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Mod for random maps - 2/28/2008 3:52:35 AM   
Bombur

 

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-I´m considering to create a masterfile for random scenarios. The idea would be to expand vastly the tech tree with new units to cover all the military evolution from 1900 to 1960. So it would allow players to start with early century units and improve gradually. Is it possible? How does the game looks to what are level 1 tech units in order to enable the otion "all techs level 1"? How would it impact such a mod?
Post #: 1
RE: Mod for random maps - 2/28/2008 8:22:58 AM   
Iron Knight


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I was kinda thinking the same thing. I'd like to see the game expanded with more units and a more advanced tech tree but still retain it's generic 'any force, any where' feel. I've been playing around with units and tech trees but I'm not sure how to make it portable to other scenarios or random games.

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Post #: 2
RE: Mod for random maps - 2/29/2008 3:07:46 AM   
Bombur

 

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Took a look at the editor and this variable is defined in the research menu. So it would be possible to create such a tech tree. What do you have in mind?
Some ideas

For Battleships

-Pre Dreadnought battleship
-Dreadnought battleship
-Interwar battleship (like the Nelson and Nagato classes)
-WWII battleship (Bismarck, North Carolina)
-Late WWI battleship (Yamato and Iowa)
-These would be, of course, generic classes, no Nagato, or Iowa, but a late WWII battleship would be similar to Yamato or Iowa.

Level bombers would be divided in medium bombers and heavy bombers, and in turn would be divided in day and night bombers)

-Heavy bombers (day)
-WWI heavy bombers (like the HP 400, Vickers Vimy, Zeppelin Staaken R.6 or Ilya Murometz)
-Interwar heavy bombers (like the Handley Page Heyford, Ki-20 and B-2, maybe the TB-3?)
-Early WWII heavy bombers (ilke the B-17, B-24)
-Late WWII heavy bombers (like the B-29, or Tu-4)
-Post war heavy bombers level 1 (B-36)
-Turboprop level bombers (Tu-20)
-Heavy level bombers (B-52)


-Medium bombers
-WWI medium bombers (for instance, Gotha GV)
-Interwar level bombers I (like the B-10)
-Interwar leve bombers II (Do-17, SB-2,Br-20, He-111)
-Early WWII medium bombers (Do-217, Ju-88, Pe-2, B-26, B-25, Ki-49, Wellington)
-Late WWII medium bombers (Ki-67, Tu-2, late versions of Ju-88)
-Early jet bombers (Arado 234)
-Post war jet medium bombers I (Canberra, Il-28,B-45)
-Not sure on what will be next level...

(in reply to Iron Knight)
Post #: 3
RE: Mod for random maps - 2/29/2008 5:32:29 AM   
Iron Knight


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Well I have been adding units to give levels to SF's without levels (Armored Car, Paratroopers, etc...). I have also been working on self propelled artillery & flak, assault guns, light tank destroyers, premium/elite troops (1.75 x cost, 1.5 x effect), Interceptors, escort fighters, and other ideas.

I was also thinking that the research tree itself could be restructured. Instead of M Tank I leading to M Tank II and so forth, leading to players just picking a few units and ignore the others, research could be reordered to have a more balanced feel. My thoughts so far are that a general tech card for each major category of SF, like Armor Technology II, that would then open up Tank II techs. The general techs would be more expensive (like 100pp), while the specific SF techs would be cheaper (around 20pp, to allow more diversity). I haven't gotten too far with editing the techs yet but it might be interesting to make them also require the previous SF tech (say M Tank I for M Tank II like normal) or a higher level general tech (Armor Technology III for M Tank II), so that way there is a slight penalty for rushing to a high general tech without researching some of that levels SFs.

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Post #: 4
RE: Mod for random maps - 3/1/2008 2:13:35 AM   
Bombur

 

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-I agree with you, some basic techs as prerequiste for certain groups of units are necessary. I´m starting a few changes in the masterfile. It will take a LOT of time, as I´m busy in real world and my Spanish Civl War mod is going very slowly....

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Post #: 5
RE: Mod for random maps - 3/31/2008 1:12:13 AM   
Bombur

 

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Well, started the mod. Already created heavy bombers (from biplane WWI bombers to B-52´s) and Rifle units (three levels only). Creating fighters. But I have a doubt. I´m considering to allow players to build their factories in order to expand production. Will the AI be able to use this feature???

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Post #: 6
RE: Mod for random maps - 4/14/2008 5:39:46 AM   
Bombur

 

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Completed the following items

1-Land based fighters (from WWI planes to Mirages/MIG-21)
2-Rifle unit (3 levels)
3-Heavy bomber units (from Ca-42 to B-52/Tu-20)
4-Destroyers (5 levels)
5-Starting to work with light tanks (already have 2 levels, 1st is the FT-17 and 2nd the Vickers 6 ton)

As the project is intended for play with both AI and human opponents, and it´s impossible for the AI to build factories (an important feature for such a loooong war) I´m going to simulate economic development by decreasing the supply cost for sucessive upgrades. This decrease will be sharper for tanks and planes, while ships will have almost flat vaules.

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Post #: 7
RE: Mod for random maps - 4/14/2008 10:10:07 PM   
Jeffrey H.


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I suspect that you are now treading lightly on the marketing plan for this game series. However you also might be paving the way for it !

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Post #: 8
RE: Mod for random maps - 4/19/2008 5:14:04 AM   
Bombur

 

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New SF´s redesigned: light tanks

level 1: FT-17
level 2: T-36/Vickers 6 ton
level 3: M3/T-70
level 4: M24
level 5: M41/PT-76 (as AT doesn´t model amphibious units, the PT-76 is a conventional light tank)

(in reply to Jeffrey H.)
Post #: 9
RE: Mod for random maps - 4/20/2008 4:54:37 AM   
Bombur

 

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Finished work with artillery, which will inclued only field guns. SP artillery, and, maybe, siege guns, will be included in other categories. I actually simplified this SF group, with only three types.

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Post #: 10
RE: Mod for random maps - 4/21/2008 5:19:18 PM   
Bombur

 

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Finished work with carriers. There will be 8 classes
1-Early Carriers: Hermes/Argus/Hosho
2-Light Carriers: Independence/Zuiho/Ryujo
3-Fleet Carriers I: Kaga/Saratoga
4-Fleet Carriers II: Hiryu/Enterprise
5-Fleet Carriers III: Essex/Shokaku
6-Fleet Carriers IV: Midway
7-Fleet Carriers V: Forrestal
8-Escort carriers

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Post #: 11
RE: Mod for random maps - 4/21/2008 5:41:44 PM   
Joshuatree

 

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That's already a massive amount of work you've done so far!
Any idea when it will be ready for release?

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Post #: 12
RE: Mod for random maps - 4/22/2008 12:14:00 AM   
Bombur

 

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I´m short on time, and my Spanish War mod is paralyzed for now. I hope to finish this one in three months. While I created lots of new units I didn´t make a combat value rebalance. This will be done after all new units are included. The creation of a tech tree is also another time consuming task....
Next step: Naval aircraft

< Message edited by Bombur -- 4/22/2008 12:15:04 AM >

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Post #: 13
RE: Mod for random maps - 4/27/2008 4:28:19 AM   
Bombur

 

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Created new carrier based fighters

1-Sopwith Pup
2-A1N, Boeing F3B
3-Grumman F3F/Gloster Gladiator
4-Buffalo/A5M/Fulmar
5-F4F/Sea Hurricane/A6M2
6-F6F/F4U1
7-F8F/Sea Fury
8-F9F/Sea Vampire
9-F4D/Sea Vixen
10-F8 Crusader

Next step: dive bombers

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Post #: 14
RE: Mod for random maps - 4/28/2008 2:37:35 AM   
Bombur

 

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Finished the work with dive bombers (all of them will can be loaded on carriers)

Level 1: Hs123/D1A2
Level 2: Ju-87B/C, D3A1,D3A2,SBD
Level 3: D4Y, Helldiver

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Post #: 15
RE: Mod for random maps - 4/30/2008 4:07:27 AM   
Bombur

 

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Finished torpedo bombers

1-Sopwith Cucko (carrier based)
2-Vildebeest/Swordfish (carrier based)
3-Kate/TBD (carrier based)
4-Nell/Betty/SM-79 (land based)
5-Avenger/Jill (carrier based)
6-Beaufighter/Ki-67/P1Y (land based)
7-Grace/Fw190U (carrier based)
8-Jet tropedo bombers(Tu-14/Il-28)

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Post #: 16
RE: Mod for random maps - 5/13/2008 5:20:03 AM   
Bombur

 

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Made infantry guns.
Only two levels
37mm
76mm

Made SMG
Three levels
WWI (MP-18)
Interwar (Thompson)
WWII (PPSh-41)

Working with AT guns

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Post #: 17
RE: Mod for random maps - 5/14/2008 4:45:08 AM   
Bombur

 

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Finished AT guns

Level I: 25mm
Level II: 37-45mm
Level III: 50-57mm
Level IV: 75mm
Level V: 88-90mm
Level VI: 100mm and more

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Post #: 18
RE: Mod for random maps - 5/18/2008 3:59:55 AM   
Bombur

 

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Created new medium tanks
Level I: BT-7/Cruiser A9
Level II: PzIIIA-E/M13/40
Level III:PzIIIF-N/M3 Grant/ Crusader III
Level IV: T34/76, Sherman, Cromwell, PzIVF
Level V:PzV, T-34/85

Created new trucks
WWI truck (1 ton)
Light truck (1,5 ton)
Medium truck (2,5 ton)
Heavy truck (7,5 ton)

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Post #: 19
RE: Mod for random maps - 5/28/2008 2:16:05 AM   
Bombur

 

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New Bombers

Level 1: 1 Engine WWI (Breguet XIV)
Level 2: 2 Engine WWII (HP 400)
Level 3: Late 20´s medium bomber (B-2, TB-1)
Level 4: Early 30´s light bomber (Hawker Hart)
Level 5: Early 30´s medium bomber (B-10, SM-81)
Level 6: Mid 30´s fast bomber (Do-17, SB-2)
Level 7: Late 30´s medium bomber (He-111)
Level 8: WWII medium bomber (B-25, B-26, Ju-88)
Level 9: WWII Fast bomber (Mosquito, A-26)
Level 10: Early jet (Arado 234)
Level 11: Second generation jets (Canberra, Il-28)
Level 12: Third generation jets (Tu-16, B-47)

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Post #: 20
RE: Mod for random maps - 6/9/2008 6:50:29 PM   
Bombur

 

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Finished work with submarines, paratroopers, flak and heavy tanks. Mor details latter.

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Post #: 21
RE: Mod for random maps - 6/10/2008 6:43:24 AM   
Magpius


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Incredible efforts here Bombur, about 3 months ago you mentioned about 3 months to go.
-any hints for a release date, or are you going to hold back and wait until Vic releases 1.17 and absorb any scenario changes?

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Post #: 22
RE: Mod for random maps - 6/10/2008 7:24:34 PM   
Bombur

 

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Unfortunately it will take more time, I´pm somewhat busy with real world tasks, now I´m on vacations and will make some progress. I won´t risk giving release dates again....

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Post #: 23
RE: Mod for random maps - 6/10/2008 7:53:07 PM   
Vic


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quote:

ORIGINAL: Agent S

Incredible efforts here Bombur, about 3 months ago you mentioned about 3 months to go.
-any hints for a release date, or are you going to hold back and wait until Vic releases 1.17 and absorb any scenario changes?



These two efforts are on seperate tracks and dont influence eachother.

kind regards,
vic

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Post #: 24
RE: Mod for random maps - 6/10/2008 7:59:15 PM   
Bombur

 

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Here is the summary of last things done.
Submarines
I-Plunger and Holland Classes (Early XX century)
II-Early WWI (U-9, US K Class, British F class)
III-Late WWI (British G class, US L class, German U43 to U66)
IV-Interwar, large subs (US Dolphin class and UK Odin class)
V-Early WWII (German U boat VII and US Gato class)
VI-Late WWII (U boat XXI)
VIII-Diesel submarines with cruise missiles (USSR Whiskey class)
IX-Early nuclear subs (USSR November class and US Grayback class)

Main Battle tank (post war, will replace heavy and medium tanks): T-55 and M-47

Paratrooper I (similar to Rifle II)
Paratrooper II (similar to Rifle I)

Transport aicraft I: C-47 and Ju-52
Transport aicraft II: C-54 and Avro York
Transport aircraft III: C-124

Flak I-Improvised WWI guns
Flak II-WWII 20mm AA guns
Flak III-37-40mm AA guns
Flak IV-88-90mm AA guns
Flak V-120-128mm AA guns
Flak VI-Improved 40mm Bofors guns, able to track fast targets
Flak VII-Automatic systems like the Skysweeper

Antitank portable weapons
AT Rifles (level I)
Bazooka/RPG/Panzerfaust (level II)
Recoiless gun (level III)

Fighter bombers
Level I: P-39/Me-110/Ki-45
Level II: Fw190F, Thyphoon
Level III: Hornet, F7F, F4U1-D
Level IV: F-84
Level V: A-4
Level VI-Su-7 (which will be cheaper and harder to be shot down by subsonic fighters but will have much less offensive capacity than the A4)


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Post #: 25
RE: Mod for random maps - 6/11/2008 5:10:01 PM   
Bombur

 

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Finished work on Tank Destroyers

Level 1-Pzg I
Level 2-Marder II and M10
Level 3-SU-85, Jadgpanzer IV, M36
Level 4-Jadgpanther, SU-100

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Post #: 26
RE: Mod for random maps - 6/11/2008 5:26:22 PM   
Joshuatree

 

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Looking great Bombur! Do you have any screenshots?

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Post #: 27
Asking for suggestions - 6/11/2008 5:31:11 PM   
Bombur

 

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Work on old units is almost finished. I´m currently working on Cruisers (lots of new classes). Then I will modify battleships, create battlecruisers, maybe change transport ships (not sure on how to do it). Then I´m intending to create a few more SF types.
Here are my ideas
1-Assault guns
2-Ground attack aircraft (like the Il-2 and the A-1)
3-Naval patrol aircraft (like the PBY and the Fw-200)
4-Recon aircraft
5-Self propelled flak and artillery
6-Rocket artillery
7-Surface to air missiles (including nuclear armed ICBM´s)
8-Surface to surface missiles
Now I have a doubt. My mod intends to simulate aeronaval operations (within the limits of the game engine). However, we need recon aircraft. Currently, we can´t use carrier based aircraft due to engine constraints (we will spend all AP to make a recon mission). So I have two alternatives
1-Give cruisers and battleships a very high recon value to simulate embarked aicraft or
2-Place floatplanes on cruisers and battleships (but if you have BB´s and CA´s in the same fleet as carriers, we will have the same troubles with recon)
So, what alternative is better? Any idea?

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Post #: 28
RE: Mod for random maps - 6/11/2008 9:20:30 PM   
Bombur

 

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No, because I didn´t create the items and tech tree. I´m still creating units. I can, however, send the files to you if you want to take a look at the project. Just tell me your e-mail

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Post #: 29
RE: Mod for random maps - 6/12/2008 10:09:31 PM   
Bombur

 

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Finally finished the work on cruisers and battleships. Now I will take a look on armoured cars. Already creating items, tech tree and balancing the first units. It will cost me a lot of time!!! An important limitation is that it seems level 1 tech should be turned off in order to allow the game to work, otherwise the tech tree is ok, but appears with strange graphics (the original ones). I´m using a trick to avoid the player to concentrate efforts in one area while neglecting the others. I have three groups of basic tech for each decade (land, air and sea). They are prerequistes for all units built in that decade and also give you access to one unit (to help the AI, as it looks at the SF graphic). However, to research air units for a given decade you must already know the land and naval techs for the former decade. The same is valid for the other two basic techs. I hope it will balance the tech research.

(in reply to Bombur)
Post #: 30
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