Essential Mods and Scenarios
Moderator: Vic
Essential Mods and Scenarios
Newbie here.
What are the best graphical and AI mods for ATG?
The same for scenarios?
Thank you.
What are the best graphical and AI mods for ATG?
The same for scenarios?
Thank you.
-
- Posts: 584
- Joined: Tue Mar 27, 2012 8:36 pm
- Location: Over the hills and far away
RE: Essential Mods and Scenarios
I really like Nato symbols. I do not like my engineers to look like hockey players. ( I am Canadian).
I much prefer enhanced supply.
I like big random games.
I much prefer enhanced supply.
I like big random games.
"Patriotism: Your conviction that this country is superior to all other countries because you were born in it." - George Bernard Shaw
RE: Essential Mods and Scenarios
Lancer's Enhanced Mod Suite: It is the best all around mod available in this ATG gamer's opinion.
Main screen mod: tm.asp?m=3396271. Changes the buttons on your ATG main screen.
Main screen mod: tm.asp?m=3396271. Changes the buttons on your ATG main screen.
Tac2i (formerly webizen)
RE: Essential Mods and Scenarios
No it isn't )ORIGINAL: Webizen
Lancer's Enhanced Mod Suite is a must.
Favoritism is alive and well here.
RE: Essential Mods and Scenarios
Can't get Lancer's Enhanced Mod Suite to work right with v220c? Am I doing something wrong?
JRR
RE: Essential Mods and Scenarios
If works fine with v2.20c except that it does not support tank models. What exactly isn't working for you?
ORIGINAL: baloo7777
Can't get Lancer's Enhanced Mod Suite to work right with v220c? Am I doing something wrong?
Tac2i (formerly webizen)
RE: Essential Mods and Scenarios
Ormand's mod is worth a look as well: tm.asp?m=3642658. Be advised this mod plays differently than standard ATG. It is still ATG but the mod changes quite a few things.
Tac2i (formerly webizen)
RE: Essential Mods and Scenarios
Kind of back here after some other adventures. Just a correction to Webizen's plug on my behalf. Yes, there are two "new" mods in the package that alter the structure of units: Regiments to make units look a little more like Decisive Campaigns with platoon sized SFT's, and Divisions, with company sized SFT's. However, there are also three at2 files that are just a replacement of graphics for standard ATG, namely ATG, New Dawn, and New Dawn with tank models. You can select any one of these with the mod file provided.
One man alone can be pretty dumb sometimes, but for real bona fide stupidity, there ain't nothin' can beat teamwork -- Edward Abbey
RE: Essential Mods and Scenarios
In the Div 2 file you did not link self propelled art II to III for upgrade it is linked to itself. And one can not build roads into forests, looks like just light forests were not allowed for not sure haven't tested it yet.ORIGINAL: Ormand
Kind of back here after some other adventures. Just a correction to Webizen's plug on my behalf. Yes, there are two "new" mods in the package that alter the structure of units: Regiments to make units look a little more like Decisive Campaigns with platoon sized SFT's, and Divisions, with company sized SFT's. However, there are also three at2 files that are just a replacement of graphics for standard ATG, namely ATG, New Dawn, and New Dawn with tank models. You can select any one of these with the mod file provided.
Favoritism is alive and well here.
RE: Essential Mods and Scenarios
Thank you all for you input.
RE: Essential Mods and Scenarios
ORIGINAL: Webizen
If works fine with v2.20c except that it does not support tank models. What exactly isn't working for you?
ORIGINAL: baloo7777
Can't get Lancer's Enhanced Mod Suite to work right with v220c? Am I doing something wrong?
OK. Not able to make my own design light tanks with the mod. Not sure it's that important now. Seems like I spend a lot and not sure of effort. Enhanced mod seems more important. Did not realize I had it installed correctly, just no new tank design.
JRR
RE: Essential Mods and Scenarios
ORIGINAL: Twotribes
In the Div 2 file you did not link self propelled art II to III for upgrade it is linked to itself. And one can not build roads into forests, looks like just light forests were not allowed for not sure haven't tested it yet.ORIGINAL: Ormand
Kind of back here after some other adventures. Just a correction to Webizen's plug on my behalf. Yes, there are two "new" mods in the package that alter the structure of units: Regiments to make units look a little more like Decisive Campaigns with platoon sized SFT's, and Divisions, with company sized SFT's. However, there are also three at2 files that are just a replacement of graphics for standard ATG, namely ATG, New Dawn, and New Dawn with tank models. You can select any one of these with the mod file provided.
Hi Twotribes, Yes, I missed roads in light forests. But, the version I have on my disk doesn't have the problem with SPA.
I am, however, making some modifications to this that I hope to have out by the end of the weekend. I am trying to improve the city and suburb edges so that they aren't so hard edge (not as nice as they could be). I have renormalized some units, specifically artillery attack and defend power, which I think were too high. I am also adding a few SFTs. Three levels of coastal artillery, light infantry and mobilization via bicycles and motorcycles. I changed the weights a bit so that normal infantry units have a wight of 2, and light infantry has a weight of 1. The light infantry can be mobilized by bicycle and motorcycle. Bicycle will be a new movement type (coastal artillery has a new one too as in static) that moves like foot in all terrains and 50% of wheel along roads. Motorcycle will be a wheeled movement type, but 20% faster and will have greater recon capabilities. These are being introduced to give more flavor and the ability to model some historical units (for example, bicycles were used by the Japanese at Singapore and the Italians in Sicily). Coastal artillery will be very heavy and have no movement (actually cost 9999 AP to move anywhere) but can be transported via rail (can't stop this). They will have good artillery against ships, but not against much else. So, they can't really be used on land targets.
The plan is to put a "patch" up on the site that just adds the new stuff, and then replace all other files. Hopefully, the patch will be sufficient if you already have it installed (i.e., I don't screw something up).
One man alone can be pretty dumb sometimes, but for real bona fide stupidity, there ain't nothin' can beat teamwork -- Edward Abbey
- Strategiusz
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RE: Essential Mods and Scenarios
For me the best mod is hardcore production mod. But this is not a gui/ai/scenario mod.
RE: Essential Mods and Scenarios
You are aware that you set Halftracks to only lift 1 right? So if you change Rifle weights you need to adjust halftracks as well.ORIGINAL: Ormand
ORIGINAL: Twotribes
In the Div 2 file you did not link self propelled art II to III for upgrade it is linked to itself. And one can not build roads into forests, looks like just light forests were not allowed for not sure haven't tested it yet.ORIGINAL: Ormand
Kind of back here after some other adventures. Just a correction to Webizen's plug on my behalf. Yes, there are two "new" mods in the package that alter the structure of units: Regiments to make units look a little more like Decisive Campaigns with platoon sized SFT's, and Divisions, with company sized SFT's. However, there are also three at2 files that are just a replacement of graphics for standard ATG, namely ATG, New Dawn, and New Dawn with tank models. You can select any one of these with the mod file provided.
Hi Twotribes, Yes, I missed roads in light forests. But, the version I have on my disk doesn't have the problem with SPA.
I am, however, making some modifications to this that I hope to have out by the end of the weekend. I am trying to improve the city and suburb edges so that they aren't so hard edge (not as nice as they could be). I have renormalized some units, specifically artillery attack and defend power, which I think were too high. I am also adding a few SFTs. Three levels of coastal artillery, light infantry and mobilization via bicycles and motorcycles. I changed the weights a bit so that normal infantry units have a wight of 2, and light infantry has a weight of 1. The light infantry can be mobilized by bicycle and motorcycle. Bicycle will be a new movement type (coastal artillery has a new one too as in static) that moves like foot in all terrains and 50% of wheel along roads. Motorcycle will be a wheeled movement type, but 20% faster and will have greater recon capabilities. These are being introduced to give more flavor and the ability to model some historical units (for example, bicycles were used by the Japanese at Singapore and the Italians in Sicily). Coastal artillery will be very heavy and have no movement (actually cost 9999 AP to move anywhere) but can be transported via rail (can't stop this). They will have good artillery against ships, but not against much else. So, they can't really be used on land targets.
The plan is to put a "patch" up on the site that just adds the new stuff, and then replace all other files. Hopefully, the patch will be sufficient if you already have it installed (i.e., I don't screw something up).
Favoritism is alive and well here.
RE: Essential Mods and Scenarios
Check halftracks I may have meant halftracks, in fact I am pretty sure it was halftracks that do not upgrade from 2 to 3.
Favoritism is alive and well here.
RE: Essential Mods and Scenarios
Yep, you're right. I'll fix that. Hopefully out this weekend.
One man alone can be pretty dumb sometimes, but for real bona fide stupidity, there ain't nothin' can beat teamwork -- Edward Abbey
RE: Essential Mods and Scenarios
I put the "patch" and new versions of the files on the Community site. Hopefully, I didn't make mistakes in it. Description is here: tm.asp?m=3642658&mpage=3&key=
One man alone can be pretty dumb sometimes, but for real bona fide stupidity, there ain't nothin' can beat teamwork -- Edward Abbey