Mod Idea
Moderator: Vic
- Iron Knight
- Posts: 216
- Joined: Mon Dec 24, 2007 8:49 am
Mod Idea
I worked on a mod like this for AT but I think I am going to start it again in ATG. Please let me know what you think.
Iron Knight’s SFT Mod
Goals:
Add levels to all SFTs, increase SFTs to provide more options (including making all faction SFTs availible to all players), a few small SFT changes, add more ‘stone age’ SFTs, and redesign tech system structure. Designed to be used in random games with human players, with AI compatibility a secondary goal.
Adding Levels:
Engineers – Increase HP, EP generation, armor or fortification attack increase.
Paratroopers – Match rifle progression
Armored Cars –Increase recon, speed, and HP (slightly). Possibly lower fuel consumption.
Trucks – Increase logistic cap, HP, and lower fuel use.
Trains – Increase logistic cap.
Horses – Slightly increase HP and movement. Add a small amount of logistic cap similar to truck with no oil use, if possible.
Cargoship –Increase sea cap and transport cap.
Transport – Increase transport cap and HP.
‘Stone Age’ Units:
Dreadnought – Weaker battleship with higher oil use.
Peace Cruiser – Weaker cruiser with higher oil use.
Gunship – Weaker destroyer with higher oil use.
Biplane – Weak multi-role aircraft with very little range.
Cannon – Weak infantry gun/artillery.
Early AA – Weak flak.
Early Tank – Very slow light tank.
New Air Units:
Interceptor – short range anti-bomber.
Heavy Fighter – Better firepower and range than standard fighter, but more expensive.
Escort – Longer range and more HP than fighter, but less attack power.
Recon – Recon aircraft with very little attack. Takes up less space on a ship.
New or Changed Land Units:
Self Propelled Artillery – ‘Armored’ artillery.
Self Propelled Anti-Air – ‘Armored’ flak.
Assault Gun – Anti infantry, anti-fortification tank, with light and heavy variants. Rename old assault gun to defensive tank.
Light Tank Destroyer – A micro tank destroyer.
Engineering Vehicle – High EP generation, small EP storage.
Flamethrower – Generally weak infantry with high fortification attack modifier.
Elite Infantry – A more expensive infantry with better stats.
Halftracks – Increase in line with light tanks & Armored Cars. Make more viable.
Supply Truck – Like a truck but instead of transport cap it has a large supply storage capacity.
New or Change Sea Units:
Destroyers, Cruisers, and Battleships – Add a new SFT for each class with different strength in anti-ship, anti-air, HP, and speed.
Attack Submarine – More expensive sub that can threaten larger warships.
Escort Carriers – Smaller but less efficient carriers.
Supply Ship – Like the supply truck for sea.
Advanced/Oddball Units:
Missile Ships – Ships with a long range bombardment.
Anti-Sub Cruisers – Cruisers that focus on anti-sub warfare.
Armored Transport Ship – Armed ships with transport capacity (possibly multiple sizes, up to battleship size.)
Transport and Carrier Subs – New units for more stealth options.
Heavy Recon Aircraft – Very long range recon aircraft.
Jet Aircraft – Very expensive tech, but jet SFT types would be quite powerful.
Battleship Tanks – Tank with many attacks, similar to the super heavy tank, but more anti-infantry.
APC’s – Armed halftrack.
Rocket Artillery – More powerful artillery with greater supply consumption will have Self Propelled variant.
Structure Change:
General Tank Tech 1 --> General Tank Tech 2 --> ect.
..|...............................................|
..|...............................................|
..V..............................................V
Each individual unit tech at reduced cost.
Iron Knight’s SFT Mod
Goals:
Add levels to all SFTs, increase SFTs to provide more options (including making all faction SFTs availible to all players), a few small SFT changes, add more ‘stone age’ SFTs, and redesign tech system structure. Designed to be used in random games with human players, with AI compatibility a secondary goal.
Adding Levels:
Engineers – Increase HP, EP generation, armor or fortification attack increase.
Paratroopers – Match rifle progression
Armored Cars –Increase recon, speed, and HP (slightly). Possibly lower fuel consumption.
Trucks – Increase logistic cap, HP, and lower fuel use.
Trains – Increase logistic cap.
Horses – Slightly increase HP and movement. Add a small amount of logistic cap similar to truck with no oil use, if possible.
Cargoship –Increase sea cap and transport cap.
Transport – Increase transport cap and HP.
‘Stone Age’ Units:
Dreadnought – Weaker battleship with higher oil use.
Peace Cruiser – Weaker cruiser with higher oil use.
Gunship – Weaker destroyer with higher oil use.
Biplane – Weak multi-role aircraft with very little range.
Cannon – Weak infantry gun/artillery.
Early AA – Weak flak.
Early Tank – Very slow light tank.
New Air Units:
Interceptor – short range anti-bomber.
Heavy Fighter – Better firepower and range than standard fighter, but more expensive.
Escort – Longer range and more HP than fighter, but less attack power.
Recon – Recon aircraft with very little attack. Takes up less space on a ship.
New or Changed Land Units:
Self Propelled Artillery – ‘Armored’ artillery.
Self Propelled Anti-Air – ‘Armored’ flak.
Assault Gun – Anti infantry, anti-fortification tank, with light and heavy variants. Rename old assault gun to defensive tank.
Light Tank Destroyer – A micro tank destroyer.
Engineering Vehicle – High EP generation, small EP storage.
Flamethrower – Generally weak infantry with high fortification attack modifier.
Elite Infantry – A more expensive infantry with better stats.
Halftracks – Increase in line with light tanks & Armored Cars. Make more viable.
Supply Truck – Like a truck but instead of transport cap it has a large supply storage capacity.
New or Change Sea Units:
Destroyers, Cruisers, and Battleships – Add a new SFT for each class with different strength in anti-ship, anti-air, HP, and speed.
Attack Submarine – More expensive sub that can threaten larger warships.
Escort Carriers – Smaller but less efficient carriers.
Supply Ship – Like the supply truck for sea.
Advanced/Oddball Units:
Missile Ships – Ships with a long range bombardment.
Anti-Sub Cruisers – Cruisers that focus on anti-sub warfare.
Armored Transport Ship – Armed ships with transport capacity (possibly multiple sizes, up to battleship size.)
Transport and Carrier Subs – New units for more stealth options.
Heavy Recon Aircraft – Very long range recon aircraft.
Jet Aircraft – Very expensive tech, but jet SFT types would be quite powerful.
Battleship Tanks – Tank with many attacks, similar to the super heavy tank, but more anti-infantry.
APC’s – Armed halftrack.
Rocket Artillery – More powerful artillery with greater supply consumption will have Self Propelled variant.
Structure Change:
General Tank Tech 1 --> General Tank Tech 2 --> ect.
..|...............................................|
..|...............................................|
..V..............................................V
Each individual unit tech at reduced cost.
RE: Mod Idea
It´s a great mod [&o], and a good test to all those ideas located in nowhere. Mod for today and probably tomorrow´s ATG.
Las batallas contra las mujeres son las únicas que se ganan huyendo.
NAPOLEÓN BONAPARTE
Cuando el necio oye la verdad se carcajea, porque si no lo hiciera la verdad no sería la verdad.
LAO TSE
NAPOLEÓN BONAPARTE
Cuando el necio oye la verdad se carcajea, porque si no lo hiciera la verdad no sería la verdad.
LAO TSE
- Iron Knight
- Posts: 216
- Joined: Mon Dec 24, 2007 8:49 am
RE: Mod Idea
Phase One: Adding Levels
Engineer (possibly to strong)
II: +25% HP, +25 Entrench, +50% EP, +20% vs Fort, +30% vs Armor
III: +50% HP, +50 Entrench, +50% EP, +40% vs Fort, +60% vs Armor
IV: +75% HP, +75 Entrench, +100% EP, +60% vs Fort, +90% vs Armor
Armored Car
II: +30% Recon, +15% Speed, +10% HP
III: +60% Recon, +30% Speed, +20% HP
IV: +100% Recon, +50% Speed or 30% and switch to a new ATV movement type, +30% HP
Paratrooper:
Exactly as Rifle
Trucks:
II: +20% Land Cap, +25% Carry Cap, +10% HP
III: +40% Land Cap, +25% Carry Cap, +20% HP, -20% Fuel move cost
IV: +60% Land Cap, +50% Carry Cap, +30% HP, -40% Fuel move cost
Trains:
II: +30% Railcap
III: +70% Railcap
IV: +120% Railcap
Horses:
II: +25% HP, +10% Speed
III: +50% HP, +20% Speed
IV: +75% HP, +30% Speed
I’ll add Land cap but I can’t figure out a work around on cap taking up fuel yet… This will also be a very cheap tech or attached to a structural tech.
Cargoship:
II: +25% Sea Cap, +25% Carry Cap,
III: +50% Sea Cap, +50% Carry Cap, +10% HP
IV: +75% Sea Cap, +75% Carry Cap, +10% HP, 5 Attack & Defense Power vs Air
Transporter:
II: +25% Carry Cap, +10% Range
III: +50% Carry Cap, +20% Range
IV: +75% Carry Cap, +40% Range
Engineer (possibly to strong)
II: +25% HP, +25 Entrench, +50% EP, +20% vs Fort, +30% vs Armor
III: +50% HP, +50 Entrench, +50% EP, +40% vs Fort, +60% vs Armor
IV: +75% HP, +75 Entrench, +100% EP, +60% vs Fort, +90% vs Armor
Armored Car
II: +30% Recon, +15% Speed, +10% HP
III: +60% Recon, +30% Speed, +20% HP
IV: +100% Recon, +50% Speed or 30% and switch to a new ATV movement type, +30% HP
Paratrooper:
Exactly as Rifle
Trucks:
II: +20% Land Cap, +25% Carry Cap, +10% HP
III: +40% Land Cap, +25% Carry Cap, +20% HP, -20% Fuel move cost
IV: +60% Land Cap, +50% Carry Cap, +30% HP, -40% Fuel move cost
Trains:
II: +30% Railcap
III: +70% Railcap
IV: +120% Railcap
Horses:
II: +25% HP, +10% Speed
III: +50% HP, +20% Speed
IV: +75% HP, +30% Speed
I’ll add Land cap but I can’t figure out a work around on cap taking up fuel yet… This will also be a very cheap tech or attached to a structural tech.
Cargoship:
II: +25% Sea Cap, +25% Carry Cap,
III: +50% Sea Cap, +50% Carry Cap, +10% HP
IV: +75% Sea Cap, +75% Carry Cap, +10% HP, 5 Attack & Defense Power vs Air
Transporter:
II: +25% Carry Cap, +10% Range
III: +50% Carry Cap, +20% Range
IV: +75% Carry Cap, +40% Range
- ernieschwitz
- Posts: 4246
- Joined: Tue Sep 15, 2009 3:46 pm
- Location: Denmark
RE: Mod Idea
ORIGINAL: Bombur
I like thess ideas....[:D]
I Thought you might It sounds quite alot like bombur mod
Creator of High Quality Scenarios for:
- Advanced Tactics Gold
DC: Warsaw to Paris
DC: Community Project.
- Iron Knight
- Posts: 216
- Joined: Mon Dec 24, 2007 8:49 am
RE: Mod Idea
The main difference is historical vs fictional. If I put in battleship tanks based off the T-28 (I think thats it) there will be a mark IV version of it to stay competitive even if that couldn't have really happened in reality. It's meant to be a ATG Generic+ rather than historical 1900's start. History is fun but I'm more of a 'what if' kind of guy.
- ernieschwitz
- Posts: 4246
- Joined: Tue Sep 15, 2009 3:46 pm
- Location: Denmark
RE: Mod Idea
Iron Knight, that sounds good
I was just commenting on the similarities in case you missed them. It might be (or have been) a good idea for you to look at how bombur has done it. Personally i feel bombur mod is a great mod. So i am also pretty excited about your mod
I was just commenting on the similarities in case you missed them. It might be (or have been) a good idea for you to look at how bombur has done it. Personally i feel bombur mod is a great mod. So i am also pretty excited about your mod
Creator of High Quality Scenarios for:
- Advanced Tactics Gold
DC: Warsaw to Paris
DC: Community Project.
RE: Mod Idea
Really good ideas [:D]. It needs to be tested. Level I horses must be cheaper than level IV since they consume less "supply". It would be good to have the possibility to choose what kind of horse (level I to IV) you want to buy (I don´t know if it´s possible).
I´m not so sure if you´re using horses in a historical or unrealistic sense. If you´re doing it in a realistic way I wouldn´t modify horses. Mixing different races of horses is a long long time process and armies used to employ always heavy horses to carry. It´s very different to upgrade a weapon or machine than an animal.
What about different transport animals instead of upgraded ones? Mules, Draft horses or donkeys. They would have different speed, price and cargo capacity but never must be upgraded.
Anyway it could useful in a medieval world: light cavalry, heavy cavalry, mules, etc. It´s a good start for an investigation.
I´m not so sure if you´re using horses in a historical or unrealistic sense. If you´re doing it in a realistic way I wouldn´t modify horses. Mixing different races of horses is a long long time process and armies used to employ always heavy horses to carry. It´s very different to upgrade a weapon or machine than an animal.
What about different transport animals instead of upgraded ones? Mules, Draft horses or donkeys. They would have different speed, price and cargo capacity but never must be upgraded.
Anyway it could useful in a medieval world: light cavalry, heavy cavalry, mules, etc. It´s a good start for an investigation.
Las batallas contra las mujeres son las únicas que se ganan huyendo.
NAPOLEÓN BONAPARTE
Cuando el necio oye la verdad se carcajea, porque si no lo hiciera la verdad no sería la verdad.
LAO TSE
NAPOLEÓN BONAPARTE
Cuando el necio oye la verdad se carcajea, porque si no lo hiciera la verdad no sería la verdad.
LAO TSE
- Iron Knight
- Posts: 216
- Joined: Mon Dec 24, 2007 8:49 am
RE: Mod Idea
Horses are an odd thing. In my AT version I made the upgrades very slight but the tech very cheap. One of our local players loved it so much he wanted more upgrades in line, but I didn't want to go above four levels or else I'd feel like I'd have to do that for the rest of the units. So I figured I'd just put them more in line with the other unit this round. Silly, kind of, like you noted horse breeding was well understood before our 1930ish time period. It could represent better modern logistics or steriods/nutritionprograms, but that does seem like we are making cybersteeds at some point. However part of my goal is to have upgrades for everything, and hopefully make them work for those who want them. Much like the T-28 style tank, it never had a future, or much of a use in the first place, if I recall correctly. Still I'd like to give them a future if the player wants to pour their PP's into it.
Other animals would be cool. I can just picture elephants, but I would have no clue as to how to stat them to make them unique. I'd also think that their breeding history would make them available from the start. Elephants are definatly on the list now though.
Other animals would be cool. I can just picture elephants, but I would have no clue as to how to stat them to make them unique. I'd also think that their breeding history would make them available from the start. Elephants are definatly on the list now though.
RE: Mod Idea
Feel free to steal any content you wish from my mod: tm.asp?m=2781944
"People are easily amused by quotes." - Some guy with a cool-sounding name
- Iron Knight
- Posts: 216
- Joined: Mon Dec 24, 2007 8:49 am
RE: Mod Idea
Neat! [:)] I need to read the forum more I guess. I have some different ideas on some stuff but thats basically what I'm shooting for. Very cool. I guess quite a few people want more generic SFTs.