Hi everyone,
Please try this new beta and let us know if it helps your game.
You can download the Matrix installer HERE
To access the beta branch on Steam, you can switch to it by going to Advanced Tactics Gold in your Steam Library, right-clicking on it, choosing Properties -> Betas -> then choosing the latest beta branch from the drop-down list and allowing Steam to update your game. If it updates correctly, you should see the latest beta version listed as your version in-game.
What's New in 2.40.104:
• Fixed graphics issues (highlighting, etc.) when setting a unit’s HQ when selecting the HQ using the list feature
• Fixed graphics issues (highlighting, etc.) when selecting air units to conduct an airstrike or bombing mission on a hex via the list feature. Added ability to select multiple units from the listbox.
• Modified ExecMutateSFType functions, which were removing empty units after performing SFType mutations. This feature could interfere with the TOE autoreinforce feature. Now, empty units are removed only if they do not have a TOE assigned to them and are not a headquarters unit.
• Fixed bug with the “No Resources” option for random games where fuel usage was still being charged for strategic transfers.
• Added failsafe in the editor to ensure that stringlist IDs for officer algorithms are valid.
• Added Check function to return STFType number for an Item.
• Fixed bug in CheckSFTypeStat not returning InterceptAntiSupplyRangeIsAP. Also, added CVOperations data to routine.
What's New in 2.40.098:
• Fixed bugs associated with setting ID number to data elements in the editor. Added a warning if IDs for data elements conflict.
• Fixed bug in Exec function where setting the graphics for an SFType’s extra graphics also set that graphic for the SFType’s main graphics.
• Added Check and Exec routines to better manipulate the extra graphics for an SFType.
• Fixed bug for when playing Action Cards that use messagebox or inputbox that would then erase any messages occurring in the event called by the card.
• Fixed bug where putting a unit on the map and setting the regime to -1 would cause a CTD
• Disabled the “Other Counter” setting for a TOE when exporting or importing a set of TOEs from a file.
• Fixed a bug in the event that removes a subformation type from units in a hex. It removed all units instead.
• Fixed some text typos.
• Fixed bug in TOE autoreinforce routines leading to subscript out of range while checking for subformation types that are available for the reinforcement type in the TOE
• Added check in the TOE Model designer to check if TOE counter graphic has an index that is larger than the number of available counter graphics. Generally can only affect a game/scenario where TOEs are improperly imported and there is no way to correct it. If it occurs, the user is warned and the graphic is not drawn in the TOE editor.
• Fixed a potential divide by zero error as the AI analyzes areas needing troops by comparing what it might have in the area.
• Redesigned the in game Preferences window to have sections and added “Hide Realtime AI” as an in game preference.
What's New in 2.40.091:
• Fixed CTD in the Model Designer (TOE editor) occurring when deleting the last subformation in the TOE and then clicking delete again.
• Fixed cosmetic issues with movement path when moving to hex (0,0) through hex (0,1) and when the path extended to the edge of the map and would not clear when the mouse moved off the map.
• Changed movement path algorithm for an extremely rare case where the path is “confused” and cannot find the hex path on the map and gets stuck in an infinite loop. An attempt to recalculate the movement parameters is made, and if it fails again, the loop is terminated and the path is not active until another unit is selected.
• Changed ExecDisableVariant to be able to disable based on a selected variant or to disable completely.
• Fixed CTD when pressing the “Unit Analysis Statistics” button (ANL) when the unit is not attached to an HQ.
• Fixed CTD during AI turn when the AI removes a unit with no plan assigned to it.
• Made the option “High Gfx Speed” on by default. “High Gfx Speed” generally improves
performance for large maps and larger screens.
• Fixed bugs in TOE autotransfer related to autostaff that led to incorrect transfers
• Changed the random game option “Stone Age” to be available only when selecting the “1 Town Start” option. This is because the initial garrison units conflict with “Stone Age” as some subformations are included with techs not yet available with Stone Age. On the other hand, “1 Town Start” begins the game with just the Super HQ.
• Made the “Climate Settings” button on the Random Game screen to actually be inactive when “No Climate” is selected. It just looked inactive.
• Fixed problem where clicking on the “Go To This Unit” button in the OOB panel would not focus on the selected unit in zoomed mode.
• Fixed problem centering on the selected hex for looping maps when clicking in the info box.
• Fixed issue causing a CTD in the editor when an SFType is removed but the link to an ItemType using it for a picture was not removed.
• Fixed bug calculating the movement speed of units with subformations that transport other subformations capable of transporting subformations
• Fixed bug where air units in older games were not allocated to air combat.
Advanced Tactics Gold v2.40.104 Public Beta
Advanced Tactics is a versatile turn-based strategy system that gives gamers the chance to wage almost any battle in any time period. The initial release focuses on World War II and includes a number of historical scenarios as well as a full editor! This forum supports both the original Advanced Tactics and the new and improved Advanced Tactics: Gold Edition.
Moderator: Vic
- ernieschwitz
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- Joined: Tue Sep 15, 2009 3:46 pm
- Location: Denmark
Re: Advanced Tactics Gold v2.40.098 Public Beta
Post by ernieschwitz »
Good question.
I remembered there was a bug with it, and some other setting that collided. Or maybe that was something else? I'll ask Ormand...
From the patch notes though:
"Changed the random game option “Stone Age” to be available only when selecting the “1 Town Start” option. This is because the initial garrison units conflict with “Stone Age” as some subformations are included with techs not yet available with Stone Age. On the other hand, “1 Town Start” begins the game with just the Super HQ."
I remembered there was a bug with it, and some other setting that collided. Or maybe that was something else? I'll ask Ormand...
From the patch notes though:
"Changed the random game option “Stone Age” to be available only when selecting the “1 Town Start” option. This is because the initial garrison units conflict with “Stone Age” as some subformations are included with techs not yet available with Stone Age. On the other hand, “1 Town Start” begins the game with just the Super HQ."
Creator of High Quality Scenarios for:
- Advanced Tactics Gold
DC: Warsaw to Paris
DC: Community Project.
Re: Advanced Tactics Gold v2.40.098 Public Beta
Ernie is right. I noticed a serious contradiction with "Stone Age" start and non "1 Town Start". In that without choosing "1 Town Start" you get a full garrison with infantry that have MGs and mortars. But you can't produce them yet, so it was a bit odd. With "1 Town Start" you get just the SHQ, and you build stuff. Now, in principle, this could be fixed, but only by putting the garrison on the map via events, and I am a bit too busy to code that up, so I chose the option of forcing "Stone Age" and "1 Town Start" together, which is kind of like a Civilization game of exploration and conquering. Unfortunately, that screen doesn't have a mouse roll over comment at this time, so I can't put a message there explaining it.
One man alone can be pretty dumb sometimes, but for real bona fide stupidity, there ain't nothin' can beat teamwork -- Edward Abbey
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