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New AT Gold Public Beta v2.11

 
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New AT Gold Public Beta v2.11 - 8/7/2012 7:25:11 PM   
Andrew Loveridge


Posts: 606
Joined: 7/20/2009
Status: offline
Hello All,

Have a new update for AT Gold in the works.
A beta version can be found in the Members Club.
It contains a number of bug fixes and some changes to random games.


V2.11 – August 6, 2012

    Bug Fixes:

    • Fighter fuel IV bug fixed.
    • Cancel declare war bug fixed.
    • HQ negative supply transfer bug fixed.
    • Auto Upgrade on seas bug fixed.
    • Bug with change enemy units HQ fixed.
    • Fixed revealing location of AI capitol during AI play moves.
    • Fixed an AI bug.

    Changes:

    • No longer roads through high mountains in random maps.
    • Extra regime names and flags in random maps (about 20) including some more variety in regime names.
    • Added a random game setup button using alternate graphics.

    Addition:

    • Added the option to remove certain setup options from random game setup screen in the modfile. This could be of interest for modders making their own random game masterfiles.

      • If you now add: "noworldsize-noweather-maxplayer02-maxplayer03-etc.. -maxplayer13-noworldtype-nomaploop-nomirrorish-noshrowd-no1townstart-nocostlyresearch-nostoneage-nocrates-nohiddenstats-noaiallied-nouseresources-noroads-nowildlands-nodepletedlands-nodesertedlands-nochangemaster-nocontinentalsize-nohumidity-nogeologicalage-nolimitedroads-nonaturalcoastlines" no options will be available at all.
      • If you just add: "noworldsize-noweather-maxplayer05" there will be no world size and season options in the setup screen and max number of players will be limited to 5.




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RE: New AT Gold Public Beta v2.11 - 8/7/2012 8:16:40 PM   
ernieschwitz

 

Posts: 3893
Joined: 9/15/2009
From: Denmark
Status: offline
Nice to see this game is still receiving updates :)

The new alternative graphics look nice :D

(in reply to Andrew Loveridge)
Post #: 2
RE: New AT Gold Public Beta v2.11 - 8/8/2012 10:55:09 AM   
Vic


Posts: 8262
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Forget one of the most important additions with this v2.11 :)

Its the addition of an extra tabsheets in the new random game setup that allows you to set:

*continental size
*precipitation level
*geological age

plus 2 extra options

best,
Vic

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Post #: 3
RE: New AT Gold Public Beta v2.11 - 8/9/2012 1:12:28 AM   
Tac2i


Posts: 2001
Joined: 4/12/2005
From: WV USA
Status: offline
I've updated my ATG NATO Counters Mod to work with this v2.11 beta patch.

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Post #: 4
RE: New AT Gold Public Beta v2.11 - 8/9/2012 1:35:51 AM   
budd


Posts: 2972
Joined: 7/4/2009
From: Tacoma
Status: offline
I'm going to do a fresh install, is this the only patch i need to install after the base game.

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Post #: 5
RE: New AT Gold Public Beta v2.11 - 8/9/2012 2:08:46 AM   
Tac2i


Posts: 2001
Joined: 4/12/2005
From: WV USA
Status: offline
If past experience is an indicator, it is the only patch you will need.

quote:

ORIGINAL: **budd**

I'm going to do a fresh install, is this the only patch i need to install after the base game.



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Tac2i (formerly webizen)

(in reply to budd)
Post #: 6
RE: New AT Gold Public Beta v2.11 - 8/9/2012 3:20:50 AM   
AlanBernardo

 

Posts: 200
Joined: 12/8/2007
From: Ohio
Status: offline
quote:

ORIGINAL: Webizen

I've updated my ATG NATO Counters Mod to work with this v2.11 beta patch.


I noticed without the NATO counters(0), I have ten buttons on the opening screen. With the NATO counters (2), I have nine, the one reading "New Random (NATO altg)".

Does this mean that one can no longer have the NATO counters with the regular graphics? Fact is, there is no button for selecting the regular graphics at all when using NATO counters (redundant).

Was this intended?


Thanks,

Alan

< Message edited by AlanBernardo -- 8/9/2012 3:23:37 AM >

(in reply to Tac2i)
Post #: 7
RE: New AT Gold Public Beta v2.11 - 8/9/2012 12:35:21 PM   
Tac2i


Posts: 2001
Joined: 4/12/2005
From: WV USA
Status: offline
@Alan: My mod modifies the ATG main screen to display different buttons. You make your game type selection from the menu when then game first starts:

0] Advanced Tactics Gold <-- default ATG
1] ATG NATO Counters Mod <-- default map graphics with NATO Counters
2] ATG NATO Counters Mod (Alt Map Graphics) <-- as described

If after selecting an option you change your mind, you have two options:
1) exit the game, restart and make another selection
2) enter the Random Game options screen, click the button underneath "DESERTED LANDS" and this allows you to select a different AT2 file to base your random game on.

1) generic.at2 - default ATG
2) generic2.at2 - default ATG with ALT Map Graphics
3) classic.at2 - old AT game
4) genericnato.at2 - default ATG with NATO counters
5) genericnato2.at2 - ATG with NATO counters and ALT Map Graphics

[Update - this has been done: new mod created] I may look into another mod that adds two new buttons for the additional NATO options in lieu of using the menu system but for now this is what you have.

< Message edited by Webizen -- 8/9/2012 8:40:48 PM >


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Post #: 8
RE: New AT Gold Public Beta v2.11 - 8/9/2012 2:11:00 PM   
Tac2i


Posts: 2001
Joined: 4/12/2005
From: WV USA
Status: offline
@Vic - feedback re ALT Map Graphics: At least for me and my color vision, it is hard to distinguish between low and high mountain hexes. I can do it but it is more difficult than it should be.

feedback re Alt Gfx Random Game: this selection in the defaultmod.txt file has a "noweather" attribute. Was that intentional?

< Message edited by Webizen -- 8/10/2012 12:24:19 AM >


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Tac2i (formerly webizen)

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RE: New AT Gold Public Beta v2.11 - 8/9/2012 6:36:59 PM   
Arditi


Posts: 681
Joined: 6/24/2005
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Looks good Vic!

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Post #: 10
RE: New AT Gold Public Beta v2.11 - 8/10/2012 5:01:30 AM   
zzmzzm

 

Posts: 116
Joined: 10/24/2010
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Great , thanks VIC!

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Post #: 11
RE: New AT Gold Public Beta v2.11 - 8/10/2012 5:42:31 PM   
Vic


Posts: 8262
Joined: 5/17/2004
Status: offline

quote:

ORIGINAL: Webizen

@Vic - feedback re ALT Map Graphics: At least for me and my color vision, it is hard to distinguish between low and high mountain hexes. I can do it but it is more difficult than it should be.

feedback re Alt Gfx Random Game: this selection in the defaultmod.txt file has a "noweather" attribute. Was that intentional?


Its just a little extra.
It also shows how you can disable a random game setup setting.

Best,
Vic

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(in reply to Tac2i)
Post #: 12
RE: New AT Gold Public Beta v2.11 - 8/10/2012 5:43:59 PM   
Vic


Posts: 8262
Joined: 5/17/2004
Status: offline

quote:

ORIGINAL: Webizen

@Alan: My mod modifies the ATG main screen to display different buttons. You make your game type selection from the menu when then game first starts:

0] Advanced Tactics Gold <-- default ATG
1] ATG NATO Counters Mod <-- default map graphics with NATO Counters
2] ATG NATO Counters Mod (Alt Map Graphics) <-- as described

If after selecting an option you change your mind, you have two options:
1) exit the game, restart and make another selection
2) enter the Random Game options screen, click the button underneath "DESERTED LANDS" and this allows you to select a different AT2 file to base your random game on.

1) generic.at2 - default ATG
2) generic2.at2 - default ATG with ALT Map Graphics
3) classic.at2 - old AT game
4) genericnato.at2 - default ATG with NATO counters
5) genericnato2.at2 - ATG with NATO counters and ALT Map Graphics

[Update - this has been done: new mod created] I may look into another mod that adds two new buttons for the additional NATO options in lieu of using the menu system but for now this is what you have.


This is one of the best mod support i ever see :)

Kind regards,
Vic

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(in reply to Tac2i)
Post #: 13
RE: New AT Gold Public Beta v2.11 - 8/12/2012 5:25:52 PM   
nicodede62


Posts: 194
Joined: 1/4/2008
From: France
Status: offline
Nice work on this new patch, I love the new graphics .

Some remarks by cons:

- Some maps are generated again without trees.
- Is there a method( for a random game )to favor certain nations compared to other ?
( This is a real ordeal with my mod to generate a map with the nations that I desire )

< Message edited by nicodede62 -- 8/12/2012 5:27:57 PM >


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(in reply to Vic)
Post #: 14
RE: New AT Gold Public Beta v2.11 - 8/21/2012 2:22:23 PM   
Tac2i


Posts: 2001
Joined: 4/12/2005
From: WV USA
Status: offline
@Vic: I've played a couple of very interesting/fun random games vs 3 AI. I don't think you tweaked the AI in v2.11 beta but if not, then the additional random map creation options must be the reason. The random maps I generated with v2.11 have definitely contributed to more challenging operational warfare with the AI. That said, with some AI improvements, ATG could become an even better game.

< Message edited by Webizen -- 8/21/2012 6:43:42 PM >


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Tac2i (formerly webizen)

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Post #: 15
RE: New AT Gold Public Beta v2.11 - 8/22/2012 9:25:08 AM   
lion_of_judah


Posts: 2113
Joined: 1/8/2007
Status: offline
was curious if this beta will cause problems with any scenarios's one has made using version 2.10? otherwise I will have to wait for the finished patch.

(in reply to Andrew Loveridge)
Post #: 16
RE: New AT Gold Public Beta v2.11 - 8/22/2012 12:01:01 PM   
ernieschwitz

 

Posts: 3893
Joined: 9/15/2009
From: Denmark
Status: offline
As far as i can tell, it won´t cause a difference...

(in reply to lion_of_judah)
Post #: 17
RE: New AT Gold Public Beta v2.11 - 8/27/2012 3:41:04 AM   
jreid

 

Posts: 100
Joined: 10/27/2007
Status: offline
I have a multi-player game going with 2.10.

If I install the 2.11 patch, will this mess up my multi-player game?

thanks

(in reply to ernieschwitz)
Post #: 18
RE: New AT Gold Public Beta v2.11 - 8/27/2012 5:00:55 PM   
Tac2i


Posts: 2001
Joined: 4/12/2005
From: WV USA
Status: offline
Jeff, it is my experience that this patch will have no affect on your current v2.10 games. I'm sure Vic would confirm this.

quote:

ORIGINAL: jreid

I have a multi-player game going with 2.10.

If I install the 2.11 patch, will this mess up my multi-player game?

thanks




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Tac2i (formerly webizen)

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Post #: 19
RE: New AT Gold Public Beta v2.11 - 8/27/2012 8:12:27 PM   
jreid

 

Posts: 100
Joined: 10/27/2007
Status: offline
Thanks. You mentioned in another thread that some of the new random game settings in 2.11 beta resulted in a better game against the AI, which sounds good to me.

Vic, can you please confirm that using 2.11 beta will not mess up an ongoing 2.10 multiplayer game?

thanks

(in reply to Tac2i)
Post #: 20
RE: New AT Gold Public Beta v2.11 - 8/28/2012 9:07:05 AM   
Vic


Posts: 8262
Joined: 5/17/2004
Status: offline
All patches are always backwards compatible.

best,
Vic

quote:

ORIGINAL: jreid

Thanks. You mentioned in another thread that some of the new random game settings in 2.11 beta resulted in a better game against the AI, which sounds good to me.

Vic, can you please confirm that using 2.11 beta will not mess up an ongoing 2.10 multiplayer game?

thanks




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Post #: 21
RE: New AT Gold Public Beta v2.11 - 8/28/2012 10:51:08 PM   
jreid

 

Posts: 100
Joined: 10/27/2007
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Thanks. I saw some of the bug fixes in 2.11 (e.g. Figheter IV bug fix, etc.) and thought there might be an issue.

Good to know I can use 2.11 beta with my current 2.10 multiplayer game.

(in reply to Vic)
Post #: 22
RE: New AT Gold Public Beta v2.11 - 8/29/2012 10:18:26 AM   
Vic


Posts: 8262
Joined: 5/17/2004
Status: offline
Keep in mind though that some fixes like fighter IV oil uses only go in effect if you start a fresh new game.

best,
Vic

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Post #: 23
RE: New AT Gold Public Beta v2.11 - 9/4/2012 8:52:12 AM   
lion_of_judah


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what can we look forward to seeing in future updates that were turned off?......

(in reply to Vic)
Post #: 24
RE: New AT Gold Public Beta v2.11 - 9/12/2012 1:11:35 AM   
gamer78

 

Posts: 536
Joined: 8/17/2011
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Thanks for the update,
in new ALt_GFX mode, I think there there are no 'fields' contrary to old GFX map mode. They are either plains or sub-urban.

< Message edited by Baris -- 9/12/2012 1:13:30 AM >

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Post #: 25
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