By Luis Guzmán
General Install Comments
You can install OpenGeneral into any existing PG2 install, either the basic SSI CDROM install or a modified install. The OpenGenFull package only contains files related to OpenGeneral so it will not overwrite anything in an existing PG2 install. Of course, updating an existing OpenGeneral install will overwrite its own files. You can also install OpenGeneral into its own game folder as a stand alone application. However, the OpenGeneral package doesn't contain everything you need to play the game. In addition, you will need to get a Panzer2.dat file, and at least one Efile and one campaign with its associated maps. That is the minimum needed to play the game. Music and sound effects are not required for OpenGeneral to run, but they can also be easily added. Both can be downloaded from various sources, or you can use files from SSI CDROM. OpenGeneral doesn't support Smacks, but it can play avi files. See the sections below for more detailed information on specific topics.
Be sure to post any questions or difficulties in JP's OpenGen Forum.
Basic install when PG2 is already installed
• 1. Download OpenGenFull.
• 2. Use your preferred compression software to extract all the files into your main game folder.
You can select "Yes to all" if prompted about replacing files because the OpenGeneral package doesn't contain any copies of original SSI files or PG2 mod files.
• 3. Run OpenGen.exe to play the game.
The first time you run OpenGeneral you will be prompted to browse and pick your main game folder.
Basic install when PG2 is not already installed
• 1. Create a main game folder on your hard drive.
• 2. Download OpenGenFull
• 3. Use your preferred compression software to extract all the files into your main game folder.
• 4. Add a Panzer2.dat file to the main game folder.
Either download Latest Panzer2.dat (Datup) (.dat file), or copy an existing one from any other PG2 install. However, don't forget that certain Efiles require newer dat files. So make sure your Panzer2.dat and Efile are compatible.
• 5. Add at least one Efile.
By default, OpenGeneral will use an Efile located in the main game folder. However, it's designed to make it easy for you to play with any number of Efiles and to easily switch between them. In this case, the Efiles should be in a separate folders all located in the main game directory. This is the preferred way to run OpenGeneral because campaigns are generally designed for specific Efiles. Therefore, campaign and scenario files can also be installed into these Efile folders. Downloading and extracting REDIST package in the main game folder will automatically create folders for all currently active Efiles. And it will also create subfolders for your campaigns, saved games, and any custom files required for the Efile or the campaigns. You just need to download or copy the Efiles you want into the matching folders. Unfortunately there isn't a single source website hosting all the active Efiles. A few options are to ask for help on JP's PG2 or OpenGen forums, visit Steve's PG2 Campaign page, or just google PG2 Efiles. For more information about organizing Efiles in OpenGeneral see the "Efile folders in brief..." section below.
• 6. Add at least one campaign.
The best source for campaigns is Steve's PG2 campaign page. By default OpenGeneral will use the SCENARIO folder located in the main game folder. As mentioned in step 5, it's better to put Efiles and campaigns together in separate folders. Refer to the sections below for more information about organizing maps, scenarios, and campaigns in OpenGeneral.
• 7A. Add maps (.map files) to the MAPFILES folder in the main game folder.
• 7B. Add map image files (.shp files) to the MAP folder in the main game folder.
Maps and map images are usually shared by campaigns, therefore OpenGeneral allows you to store them in these two common folders. You can also override a default map from the common folders by placing special custom campaign maps in the related Efile folder. See the "Maps..." section below for more information.
• 8A. OPTIONAL: Download sound effects files - SFX1 , SFX2 , SFX3 - and extract them in the SFX folder. These are mp3 versions of .mel files from the latest Soundup. OpenGeneral will use .mel files, but it converts them on-the-fly, so downloading the mp3 versions is the best choice.
• 8B. OPTIONAL: Download and extract Music Files into the SOUND folder. These are mp3 versions of original SSI music.
• 8C. OPTIONAL: OpenGeneral doesn't support Smack files, but it will play avi files. Therefore, if you want videos, you'll have to convert Smacks to avi's yourself, or download existing avi's. Place them in the SMACK folder.
• 9. Run OpenGen.exe to play the game.
The first time you run OpenGeneral you will be prompted to browse and pick your main game folder.
• The OpenGeneral package is compressed in .rar format. You can extract
.rar files with many popular compression programs, including WinRar ( RarLab),
7Zip, WinZip, and gzip.
• Custom files made for a specific campaign or Efile can be placed in the Efile subfolders. When you set OpenGeneral to use a specific Efile, it searches the Efile's subfolder first, then the main game directory for any required files.
• OpenGeneral can't play music or videos directly from the SSI CDROM. To use them, you need to copy them from the CD following steps 8A, 8B, and 8C.
(Thanks to Scott for helping on doing this doc)
Efile folders in brief
To allow playing multiple Efile, OpenGen lets you organize all Efile data, campaigns and custom stuff within "Efile folders", so you can switch very easy which Efile to use, and once selected you see everything filtered and set for that Efile. So you only will see efile's campaigns, scenarios or saves when picking files and you will see also proper efile's flags and rest of graphics, even you could have a custom user interface, a different game base year, sounds and music.
I call "Efolder" to the directory where Efile and all its stuff is located. Main game folder can also be used and in fact if you had already installed PG2 Main game folder will be added automatically.
Any EFolder must include at least these sub-directories in order to work (either it won't be included on Efile combo-box selector):
• SCENARIO, to hold all campaigns and scenarios available for the Efile
• SAVE, to hold all save games played with the Efile
but you can replicate any of the Main game folder to allow custom overriding of common files. So you could create any of these additional sub-directories:
• USERSCEN, can hold standalone scenarios if you prefer to keep them
on different folders, but not needed
• OPENDAT, to include any Efile specific graphics, like flags, start screen, medals, dossier, portraits, ...
• SOUNDS, if you want custom Efile music or game effects for this Efile
• SFX, for custom efile's units sound effects
• OPENGUI, if you want to have a different UI appearance for this Efile.
• SMACK, to have specific videos for this Efile
Each time the game need to load any file it looks first on EFolder & their subdirectories and if not found, then looks on Main Game & their standard folder. So you can use a mix of files, putting only specific files on EFolder subdirectories, i.e.: those being different>
Main game folder should include this sub-folders
• MAP, to include all map pictures. This folder can be used also as a
common repository for mapfiles (.map)
• OPENGUI, to include all user interface files.
• OPENDAT, to include default Efile graphics files, like flags, start screen, medals, dossier, portraits, ...
• SOUNDS, to include default music and game effects
• SFX, for default units sound effects
• SMACK, for default videos
If Main game folder is used also as another Efolder, then it should include SCENARIO and SAVE sub-folders, and optionally USERSCEN if you like.
Any Efile defining more than 31 countries must include a custom OPENDAT folder and all the Efile graphics files for its countries.
Within each EFolder you need also:
• EQUIP97.eqp and EQUIP97.txt - to define units types (equipment) and
• Nations.txt - to define countries.
• NAMES.txt - to define leader's names.
• Rest of text files defining terrain, units, leaders and interface labels can be missing as default data is included but it is strongly advisable to put a proper set of files.
o Terrain.txt - to define terrain labels and data, including cost to enter
o Units.txt - to define unit related labels, including leaders types
o User.txt - to define menus and messages labels
o Colors.txt - only needed if you want to change UI colors)
o Eyear.txt - only if you want to set a different base year (default is 1900)
o PG2 standard files are also read if Nations.txt is not found (GUI97.txt, MISC.txt)
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.
Maps are defined using two diferent type of files:
- a map definition file (.map) having terrain data and map image number.
- a map image.
Map definition files
Default location is EFolder's SCENARIO subfolder, but common standard mapfiles can be put together into a common repository too.
Sequence to find scenario map file is:
• First current EFolder's SCENARIO subfolder is searched. So any modified
map file can override any standard one..
• If not found, Main game's MAP subfolder is searched. so MAP folder can be used as mapfiles repository
• You can use also a MAPFILES subfolder (on Main game) as a repository for mapfiles (no no mixing mapfiles with map image files)
• If still not found a last try is made searching on Main game SCENARIO subfolder if it exist.
• If not found game will try to download from Internet (currently from Gilestile's site)
• ... and if not found yet, then you will be prompted to browse and pick it
For map image some different formats can be used, but thy should be always located at Main game's MAP subfolder.
Preferred format is PNG as it allows any color resolution and doesn't lose quality on compressing, but other formats are also be loaded.
Map image is searched with this sequence:
• If exist MAP#.png (# is map number) then it will be loaded
• else If exist MAP#.Bmp then it will be loaded
• else If exist MAP#.Jpg then it will be loaded
• else MAP#??.shp tiles will be decoded, merged into a single image and loaded.
• ... and if no map image is found yet, game will try to download from Internet (currently from Gilestile's site)
Unit icons ...
Unit icons can be read using different formats. Game suggested format is PNG
file having 9 images (faces) arranged as 3x3 (rows x cols) images, each one
This is the sequence used by the game when it needs to load a unit icon.
• First attempt is to load from EFolder's OPENDAT subfolder as:
o PNG file being 3x3 images same size
o S16 file (encoded Peg format)
o SHP file (encoded PG2 format)
• If not found, then Main game OPENDAT folder is searched using same
sequence (png, then s16, then shp):
• If no external file can be found, then icon is searched within panzer2.dat using also same sequence (png first, s16 later and shp finally)
A different panzer2.dat can also be placed on any EFolder for such cases Efile needs a very specific one (IDG general, Napoleonic, ....).
If any panzer2.dat file is found on EFolder it is loaded instead of the Main game one.
Efile related graphics
In order to allow easy customization of Efiles, all pictures related to each efile should be read from external files. This allow also to expand Efile countries much more easily.
These are the files needed for any Efile:
• dossier_medal (png/bmp)
• dossier_portrait (png/bmp)
• flag_med (png/bmp)
• flag_small (png/bmp)
• inspect_leader (png/bmp)
• inspect_medal (png/bmp)
• roundels (png/bmp)
• Start_Open (png/bmp) - (* really any png/bmp with a filename start+anything can be used)
Files are searched using this sequence:
• 1. In EFolder's OPENDAT subfolder
• 2. In Main game OPENDAT subfolder (if any is missing yet)
• 3. If any is not found then PG2 standard shp files (dossier.shp, flags1.shp, inspect.shp) are searched:
o As external shp file in EFolder's OPENDAT subfolder
o As external shp file in Main game OPENDAT folder
o within panzer2.dat
REDIST package includes all different pictures delivered with Graph-Switcher tool (well except those having old format) compressed in a package to allow installing efiles folders easily.
Most images used for UI are external files, so customizing can be made with
no program modifications.
Those files are expected to be located a OPENGUI folder. When installing, OPENGUI folder is created within Main game folder and files are copied.
Any EFolder can be customized to have a different UI. This is done by creating
another OPENGUI subfolder within EFolder and putting just the files you want
to modify or all of them. Any file not found in EFolder's OPENGUI, will be loaded
from Main game OPENGUI.
Except cursor files (.cur) images can be made as PNG or BMP (png takes precedence in case both exist).
Do not remove any of these files or game won't run!
Default interface files are included on install full package, but there is also an alternative package if you prefer an interface more alike to PG2, see on top of this page.
Sounds effects, Music and Video
Some actions, either user or game can play a sound if game finds the proper mp3 file.
Game can also play wav files, but wav files fails sometimes so it is better to use mp3.
Game sounds effects are searched on SOUND folder, while Units sound effects are searched on SFX folder
Game effects (must be located on SOUND folder)
• Mouse/keyboard "click" (Click.mp3/wav)
• Flag captured (Capture.mp3/wav)
• Victory Hex captured (CaptureVH.mp3/wav) - if not found. normal flag captured will be played
• Leader raised
• (RaiseLeader.mp3/wav)Rain and Snow weather conditions.
Two different sounds for rain can be played: Rain and Rain2 (mp3/wav). If game finds only Rain file, it will be repeated.
For Snow condition Winter.mp3/wav will be played if found
• End turn (EndTurn.mp3/wav)
Units effects are defined on Efile and mp3 files should be located on SFX folder.
Same than sounds effects music is better played when files are mp3. Wav files can also be played, but sometimes fail due to missing codecs, so mp3 format is more advisable.
Default music can be defined by entering Settings/Media Settings and picking up to 2 mp3 files. I said default, as this is the music to be played when no scenario is loaded (menu music), or when no Efile's custom music is found.
As soon as you start any scenario, either standalone or within a campaign,
game checks if there is any specific music defined for that scenario and if
any and it can be found then that music is played. But if scenario doesn't define
any music, then Efile music is searched.
Efile music should fit a structured file name system to allow find the files, based on main country number of first player not being computer.
• Lets say it is Germany, country# 8, then these files are searched:
Music8_a.mp3/wav and Music8_b.mp3/wav
• For any other country# it would be
Music#_a and Music#_b (mp3/wav)
• But you don't need to define music for every country. When any country file is not found then a generic efile music:
Music0_a and Music0_b (mp3/wav)
will be used, if found.
• If Music0 is not found neither, then standard files are searched if main country is 8,10,20 or 23:
gplay/usplay/rplay/bplay (mp3/wav) (check available package on top of page)
All music is first searched into EFolder's SOUND subfolder, and if not found into main game SOUND subfolder.
So you don't need to define music for ALL efiles, just put default music files (Music0-*) on main SOUND folder and any efile will play that music.
In case none of the above files were found, then those default files defined
on Media Settings will be played
Video clips are featured as AVI files, but no need to change anything on existing campaigns, OpenGen will extract filename only and will append .AVi to search for video clips. But if you want to play any smack made for PG2, you need to convert to .avi
Intro video filename can be changed as you prefer trough Media Settings.
Intro video is searched into main game SMACK folder. But you can create also
a SMACK folder within any Efile folder to use custom videos for each efile,
And if you get tired of videos, you don't need to rename or remove, just disable to show on Settings window - Media Settings.
Converting existing .smk files to .avi is fairly easy if you follow this simple instructions:
1.- Get last Rad Video Tools from here: http://www.radgametools.com/smkdown.htm
(it is free)
2.- Get Xvid codecs http://www.xvid.org/Downloads.15.0.html and install if you don't have them yet. It is open source and so free anywhere.
3.- Run RadVideoTools
4.- Select PG2 SMAK folder
5.- Select any smk file to convert and press "convert File"
6.- On new window, left output filename to be the same then existing smk, so you don't need to edit anything on campaign
7.- Click "Convert" button and on next window drop the codec selector to pick Xvid
User Interface features
I have tried to do user interface as
much friendly and easy as possible, giving more important information at hand
and allowing to configure as much as possible.
OpenGen allow to configure different
things, like screen resolution. Some of the settings are accessed by mean of
the Settings Window which can be accessed either from main game menu (start
window) or from sidebar menu in game.
Setting window allow to change:
• Screen mode : Windowed or Full
exclusive directX mode
• Screen resolution: can pick on both modes which screen resolution and color depth you prefer.
• Recently files used, quick launch
• Media Settings, including different volume controls for:
- game effects (capture, leader, click, ..)
- weather sound effects
- units sound effects
- background music
Here you can also configure game videos, in case you want to replace defaults
• Options to include on After Action Report.
AAR can be obtained at any point from HQ, Turn Status, End Scenario and Dossier windows at any time.
AAR can be obtained also for standalone scenarios
• Game preferences
Here you can select some visual effects, related with explosions, weather animations and AI to use, as in a future several AI engines can be developed for OpenGeneral
• Scroll speed
• And here you can review which files are loaded and game version you are running.
Once game is running additional options are available (toggling main game menu).
• Toggle to paint terrain type
labels and roads on map
• Toggle to outline range of fire for selected unit
• Toggle to mark spotted hexes on map
• Toggle to hide unit strength
• Option to review scenario intro - and if playing a campaign also campaign introduction
• Option to review turn data info, including victory conditions status, current player type, side and stance, date and weather conditions
(* All this options can be toggled
also by using a hotkey )
Checking and downloading missing maps
By default every time you start a campaign, OpenGen will check mapfiles and map pictures to be sure you have none missing. if any is missing it will try to download and install from Gilestiel server. This is done on a background process and it will log any file downloaded or any file missing.
This automatic check can be disabled
by mean of a check-box available on "Pick Campaign" dialog. On this
dialog there are also two useful buttons to check for the campaign you have
highlighted missing files. One button just check and report files, and the second,
will also check but will try to download any missing map too.
On screen info
• Current turn and total turns
• current weather and ground conditions. Hovering mouse it shows also a forecast regarding number of turns to change weather
• Selected unit, name, equipment, leader, experience, ammo, fuel & entrenchment
• Tool tips for menus show also the alternative hotkey in case you prefer use keyboard
• Can configure if you want to show always to show terrain in addition to hex name on top of window
• Can also configure to see an explosion on the target unit when it is fired from range 2 or bigger.
Pop up window infos
• to review at any time last
combat results press Ctrl+C. on keyboard
• to review current turn data, press '1' on keyboard. From this dialog you can get also AAR
• to review scenario intro, press I on keyboard. If scenario is part of a campaign, you can also review campaign intro.
• can get AAR, at any time, from HQ, Turn Status, End Scenario and Dossier windows
• There is a new pop window showing all the special attributes codes meaning... just type a question mark ( ? )
Getting info from cursor...taking actions
• Cursor changes according the
actions you can take, so some actions as embark/disembark can be done with a
combination of mouse and hotkeys
• When a unit on naval transport can disembark on a shore, mouse changes to show possible hexes. If you click on a valid hex, unit will disembark at once (no need to right click, get unit details dialog and then embark).
• On HQ view, hovering any unit box, writes on first line equipment and transport name.
• View Unit window can show transport name and movement allowance when hovering on transport icon. You can also click on left side to switch which data to show (main, organic transport, naval/air transport if embarked).
Also you can check special attributes by hovering mouse on "attributes" label on top of icon box.
• Can change the way selected
hexes are shadowed (when moving / deploying) up to 6 choices, by pressing Alt+1
(old style), Alt+2, Alt+3, Alt+4, Alt+5 and Alt+6. Your setting is saved on
• Can change how it is shown the box for selected unit within a list (HQ & Deploy).
Alt+0 switches between standard and light yellow box
Scroll the map
Map scrolls automatically by moving
mouse to any border.
Scroll speed can be adjusted on Settings
You can move at any time much faster holding Ctrl pressed while moving cursor to any border.
And you can also use keyboard to scroll the map using
UP, DOWN, LEFT, RIGHT, PAGEUP, PAGEDOWUN, HOME, END
Summary of new features
New optional features added to scenarios
• AD/Flak units can be defined
to intercept planes while flying, within a range of 1 hex.
• Battleship, Carriers and Cruisers can be defined to fire as FlaKs.
• Air units can be defined to extend a zone of control on surrounding hexes.
• Roads give the bonus by default when exiting hex which can result in a bridge acting only from one riverside.
• But roads can be defined to give the bonus when entering the hex instead, so bridges will work on any riverside.
• Mountains, Cities and Forest can block direct line of fire only at range 2 or them block at any range (3 or more).
• Bridges, airfields, ports and cities can be blown up.
• Blown hexes can be repaired.
• Some units can convert some terrain types to port, bridge, airfield or fortification (build feature).
• Reinforces can be defined to arrive at start of turn (default) or at start of player turn (this way is always set for PBEM).
• More victory conditions can be defined.
• New special attribute Sapper,
allow unit to blow, build, repair - if scenario enables this feature - and to
• New special attribute marine, allow units to land from naval transport and then move.
• New special attribute mechanized, allow units to move and fire.
• New special attribute no-surrender, allow units to avoid surrender if forced to retreat due to suppression and cannot move.
• Can define up to 254 countries
• Can define up to 32 fronts and 32 factions
Units cannot be un-deployed if any enemy have been revealed or if user selects a new unit to deploy. It works somehow as Undo Movement option
Tanks units cannot get Aggressive Maneuver as secondary leader attribute.
FlaKs units gets Tank Killer leader when they have Efile special attribute "mechanized", else it will assign Mechanized Veteran main leader instead.
Game score use a new formula and two score files:
OpenHigh.scr will keep 5 best scores played
OpenLast.scr will keep last 5 scores played.
scenario score will be included on AAR and dossier window (not done yet done).
Units can be set to disband (removed from battle) at a certain turn.
Saving after scenario is finished
On campaign mode you can save the game once scenario is end and before next scenario is loaded. Game pop up a new End Scenario dialog showing a short summary and a button to save. This "Ended" status is stored with save game, so when loading again it starts on same this from that, goes to this "End Scenario" window again. This can be useful to debug campaigns, because at this point next scenario is not loaded yet.
Each option requires to be enabled on scenario file, so some scenarios could be designed to allow blow and repair but not enabled for building, or could be enabled to build but not to repair.
• Units having efile's special
"sapper" or "engineer" attribute can blow up Bridges, Airports,
Cities and Ports.
Unit must be placed on hex to blow, and should have not taken any action
• Units having "sapper" special attribute can either repair blown hexes or convert terrain to be Bridge, Airports, Ports or Fortification (build)
Unit must be placed on hex to blow, and should have not has fired, reinforced or moved
• 1. Killing all enemy units
• 2. Taking all Victory Hexes (VH) within specific turns (BV,V,TV,LS)
This are standard victory conditions always enabled
• 3. Holding a number of VH enemy should take after last turn.
Result depends on how many player got to hold (this will allow true defensive scenarios). This victory condition should be enabled on scenario file.
• 4. Retreating a given number of units using scenario designed EH (escape hexes) to achieve a BV, V or TV.
This victory condition should be enabled in scenario file, and at least one EH should be defined
• 5. Killing all enemy unit defined as "Must Survive Units"
This should also be enabled and at least 1 unit should be marked as Must Survive.
Note. Victory conditions 2 and 3 are alternative, so if VH to hold is enabled, taking VH has not effect.
Mines are implemented as a new terrain attribute. Can be defined in scenarios at design time, but can also be dropped by certain units.
For Ground mines:
units having sapper special attribute can drop.
Any infantry unit can try to remove but it can get some loses if fails
For Sea mines:
Destroyers and naval units having "sapper" special attribute can drop/remove sea mines
Minefields have no side, so they can damage any unit regardless which side dropped it
• Entering spotted minefields
(ground/sea) require spend full movement (cost 254, like rivers)
• Entering un-spotted minefield can cause some losses - up to 3 strength points - depending on unit experience and engineer attribute
• When any unit is on a minefields its movement is limited to 1 and gets reduced its defense by 3.
• To clear mines, unit must be in the minefield, but not always will success and if no success, unit can suffer some loses
Campaign's core units
OpenGen allows to define units to become core on any scenario of a campaign, not only the first one.
Also there is a new flag on campaign file to reset all core units on any scenario, as it first scenario will be replayed.
Barrage Fire (Bombard)
Scenario must enable this optional feature.
Then, artillery units and capital ships, having non zero "bomber size" value (same than level bombers), can fire to empty hexes in order to blow up bridges, towns, airfields,... on that hex.
If hex had any unspotted enemy unit, then:
• Unit's entrenchment is reduced
• Unit strength can suffer up to 1 strength point - although cannot be destroyed by this action
• Unit can suffer some lasting suppression
• Unit can get reduced ammo and fuel
AD and Flak units can intercept planes while flying
This option must be enabled on scenario.
If AD/Flak is hidden plane is fired as soon as it enter any surrounding hex. Plane can go on flying after fired.
If AD/Flak was spotted, it only fires if plane stops on any surrounding hex.
Some of the internal tables used by the game, can be overridden by using external tables if located close to Efile.
These are the tables you can currently override:
• Weather.txt - modify weather
• Terrain.txt - to modify base-entrenchment, initiative-cap and cost to enter
• Eyear.txt - to override default base year.
An alternative way, which takes precedence, is to include this token: "BYEAR = ####" within first equipment item name (first record of Efile)
• All commands are saved to a
special .xlog file placed at OPENLOG folder, so you can replay later.
• There is a special flag to reset core units exactly the same as as if scenario #0 is played, previous core units are lost and unit upon deploy hexes become new core units.
This flag (reset core units) will be defined on campaign file. Current behavior for replaying #0 works the same also.
• All played scenarios are properly recorded on campaign save game, regardless they are played only once or more times and each time results are kept separately, so AAR can track the path accurately.
OpenGen / PG2 differences
Ive tried to make OpenGen completely compatible with current stuff made for PG2, but it doesn't mean it is a perfect clone.
I think it is good to record here all differences we can find - excluding obviously UI and new features made as optional
Deployment should be the same, but un-deployment don't.
OpenGen only allow to un-deploy a unit if no new units are revealed and while you don't select a new unit to deploy.
It works somehow as Undo Movement option
Reinforces always arrives at start of player active turn on PBEM games.
On single scenarios and campaigns it is optional:
0 * will arrive at start of turn for all players.
1 * will arrive at start of each player active turn.
PG2 allows tanks to get also Aggressive Maneuver as secondary leader attribute, OpenGen don't.
PG2 assign main leader attribute for Flaks same as ATs (Tank Killer). OpenGen will assign same as PG2 only if unit has efile special attribute "mechanized", else it will assign Mechanized Veteran main leader instead.
Campaign's core units
OpenGen allows to define units to become core on any scenario of a campaign, not only the first one.
Also there is a new flag on campaign file to reset all core units, as it first scenario will be replayed.