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RE: Four Seasons with Models - 4/7/2019 3:00:16 AM   
Ormand


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CB,

Almost there. Everything is pretty much in place. It is not exactly the way I wanted it, especially with the model names, but it will be interesting. I am in the process of cleaning up and doing debug checks. If I wasn't going on travel for work tomorrow, I would likely have a beta tomorrow. As it is, I can't get back to until Wednesday, so I should have version next weekend.

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Post #: 241
RE: Four Seasons with Models - 4/10/2019 3:05:07 AM   
CaptBeefheart


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From: Seoul, Korea
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Sounds good.

Cheers,
CB

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Post #: 242
RE: Four Seasons with Models - 4/11/2019 4:21:17 AM   
Ormand


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Airplane images.


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Post #: 243
RE: Four Seasons with Models - 4/11/2019 4:25:29 AM   
Ormand


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Fighters






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Post #: 244
RE: Four Seasons with Models - 4/11/2019 4:26:04 AM   
Ormand


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Other planes.






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Post #: 245
RE: Four Seasons with Models - 4/15/2019 6:03:03 AM   
Ormand


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CB,
I sent you a PM about checking out a beta version of the FourSeasons upgrade.

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Post #: 246
RE: Four Seasons with Models - 4/18/2019 1:25:19 PM   
LJBurstyn

 

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Is this version going to be able to use the new ATG Version 228b TOE changes? Right now the version 228b does not have a random game setup for 4 Seasons.

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Post #: 247
RE: Four Seasons with Models - 4/18/2019 2:11:52 PM   
Ormand


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Oh yes! I make pretty extensive use of it. There will be 28 background colors (29 if you include transparent) and about 100 symbols in black, white, red, blue, green, and yellow. If you find a symbol that you need, I could look at adding it. I set it up in a way that it could be added to (not super easily, but easy enough. I have to report, however, that the .atgtoe seems to store only two layers, so for now, everyone will have to rebuild their template for each game.

First page:





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RE: Four Seasons with Models - 4/18/2019 2:12:35 PM   
Ormand


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Third page:






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RE: Four Seasons with Models - 4/18/2019 2:15:30 PM   
Ormand


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I am testing and tracking bugs. Also, finding things that don't work they way I thought, so some work arounds to do what I want. Maybe this weekend.

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Post #: 250
RE: Four Seasons with Models - 4/18/2019 8:28:02 PM   
lion_of_judah


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Ormand, was curious if in the new version there will be images for japanese units. Thanks

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Post #: 251
RE: Four Seasons with Models - 4/19/2019 2:21:34 PM   
Ormand


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Lion,
Only for some of the SFTs. I use Gary's for infantry, etc. and the above images for planes, which has a zero fighter, the torpedo bomber, and also the kamikaze are based on Japanese aircraft. There are Japanese generals in the Generals Project. Sadly, I haven't made models or generals in over a year. Been too busy on other stuff.

(in reply to lion_of_judah)
Post #: 252
RE: Four Seasons with Models - 4/19/2019 3:08:33 PM   
cpdeyoung


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I think I have a couple of bugs for you. How would you like them sent?

Chuck

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Post #: 253
RE: Four Seasons with Models - 4/19/2019 3:29:17 PM   
Ormand


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Chuck,
I sent you a PM with email contact and link for dropbox version.
Erich

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Post #: 254
RE: Four Seasons with Models - 4/19/2019 11:25:21 PM   
GaryChildress

 

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Hey Ormand, how do your NATO counter symbols work? I believe there are only two buttons for overlaying the NATO graphics on a counter. But looking at your art, you have what looks like a background color counter, a unit designation counter and then a unit size counter, denoting if it's a battalion, regiment, etc. With only two overlay buttons, how do you use all three?

Thanks.

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RE: Four Seasons with Models - 4/19/2019 11:44:27 PM   
Ormand


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Gary,
In v228b, the TOE designer actually has four layers. This was from a suggestion by AMSwift, and Vic concurred. I had known for a long time about the array out of bounds with 119 counters, so I only used it for TOE and not the SFTypes (a separate set for those). Given the new capabilities, I thought that in my next version to take full advantage. So, now you can layer further. I went with background, main symbol, a secondary symbol, such as trucks, and unit size symbol, with a large set of combinations. In the upcoming version, I am going to make two versions, one 228b compatible and one 228 compatible. If I used the full file, someone would surely get a seg-fault and CTD.
I need to point out, however, that the .atgtoe file seems to save just two layers, so you will have to rebuild them after you import. But, they are fine within a saved game.

As for when, I have some testing going on, and I need to do that thing called work. Full release will also need Vic to upload the graphics file for me, and well it is a holiday weekend, and he is also engaged. Nonetheless after I get through some tests to squash bugs, I could give out dropbox links


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Post #: 256
RE: Four Seasons with Models - 4/20/2019 1:43:30 AM   
GaryChildress

 

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quote:

ORIGINAL: Ormand

Gary,
In v228b, the TOE designer actually has four layers. This was from a suggestion by AMSwift, and Vic concurred. I had known for a long time about the array out of bounds with 119 counters, so I only used it for TOE and not the SFTypes (a separate set for those). Given the new capabilities, I thought that in my next version to take full advantage. So, now you can layer further. I went with background, main symbol, a secondary symbol, such as trucks, and unit size symbol, with a large set of combinations. In the upcoming version, I am going to make two versions, one 228b compatible and one 228 compatible. If I used the full file, someone would surely get a seg-fault and CTD.
I need to point out, however, that the .atgtoe file seems to save just two layers, so you will have to rebuild them after you import. But, they are fine within a saved game.

As for when, I have some testing going on, and I need to do that thing called work. Full release will also need Vic to upload the graphics file for me, and well it is a holiday weekend, and he is also engaged. Nonetheless after I get through some tests to squash bugs, I could give out dropbox links




Hmm. I have v228b (at least I thought I did) and as far as I can tell it only has buttons for two layers. Am I missing something?






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RE: Four Seasons with Models - 4/20/2019 3:51:51 AM   
GaryChildress

 

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OK. Never mind. I see now. I had v228, NOT 228b. I just DL'd it. Thanks!

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Post #: 258
RE: Four Seasons with Models - 4/27/2019 1:50:33 AM   
Ormand


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Just a quick update. Things are progressing. I have two play-testers on it who are giving me great feedback and tracking down some bugs. It looks to be getting better. I am doing clean up to try and make the various descriptions relevant and up-to-date and some QA on features (or are those bugs). I will have to take a break for a week, however, Sat - Sun. Hopefully, they will run it through the works, and then some fixes.

If you want to try and be a Guinea pig PM me, and I can get you a dropbox link. I can use some feedback on PP costs, and how it flows. It is still a work in progress, so have to expect some bugs, and aspects that you might disagree with.

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Post #: 259
RE: Four Seasons with Models - 7/24/2019 9:57:19 AM   
Lomaster

 

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Just gave Four Seasons a try. Some issues i have:
1) Error in Check command in event #7 on line #70 before the initial round. Skippable after clicking OK several times. Storm hexes appear normally.
2) Error in Check command in event #188 on line #42 after end of the initial turn. Apparently unskippable (tried clicking OK a hundred times)
3) Urban hexes transition in (sub)tropical regions still looks like regular fields instead of paddies.




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Post #: 260
RE: Four Seasons with Models - 8/7/2019 3:19:36 PM   
Ormand


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Sorry, I have been away for the past three weeks. Just to let you know that this is not a dead project, and is still under construction, but is getting close. I have three play testers helping out, and they have been wonderful, giving feedback on issues, etc. So, several of the issues you pointed to have been resolved (#1 had to be present due to 1 city start). The issue you bring up for the terrain hadn't been identified, and I have a fix for it. It was not all that simple, and required a new terrain for tropical cities. The fields and paddies have been changed as well to make them have less contrast. I will PM you the dropbox link if you are interested in giving it a whirl.

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Post #: 261
RE: Four Seasons with Models - 9/22/2019 9:39:22 PM   
Ormand


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I am, at long last, releasing the updated version of the Four Seasons Mod. As is clear from this long thread, this is something of a rework of the ATG system for random games (new terrain graphics, SFT's, etc.). It can be found on the Scenariobank. It requires three downloads (and installed this order): [edit: sorry got the links inverted!!!]

FourSeasons-3.3-AllGraphics.atzip

GeneralsProject-v1.11.atzip

and

FourSeasons-at2-v3.0.atzip.

This MOD also makes use of my NATO SysytemsGraphics as well, but this contained in the FourSeasons-3.3-AllGraphics.atzip file, so no separate download is required.

There is also manual (pdf format) that can be found in graphics/FourSeasons/Manual.

This is a rather big reworking of the Four Seasons system with some improved gr

aphics, and a rework of the models, and SFTypes. It is meant for random games and as a core for historical scenarios.

The scale and action point costs are based on the GDW Europa series.

Map Scale: 16 mi/hex (26 km/hex)
Turn length: 14 day/turn (5 day/turn option)
SFTypes:
Ground units = 1 company (equivalent)
Artillery = 9 guns
Airunits = 1 Squadron with ~ 12 planes
Naval = 1 ship

Division-sized units are intended have 60 stack points.
For example, an infantry division would comprise:
27 Rifle and/or SMG
9 Machinegun
3 Mortar
3 Infantry Guns
3 Anti-tank guns
6 horses (or motorized transport)

There are nine variants that you can mix-and-match:



1. Start with diplomatic block: Tensions are running high and regimes are engaged in a period of frantic diplomacy. Thus, regimes cannot declare war for a random period of time.

2. Use Models: Human players use models for tanks, fighters, and dive bombers. Models are used only when this option is selected.

3. Limit AI Factories: Slows down AI construction of factories, eventually stopping altogether.

4. No Factories: No regime can build factories.

5. Weather with storms: Weather, in the form of storms, occurs during the game, limiting air operations (air operations are permitted during "mud" turns without storms).

6. Build only roads: With this option, engineers cannot build railroads, just paved roads.

7. Random Rail Type: The mod supports two types of rail systems: wide and narrow gauge. The rail type for each regime is determined randomly, except when there are only two regimes, then each regime has a different rail type.

8. One Week Turn: Instead of two weeks, each turn is shortened to one week.

9. Partisans: When a side has been at war and lost approximately 50% of its territory to an enemy faction, partisans will appear at random in occupied territory.







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< Message edited by Ormand -- 9/24/2019 4:32:58 AM >

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RE: Four Seasons with Models - 9/22/2019 9:54:45 PM   
Ormand


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A "new" feature is weather with storms. Storms pop up randomly during the seasons impacting air operations and bringing the changing seasons. Air operations are allowed during the "mud" turns of spring and fall, but cannot be conducted in hexes with a storm. This can be "annoying" as it can affect plans for an offensive as they also occur duing the summer months.






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RE: Four Seasons with Models - 9/22/2019 10:00:07 PM   
ernieschwitz

 

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Looks great! :) And great innovation :)

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Post #: 264
RE: Four Seasons with Models - 9/22/2019 10:09:10 PM   
Ormand


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The most changed feature is models. Their use is similar to ANewDawn (and earlier versions of Four Seasons). The biggest difference is that a model cannot be upgraded from Level N to Level N+1. They can, however, be improved with technologies. For tanks, you now have to research gun types to reach certain Levels, and you can up-gun an earlier model up to the limit available. For example a Medium Tank I can start with a 35 mm L/45 gun and can be steadily improved with 35 mm L/55, 50 mm L/40, and 40 mm L/60 guns. There are also some armor improvement that you add. But, this is the end of the line for this model. When you research Medium Tank II, you start with a new model. That said, the SFTypes in units can be upgraded in the standard way.




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RE: Four Seasons with Models - 9/22/2019 10:14:35 PM   
Ormand


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When you choose the Four Seasons Mod at startup, the screen will give you three Four Seasons options (as well a vanilla ANewDawn3). Selecting any of the “Four Seasons-US”, “Four Seasons (European)”, “Four Seasons (Southern Hemisphere)” buttons will take you to the random game generation screen. The differences being that in “Four Seasons-US”, US based regimes are generated instead of British/Anglo. In “Four Seasons (European)”, random maps are generated with just European based regimes. Finally, in “Four Seasons (Southern Hemisphere)”, random games are generated with the weather system inverted, so that winter first appears on the southern edge of the map and occurs in June. Note that for “Four Seasons (Southern Hemisphere)”, the weather system is inverted (including deserts), not the map (this can’t be done with ATG events).






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RE: Four Seasons with Models - 9/22/2019 10:15:54 PM   
Ormand


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I hope you find it enjoyable, and do check the manual. There are some instructions how to build roads on top of other road systems.

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Post #: 267
RE: Four Seasons with Models - 9/22/2019 10:17:10 PM   
Ormand


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And some acknowledgements:

This work, like all others is based on the input from many sources, and help from many people in many ways. The inspiration of this mod occurred when I was trying to make scenarios with the original Advanced Tactics, and found that it had limited terrains. This started an effort to learn about graphics and map making. Of course, Advanced Tactics Gold was released with much better map graphics, but I had gotten too far to turn back. So, this is the result.

I have to acknowledge the web site The Cartographer's Guild (https://www.cartographersguild.com/content.php)
where I learned many tricks. This developed into a complete rework of the graphics, and the introduction of four full seasons into the game. And, eventually full-fledged weather.

For the operational aspect of the game, my inspiration was the successful Europa Series produced by Game Designer's Workshop many years ago. Drang Nach Osten being one of the first that I played in the series way back in 1982. Reworking the subformation types is modeled after the Decisive Campaigns series.

Many thanks to Gary Childress for allowing me to use his 3D-model graphics for SFTypes, and giving me the idea to explore 3D-modeling, which is the basis of the airplane graphics here.

Thanks to many in the ATG community for playing, including Tac2i/Webizen, LJBurston, and CaptainBeefHeart, and CP DeYoung, and cpdeyoung who have helped with play-testing. Thanks for being patient while I tracked down bugs. And, thanks to ernieschwitz for many helpful discussions.

Lastly, a shout out has to go to Vic for supporting this game for so long and for introducing so many new features. Almost all the capability to make models was introduced in the last two years.

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RE: Four Seasons with Models - 9/26/2019 6:18:59 AM   
CaptBeefheart


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Ormand: Just wanted to let you know I fired this up last night and so far, so good. You did very good work on this mod and I'd encourage everyone to give it a shot.

Cheers,
CB

_____________________________

Beer, because barley makes lousy bread.

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Post #: 269
RE: Four Seasons with Models - 9/26/2019 2:24:31 PM   
LarryBurstyn

 

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Some minor complaints or bugs.

Using Models. New additional gun research does not seem to get to the tanks. Researched 30mm gun but the light tank model II still has old 20mm gun. The modify model shows only adding or subtracting armor.

Maybe related to prior "bug" but model tank with supposed improved gun does not get better stats than standard non model tank improvement.

The new ammo does seem to get added to newly built tank model.


The only thing I changed in the events programs was to make the HQ appear in every city and changed the name of the new HQ to " Corp".

EDIT>BTW: Really like the mod so far.

< Message edited by LarryBurstyn -- 9/26/2019 2:26:38 PM >

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