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RE: Enhanced Resource Mod

 
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RE: Enhanced Resource Mod - 3/20/2013 7:22:04 PM   
Stardog


Posts: 91
Joined: 1/17/2006
From: Hickory N.C.
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Thanks Web

But from what I can see it still aint workin... There is no POOL unit with 1 train/cargo ship and you should start with 400 Raw and 2000 Oil ?
As you can see from print screen its like a regular random game?




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Post #: 31
RE: Enhanced Resource Mod - 3/20/2013 8:02:19 PM   
Webizen


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Did you check the little checkbox that is required to create an ERM game? It is on one of the screens but I'm not at my PC so can't say definitively just where. You'll see it I'm sure.

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Post #: 32
RE: Enhanced Resource Mod - 3/20/2013 10:31:52 PM   
Stardog


Posts: 91
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Web
You talken about the ( anewdawn.at2 Button ) then load up the ERM file ? I've tried that.
Anybody got any ideas?

SD

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Post #: 33
RE: Enhanced Resource Mod - 3/20/2013 10:43:17 PM   
Stardog


Posts: 91
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From: Hickory N.C.
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Yo Brother Web

Thanks I found the ERM Mod button on the last screen!!!

Thanks bro

SD

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Post #: 34
RE: Enhanced Resource Mod - 4/6/2013 4:05:47 AM   
lancer

 

Posts: 631
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A Guide for the Perplexed

Step 1

Follow the download link (start of the topic or here)

Download HERE

What you are doing is downloading an 'atzip' file that handles all the tricky stuff on your behalf. Sort of like a cyber Concierge, only you don't have to tip.

Step 2


Fire up ATG and when you get to the main menu, press this button...



When you do so you'll get a standard file dialogue and you need to highlight the '.atzip' file that you've just downloaded in step 1. Highlight the file, press 'OPEN' and all the required bits and pieces will be placed in their correct folders automatically.

If you already have a previous version of the mod installed then you can relax and make yourself a cup of coffee as it'll all be sorted for you.


Step 3

Fire up a new random game. The first screen of options will have on it a button like thus down at the middle bottom...



This is asking you which 'masterfile' you wish to use. What's a Masterfile? Basically a brain. If you swapped heads with your partner then you'd have a different 'Masterfile' running your body. Good luck with that one.

There are a bunch of these that all do different things but the go ahead and click the little gray box anyway.


Step 4

After clicking you'll get another file dialogue. Choose the file for this mod (which will always be an '.at2' file), which is shown highlighted in the picture (might be a slightly different version if you're reading his later on) and then press 'OPEN'.




Step 5

Once you've selected the appropriate 'Masterfile' (step 4 above), choose your options as required then press 'Make' to proceed to the following option screen.

This has a few extra options and any scenario, or mod specific, options (highlighted). If you don't tick these little boxes then nothing will happen, mod wise.




For the full, Rolls Royce experience, tick them all (there may be another box, 'Enhanced Officers', if you're reading this later).

Probably want to tick the 'Fog of War' and 'Hide Realtime AI' buttons as a matter of course otherwise you'll be looking up the skirt of the AI which isn't what gentlemen do.

All done. Good to Go.

Enjoy.

Cheers,
Lancer

< Message edited by lancer -- 6/9/2013 11:41:42 AM >

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Post #: 35
RE: Enhanced Resource Mod - 4/7/2013 11:48:52 PM   
Webizen


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I've added a NATO counters version of Lancer's Enhanced Resource/Enhanced AI (maritime) Mod. See the NATO Counters Mod for the download link. My mod provides a menu item or button to launch Lancer's mod (standard version or NATO version).

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Post #: 36
RE: Enhanced Resource Mod - 4/8/2013 6:25:51 AM   
Jafele


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Thanks Web!

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Post #: 37
RE: Enhanced Resource Mod - 4/8/2013 6:41:11 AM   
Jafele


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From: Seville (Spain)
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Web, I cannot install your mod. The following message appears: Error in unpackaging.

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Post #: 38
RE: Enhanced Resource Mod - 4/9/2013 1:05:51 AM   
Webizen


Posts: 1432
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From: WV USA
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Fixed. Some thumbs.db files were created by the OS in some of the graphic folders and apparently ATG does not like that. I removed them and all is good.

quote:

ORIGINAL: Jafele

Web, I cannot install your mod. The following message appears: Error in unpackaging.



< Message edited by Webizen -- 4/10/2013 2:38:14 PM >


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Post #: 39
RE: Enhanced Resource Mod - 4/11/2013 12:01:40 AM   
Webizen


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Updated 10 April 2013 with Lancer's latest version. Added a NATO counters version of Lancer's Enhanced Resource/Enhanced AI (maritime) Mod. See the NATO Counters Mod for the download link. My mod provides a menu item or button to launch Lancer's mod (standard version or NATO version).

Edit: published a minor refresh today (11 April 2013).

< Message edited by Webizen -- 4/12/2013 12:18:52 AM >


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Post #: 40
RE: Enhanced Resource Mod - 4/23/2013 9:40:28 PM   
barerabbit

 

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Hi Lancer
I was having an awful time trying to forecast my resource transport requirements for the next turn, so I built myself a little spreadsheet. I noticed that the sea transport requirement numbers produced by the game (your mod) were consistently above my predictions (by .17-.31 ) while all the land calculations were right on the money. I then noticed that the required capacity numbers for Sea Transport were not evenly divisible by 200. Now if I understand the system correctly, all the resource sites produce quantities divisible by 20 (60 RAW or 250/12.5=20 OIL and so forth), and each hex is indivisible and 10 NM wide, so each seperate transport leg expressed in t-NM, has to be divisible by 200, doesn't it? Have I missed something about the sea transport legs, or is there a little bug in there somewhere?

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Post #: 41
RE: Enhanced Resource Mod - 4/23/2013 11:49:04 PM   
lancer

 

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Hi barerabbit,

Spreadsheets indeed!

Your assumptions are correct. Where the sea transport requirements may not be giving you exact numbers is because of the way they are calculated by the mod.

The route a particular resource site traces back to your capital can encompass multiple sea and land legs. The mod identifies and separates them as appropriate.

However there are a few approximations incorporated into the sea leg calculations (eg. they incorporate some of the land component). These occur in specific situations where the programming overhead wasn't worth the effort in doing it precisely.

A good example of this is where your Capital is a port but on an inland sea or a sea that isn't connected to any other ocean body on the map (eg. it starts and ends on a map edge). In this particular instance the ATG function that handles the point to point calculations is unable to differentiate sea and land and, in fact, includes the last land leg to your capital as part of the sea component. Doesn't happen with any other inland capital situations, just that one.

Another occurs on very large maps where you are moving a resource over multiple sea/land links. The mod works out the mine site to port land leg, the port to capital land leg and assumes the foreign port to home port leg is all sea (where in fact it could be a combination of both). The computational effort required here to do it correctly increases exponentially with the bigger map sizes.

I opted to keep the mod's impact on turn processing times neglible rather than go for total accuracy.

The degree of the approximation depends on your map configuration and map size but if you went with a mid point fudge factor (0.25) you'd probably be close.

In real life, while theoretical sea components can be calculated precisely, sea transport is inherently more variable in nature than rail. Ships get diverted and delayed for all manner of reasons (weather, search and rescue, pirate alerts, N.Korean missile testings, Fukishima radioactive plumes to highlight a few of the more unusual ones) which preclude them from working with the same efficiency as a train on a fixed track.

I worked in the industry myself and nobody ever looked at a map and calculated a straight 'x' number of ships for 'x' amount of cargo without allowing for an additional amount to cover contingencies such as mentioned above. Fudge factors are alive and well in the shipping industry!

Cheers,
Lancer

(in reply to barerabbit)
Post #: 42
RE: Enhanced Resource Mod - 4/24/2013 9:13:59 PM   
barerabbit

 

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Those of us whose memories have "matured" to the point where we can hide our own Easter eggs need spreadsheets. Don't worry, your mod is kicking me around even with it. I understand your explanation and I think your fudge factor is about right.

I run into a problem of being unable to take a position (say, a port you don't want the AI to have) without hooking up the (possibly unnecessary) RAW that sits near the port and is too far from your capital to be logistically supported at reasonable cost. I don't think the connection can be turned off, even by engineers, unless it crosses a bridge and I don't seem to be able to tell it not to produce on the production pages of the game. Do you know of any way to do it? Maybe someday there will be a card for that.

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Post #: 43
RE: Enhanced Resource Mod - 4/24/2013 10:50:31 PM   
Rander


Posts: 99
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Hello.

I am playing a game with the mod and have a problem: I can't play officer's cards. To be more exactly: I only can play some cards; those that consist in selecting a city... but even this cards don't work: only let me to select a raw mine hexe. :S

Is this a bug? Is this normal (I mean, cards don't work with this mod)?

Bye,
Rander.

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Post #: 44
RE: Enhanced Resource Mod - 4/24/2013 11:57:48 PM   
lancer

 

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G'day,


Barerabbit

Being able to turn off production isn't possible at present as once it's hooked up it's part of your transport grid. It's a feature I've been thinking about as I've run into the same problem as yourself.

One work around is to use the production priority action cards. Say you've hooked up an unwanted RAW mine. Swing your transport priority across to OIL for a while. This will shut out all RAW from your network. When your RAW stocks start to get too low flip back to a RAW priority for a short time as this will focus your entire transport resources on RAW which should handle any extra that is needed.

By swapping over your priority depending on how your stockpiles are going you can manage any excess. A bit fiddly but doable.


Rander

Officers work normally with the mod, as do their cards. Haven't struck any issues here and the mod features are independent of Vic's Officers.

The quickest way to deal with it would be to send me a saved game file and I can look at it directly. PM me for a direct email link.


Cheers,
Lancer

< Message edited by lancer -- 4/25/2013 12:23:45 AM >

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Post #: 45
RE: Enhanced Resource Mod - 4/26/2013 12:47:03 AM   
Rander


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PM sent. :)

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Post #: 46
RE: Enhanced Resource Mod - 6/28/2013 12:55:08 PM   
lancer

 

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Hi,

New version uploaded. Only worth upgrading to this version if you are playing on XL or above sized maps with the Enhanced Officers option as it gives an increase to your command allowance to accomodate the bigger maps.

More info here...

Version Upgrade Notes

Cheers,
Lancer

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Post #: 47
RE: Enhanced Resource Mod - 7/5/2013 12:09:20 PM   
lancer

 

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Hi,

New version uploaded (version 5). Recommended upgrade if you use Enhanced Officers.


Changes - Version 5

Enhanced Officers

Command Allowance now automatically scales so you will always start the game with enough CA to accomodate however many HQ's are already on the map.

New feature: Dissatisfied Officers

Cheers,

Lancer

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Post #: 48
RE: Enhanced Resource Mod - 7/20/2013 5:43:53 PM   
guerillero

 

Posts: 1
Joined: 3/31/2013
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Seems like if you don't build enough trucks, your mines can't be upgraded nor supply layer can be seen. Not a complain, just found the hard way.

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Post #: 49
RE: Enhanced Resource Mod - 7/21/2013 12:41:25 PM   
lancer

 

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Hi Guerillero,

Read all about it here...

All about Trucks and other stuff

You need to scroll down to the 'Beans and Bullets' part.

Cheers,
Lancer

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Post #: 50
RE: Enhanced Resource Mod - 10/20/2013 10:32:15 PM   
all5n


Posts: 362
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From: Republic of Texas
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So one thing i noticed about using the enhanced officers mod: If you re-name your Supreme HQ, all officers get -100 relationship with CIC per turn.

That was probably in the docs if i had read it i guess.

You probably didnt have another way to specify the CIC given the constraints of the mod development framework (guessing here).

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Post #: 51
RE: Enhanced Resource Mod - 10/21/2013 3:14:19 AM   
lancer

 

Posts: 631
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Hi all5n,

Yep, in the docs. Whatever you do, don't rename your Supreme HQ.

Lots of mod functions are keyed to the Supreme HQ being named as is in order to get around an engine limitation.

Besides, 'Supreme HQ' sounds a h*ll of lot better than the 'Tea and Scones Drop in Centre for World Peace'. Although I'm guessing that you'd have a better chance of finding somebody warm and cuddly in the later.

Cheers,
Lancer

< Message edited by lancer -- 10/21/2013 3:16:00 AM >

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Post #: 52
RE: Enhanced Resource Mod - 1/25/2014 1:22:20 PM   
comsolut

 

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When I download the file, I don't get an atzip file, just a regular zip extension and it does not seem to install from the ATGold menu?

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Post #: 53
RE: Enhanced Resource Mod - 1/25/2014 3:45:22 PM   
comsolut

 

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Never mind, I loaded.

Look forward to using the mod.

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Post #: 54
RE: Enhanced Resource Mod - 6/18/2014 5:27:05 PM   
Webizen


Posts: 1432
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From: WV USA
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Looking forward to (hoping for) an update to this outstanding mod that supports ATG v2.20.

< Message edited by Webizen -- 6/18/2014 7:10:42 PM >


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Post #: 55
RE: Enhanced Resource Mod - 6/19/2014 1:10:27 PM   
Jafele


Posts: 430
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From: Seville (Spain)
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Me too!!!

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Post #: 56
RE: Enhanced Resource Mod - 6/19/2014 5:37:19 PM   
Vic


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I think Cameron is very buisy with work on Decisive Campaigns 3. Any way my advice to everybody is to wait for v2.20 to be stable and a gold patch before copying features into mods.

For starters there might be a good chance some new graphics are going to be included in v2.20. More news soon. Hopefuly positive :)

best wishes,
Vic

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Post #: 57
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