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Generic to the 17th masterfile mod - 6/25/2008 10:02:58 AM   
SSFSX17

 

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I believe it is now finished enough to the point where I can announce it: http://www.advancedtactics.org/scenario.php?nr=58

Obviously, some ideas were gotten from other scenarios, but only the ideas - I did all of the Scenario Editor work for this mod by myself. In some cases, I went in a very different direction from other scenarios, such as the way I implemented trains.

The download package comes with a test scenario called "Surprise!" which demonstrates the new landscape type and some of the new loctypes.

This masterfile can be used with random games. It is reccomended, however, that it should not be used with games against the AI unless there are a lot of cities that the AI can access easily. The AI does not yet understand how to use the additional SFTypes effectively and thus may use up supply too quickly.

--- CHANGES TO ORIGINAL SFTYPES ---

Trucks can be upgraded, and become faster and more fuel-efficient at higher levels.

Halftracks can be upgraded, and gain more hitpoints and weaponry at higher levels.

Staff gain small bonuses to the amount of staff points they provide at higher levels, making the research more desirable.

Engineers can be upgraded, but the research is as expensive as Staff research. If you are a fan of the forward fortress strategy, you may find the research to be worthwhile.

Scouts gain greatly improved Recon and Hide abilities at higher levels. They also have much stronger antisupply abilities at all levels, although land antisupply does not seem to be working.

Paratroopers now have 2 zone-of-control points per man and can be upgraded to increase their supply carry greatly. They also get smaller bonuses to recon and hide at all levels. The research path is through the Scout research.

Mortars now only cost 250 production to train and are worth 3 power points per man. However, they only do three attacks per combat round instead of five. They are still "rear area," so they are still highly effective in attack.

Armoured Cars are now upgradeable and gain more recon and speed at higher levels.

--- NEW SFTYPES ---

Trains - heavy, large, armored trains that are as tough as light tanks. One train can carry a whole medium tank. They are more efficient than trucks for landcap as well.

Supply Crates - very simple objects that cost 10 production to build and require no supply. All they do is add 10 more supply carry per crate. The idea is that you could spend extra carrying capacity to carry more supplies in frontline formations. Be careful when you build them - they will absorb a *LOT* of an HQ's stocked supply. When formations with supply crates are ambushed, the crates will thankfully take a few bullets and bombs that were aimed at your regular troops. Hint: one heavy tank carrying a full load of supply crates will have roughly one additional round of supply.

Landmines and Seamines - they are not strong enough to kill any significant numbers of units, but they don't autodestroy themselves. They are meant to take some time to clear out. Seamines also have some naval antisupply ability.

Assault Rifles - rifles who also have the bonuses of SMGs. They cost 200 production to train and are worth two power points per man, so you should think twice before you use assault rifles as your general-purpose infantry.

Long-Range Artillery - less efficient than an equal production amount of standard artillery pieces, but the extra range can be valuable depending on your playing style. For example, they can be effective in defending your shores from battleships and cruisers without being shorebombarded themselves.

Flame Tanks - unlike most other armored vehicles, they specialize in fighting in thick areas, especially when assaulting fortifications and cities. They are not exactly general-purpose armor but they help all-tank armies assault entrenched enemies. They can carry five weight just like tanks.

Self-Propelled Artillery - less efficient than an equal production amount of standard artillery pieces, but the mobility and armor can be valuable depending on your playing style. They can carry five weight just like tanks.

Self-Propelled Anti-Air - less efficient than an equal production amount of standard flak guns, but the mobility and armor can be valuable depending on your playing style. Higher-level S.P. Anti-Air is also more effective against infantry and armor than standard flak guns. They can carry five weight just like tanks.

Fanatics - basic cannon fodder who are expected to go stand in front and buy time for the real military units. They get power bonuses for defending in thick terrain.

Torpedo Boats - very small and weak naval units that still hit hard enough to threaten larger ships. A gigantic swarm of torpedo boats can defeat unescorted battleships.

--- NEW STUFF FOR SCENARIO DESIGN ---

New Loctypes - for restricting the types and quantites of subformations that can be built. In particular, supply and political points are considered different itemtypes, making it easier to control political point production. Each of the factories and the office complex have 20,000 production points while the smaller workshops have 5,000 production points. The small office building only produces 1 PP per round and is meant to provide just enough PP to create new formations.

Dense Urban Landscape - as difficult to move through as low mountains, and much more treacherous for non-foot units. Any subformation types that don't like urban terrain will *definitely* dislike dense urban - for example, tanks have an attack modifier of 0.25 for dense urban. It provides 250 natural hide points, meaning that you need green-level recon in order to see anything. If you try to charge your tanks through, they have a high risk of being ambushed by hidden bazookas and scouts. You will find standard rifles and SMGs to be useful for house-to-house fighting.

--- VERSION HISTORY ---

v1: initial buggy release with improved scouts, improved paratroopers, supply crates, assault rifles, l.r. artillery, s.p. artillery and s.p. anti-air

v2: added many more sftypes and changed some of the original ones

v3: added some stuff for scenario design, rearranged some of the itemtypes, rebalanced some sftypes, fixed some bugs
Post #: 1
RE: Generic to the 17th masterfile mod - 6/25/2008 4:50:14 PM   
Joshuatree

 

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Thank you! Gonna check it out soon, as I am a fan of random scenarios.
And finally some ... flame tanks

(in reply to SSFSX17)
Post #: 2
RE: Generic to the 17th masterfile mod - 6/25/2008 6:32:49 PM   
AZKGungHo


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Joined: 6/7/2006
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I installed it and am trying to run the scenario - but shortly after I select Surprised!  I get an unhandled exception and can either quit or continue, I clicked continue but nothing is happening. I'm running Vista, and have never had a problem with AT before.

_____________________________

"In Arduis Fidelis"
Louie Marsh

Books:
Once A Raider… http://tinyurl.com/89mfnnk
Getting Real - http://tinyurl.com/7zhcjlq
Websites:
www.usmcraiders.com
discipleup.org

(in reply to Joshuatree)
Post #: 3
RE: Generic to the 17th masterfile mod - 6/25/2008 8:18:13 PM   
SSFSX17

 

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From: California
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quote:

ORIGINAL: AZ Gung Ho

I installed it and am trying to run the scenario - but shortly after I select Surprised!  I get an unhandled exception and can either quit or continue, I clicked continue but nothing is happening. I'm running Vista, and have never had a problem with AT before.


Hmm, Vista has been reported to have a few issues with unpacking more complex scenarios. What are the exact details of the unhandled exception, and how exactly did the files end up?

(in reply to AZKGungHo)
Post #: 4
RE: Generic to the 17th masterfile mod - 6/25/2008 9:44:01 PM   
AZKGungHo


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I manually put the files into the folders as I always do.   Here's what the details of the unhandled exception are:

See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.

************** Exception Text **************
System.IO.DirectoryNotFoundException: Could not find a part of the path 'C:\Matrix Games\Advanced Tactics\bin\scenarios\x17\Generic_to_the_17th_v3.ptmaster'.
  at System.IO.__Error.WinIOError(Int32 errorCode, String maybeFullPath)
  at System.IO.File.InternalCopy(String sourceFileName, String destFileName, Boolean overwrite)
  at WindowsApplication1.HandyFunctionsclass.Unzip(String ZipFile)
  at WindowsApplication1.HandyFunctionsclass.LoadMasterFile(String filename, Boolean onlyrulevar)
  at WindowsApplication1.InitialMenuWindowClass.HandleMouseClick(Int32 x, Int32 y, Int32 b)
  at WindowsApplication1.FirstScreenClass.HandleMouseClick(Int32 x, Int32 y, Int32 b)
  at WindowsApplication1.Form1.Form1_Mousedown(Object sender, MouseEventArgs e)
  at System.Windows.Forms.Control.OnMouseDown(MouseEventArgs e)
  at System.Windows.Forms.Control.WmMouseDown(Message& m, MouseButtons button, Int32 clicks)
  at System.Windows.Forms.Control.WndProc(Message& m)
  at System.Windows.Forms.ScrollableControl.WndProc(Message& m)
  at System.Windows.Forms.ContainerControl.WndProc(Message& m)
  at System.Windows.Forms.Form.WndProc(Message& m)
  at WindowsApplication1.ImmoveableForm.WndProc(Message& m)
  at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
  at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
  at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)


************** Loaded Assemblies **************
mscorlib
   Assembly Version: 2.0.0.0
   Win32 Version: 2.0.50727.1434 (REDBITS.050727-1400)
   CodeBase: file:///C:/Windows/Microsoft.NET/Framework/v2.0.50727/mscorlib.dll
----------------------------------------
WindowsApplication1
   Assembly Version: 1.0.2996.37017
   Win32 Version: 1.0.2996.37017
   CodeBase: file:///C:/Matrix%20Games/Advanced%20Tactics/bin/AdvancedTactics.exe
----------------------------------------
System.Windows.Forms
   Assembly Version: 2.0.0.0
   Win32 Version: 2.0.50727.1434 (REDBITS.050727-1400)
   CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Windows.Forms/2.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
----------------------------------------
System
   Assembly Version: 2.0.0.0
   Win32 Version: 2.0.50727.1434 (REDBITS.050727-1400)
   CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System/2.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
System.Drawing
   Assembly Version: 2.0.0.0
   Win32 Version: 2.0.50727.1434 (REDBITS.050727-1400)
   CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Drawing/2.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
----------------------------------------
Microsoft.VisualBasic
   Assembly Version: 8.0.0.0
   Win32 Version: 8.0.50727.1434 (REDBITS.050727-1400)
   CodeBase: file:///C:/Windows/assembly/GAC_MSIL/Microsoft.VisualBasic/8.0.0.0__b03f5f7f11d50a3a/Microsoft.VisualBasic.dll
----------------------------------------
ICSharpCode.SharpZipLib
   Assembly Version: 0.84.0.0
   Win32 Version: 0.84.0.0
   CodeBase: file:///C:/Matrix%20Games/Advanced%20Tactics/bin/ICSharpCode.SharpZipLib.DLL
----------------------------------------

************** JIT Debugging **************
To enable just-in-time (JIT) debugging, the .config file for this
application or computer (machine.config) must have the
jitDebugging value set in the system.windows.forms section.
The application must also be compiled with debugging
enabled.

For example:

<configuration>
   <system.windows.forms jitDebugging="true" />
</configuration>

When JIT debugging is enabled, any unhandled exception
will be sent to the JIT debugger registered on the computer
rather than be handled by this dialog box.


_____________________________

"In Arduis Fidelis"
Louie Marsh

Books:
Once A Raider… http://tinyurl.com/89mfnnk
Getting Real - http://tinyurl.com/7zhcjlq
Websites:
www.usmcraiders.com
discipleup.org

(in reply to SSFSX17)
Post #: 5
RE: Generic to the 17th masterfile mod - 6/25/2008 9:56:11 PM   
SSFSX17

 

Posts: 182
Joined: 10/14/2001
From: California
Status: offline
That definitely sounds like the files ended up in the wrong place.

The text file, Generic_to_the_17th.txt, should have gone under Advanced Tactics\bin
The generic_to_the_17th graphics folder should have gone under Advanced Tactics\bin\graphics
The x17 folder, which contains the masterfile and the Surprise! scenario, should have gone under Advanced Tactics\bin\scenarios

Keep in mind that both the masterfile and the scenario were meant to go under a subfolder of scenarios, called "x17"




Attachment (1)

< Message edited by SSFSX17 -- 6/25/2008 10:02:07 PM >

(in reply to AZKGungHo)
Post #: 6
RE: Generic to the 17th masterfile mod - 6/26/2008 7:01:11 PM   
AZKGungHo


Posts: 509
Joined: 6/7/2006
Status: offline
thanks for your help - it all works fine now and I actually learned something!  I didn't know you could unzip into existing folders without overwriting them. Now I know you can merge them - very cool!

My thanks O Master of the Computer!!  


_____________________________

"In Arduis Fidelis"
Louie Marsh

Books:
Once A Raider… http://tinyurl.com/89mfnnk
Getting Real - http://tinyurl.com/7zhcjlq
Websites:
www.usmcraiders.com
discipleup.org

(in reply to SSFSX17)
Post #: 7
RE: Generic to the 17th masterfile mod - 6/26/2008 7:34:00 PM   
Widell


Posts: 913
Joined: 4/27/2005
From: Trollhättan, Sweden
Status: offline
quote:

ORIGINAL: SSFSX17
...although land antisupply does not seem to be working.


Can you be more specific? The reason for asking is I find air units with land anti supply capability seems to be generating anti supply just fine. Haven't gotten to my ground units just yet, so it'd be good to know what you have found.

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Post #: 8
RE: Generic to the 17th masterfile mod - 6/26/2008 8:22:13 PM   
SSFSX17

 

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From: California
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Specifically, Scout antisupply isn't working. Fighter antisupply works extremely effectively, although it mainly seems to be focused on SFType transfers.

(in reply to Widell)
Post #: 9
RE: Generic to the 17th masterfile mod - 6/27/2008 3:19:29 PM   
Widell


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From: Trollhättan, Sweden
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OK - Thanks, let's see if Vic or someone else can look into the scouts/landbased anti supply then.

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Post #: 10
RE: Generic to the 17th masterfile mod - 6/27/2008 3:30:30 PM   
seille

 

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I´m not sure that these sftypes can cause antisupply.
As far as i remember only planes do AS over land.
But i´m not 100% sure since this function was deactivated long time ago for standard games.

(in reply to Widell)
Post #: 11
RE: Generic to the 17th masterfile mod - 6/27/2008 6:07:47 PM   
Widell


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From: Trollhättan, Sweden
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quote:

ORIGINAL: seille
As far as i remember only planes do AS over land.

Can someone confirm this? It evidently works for planes...

quote:

ORIGINAL: seille
But i´m not 100% sure since this function was deactivated long time ago for standard games.

You mean the AS option if off by default, or that most scenarios have it off by default?

_____________________________


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Post #: 12
RE: Generic to the 17th masterfile mod - 6/27/2008 6:17:34 PM   
seille

 

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No, AS is not off by default, but AS over land is.
AS over water you can see in most scenarios (caused by ships and planes),
but AS over land i can´t remember when i saw it last time.

Vic thought while testing it is too powerful. I think it is just deactivated, but the option to use it is still there.
But as i said i can´t remember that normal ground units did ever do AS damage.
In the games we played with AS over land (during alpha/beta test) only planes caused AS damage over land.
With planes close enough to the front is was sometimes terrible high AS damage.

Maybe there is a way in unit details or the rules to activate it for ground units, too.
Vic must answer this.

(in reply to Widell)
Post #: 13
RE: Generic to the 17th masterfile mod - 6/27/2008 6:20:40 PM   
Barthheart


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I think the question comes up because the description of Scout says they can do AS on land. If this changed during testing then we just need to change the Scout description.

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Life is not a journey to the grave with the intention of arriving safely in a pretty & well preserved body,
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(in reply to seille)
Post #: 14
RE: Generic to the 17th masterfile mod - 6/27/2008 6:44:15 PM   
seille

 

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I just looked at and you can activate AS over land for ALL sftypes.
Look at the screen attached. There are some options you can choose for AS over land.
They are just at "0" for the units including scouts. So yes, the unit description for scouts should be wrong yet.






Attachment (1)

(in reply to Barthheart)
Post #: 15
RE: Generic to the 17th masterfile mod - 6/27/2008 11:42:49 PM   
SSFSX17

 

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The Scouts in my mod, at the very least, ought to have good antisupply capability. I made sure of that while editing their stats.

(in reply to seille)
Post #: 16
RE: Generic to the 17th masterfile mod - 6/29/2008 11:59:24 PM   
Joshuatree

 

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Joined: 12/30/2007
From: Netherlands
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Uhm, could you give any clue as to how to use sea mines?
I can't make a new unit in a harbor and then strategically move it, nor can I create a new unit in a sea hex. So, uhm, how do I get them where I want?

(in reply to SSFSX17)
Post #: 17
RE: Generic to the 17th masterfile mod - 6/30/2008 3:34:55 AM   
SSFSX17

 

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Seamines have to be transferred into other naval units, who must then guard the mines for the rest of eternity, unfortunately. I've thought of allowing them to move themselves but decided against it. I'll continue thinking about other ways to implement them.

(in reply to Joshuatree)
Post #: 18
RE: Generic to the 17th masterfile mod - 6/30/2008 9:48:24 AM   
Joshuatree

 

Posts: 507
Joined: 12/30/2007
From: Netherlands
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Ah I see  Right. The mines have to be guarded.... makes sense, hehe.
Hm, maybe you could even make them "paradrop=yes" because planes could deliver mines, so could U-boats.

(in reply to SSFSX17)
Post #: 19
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