Advanced Tactics Gold v2.40.084 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.

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MaximKI
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Advanced Tactics Gold v2.40.084 Public Beta

Post by MaximKI »

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 2.40.084:

• Fixed bug where the AP cost for engineers to construct a road/bridge was calculated incorrectly when the engineers are mobilized.
• Fixed bug in the ModelDesigner Window (TOE) where the subformation list was not removed (but covered up) when selecting no TOE in the master list (clicking in the list window, but not on a TOE). If the region in the screen where the subformation list was shown is clicked on, it is then redrawn for the previous unit.
• Fixed a bug where the movement type of a unit would be misidentified in the Unit Info window if the unit has trains and the regime is using a primary rail other than RoadType = 0, which was the assumed default.

What's New in 2.40.083:

• Fixed issue where late in the game the AI would transfer an air unit into a ground unit not on an airfield, restricted AI transfers of air units only to airfields
• Fixed implementation of frontage density for the AI using Rulevar(155) so that is in accord the description; lowering Rulevar(155) decreases AI Frontage density.
• Tweaked AI unit creation – better implementation of the stack limit with Rulevar(184), corrected some implementations of the PP cost for the AI creating new units, improved AI defining unit roles.

What's New in 2.40.080:

• Fixed bug in the editor where adding lines of code to an event would alter the event ID number.
• Changed the name of the check function CheckUnitPowerUnitGroup to CheckUnitPowerSFTypeGroup in order to avoid confusion regarding what UnitGroup refers to. While UnitGroup is used in the code, everywhere in the editor it is SFTypeGroup. Has no effect on existing games as the name is changed in the events.
• Changed the way PBEM cheats are checked to account for Slytherin/Matrix needing to insert a placeholder file in the directory used to check a time stamp.
• Added an option in the Preferences window to have a unique file name for the autosave feature.
• Fixed bug in the TOE transfer system where the no return feature assigned to the TOE was not being respected.
• Fixed CTD in the TOE transfer routine that can be caused when an HQ is loaded onto a transport ship.
• Fixed unit logs set up in the TOE transfer system.
• Fixed CTD occurring when surrendering in games with officers
• Fixed issue where officers being relieved/swapped were not having their handcards removed when rulevar(355) = 0.
• Restored background music when starting a game, loading a saved game, and entering the editor.
• Fixed bug where it wasn’t possible to upgrade a subformation in a unit from the unit subformation info window if there are 8 subformations in the unit even if the upgraded subformation was already present in the unit due to a previous upgrade or transfer and wouldn’t exceed the subformation maximum limit.
• Adjusted some AI algorithms governing unit size, to try to make them more compliant with rulevar(184) (AI: Max stack points per unit) rather than rulevar(30) (Attack stack limit/hex). Also, checked air and artillery units to try and make individual units compliant with rulevar(833) and rulevar(834), which govern the maximum stackpoints in an attack by air and artillery, respectively.
• Adjusted AI algorithm to help reduce instances of severe overstacking of AI units within a hex.
• Fixed bug causing a CTD in subroutine forcing the AI to be resource compliant.
• Changed ExecLoadTOEForRegime to use full path from app directory rather than in the savedgames directory for better more general use.
• Fixed incorrect resource names when upgrading resources in Phoenix Game
• Added capability for the AI to conduct antisupply attacks when using new anti-supply system
• Added capability for the AI to intercept anti-supply attacks at sea when using the new anti-supply system
• Fixed bug didn’t allow interception of anti-supply at sea in the new anti-supply system
• Fixed bug causing a CTD when interdicting resources and a regime has lost its destination hex
• Fixed setting in PhoenixGame to ensure that interdicting resources a variant.
• Fixed switch from movement mode to combat mode when right-clicking on an enemy unit to occur only if the unit can be attacked by the selected unit. Only applicable when using the new movement mode.
• Fixed bug in new anti-supply routine that occasionally caused a CTD
• Addressed an issue when reading in TOE files with incorrect data. Added a check on the file before loading so that it doesn’t the file if there are potential errors. An indication of the problem is given.
• Fixed bug where Return=No was not being honored for TOEs.

What's New in 2.40.064:

• Restored old anti-supply system to ensure compatibility with older scenarios. Contains bug requiring aircraft to have both DoAS and intercept on and does not utilize fuel.
• Changed zoom in/out to focus view on mouse position. The selected hex, however, is not changed. If the selected hex is not in the view, added the capability to recenter the map on the selected hex by clicking anywhere in the Hex Info box (on units or the terrain image).
• Redesigned a new anti-supply system that is activated with rulevar(940) and is active for random games set up with PhoenixGame. In addition to Anti-Supply, subformations have ratings to intercept Anti-Supply and range. There is also a rating allowing a subformation to evade interception (% probability). Fuel issues fixed so that it is charged only once per round. Interception uses fuel only if Anti-supply is encountered.
• Adjusted Anti-supply ratings for subformations in PhoenixGame to use with the new system. Divebombers, levelbombers, and strategic bombers can be set to conduct anti-supply on land hexes (previously only sea). Adjusted naval ratings to make submarines a more obvious choice for anti-supply.
• Added Execs in the event editor to allow scenario designers to measure the time used by
an event: ExecSartTimer() and ExecStopTimer("string"), where ExecStopTimer sends a
popup box with the time and "string" to identify the event.
• Complete rewrite of the TOE autoreinforce routine to improve performance, address some missed transfers, and added two algorithm improvements For the transfer process. Also adjusted the autostaff request to take into account the TOEs assigned to the HQ when assessing staff needs. In effect what the HQ would need if all units were at full strength (this helps avoid fluctuating staff needs). Also, the TOE staff requirement is the staff floor. For very large games with many transfers, the new algorithm can be of the order 2.75 faster.
• Added an alternative autotransfer algorithm based on rounds. Where a round is a cycle through the entire chain of command, with the requirement that in a round, a unit may only be transferred once (opposed to the current system that will attempt to transfer subformations all they to the highest HQ level). This can be used to balance out the current asymmetry between receiving and returning. This system can be activated with rulevar(944) = 0 < N < rulevar(304). N is then the number of transfer rounds, with the max being the number of HQs in the chain of command. The number of rounds never exceeds the number of levels currently active. Rulevar(944) = 0 reverts to the old TOE system.
• Added variant to PhoenixGame to use an alternate TO&E autoreinforce algorithm using rounds that cycle through the chain of command. The number of transfer rounds is determined by the maximum number of HQs in the command chain. Subformations are transferred (sending or receiving) only once per round.

What's New in 2.40.061:

• Rule Change. Air units can no longer conduct both intercept and anti-supply missions in
the same turn. Setting an air unit to DoAS = Yes will toggle intercept off.
• Fixed CTD when trying to give a naval unit to an ally while the naval unit is at sea.
• Fixed Bug in PhoenixGame declaring the wrong regime the victor upon capturing an AI
capital using the interdict resources option
• Fixed bug in PhoenixGame where a resource was given the wrong name on the map after it was upgraded by the AI
• Fixed display of anti-supply kills when using rulevar(841) = 0.
• Fixed bug where using auto-upgrade from the OOB window could lead to nine SFTypes
in a non-HQ unit
• Fixed bug overcharging fuel costs for anti-supply as it is updated during a turn. Set
default for units DOAS = No. Increased fuel cost for anti-supply to five rounds of combat.
• Fixed bug gifting units to an ally where one could create a unit in the territory of an allied
regime and then gift it to another allied regime despite that regime not being allied to the
regime where the unit was created.
• Fixed bug related to apply morale mod and checking for a lower limit that set the morale
of a subformation to 0

What's New in 2.40.057:

New Game Features:

1. Random Games
a. Added ability for random games to select regime people, colors, and flags.
b. Modified climate system for random games to have seven zones, including climate in the southern hemisphere. Ability to select from 22 different climate options in random games.
2. Added movement path in movement mode. It is displayed by moving the mouse over a valid hex. Displays path and AP cost.
3. Added features to help streamline game play:
a. Added new movement mode activated in the Preferences window. With this, the movement mode stays active until exited. Select units to move with left mouse click and move to a hex with right mouse click. Right clicking on an enemy unit switches to Land combat mode. It is possible to move multiple units without having to re-enter the movement mode.
b. Modified creation of new units to allow selection and assignment of an HQ and/or TOE model.
c. Added button in the Transfer Window to transfer subformations needed to meet the receiving unit's TOE requirements.
d. Added Production Overview Window accessible from the main play window.
4. AI Enhancements
a. Improved AI combat decisions to conduct better attacks utilizing the stacking rules, not conduct very low-odds attacks, and to advance after combat.
b. Improved AI airstrike decisions to also consider hexes that might be attacked that turn to the new unit
5. Anti-supply Improvements:
a. Made TOE transfers subject to anti-supply losses.
b. Added option to allow resources to be subject to anti-supply losses.
c. Modified anti-supply kills so that they can be displayed in the round they occur.
6. Modified Campaigns to allow transfers of models, TOE models, units with TOEs assigned, and officers.
7. Introduced auto-naming for screenshots and auto-saves.
8. Improved Preferences Window. Now includes volume sliders for sound effects and music and selecting resolution for screen shots.
9. Made Aircraft specific for aircraft carrier operations.
10. Added an alternative strategic movement system where costs are calculated only from the unit to the destination.

Masterfile PhoenixGame.at2 for creating random games:
1. Selection of regime people, colors, and flags
2. Three Variants: 1) Use NATO counters on units, 2) Delayed War, 3) Apply Anti-supply to resources.
3. Map labels for resource hexes are updated when the locations are upgraded
4. Added map labels for the cities of the hidden AI regime
5. Introduced algorithm to slow AI factory production as it builds factories.
6. Permitting shipyards in maps with more than 25% water, and algorithm for AI to build shipyards.
7. Introduced a prioritization algorithm for AI building of factories

Bug Fixes:
1. TOE transfers where HQ would continue transfers despite anti-supply losses. HQ will transfer only the initial request for troops.
2. Fixed zoom in and out feature to correctly center on the map.
3. Fixed bug where clicking on units in the hex info window would not be selected for the TOE Change Model Window.
4. Fixed bug where changing a TOE model name would reset the names for all units with the TOE assigned to them.
5. Fixed TOE import/export feature to utilize all four NATO graphics.
6. Fixed display of an HQ without an officer where subformations are shown in list when selecting this HQ following the selection of an HQ with an officer.
7. Fixed issues where units were not correctly mobilized when sufficient mobilizers were present in the unit.
8. Fixed bug where preview AP cost for building roads/bridges was in correct for mobilized Engineer units.
9. Fixed bug where resources and PP production are not updated when giving a city to an ally or setting the city to "No HQ".
10. Fixed bug where production of an obsolete item would be disallowed despite the location having remainders for the item in its queue.
11. Changed production display to not show items with a cost < 0.
12. Fixed bug displaying medium National icon in full zoom mode on big unit counters.
13. Fixed confusing message in Transfer Window when a naval unit is selected. Displays "Naval Unitsa cannot use Navy Cap".
14. Fixed confusing language for paratroops ordered to paradrop/air transfer.
15. Added information to history display when an AI unit has surprise land attack. Added attack arrow showing where attack occurred and indicating it was an "Ambush Attack".
16. Fixed bug in transfers where the wrong unit was used to apply anti-supply losses to transporters when transferring to an HQ and using the Cap of the receiving HQ.
17. Fixed bug in editor where event numbers for Location Types for AI building were not properly switched when moving events in the event editor.
18. Fixed CTD in editor when using the TOE designer and SFType Designer and either canceling or entering a regime out of range.
19. Fixed bug when using the zoom wheel and the selected hex changed. If the original selected hex was a production center, the production button was still active and a CTD would occur if clicked.
20. Fixed "Change Sort Name" in the "Change TOE Model" window so that it also changes the name that is displayed on the unit counter.
21. Fixed uncommon problem where an HQ could be set to a non-HQ TOE model.
22. Fixed text when assigning officer to an HQ with TOE model so that when no officer is present, it says “Appoint” rather than “Swap”. Similarly, when an officer is present, the text “Selected HQ has no officer” is displayed, as it is for a non-TOE HQ with no officer.
23. Fixed issue where changing the name of a model in the event used to create a model didn’t change the item name after the model was fully created.
24. Fixed bug where users could not set and save custom colors. These are saved in the file MyATGCustomColors.txt in R,G,B format in the main directory). Note custom colors are added in the ColorDialog only when clicking OK.
25. Fixed bug in event function to change the name of an SFType model inside the event that creates the model.
26. Fixed bug with aircraft and CV capacity for individual CVs. It was possible to load an aircraft too heavy for a single CV if more CVs were present to cover the total weight.
27. Fixed several refresh problems in the editor.
28. Fixed a round off display problem with the prognosis of the concentric bonus display. If the bonus was 1.10 and the penalty was 1/2, it would display a bonus of 4% instead of 5%.
29. Fixed bug in recon system where the unit counter would have the correct recon level, but the subformation display had 100% recon. Modified recon algorithm to be centrally peaked about a most probable value.
30. Fixed bug where clicking on a unit’s HQ in the Unit window would bring up the HQ but the Officer button was inactive.
31. Fixed problem when adding an HQ with leader from an event that is executed using ExecCallFunction. In this case, the TempVar and TempString variables could be altered.
32. Fixed an issue that can lead to confusion after transfers to units in the same hex by returning the transferring unit to be displayed at the top of the stack in the hex. When transferring to units into the same hex and selecting the unit by clicking on the map, the receiving unit is at the top of the pile. When exiting the transfer window, the transferring unit is the selected unit, but is under the receiving unit, which is displayed at the top of the map. This can lead to some confusion about which unit is selected.
33. Fixed bug where it was possible to unload a unit onto a non-highlighted hex. That is a hex where an amphibious invasion is not possible
34. Fixed bug where the AP displayed in the unit info window was incorrect for naval units that conducted air operations. It showed 0 AP in the AP box, but the units still had + AP, which was correctly displayed for each SFType
35. Fixed bug in editor function ExecSFTypeStat that wouldn’t change stats for SFTypes with index 0 and SFTypeCount.
36. Fixed issue with units that have a TOE assigned but have a subformation in the unit that does not have a reinforcement type assigned to it. This led to incorrect transfers being made, and in some cases a CTD
37. Fixed potential issue in ExecUnitAPModifier where a cap is put in place for existing AP <= 100 + Modifier. This can conflict with the ActionPointMod for the SFType, which can be greater than 1, and units could start with more than 100 AP. Capped at 100*ActionPointMod + Modifier.
38. Fixed bug where the map was not correctly centered in all zoom modes following actions in the Production Overview window; in particular, select a different production location and exit the Production Overview window to the standard production window by clicking the “Close Production Overview” button
39. Fixed bug when selecting all units to participate in an attack when an allied unit is present in the hex and at the top of the stack. Units of the current regime in this hex were not added to the attack.
40. Fixed bug in message for troops lost during transfer due to enemy interdiction. The first subformation type in the scenario was omitted from the message
41. Fixed bug with air lift of unit. There was an inconsistency in the move calculation in the set up and execution, which led to a huge fuel expenditure for air lifts beyond 50% of the air transport range.
42. Fixed bug in how the event called specified by rulevar(480) for random game setups was being called. It was being executed before the map was fully set up, which led to potential errors if the event queried regime names, hex ownership, and terrain around small islands.
43. Fixed issue with strategic movement and mouse over where a message was displayed that strategic movement to a hex was impossible even though the transfer wouldn’t use all the cap. Also, fixed the hex shading in the strategic transfer window to highlight only allowed transfer hexes.
44, Fixed issue for paradrops on friendly territory where the paratroops were shown as defenders in the battle screen following the drop.
45. Fixed bug in random games where raw was used for constructing airbases and factories when the “No Resources” option was selected.
46. Fixed bug with scrolling the map in the SelectUnit and SelectMap windows where the map wouldn’t scroll when at the edges of the map.
47. Fixed bug in the Officer Pool where the “Relieve” button was active for HQs without an officer but had a TOE assigned to them
48. Changed swapping commanders so that commanders kept their historical units. This allows scenario designers the ability to track a commander throughout the game.
49. Fixed CTDs when selecting the TOE and SFType Model Designers and either canceling or giving a regime out of range.
50. Fixed CTD when trying to access the SFType Model Designer in the editor and the model names are set for the regime people
51. Fixed "flashing" that occurred when a windows element, such as Listbox, was closed after getting input from the player.
52. Fixed potential bug where EP for a unit became negative, and doesn’t get zeroed out.

Editor Enhancements:
1. Added ability to move data elements in the editor to different positions in their respective lists. subformations, Landscape, items, research, roads, rivers, locations, etc.
2. Added ID tags to each element so that they can be tracked with an ID number after they have been moved. Provided a check function to find the index of an element from the ID number.
3. Made changes to ensure that when data items are moved, other data items listed in the editor dependent on the item being moved are updated.
4. Added feature in editor to allow a scenario variant, if selected, to disable another scenario variant. Only one variant can be selected to disable a variant.
5. Unit Editor: Added prompt when placing a predefined unit on the map asking to set the people for all the subformations in the unit to the people of the owning regime.
6. Unit editor: Added a button to set the people for all the subformations in the selected unit.
7. Unit Editor: Removed ability to assign leaders to non-HQ units.
8. Unit Editor: Added buttons to add copy of selected unit in the selected hex.
9. Unit Editor: Added button to add a copy of a unit (with unit #) in the selected hex.
10. Unit Editor: Made cancel button work properly when copying a UnitNr into a unit as well as adding a copy of a UnitNr into a hex. Previously, canceling would copy unitNr=0 into the unit.
11. People Editor: Modified Add People function to set PeopleGroup mods similar to the default in Rising Dawn.
12. People Editor: Modified Changing PeopleGroup to exchange PeopleGroup mods between old and new PeopleGroup.
13. Landscape Editor: Added capability to copy Move Costs from one Landscape type to another.
14. Landscape Editor: Added capability to copy entrenchment stats from one landscape to another.
15. Landscape Editor: Added ability to copy a Landscape sprite (in addition to adding one).
16. Landscape Editor: Added ability to copy sprites, artistic picture, and sideways sprites from on Landscape to another. Select landscape and sprite to be copied.
17. Landscape Editor: Modified screen so that clicking on the property sheet list will center the property sheet list on the selected item.
18. SFType Editor: Added warning message when deleting an SFType when that SFType is linked to an ItemType.
19. SFType Editor: Added capability to copy combat mods from one Subformation Type to another.
20. SFType Editor: Fixed text associated with FirstRoundPenaltyMod.
21. SFType Editor: Added button to set peoplegroups for the selected SFType to all TRUE/FALSE.
22. SFType Editor: Clarified button to set peoplegroups for all SFTypes. Rearranged the set peoplegroup buttons.
23. Item Editor: Modified displays in the item editor window to show names of elements, such as UseSFTypeGraphic rather than just the index.
24. Item Editor: Added buttons to make PeopleGroups all True or all False, which determines which people group can produce the item.
25. Item Editor: Fixed bug where deleting an item that is being produced at a Location will incorrectly reset some production lines rather than setting production to none.
26. Modified display and input for data that is part of the obj, e.g., SFType, that points to another data element, the name is used, and selected from a list of options, rather than relying on just the index of the data element.
27. Modified looper so that if the endpoint is less than the starting point, the loop is NOT executed at least once.
28. Added undo last draw button for drawing landscapes, area slots, regimes, and special sprites on the map. Includes undoing a draw in fill mode.
29. Changed Graphic overrides for LandscapeTypes so that multiple ovveride landscapes can selected at the same time, instead of adding them one-by-one as was previously done.
30. Added 17 new check functions
31. Added 22 new exec functions
32. With exec functions it is possible to load a TOE for a regime with an event as well as to create SFType models for a regime.
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Tac2i
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Re: Advanced Tactics Gold v2.40.057 Public Beta

Post by Tac2i »

Downloaded and installing...
Tac2i (formerly webizen)
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sIg3b
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Re: Advanced Tactics Gold v2.40.057 Public Beta

Post by sIg3b »

Thank you, sounds extremely interesting.
Please put a notice here when it becomes official.
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MaximKI
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Re: Advanced Tactics Gold v2.40.057 Public Beta

Post by MaximKI »

sIg3b wrote: Wed Sep 13, 2023 10:01 pm Thank you, sounds extremely interesting.
Please put a notice here when it becomes official.
That's the idea.
mattpilot
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Re: Advanced Tactics Gold v2.40.057 Public Beta

Post by mattpilot »

I just randomly stumbled in this forum to see that my favorite game of all time got a beta months ago??? NOICE!
eddieballgame
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Re: Advanced Tactics Gold v2.40.057 Public Beta

Post by eddieballgame »

Wow, thank you for this. :)
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MaximKI
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Re: Advanced Tactics Gold v2.40.064 Public Beta

Post by MaximKI »

Hey everyone, a new public beta is now live! See OP for details.
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MaximKI
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Re: Advanced Tactics Gold v2.40.080 Public Beta

Post by MaximKI »

A new public beta is now live! See OP for details.
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MaximKI
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Re: Advanced Tactics Gold v2.40.083 Public Beta

Post by MaximKI »

A new public beta is live! See OP for details.
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MaximKI
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Re: Advanced Tactics Gold v2.40.084 Public Beta

Post by MaximKI »

New public beta now live! See OP for details.
GaryChildress
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Re: Advanced Tactics Gold v2.40.084 Public Beta

Post by GaryChildress »

MaximKI wrote: Mon Feb 26, 2024 4:58 pm New public beta now live! See OP for details.
Installing now. Many thanks!!!
GaryChildress
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Re: Advanced Tactics Gold v2.40.084 Public Beta

Post by GaryChildress »

In the "Rulevars" list under "random game settings..." there are 4 lines that elude to being able to use up to 4 differing locations types for "towns". I don't know if I'm doing something wrong but I can't get them to work very well. When I put in 4 different location types for "city", "metropolis", "town" and "village", the last one "village" doesn't generate in a random game. Are those settings WAD?
GaryChildress
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Re: Advanced Tactics Gold v2.40.084 Public Beta

Post by GaryChildress »

Here's what I'm talking about. I took the random phoenix scenario and made the pictured adjustments to it in order to test out if I could have 4 different town types other than the "capital" and #4 didn't show up anywhere on randomly generated maps. Is that the way it should be? or should I have 4 different town types (not including capital) showing up on the map?

Thanks!
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GaryChildress
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Re: Advanced Tactics Gold v2.40.084 Public Beta

Post by GaryChildress »

Also for the town types that do get generated, the inequities can get pretty skewed sometimes. for example, if I generate a random game with 4 regimes, 1 regime might get almost all "Metropolises" (large cities) and another might get almost only "towns" (much smaller in scale). It makes it difficult to have a balanced game. Ideally, it seems like it ought to produce the same number of town#1s, 2s, 3s and 4s for each regime so that each regime's production level is on par with the others. However, that doesn't seem to happen.
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Ormand
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Re: Advanced Tactics Gold v2.40.084 Public Beta

Post by Ormand »

Gary,

Indeed, this looks to be the case. With the, now, default random game window, and engine, it will only place the first three towns. It is actually possible to do things a bit differently. If you played the original AT, you will recall that the screen to generate random maps had some sliders, etc., to control various aspects of the map. One of them is the cities. This original screen can be used by changing the mod file. It is functional, although less tested as it hasn't been used for awhile. To get it, look at the mod file where the various buttons are. For example, here is mine:

Four Seasons Mod v6.18

0
FourSeasons/systemgraphics-v228b
atgoldscenarios
sound
-
intro.ogg

10
1,3,-465,568,Four Seasons Random Game,13,4Seasons-v6.18.at2
1,3,-465,608,Phoenix Random Game,13,PhoenixGame.at2
1,3,-152,568,Load Saved Game,4,savedgames
1,3,-152,608,Load Scenario,3,atgoldscenarios\
1,3,-152,648,Install Zip/File,15,
1,3,-152,688,Editor,12,4Seasons-v6.18.at2
1,3,160,568,Game Preferences,17,
1,3,160,608,Credits,14,
1,3,160,648,Quit,5,
1,3,160,688,Vrdesigns.net,6,https://www.vrdesigns.net/

The first two entries are for generating random games, change the 13 to 11 and it will give you the old random game generator. Note city size = 2, this is the setting the current generator uses. Change this to 3, and you will get all four. Set it is 1, and you will only get the first two. Set it to 3, and you won't get the first town, It seems to be functional, the difference is that the climate is more limited. I didn't spend as much time on this window as it is the old one.
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One man alone can be pretty dumb sometimes, but for real bona fide stupidity, there ain't nothin' can beat teamwork -- Edward Abbey
GaryChildress
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Re: Advanced Tactics Gold v2.40.084 Public Beta

Post by GaryChildress »

OK. 3 out of 4 isn't bad. I can work with that. It would be cool if the random generator would balance them a bit more when it assigns different town types to each regime. It can be pretty lopsided sometimes with one regime receiving a better mix than others in terms of overall production if the town types have different production capacities.
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ernieschwitz
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Re: Advanced Tactics Gold v2.40.084 Public Beta

Post by ernieschwitz »

GaryChildress wrote: Wed Feb 28, 2024 8:03 am OK. 3 out of 4 isn't bad. I can work with that. It would be cool if the random generator would balance them a bit more when it assigns different town types to each regime. It can be pretty lopsided sometimes with one regime receiving a better mix than others in terms of overall production if the town types have different production capacities.
You can get all four, City types that is :) That is what Erich is writing. You just have to set City Size = 3, in the random generator that Erich shows in his post.
Creator of High Quality Scenarios for:
  • Advanced Tactics Gold
    DC: Warsaw to Paris
    DC: Community Project.
Try this Global WW2 Scenario: https://www.vrdesigns.net/scenario.php?nr=280
GaryChildress
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Re: Advanced Tactics Gold v2.40.084 Public Beta

Post by GaryChildress »

ernieschwitz wrote: Wed Feb 28, 2024 9:25 am
GaryChildress wrote: Wed Feb 28, 2024 8:03 am OK. 3 out of 4 isn't bad. I can work with that. It would be cool if the random generator would balance them a bit more when it assigns different town types to each regime. It can be pretty lopsided sometimes with one regime receiving a better mix than others in terms of overall production if the town types have different production capacities.
You can get all four, City types that is :) That is what Erich is writing. You just have to set City Size = 3, in the random generator that Erich shows in his post.
But then I can't launch the scenario using the random generator that Phoenix offers, can I? I've gotten hooked on choosing my regimes now.
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ernieschwitz
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Re: Advanced Tactics Gold v2.40.084 Public Beta

Post by ernieschwitz »

That is true. Sorry.
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Re: Advanced Tactics Gold v2.40.084 Public Beta

Post by GaryChildress »

ernieschwitz wrote: Wed Feb 28, 2024 9:36 am That is true. Sorry.
No worries. 3 is fine. Better than 2. :D
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