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RE: Updated Graphics - 11/9/2014 3:49:24 PM   
Ormand


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Trying to figure out what is going on here. This may be a communications issue on my part.

First, are you using the atzip files downloaded from the Community website, or webizen's compilation? I don't know if he updated the files in the first zip file he created.

Also, I am not sure about MasterChief's comment about changing the extension to atzip. The files on the community website are atzip files.

Communication problem. If you downloaded all six parts from the Community website (five files of graphics and the at2 scenario files). You need to install all six parts. Basically, you need to click on the "Install Zip/File" button for each element of the installation. I didn't make this clear in the post for the first part. (The plains terrain graphics are actually in part 2/5). It is in six parts because of the 10MB file limit and the sixth part is the at2 files, which will likely change more often since they are fixes of the scenario files. The atzip files are really just zip files with the extension changed. So, the install process won't know that there may be more than one part. This process should work, and if it is what you are doing already, then I need to think about what is going wrong.

One way to avoid doing all this work is to use webizen's original download, and then apply the patch (atzip file). This will add new graphics and overwrite the urban graphics. The six parts on the site are the current release so no need to patch them.

After all this, I strongly recommend downloading webizen's zip file for the BIG graphics (link on page 3 of this thread) as they look better than what ATG will generate.

Let me know if this is the issue or not.

< Message edited by Ormand -- 11/9/2014 4:52:26 PM >

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Post #: 91
RE: Updated Graphics - 11/9/2014 3:53:47 PM   
MasterChief


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As Homer Simpson would say...DOOH! Ok so I now know that atzip is a file extension that allows the auto load capability of the game to unpack mods. However, after doing a complete reinstall I am still having the same problem. I tried downloading the most current version from AT Gold.org but noticed this mod doesn't seem to be supported anymore. Anyone know if that is true?


< Message edited by MasterChief -- 11/9/2014 4:54:44 PM >


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Post #: 92
RE: Updated Graphics - 11/9/2014 3:59:49 PM   
MasterChief


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Ok playing catch up on posts and I apologize for that. I am going to just wait patiently this time. Just excited about this mod.

Ormand, its obvious you are still working the mod and thanks for the incredible work . Could you please direct me to the community website you indicate and let me know what all I have to download.

Thanks!!!!

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Post #: 93
RE: Updated Graphics - 11/9/2014 4:37:34 PM   
GaryChildress

 

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Ah. Thanks Ormand! That was the problem. I went to the "mods" page on the AT forum and there was only 1 DL there. I went to the "Graphics Mods" page and found the other files. Thanks for the clarification.

If I may make a recommendation, maybe in the OP in this thread you might post a link to the "Graphic Mods" page at the AT website so that it is easier to see that there is more than one DL for it.

EDIT: Here's the link to the page over at the AT website for anyone else who may have had the same problem I had. http://www.advancedtactics.org/scenariobank.php?taglink=11

< Message edited by Gary Childress -- 11/9/2014 5:41:17 PM >


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Post #: 94
RE: Updated Graphics - 11/9/2014 6:44:58 PM   
Ormand


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Sorry to have caused some confusion, especially on the installation and where to get it. I edited the first post some to give a better explanation what to do. I should have thought of that, and also put a link to the graphics mods page, which is where you have to start to get all six parts (Same link that Gary put up). As an alternative, you can download the mod in one file from Post 16 but I believe you will have to then do the patch 4Seasons V3 patch (Sorry I just don't know if Webizen updated that atcip file with the V3 release or not - at any rate it doesn't hurt to install the patch, it just overwrites some graphics files and adds new at2 files). The files on the community web site are current and do not need to be patched (I decided that it was best to keep the distribution up to date rather than requiring a patch on top of it).

Again, note Webizen's Post 75 for the BIG graphics. I will try to edit the first page as well if there is a major change so that new comers wouldn't necessarily have to wade through to the bottom.

edited 11/10/14 4:29 PST: corrected the link for Webizen's download to Post 16.

< Message edited by Ormand -- 11/10/2014 12:30:07 AM >

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Post #: 95
RE: Updated Graphics - 11/9/2014 7:56:53 PM   
GaryChildress

 

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Many thanks Ormand! Great mod! I have a question about the mountain troops, do they actually perform better than regular troops in mountainous terrain?

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Post #: 96
RE: Updated Graphics - 11/9/2014 9:06:09 PM   
Tac2i


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See this post for additional download links:

http://www.matrixgames.com/forums/fb.asp?m=3648956

< Message edited by Webizen -- 11/10/2014 12:22:09 AM >


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Post #: 97
RE: Updated Graphics - 11/9/2014 11:26:24 PM   
Ormand


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Gary: I haven't done a statistical analysis, but they are better than Rifle in two ways. One is that in all mountainous terrains, they have a 50% bonus on attack and defense (the ATT and DEF factors in "Landscape Combat Mods" is 1.5) and they have a 10% increase in morale experience for their base (I think this means that the start with 10 exp, and they go 10 units above the natural limit). All other infantry have a ATT and DEF factors equal to 1. For the most part, for the way ATG is designed the main effect terrain has on combat is through increased entrenchment capability (forest, urban, mountains). Low and High Mountains have a maximum entrenchment of 200 and 250 and an automatic entrenchment per turn of 100. Basically, you need to settle in to the terrain and get a gradual defensive bonus.

I couldn't give mountain troops improved movement without a bigger change because movement is determined by a movement type - in this case Foot - and not for units. I would have had to create a mountain foot travel. Which I could do, but this is a bit tedious because as it would have to be set up for all 100+ terrains, much like what I had to do for static and bicycle, and I wasn't sure it was a good idea.

I am open to increasing the ATT and DEF modifiers. Especially the ATT. Maybe this should be 1.75 or 2.00.

Note that other units are "elite" and thus have improved morale and experience, such as airborne, mercenaries, and marines. Also, marines get a bonus attacking beach hexes ATT=1.75. This is the only way I could figure to give them a bonus for amphibious assaults, which is hard wired in as a RuleVar. The downside is that marines can attack a beach hex from land and get the 75% bonus. As it is, beach hexes are placed in a random game via an event run at the start.

< Message edited by Ormand -- 11/10/2014 12:31:46 AM >

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Post #: 98
RE: Updated Graphics - 10/11/2015 2:11:31 AM   
E6Jarhead

 

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I have read thru and possibly missed the answer.

When I use this mod the maps are fine in Regular Zoom.

When I Zoom in our Out i get a lot of Black Hexes (no graphics).

Any idea why?


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Post #: 99
RE: Updated Graphics - 10/11/2015 2:30:11 AM   
Ormand


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That is odd. The package only includes the standard graphics and not BIG or SMALL. ATG will normally create the BIG and SMALL graphics if they are not there. If it were not doing this, this would explain why there would be "black-holes". Why it would not do this, I am not sure.

I have also updated this package quite a bit, and it is nearly time to put it out again. It is rather a pain to put on the web site because of the 10 MB limit. On the other hand, I have put the entire package, which includes the BIG and SMALL graphics, on dropbox. The link is https://www.dropbox.com/s/o0lwiofod7cxpnp/4Seasons.zip?dl=0 I am not sure if I need to explicitly share it or if the link will work. This zip file is a bit clumsily set up as it will not extract all the files where they should go. But, it is clear what to do. There are the three graphics directories that go in the primary graphics directory. And there are a few at2 files, which go in the atgscenario directory. This was meant as a temporary zip file to transfer between my desktop on Surface.

Quite a lot of things were fixed and added.



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Post #: 100
RE: Updated Graphics - 10/11/2015 7:02:09 AM   
Ormand


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OK, I am uploading a new zip file that should extract correctly into the main ATG directory. I also found a few things that I thought I had fixed, and finished switching some of the SFT graphics with 3D models.
The link is: https://www.dropbox.com/s/ld6gs1wqlraoy14/FourSeasons-All.zip?dl=0

edit: 12:21 AM PDT replaced the file as I forgot to add the toe template (it is late). The templates are in the savedgames folder as well as the main 4Seasons graphics directory.

Also, I forgot to mention that for divisions and regiments I added a delay of two rounds. That is the random game starts with the regimes diplomatically blocked. This is raised at the start of the 3rd round. To compensate, the game starts in March. Also, I increased the likelihood that the AI attacks (made them more aggressive).

< Message edited by Ormand -- 10/11/2015 8:25:50 AM >

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Post #: 101
RE: Updated Graphics - 10/13/2015 4:42:59 AM   
Ormand


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Looking at the "delay" I put in, I see that the weather is kind of screwy. This is because the weather assumes a change from the previous conditions to a new condition, and is randomly decided before each turn. Basically so it happen before one of the regimes. This is awkward because the map starts with summer graphics, so even though it is now March, it starts with summer graphics, and eventually becomes mud, etc. It is better to start the game with March weather. This can be done by inserting the following three lines in the event "Seasons: Month and Weather, Freeze Rivers" after line 4
CHECK: CHECKROUND == 1
SETVAR: TempVar2 == 100
END CHECK


TEMPVAR2 is used in the event to check which regime turn the weather changes on and is set equal to 100/number_regimes. Then a random number is checked at each turn to see when it changes. This little line, sets the weather for the zone at the first turn. If you don't do this and had winter, the game would likely start with summer terrains, and then possibly change to winter at some point, which is odd.

I also think there is an error in the ANEWDAWN event "First Round: Set Year and Date". The line

SETVAR: GAMESLOT_MONTH_NUMBER(#0) == 3

is wrong. This should be set equal to 4, since the month is set to May in the next line via

EXECUTE: ExecChangeDate(1,5,TempVar0)

GAMESLOT_MONTH_NUMBER counts the month (starting at zero) and controls the weather. The second line controls the date shown to the player. So, if you want correct weather, the GAMESLOT should be correct.

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Post #: 102
RE: Updated Graphics - 11/25/2015 1:51:07 AM   
Ormand


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I made some updates to the Four Seasons system. New atzip files are on the community web site. they are now in three files due to the larger size allocation. You must download and install, via the game installer all three files. The first time you load one of the scenario files, it will take a few minutes to generate the BIG and SMALL graphics. If you already have the BIG and SMALL graphics, I don't you will have to do anything. The terrain graphics are the same. But, other directories for NATO counters, and SFT graphics are included. SFT graphics include the 3D models made by Gary and myself.

The entire graphics package can be found on dropbox at https://www.dropbox.com/s/m04pvh3t81yk56k/FourSeasons-All.atzip?dl=0

There is also a new scenario file on the community website. In a nutshell:

Rework of standard NewDawn3 scenario - just replaces map and SFT graphics.
4Seasons-NewDawn3.at2

4Seasons V4.0:
Two main components Divisions and Regiments
4Seasons-NewDawn3-Divisions-v4.0-sft.at2
4Seasons-NewDawn3-Divisions-v4.0-sft-NoFactories.at2
4Seasons-NewDawn3-Regiments-v4.0-sft.at2
4Seasons-NewDawn3-Regiments-v4.0-sft-NoFactories.at2

Divisions is meant to represent a larger scale, with HQ units starting out as a corps-level unit (three divisions plus support elements).
Regiments is a smaller scale, with 14 day turns for random games, and HQ units starting out as a division-level unit (three regiments plus support elements).
NoFactories means that factories have been disabled.
Note that the effective HQ radius is only two hexes. This encourages more HQ's.

For random games, the games start March 1 with a diplomatic block, meaning that war cannot be declared. This block is raised via a random event at the start of each round. The probability the block is lifted is round#*7 for Regiments and round#*15 for Divisions. This is meant to give the player a chance to get organized. Each player also gets an allocation of political points and trains to start the game dependent on the size of the map and the number of regimes. The number of political points is designed to give the player are start at building an effective OOB.

The Divisions and Regiments masterfiles do not include NewDawn 2. I haven't gotten tank models to work yet.

V4.0 fixes a lot of bugs I found from the earlier attempt. I am not sure how of them came about, like the action cards. Some I do, for example picture missing from research. Changing the SFT pictures was mindnumbingly boring, especially for those with several extra graphics.

Officers and TOE does work. After installation, the TOE files are in:
savedgames/TOE-Divisions.atgtoe
savedgames/TOE-Regiments.atgtoe

4Seasons V4.1:
Two main components Divisions and Regiments
4Seasons-NewDawn3-Divisions-v4.1-sft.at2
4Seasons-NewDawn3-Divisions-v4.1-sft-NoFactories.at2
4Seasons-NewDawn3-Regiments-v4.1-sft.at2
4Seasons-NewDawn3-Regiments-v4.1-sft-NoFactories.at2

These are generally similar to V4.0 with a notable change. Most of the special technologies for specific People groups are now available to all Peoples, The exceptions are Fortification, Kamikaze, and Guerilla. The base theory technologies can be discovered by all Peoples, although the original Peoples get the technology for free to start the game. In addition, the units associated with these technologies cost 20% more for the other peoples.

A few other changes in V4.1:
1. Mountain Infantry and Amphibious Assault Theory are now level 1 techs, and do not require Rifle II.
2. Marines have a combat factor for beach hexes that escalates with level. 1.3, 1.5, 1.7., 1.9 for Level I, II, III, IV.
3. Ranger units are replaced with Commando units. These are units with high morale, high hide and recon points, the capability to perform para drops, and 1.2 combat factor for beach hexes. Commando Theory has Paratrooper and Amphibious Assault Theory as pre-requisites.

More descriptions are in the scenario files, which should list the fixes.





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Post #: 103
RE: Updated Graphics - 11/25/2015 1:54:30 AM   
Ormand


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I should add that I am looking into adding more color by replacing some of the Peoples in random games. By this I mean there are now 9 peoples in the file, as Americans, Italians, and Indians are added. I am going to look at making events that will replace some of the core Peoples with these. For example, if there is only one Anglo regime, replace it with Americans with 50% chance. Or if there are two, replace the second with Americans. Sme with Italians and Indians.

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Post #: 104
RE: Updated Graphics - 11/27/2015 3:41:01 PM   
Ormand


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Thanks to Webizen for pointing out that I left out tyhe motorcycle item, so they couldn't be built in the Divisions scenario files. I uploaded fixes to the community site.

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Post #: 105
RE: Updated Graphics - 11/27/2015 4:51:24 PM   
baloo7777


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Newbie question...How would current and future PBEM games be affected by my adding this four seasons mod? Would I be unable to play against an opponent who was not using this mod? Am I able to choose to use it or not (or does it work automatically)?

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Post #: 106
RE: Updated Graphics - 11/27/2015 5:27:49 PM   
Tac2i


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This mod would have no effect on any game you have started or will start with the base ATG game. Ormand's mod does not start up automatically. To create/play a game using this mod you have to manually select one of its at2 files when you are creating your random game. Note that if you wish to play another person with a game you created using this mod, then they would at least need to have the graphics portion of the mod installed. If they don't they will get a lot of missing graphic error messages.

quote:

ORIGINAL: baloo7777

Newbie question...How would current and future PBEM games be affected by my adding this four seasons mod? Would I be unable to play against an opponent who was not using this mod? Am I able to choose to use it or not (or does it work automatically)?



< Message edited by Webizen -- 11/27/2015 7:37:09 PM >


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Post #: 107
RE: Updated Graphics - 11/27/2015 10:03:44 PM   
Ormand


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Fixed the motorcycle issue for real this time in this and GoT.

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Post #: 108
RE: Updated Graphics - 11/28/2015 1:04:21 AM   
baloo7777


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quote:

ORIGINAL: Webizen

This mod would have no effect on any game you have started or will start with the base ATG game. Ormand's mod does not start up automatically. To create/play a game using this mod you have to manually select one of its at2 files when you are creating your random game. Note that if you wish to play another person with a game you created using this mod, then they would at least need to have the graphics portion of the mod installed. If they don't they will get a lot of missing graphic error messages.

quote:

ORIGINAL: baloo7777

Newbie question...How would current and future PBEM games be affected by my adding this four seasons mod? Would I be unable to play against an opponent who was not using this mod? Am I able to choose to use it or not (or does it work automatically)?




Thanks Webizen! It looks so good I wanted it right away but held off to be sure it wouldn't affect my present pbem games.

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Post #: 109
RE: Updated Graphics - 11/28/2015 1:23:15 AM   
Tac2i


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If you downloaded earlier, please be sure to download again as Ormand updated some of his at2 files to fix an issue with motorcycles.

quote:

ORIGINAL: baloo7777

Thanks Webizen! It looks so good I wanted it right away but held off to be sure it wouldn't affect my present pbem games.



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Post #: 110
RE: Updated Graphics - 12/1/2015 3:26:41 AM   
Ormand


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I just modified the at2 scenario atzip file to include a set of mod files for auto loading. It will give a choice of 4 mods:
0. default
1. A New Dawn (vanilla and Four Seasons)
2. Four Seasons - Divisions (Factories and No Factories)
3. Four Seasons - Regiments (Factories and No Factories)

After you start the game, a window will prompt you for the choice enter 0-3 for your selection.

This will not change files on your system, it will just load one of these as the default mod, and give you the choice (on the left) for Random Games with these mods. This simplifies the random game part, as you would have to load the mod manually every time you want to create a new random game (if you are looking for the right random map, this is tedious).

Here is a zip file with the mod directory . To install, download the zip file and unzip. If you want, change the extension from .zip to .atzip and use the auto install feature in the game.


Attachment (1)

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Post #: 111
RE: Updated Graphics - 12/1/2015 4:56:43 PM   
Ormand


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This is a better mod file.

Edit - Webizen pointed out that I screwed up the mod file - UGH! It should be right now.

Attachment (1)

< Message edited by Ormand -- 12/2/2015 7:13:03 AM >

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Post #: 112
RE: Updated Graphics - 12/1/2015 4:59:07 PM   
Ormand


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Random games generated at left.

Edit - corrected picture





Attachment (1)

< Message edited by Ormand -- 12/2/2015 7:15:40 AM >

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Post #: 113
RE: Updated Graphics - 12/2/2015 6:42:36 AM   
Ormand


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If you would like the modified New Dawn 3 file with diplomatic relations blocked for the first few turns, I added a file to the at2 file on the community site. Unfortunately, it is a bit too big to include here (695 kB). Relations are blocked at the start of a random game, and are unblocked with a probability of round*15 % reach subsequent round. This default in the Divisions and Regiments mods.


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Post #: 114
RE: Updated Graphics - 12/2/2015 3:00:02 PM   
Ormand


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Thanks to Webizen again for pointing out error in attempting to put in diplomatic block. Fixed this. Also, made it so that diplomatic block cannot be lifted on first turn (small chance, but still). Made dip-blocked version of FourSeasons New Dawn 3 the default random game in the mod file.

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Post #: 115
RE: Updated Graphics - 2/5/2016 6:12:17 PM   
FirstPappy


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Are all he latest files still contained on Webizen's links?

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Post #: 116
RE: Updated Graphics - 2/5/2016 9:39:29 PM   
Ormand


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Not the latest files. These are actually on dropbox. This link should allow you to download the two file:

These are FourSeasons-All.atzip and FourSeasons-at2.atzip

The graphics are in the first, and various scenario at2 files in the second. Actually, now that I think about it, right now the at2 file only has the Divisions mod, and not the rework of vanilla AnewDawn3. I can put this up tomorrow. This is the latest version that I have been experimenting with for the divisions mod, which meant to be a scale of 8-10 miles/hex with one week turns. Stacking is essentially one unit/hex (much like regular ATG). It has the Officers and TOE feature but not tank models. Random games start with a delay and you get extra trains and PP to help you get things set up before the war starts. The TOE file is in the savedgames directory. The Divisions movement is a little different than vanilla. Basically, an infantry unit can move six clear hexes, a tracked unit 9, and a wheeled unit 10. And nearly twice that on roads for tracked and wheeled units).

The only problem I have run into is the TOE issue I reported on the support page, where it looks like units are not being transferred in if the unit has 8 SFT subtypes, so the HQ won't send an MGII SFT in if it has 8 SFT's already, and not enough MGI to fill out the TOE. I'm working on this now.

There are a few design issues that I am working on.

First is artillery. At a scale of 10 miles/hex, essentially all artillery would have a range of 2 hexes (these guns have ranges of about 16 miles), and infantry guns a range of zero (in reality less than four miles). This meant there was no real reason to have heavy artillery. It doesn't fit. So I made Artillery I, II, III, IV as separate units for the TOE. You can upgrade from I -> II, II -> III, etc., and you can continue making each artillery type as you research them. Historically, many artillery units had 105 mm, 150 mm, and even 210 mm guns in the same unit formation.

Horses vs. trucks. Why one or the other? In the standard game, the only reason for horses is that you don't have oil. That is one motivation. But, early on, horses are much cheaper, and you can get your infantry moving quickly at foot speed. It would be hard to get all your infantry using trucks, assuming you are putting infantry guns, and anti-tank guns in them as you should. So, horses are useful. But, why not just keep using them. I am taking the course that horses would use more supplies (they need to eat and they take handling). So, while they are much cheaper to make and operate at first, over the long haul, they will cost you more. So, over time, you will want to replace them and modernize your army. Horses were generally used by several armies in WW2, especially Germany.


The at2 file also has the core of a scenario I am building "Fall Weiss" (Case White - German invasion of Poland in 1939). The map is 10 miles/hex, Division sized units, and intended to be 7 day turns, but after I do testing, which hasn't started yet, this could change. Most of the German and Polish combat units are in place. I am still deploying artillery and HQ's.

< Message edited by Ormand -- 5/30/2016 12:29:33 AM >

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Post #: 117
RE: Updated Graphics - 2/5/2016 11:19:53 PM   
FirstPappy


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Thanks Ormond. Downloading as we speak.
Pappy

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Post #: 118
RE: Updated Graphics - 5/29/2016 7:27:16 PM   
Khanti

 

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quote:

ORIGINAL: Ormand
(...)

4Seasons V4.0:
Two main components Divisions and Regiments
4Seasons-NewDawn3-Divisions-v4.0-sft.at2
4Seasons-NewDawn3-Divisions-v4.0-sft-NoFactories.at2
4Seasons-NewDawn3-Regiments-v4.0-sft.at2
4Seasons-NewDawn3-Regiments-v4.0-sft-NoFactories.at2

savedgames/TOE-Divisions.atgtoe
savedgames/TOE-Regiments.atgtoe

4Seasons V4.1:
Two main components Divisions and Regiments
4Seasons-NewDawn3-Divisions-v4.1-sft.at2
4Seasons-NewDawn3-Divisions-v4.1-sft-NoFactories.at2
4Seasons-NewDawn3-Regiments-v4.1-sft.at2
4Seasons-NewDawn3-Regiments-v4.1-sft-NoFactories.at2



Where can I get those 4.0/4.1 .at2 files?
I can't see also TOE-Regiments.atgtoe (only TOE-Divisions.atgtoe exists).
In FourSeasons-All.atzip I can see only 4Seasons-Divisions-v1.8.at2 / 4Seasons-Divisions-nofactories-v1.8.at2.

(in reply to Ormand)
Post #: 119
RE: Updated Graphics - 5/30/2016 12:26:24 AM   
Ormand


Posts: 656
Joined: 2/17/2009
Status: offline
Hanti

I have been working on things trying to make it better. The main conclusion that I cam to is that for random games, a regimental sized game doesn't make much sense as the time scale would have to be shortened to a few days. Hence, I focused on making a division-scale random game. That said, my main intent was to use base units that represented standard unit formations. For divisions, this is essentially company sized SFTs. And the action points are set up to represent ~15 miles/hex and turns of 14 days. The very same system would then also work for platoon sized SFTs, with roughly 5 miles/hex and 5 day turns. Small modifications would also work for corps level units with battallion sized SFTs.

The catch is that artillery ranges need to be modified. For divisions, I made a design decision to make artillery units have a range of two hexes, which is unrealistically long for all units except battleships. I did this since it seemed better to continue to have artillery behind the front lines. In addition, because of the scale no infantry guns have an artillery range.

Over the last week I have been working hard to implement models, and understand how they work. Unfortunately, I have only partially succeeded at this. I have them mostly working in the mod. The only thing that doesn't seem to work is upgrading a specific model to the next level in the model builder. I had also hoped to expand models to fighters, but I am having trouble adding models. In fact, I don't understand how I got it to work as it is.

So, what I have done, is updated the dropbox files with the latest that I have been working on. This includes both FourSeasons-All.atzip and FourSeasons-at2.atzip . The All file has a few new pictures and new/different nato symbols. The at2 file has a corrected newdawn3 scenario. It should be the standard newdawn3 with new graphics only (hopefully this is the case). There are two v4.0 Divisions scenarios, one with factories allowed, and one without. In the savedgames directory, there is the divisions TOE file.

Edit: I forgot to mention that the diplomatic block is actually done using a scenario option at the start of the game. Just click on the box, and it will start with the diplomatic block. You can do it with or without.

If there is a desire for a regiments and corps version, I can work on that as well. I could create a random game with five day turns, and modify artillery to match. For Corps level I need to think about it some. Especially artillery.


< Message edited by Ormand -- 5/30/2016 12:34:39 AM >

(in reply to Khanti)
Post #: 120
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