.
HINTS:
Hint: Develop reliable air power early on for scouting and eventual
bomber
protection.
Hint: Name your important core units with a special character (such
as an
asterisk) to keep from confusing them with expendable auxiliary units.
Hint: Anticipate retreats when attacking weakened units; don't chase
them into
defensive terrain or away from massed attackers.
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If you attack and destroy an enemy unit (I've tried this only once
against
a Russian Infantry in the Blitzkrig scenario) if your unit does not
discover a new enemy unit you can kill the enemy unit, and push cancel
turn.
You will go back to the place where your unit began and the enemy
unit will
still be destroyed!
When you buy an artillery place it down somewhere it can shoot at
an enemy
unit... then buy another unit (I used an infantry). While you are
in the
place unit screen click on the artillery twice, once to put it back
in the
sub screen, and the second time it will come back, fully loaded and
ready
to fire again. I used this in the first level of Blitzkreige and it
worked
good. It may work in a scenario where you are defending very well...
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First, special thanks goes to William van Fleet for his original work
writing
this FAQ. Secondly, I would like to thank Hein Valk for his submission.
Finally, any gamers who find discrepancies can email me at:
rcschroder@worldnet.att.net Thank you. Ray
Part I Questions & Answers Bill van Fleet
Part II Campaign Victory Path Ray Schroder
Part III Personal Notes Hein Valk
PART I
1. What is the scale of the game?
The geographical scale appears to vary from 1.0km to 2.0km per hex,
depending
on the scenario being played. The majority of scenarios average about
1.5km
per hex.
Although the game's designers claim that the units represent battalions,
this
does not always appear to be accurate. Rather, the scenarios appear
more in
scale with the historical battles if the units are considered to be
regiments/brigades, with the exception of reconnaissance units (and
perhaps
some anti-aircraft units), which would remain battalions.
The aircraft units would be viewed as squadrons.
2. Are there any bugs in the game?
Yes, here are four known bugs:
(1) The Vanishing Transport Bug: Anytime a unit that does not possess
organic
transport (i.e. infantry and towed artillery, anti-tank or air defense)
receives a leader with the Recon Movement ability, the game will immediately
treat the unit as having no transport at all for the rest of the
scenario/campaign. If the unit is infantry, it will only be able to
use its
leg movement ability. If the unit is towed artillery, anti-tank or
air
defense, you will not be able to thereafter move the unit at all.
Upgrading
the unit to provide it with new or different transport will not solve
the
problem. The only known workaround to this bug at present is to upgrade
the
unit to a type with organic transport between scenarios (i.e. upgrade
towed
artillery, anti-tank or air defense units to self-propelled units
of the same
class-sorry, but you're stuck if this happens to an infantry unit
since there
are no infantry units with organic transport in the game to you can
upgrade
to). SSI is currently working on a fix for this
bug in an upcoming patch.
(2) The Paratrooper Bug: Do not use paratroopers to capture victory
hexes!
Anytime one of your paratroopers moves onto a victory hex the game
thereafter
treats the hex as an ordinary one that cannot be captured by either
side, and
you do not get credit for capturing it initially with the paratrooper
unit.
You will thus lose any scenario in which this happens. SSI is also
working on
a fix for this bug.
(3) The "Cowardly Lion" Bug: Occasionally, irrespective of weather
conditions
or supply level a unit will not be allowed to attack in a turn (for
no apparent
rhyme or reason). This bug applies to all types of units, but apparently
auto-corrects because the unit will be able to move and attack normally
in the
next turn. The bug has been reported to SSI. I haven't been able to
confirm
this particular bug. Ray
(4) The Amphibious Invasion-Unlimited Movement Bug: Although units
are not
supposed to be able to move on the turn that they land on a beach,
nevertheless
if an armored unit overruns an adjacent enemy unit the armored unit
will
suddenly receive unlimited movement points (subject, of course, to
enemy zones
of control) that turn. This bug has also been reported to SSI.
3. Are there any additional bugs or problems?
Yes. The following items were submitted to SSI 27 October 1997.
1. Campaign Prestige error - the prestige dialer on the campaign screen
effects
the players prestige & not the computer's as indicated by the icon.
I believe
ver 1.01 corrected this by displaying "player's prestige" note at
the top of
the screen. Ray
2. Purchase/Upgrade error - if the maximum number of units has already
been
purchased before a new battle begins, no further upgrades are possible
until at
least 1 unit is deleted from the players list of core units.
3. Rugged Defense - appears to function incorrectly (or not at all)
when Armor
units attack a city hex, but works correctly (or too well) against
Infantry
attacks.
4. AI Aircraft Purchases - the AI purchases aircraft even after it
no longer
controls any airfield.
5. AI Ground Unit Purchases - new computer units are produced in cities
even
when entirely surrounded by the players units and/or zones of control.To
make
matters worse, the human player is not allowed to react to these
new threats until after the AI attacks & inflicts loses.
6. Leader assignments - two players have reported that when an air
and ground
unit (both with leaders) are stacked, that the leaders "swapped" units.
One
player reported that the wrong attribute was displayed (a tank leader
with
marksman). I believe ver 1.01 also cleared up this problem. Ray
7. Spotted Hexes Unmarked - there is no indication of whether or not
any
specific hex has been spotted. This forces players to memorize/recall
or "count
hexes" every turn to avoid AI ambushes.
8. Onward to Berlin Campaign - the T34/41 is "free", has zero prestige
cost
Version 1.01 fixed this. Ray
9. Save Game - occassionally after selecting Save Game, the game will
not
return to the game, but exit the program entirely. It has also been
reported to
return to the HQ/Review screen or the Load Game screen.
Interface Limitation Items:
1. Limited Aircraft Deployment Hexes - scenerio deployment for aircraft
becomes
tedious when players are limited to deploying only to an airfield.
Once the
initial aircraft are deployed, the player must then stop, fly them
off and then
repeatedly redeploy additional aircraft.
2. Preselected Units - at the start of each turn it is too easy to
unintentionally move/fly the defaulted (preselected) unit into an
ambush or
have its turn prematurely ended if the player accidentally clicks
on the map.
Request that units not be preselected by default.
3. Field HQ screen: does not return to the unit (or general area of
the list)
which was being reviewed after Inspecting Units etc. (ie; the player
must
scroll to the last viewed location each time the screen is redisplayed).
4. Upgrade screen: the unit designation is not displayed (only unit
type) which
can prevent the player from selecting and upgrading the correct unit
if 2 or
more units are simular. The player must exit to Field HQ screen and
locate/inspect each unit separately (to check leaders and unit experience),
then return to the Upgrade screen, scroll to the "memorized" unit
and finally
perform the upgrade.
Additional items of concern sent to SSI the first week of November
1997:
1. The AI will continue to repair its aircraft at airfields the human
player
captured.
2. Naval Attack Factors for Infantry units are inconsistent: All German
and US
are "1's", however all British Infantry (except Commandos) and USSR
Guard units
(and a few others) have "0" Naval Attack capability.
3. 15 Nbwf 41 has a Ground Defense of "7" while all other towed artillery
are
"2's".
4. Me-109F is not available for purchase by the Germans (but is for
the Finns).
4. Can I buy/keep "foreign troops" as my Core Units?
Yes. Also note that your "foreign troops will still display their
original flag
(on strategic map and when capturing cities) even after upgrading
to you
"normal" Core units. Your Finnish Ski Troops will still display a
Finnish flag
even if later upgraded to a Jaeger Infantry unit.
5. Should I buy the Strategy Guide
My recommendation is NO! Especially if you are already familiar with
the
original Panzer General or the rest of SSI's 5star series. Brows the
FAQ,
print out the Victory Path and play the game. You'll pick it up in
no time at
all and avoid the errors in the printed Strategy Guide to boot (especially
it's
misinformation on how prestige works).
6. Sometimes I won't be able to attack with an aircraft unit. When
I fly over
an enemy unit the projected combat results crosshair won't even appear.
Check the weather. Except air units with All Weather Combat Leaders,
air units
may not attack enemy units when the weather conditions are snow or
rain.
Why can't I attack with ground units sometimes? Are they affected
by weather
conditions, too?
Ground units may still attack during inclement weather, though at
reduced
effectiveness. Check the unit's ammunition supply-if it's down to
zero the unit
cannot attack, and will defend at half strength.
7. How do I get leaders for my units?
Each time a unit gains a level of experience, there is a small chance
that the
unit will be awarded with a leader. This percentage chance appears
to decrease
as your core army accumulates more leaders-ranging from a high of
about 10% to
a low of about 2%.
8. Is there a cap to the number of leaders my core army can have?
Yes. It appears that you can have a maximum of 15 leaders as the Germans
in
the Blitzkrieg Campaign, and a maximum of 14 leaders in all other
campaigns.
9. What are the different kinds of leaders?
Each leader will be assigned one automatic ability, depending on the
unit type,
and one random ability. The automatically assigned abilities are:
Air Defense (Mechanized Veteran): The air defense unit will be allowed
to both
move and fire in the same turn.
Anti-Tank (Tank Killer): The anti-tank unit will no longer suffer
an initiative
penalty when initiating combat.
Artillery (Marksman): The unit's attack range is increased by one
hex.
Fighter (Skilled Interceptor): The unit can intercept multiple enemy
aircraft
in the defensive phase.
Infantry (Tenacious Defense): The unit's ground defense factor is
increased by
4.
Reconnaissance (Elite Recon Veteran): The unit's spotting range is
increased by
two hexes.
Tactical Bomber (Skilled Assault): The unit cannot be surprised ("out
of the
sun") in combat.
Tank (Aggressive Maneuver): The unit's movement factor is increased
by 1.
The random abilities are:
Aggressive Attack: Each of the unit's attack factors is increased
by 2.
Aggressive Maneuver: The unit's movement factor is increased by 1.
All Weather Combat (awarded only to air units): The unit may attack
normally
during inclement weather conditions.
Alpine Training: When moving the unit treats forest and mountain hexes
as clear
terrain.
Battlefield Intelligence: The unit cannot be surprised in combat.
Bridging: When moving the unit treats passable river hexes as rough
terrain.
Combat Support: The unit provides both Resilience and Skilled Ground
Attack
abilities to all adjoining units during combat phases.
Determined Defense: Each of the unit's defense factors is increased
by 2.
Devastating Fire: The unit may attack twice in a turn.
Ferocious Defense: The unit's entrenchments cannot be ignored by enemy
pioneres
or engineers.
Fire Discipline: The unit will expend only one-half of an ammunition
point each
time it attacks.
First Strike: The unit will fire first against an enemy unit if it
wins the
initiative in a combat round.
Forest Camouflage: If in a forest hex the unit cannot be spotted by
enemy units
unless they move adjacent to it.
Infiltration Tactics: The unit ignores enemy unit entrenchments when
calculating combat results.
Influence: Allows the unit to upgrade to better equipment at reduced
prestige
point cost.
Liberator: You receive double the normal number of prestige points
for all
objective and victory hexes captured by the unit.
Overwatch: The unit will fire at any enemy unit that moves within
its range.
The enemy unit is automatically surprised, allowing your unit to fire
first and
at the enemy's close assault, rather than its ground defense, factor.
Note: a
unit with an Overwatch leader will only fire at the first enemy unit
that comes
within range, not any subsequent enemy units.
Overwhelming Attack: When attacking the unit will have an indeterminate
number
of the suppression points it would otherwise inflict converted to
kills.
Reconnaissance Movement: The unit is permitted phased movement, just
like
reconnaissance units.
Resilience: The unit will suffer 1 to 3 fewer step casualties than
normal units
when attacked.
Shock Tactics: Any suppression which the unit inflicts on an enemy
unit will
last the entire player's turn, not just the specific combat round.
Skilled Ground Attack: The unit will inflict 1 to 3 more step casualties
than
normal units when attacking.
Skilled Reconnaissance: The unit's spotting range is increased by
one hex.
Street Fighter: The unit ignores an enemy unit's city entrenchment
when
calculating combat results.
Superior Maneuver: The unit may ignore enemy units' zones of control.
10. Can multiple leaders of the same type be awarded to different
core units?
For example, could I have both an aircraft and a tank unit with Devastating
Fire leaders, or two tank units with Overwatch leaders, etc.?
Yes.
11. Are all types of units eligible to receive any of the random abilities?
No. All Weather Combat leaders are awarded only to aircraft units,
and there
may be other exceptions.
12. How do I get a prototype unit?
After winning a brilliant victory in a scenario there is about a 10%
chance
that you will be awarded a prototype unit just prior to the commencement
of the
next scenario as a reward for your victory.
13. How do I upgrade units between scenarios?
The manual is a bit confusing on this. On the unit screen click on
the icon
for the unit you wish to upgrade, and then click on the upgrade button
(2
stars). This takes you to the upgrade screen. First click on the icon
for the
unit you wish to upgrade, then click on the icon of the unit you wish
to
upgrade to on the left, and then click on the little book button beneath
the
new equipment icons.
14. During upgrading can I change a unit from one type to another?
No. Units may only be upgraded with equipment of the same type.
15. I've noticed a few anomalies when upgrading equipment-like upgrading
from a
Bf109 to an Me109 still costs prestige points even though the aircraft
have
exactly the same stats. What gives?
SSI's design team did indeed make a few errors with equipment statistics.
You
can download an excellent revised equipment roster authored by Steve
Strayer
(with technical assistance from Ray Schroder and others) from his
website (The
Panzer General II Armory) at:
http://ourworld.compuserve.com/homepages/sgt_stryker/pg2.htm.
Or Ray's Zerstorer page at:
http://home.att.net/~rcschroder
Also note that Steve has produced the best Pacific General Equipment
files
available and the Ray has the Ultimate Panzer General equipment file
(original
Dos PzGen only) available for downloading at their sites.
16. How do I deploy my units at the beginning of a scenario?
In the deployment screen, left click on the unit you wish to deploy
and then
left click again on the deployment hex you want the unit to start
in.
Deployment hexes are a shade darker than normal hexes (and sometimes
it's hard
to tell them apart).
17. Can I view the deployment hexes from the strategic map?
Yes, but it's very difficult at times to see.
18. I've run out of deployment hexes, but I still have units left
to deploy.
Now what?
Once you've moved one or more units out of an initial deployment hex,
you can
then click on the "Deploy Units" button (downward arcing arrow). This
will
bring up the deployment screen again and you can now place your remaining
units
in the vacated deployment hexes. Note: you can only deploy further
units
around supply point hexes (green and gold bordered hexes), not jump-off
hexes.
This also holds true for deployment of any new units you may purchase
during
the scenario. Thus, it's a pretty wise idea to save your game from
the upgrade
screen just prior to deploying your forces in case you make a mistake.
19. Can I initially deploy my air units forward with my front line
troops?
No. Air units may only be deployed at airfields.
20. What if while still deploying my units I later decide that I shouldn't
have
deployed a particular unit in a particular hex? Do I have to redeploy
all my
units again?
No. Simply left click on the unit you want to remove from the hex.
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