I have uploaded v1.1.13 (8:00 AM PDT Friday 8/25 - and removed the one I put up for ATG v225, which is too obsolete now). This version requires ATG v227 or higher. Sorry it took a little while, this has some changes and tweaks:
1. Fixed self-update issue. This did indeed have to do with improvements and upgrades. Improvements are applied to each model. An upgrade is like a new model, so the upgrade happens and then all the improvements are applied, except that the SFT number doesn't change. I was expecting the improvement to be based on a new SFT.
2. To be consistent with the concept, I made it impossible to conduct amphibious assaults and paradrops on storm hexes.
3. The roads in pine woods was fixed before, and is here.
4. Increased production cost of halftracks and trucks.
5. Decreased carry capacity for trucks from 6 to 4.
6. Weight for artillery is 2 for Artillery I & II, it is 3 and 4 for Artillery III and IV. This way you can use horses for I & II, but not for III & IV. The idea being that III & IV introduce bigger guns that horses will have a hard time with. This will affect how you go forward with artillery. No I & II are effectively separate SFTs with Artillery I as the reinforcement model for TOE purposes, while III & IV use Artillery III as their reinforcement model for TOE. However, you can upgrade from II -> III, so beware with auto-upgrade.
7. Self-propelled infantry guns and artillery and mobile anti-aircraft are no longer alterations to a tank model, but their own SFT and item, without a model. I did this because of the improvements issue (no point improving tank combat for artillery) and the fact that I couldn't control upgrades with new technology for the guns. The advantages of self-propelled are that they don't need a truck to move them, so fewer stack points, and more hitpoints.
8. I tweaked hitpoints for vehicles. I grew concerned with the structure that I borrowed from DC2, where the hitpoints against infantry were 1/2. For halftracks this caused a strange feature where the halftrack could absorb a hit for the infantry it was carrying, but actually have less hitpoints than the infantry it was protecting.
9. I think the Carrier fighter alteration is working OK, check again.
10. Introduced a new SFT "Tracked Landing Vehicle" that requires "Halftrack II" and "Amphibious Assault Theory" techs. This is essentially a slower (90%) and slightly more expensive Halftrack I that has combat doubled on beach hexes, so it can be useful in an amphibious attack.
1. For now, the mobile AA is based on the Möbelwagen or Wirbelwind concept, which uses a Panzer IV chasis, as opposed to mounting AA on a halftrack. I may bring this in at some point.
2. Due to a quirk in the model system, it is possible to have old models that get improved and are still buildable, but are dead ends. So, watch out for this. If you upgrade a model, lets say Tiger C, this will make the previous model a Tiger iC and the new one Tiger iiC. At this point, you will have old Tiger iC tanks that you can upgrade to Tiger iiC. Also, you can no longer produce the Tiger iC; only the Tiger iiC. However, if you research an improvement, such as Tank Combat III, you will be able to apply the improvement to the Tiger iC, making a Tiger iD model that can now be produced. However, it cannot be upgraded and is a model dead end. In general, the upgrade path is through the model improvement path A -> B -> C, and then to iiC. There is this quirk that I don't see a fix for by modding.