Josh
Posts: 2576
Joined: 5/9/2000 From: Leeuwarden, Netherlands Status: offline
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Here's the proposed improvements for AT Gold sofar; http://www.vrdesigns.nl/?p=97#comment-19 About your comments, yes planes tend to be better than Flak, but also use more supply, and you probably haven't tried putting enough Flak in your units because they really can wreak havoc on enemy bombers/fighters. Some games I even don't use planes, only Flak as defense, works well. Personally I don't use Staff in the first round in a random game, I just produce Infantery and put them in units the next turn. Round two I produce Staff and horses, then engineers to build roads. You want even bigger maps? The largest are 200x200 if I'm correct, that's pretty big in my opinion. You can always build a factory at a sea location, that will be able to build ships/ transports. Here's Vic's post about AT GOLD: Some more news about AT Gold! In this posting a preview is presented of all the features that will be added to the engine in AT Gold. The most important ones are the speeding up of the AI, with about a factor of 100 times, the adding of alliances (hex sharing between regimes) and the use of resources. For modders and scenario designers the possibilities have been greatly extended as well. AT Gold can justifiably be called a wargame construction set. In future preview postings the new random games will be discussed in more detail and later on some screenshots will be put up for preview as well. Here follows a selection of new features the AT Gold engine will be equiped with: -Actioncards that you can play on specific hex or on specific unit -Extra layer of landscapetype graphics you can paint on a hex to display extra information or symbols -Conquest of a hex can result in an actioncard being triggered (“You conquered Paris!”) -Battle Stack point rule for normal, artillery and air attack. This rule will terminate the gamey exploit of attacking the same hex over and over untill it breaks. -Original Owner rule option so that reconquered original territory from ally returns to ally when liberated. -Items can belong to upto 4 different ProdMod categories. Each people has 4 different prodmods. This will allow much more complicated ownership influence of production. -ItemTypes can set XP, Mor, People, MoveType of what they produce -Production prediction takes into account resource use, and resources can now be seriously presented and used by the player. For example: Raw, Fuel, Manpower… -LocationTypes can be drawn by overdrawing a graphic over the hex graphic instead of replacing the landscape of the hex. -LocationTypes can now require research and resources to be build -LocationType building can be limited to certain value in certain areaslot. -Building a locationtype can change the value of an areaslot -Messages can now play a sound file when they are shown to player -Version is checked and remembered per player. so in PBEMs you can see who’s on which version. This will be usefull when patches will come up later for possible cheat bugs. -Regimes can mirror their siluet pictures for their SFTypes -Research cards can have cost in Resources instead of in Political Points. -MoveType overrule on subformation level -Readiness loss per Attack is an option -Penalties in first rounds of attack for attacker rule is now an option -Prevent Hit statistics for SFTypes (like a halftrack can catch a hit for an infantry) is now an option -Defensive Hitpoints for each SFType to per unitgroup that attacks them. To create special vulnerabilities. -Resource rules that can influence movement and attack scores of SFType. Can be used to model Fuel. -An enormous load of new EXECS and CHECKS (like 100 extra checks and execs) -Stringlists as seperate data-object, they allow easy importing and exporting of data sheets for scripting purposes. -Tempstrings in event editor, so you can now dynamicly build text replies for messages. -Lose EP on movment rule option -Allow Free Movement rule (for making for example a free deployment phase) option -Resource costs can be charged for road and bridge building -Declare War costs rule option -Battles can cause movement delays (ap penalty on hex) rule. This makes it very hard to attack in waves if there is a serious defense. -Airfield Surprise Rule -Air Intercept Chance Rule , these 2 new air rules will make it possible to eliminate the huge air stock always wins problem. -Naval Movement can get ambushed rule -Alliances! -allies share recon rule -Allies support ally in combat versus other ally rule option (or stay neutral in that battle) -3 Zoom modes -Campaign Room functionality (a scenario without map stuck in command center screen with special background and title) -New Random algorithm -Neutral Sea Hex sharing rule (for example japan and american naval units can share hex) -Giving of units to ally -Giving of hexes to ally -Giving of research to ally -Resource window (with predictions of next round levels after and before production uses resources) -Full hide enemy rule option (for free deployment phase) -Moddable systemgraphics (everything is moddable) -Execs to play background music and wavs -Watch the AI move while its moves come in while its making it. -Scriptable startup of game through startup text files and optional mod files to chose from -A combat detail screen for those who like to study exactly how each modifier was used. -The AI has been increased by almost a factor of 100x on huge maps. -option to give locationtypes NoHQ or AutoProd settings –A hell of a lot of small changes to rules and bug fixes -Save/Load speed improvement -AI works in seperate thread now. -Extra hex painting, roads and rivers graphics options -And probably a lot more i forgot i even added.
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