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Essential Mods and Scenarios

 
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Essential Mods and Scenarios - 10/13/2014 9:28:25 PM   
mashkis

 

Posts: 141
Joined: 1/29/2005
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Newbie here.

What are the best graphical and AI mods for ATG?

The same for scenarios?

Thank you.
Post #: 1
RE: Essential Mods and Scenarios - 10/13/2014 10:16:33 PM   
danlongman

 

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I really like Nato symbols. I do not like my engineers to look like hockey players. ( I am Canadian).
I much prefer enhanced supply.
I like big random games.

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Post #: 2
RE: Essential Mods and Scenarios - 10/13/2014 11:24:29 PM   
Tac2i


Posts: 2001
Joined: 4/12/2005
From: WV USA
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Lancer's Enhanced Mod Suite: It is the best all around mod available in this ATG gamer's opinion.

Main screen mod: http://www.matrixgames.com/forums/tm.asp?m=3396271. Changes the buttons on your ATG main screen.

< Message edited by Webizen -- 10/14/2014 2:59:06 AM >


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RE: Essential Mods and Scenarios - 10/14/2014 12:19:31 AM   
Twotribes


Posts: 6929
Joined: 2/15/2002
From: Jacksonville NC
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quote:

ORIGINAL: Webizen

Lancer's Enhanced Mod Suite is a must.

No it isn't )

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Post #: 4
RE: Essential Mods and Scenarios - 10/14/2014 12:30:01 AM   
baloo7777


Posts: 1190
Joined: 5/18/2009
From: eastern CT
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Can't get Lancer's Enhanced Mod Suite to work right with v220c? Am I doing something wrong?

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RE: Essential Mods and Scenarios - 10/14/2014 1:46:48 AM   
Tac2i


Posts: 2001
Joined: 4/12/2005
From: WV USA
Status: offline
If works fine with v2.20c except that it does not support tank models. What exactly isn't working for you?

quote:

ORIGINAL: baloo7777

Can't get Lancer's Enhanced Mod Suite to work right with v220c? Am I doing something wrong?



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RE: Essential Mods and Scenarios - 10/14/2014 1:55:21 AM   
Tac2i


Posts: 2001
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From: WV USA
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Ormand's mod is worth a look as well: http://www.matrixgames.com/forums/tm.asp?m=3642658. Be advised this mod plays differently than standard ATG. It is still ATG but the mod changes quite a few things.

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Post #: 7
RE: Essential Mods and Scenarios - 10/14/2014 5:53:48 AM   
Ormand


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Kind of back here after some other adventures. Just a correction to Webizen's plug on my behalf. Yes, there are two "new" mods in the package that alter the structure of units: Regiments to make units look a little more like Decisive Campaigns with platoon sized SFT's, and Divisions, with company sized SFT's. However, there are also three at2 files that are just a replacement of graphics for standard ATG, namely ATG, New Dawn, and New Dawn with tank models. You can select any one of these with the mod file provided.

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Post #: 8
RE: Essential Mods and Scenarios - 10/14/2014 3:20:01 PM   
Twotribes


Posts: 6929
Joined: 2/15/2002
From: Jacksonville NC
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quote:

ORIGINAL: Ormand

Kind of back here after some other adventures. Just a correction to Webizen's plug on my behalf. Yes, there are two "new" mods in the package that alter the structure of units: Regiments to make units look a little more like Decisive Campaigns with platoon sized SFT's, and Divisions, with company sized SFT's. However, there are also three at2 files that are just a replacement of graphics for standard ATG, namely ATG, New Dawn, and New Dawn with tank models. You can select any one of these with the mod file provided.

In the Div 2 file you did not link self propelled art II to III for upgrade it is linked to itself. And one can not build roads into forests, looks like just light forests were not allowed for not sure haven't tested it yet.

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Post #: 9
RE: Essential Mods and Scenarios - 10/14/2014 11:06:27 PM   
mashkis

 

Posts: 141
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Thank you all for you input.

(in reply to Twotribes)
Post #: 10
RE: Essential Mods and Scenarios - 10/15/2014 1:13:04 AM   
baloo7777


Posts: 1190
Joined: 5/18/2009
From: eastern CT
Status: offline

quote:

ORIGINAL: Webizen

If works fine with v2.20c except that it does not support tank models. What exactly isn't working for you?

quote:

ORIGINAL: baloo7777

Can't get Lancer's Enhanced Mod Suite to work right with v220c? Am I doing something wrong?




OK. Not able to make my own design light tanks with the mod. Not sure it's that important now. Seems like I spend a lot and not sure of effort. Enhanced mod seems more important. Did not realize I had it installed correctly, just no new tank design.


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Post #: 11
RE: Essential Mods and Scenarios - 10/15/2014 5:33:51 AM   
Ormand


Posts: 682
Joined: 2/17/2009
Status: offline

quote:

ORIGINAL: Twotribes


quote:

ORIGINAL: Ormand

Kind of back here after some other adventures. Just a correction to Webizen's plug on my behalf. Yes, there are two "new" mods in the package that alter the structure of units: Regiments to make units look a little more like Decisive Campaigns with platoon sized SFT's, and Divisions, with company sized SFT's. However, there are also three at2 files that are just a replacement of graphics for standard ATG, namely ATG, New Dawn, and New Dawn with tank models. You can select any one of these with the mod file provided.

In the Div 2 file you did not link self propelled art II to III for upgrade it is linked to itself. And one can not build roads into forests, looks like just light forests were not allowed for not sure haven't tested it yet.



Hi Twotribes, Yes, I missed roads in light forests. But, the version I have on my disk doesn't have the problem with SPA.

I am, however, making some modifications to this that I hope to have out by the end of the weekend. I am trying to improve the city and suburb edges so that they aren't so hard edge (not as nice as they could be). I have renormalized some units, specifically artillery attack and defend power, which I think were too high. I am also adding a few SFTs. Three levels of coastal artillery, light infantry and mobilization via bicycles and motorcycles. I changed the weights a bit so that normal infantry units have a wight of 2, and light infantry has a weight of 1. The light infantry can be mobilized by bicycle and motorcycle. Bicycle will be a new movement type (coastal artillery has a new one too as in static) that moves like foot in all terrains and 50% of wheel along roads. Motorcycle will be a wheeled movement type, but 20% faster and will have greater recon capabilities. These are being introduced to give more flavor and the ability to model some historical units (for example, bicycles were used by the Japanese at Singapore and the Italians in Sicily). Coastal artillery will be very heavy and have no movement (actually cost 9999 AP to move anywhere) but can be transported via rail (can't stop this). They will have good artillery against ships, but not against much else. So, they can't really be used on land targets.

The plan is to put a "patch" up on the site that just adds the new stuff, and then replace all other files. Hopefully, the patch will be sufficient if you already have it installed (i.e., I don't screw something up).

(in reply to Twotribes)
Post #: 12
RE: Essential Mods and Scenarios - 10/15/2014 8:31:42 AM   
Strategiusz


Posts: 236
Joined: 9/13/2008
From: Upper Silesia, Poland
Status: offline
For me the best mod is hardcore production mod. But this is not a gui/ai/scenario mod.

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Post #: 13
RE: Essential Mods and Scenarios - 10/15/2014 7:01:44 PM   
Twotribes


Posts: 6929
Joined: 2/15/2002
From: Jacksonville NC
Status: offline

quote:

ORIGINAL: Ormand


quote:

ORIGINAL: Twotribes


quote:

ORIGINAL: Ormand

Kind of back here after some other adventures. Just a correction to Webizen's plug on my behalf. Yes, there are two "new" mods in the package that alter the structure of units: Regiments to make units look a little more like Decisive Campaigns with platoon sized SFT's, and Divisions, with company sized SFT's. However, there are also three at2 files that are just a replacement of graphics for standard ATG, namely ATG, New Dawn, and New Dawn with tank models. You can select any one of these with the mod file provided.

In the Div 2 file you did not link self propelled art II to III for upgrade it is linked to itself. And one can not build roads into forests, looks like just light forests were not allowed for not sure haven't tested it yet.



Hi Twotribes, Yes, I missed roads in light forests. But, the version I have on my disk doesn't have the problem with SPA.

I am, however, making some modifications to this that I hope to have out by the end of the weekend. I am trying to improve the city and suburb edges so that they aren't so hard edge (not as nice as they could be). I have renormalized some units, specifically artillery attack and defend power, which I think were too high. I am also adding a few SFTs. Three levels of coastal artillery, light infantry and mobilization via bicycles and motorcycles. I changed the weights a bit so that normal infantry units have a wight of 2, and light infantry has a weight of 1. The light infantry can be mobilized by bicycle and motorcycle. Bicycle will be a new movement type (coastal artillery has a new one too as in static) that moves like foot in all terrains and 50% of wheel along roads. Motorcycle will be a wheeled movement type, but 20% faster and will have greater recon capabilities. These are being introduced to give more flavor and the ability to model some historical units (for example, bicycles were used by the Japanese at Singapore and the Italians in Sicily). Coastal artillery will be very heavy and have no movement (actually cost 9999 AP to move anywhere) but can be transported via rail (can't stop this). They will have good artillery against ships, but not against much else. So, they can't really be used on land targets.

The plan is to put a "patch" up on the site that just adds the new stuff, and then replace all other files. Hopefully, the patch will be sufficient if you already have it installed (i.e., I don't screw something up).

You are aware that you set Halftracks to only lift 1 right? So if you change Rifle weights you need to adjust halftracks as well.

(in reply to Ormand)
Post #: 14
RE: Essential Mods and Scenarios - 10/15/2014 7:05:11 PM   
Twotribes


Posts: 6929
Joined: 2/15/2002
From: Jacksonville NC
Status: offline
Check halftracks I may have meant halftracks, in fact I am pretty sure it was halftracks that do not upgrade from 2 to 3.

(in reply to mashkis)
Post #: 15
RE: Essential Mods and Scenarios - 10/16/2014 4:31:11 AM   
Ormand


Posts: 682
Joined: 2/17/2009
Status: offline
Yep, you're right. I'll fix that. Hopefully out this weekend.

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Post #: 16
RE: Essential Mods and Scenarios - 10/21/2014 6:30:55 AM   
Ormand


Posts: 682
Joined: 2/17/2009
Status: offline
I put the "patch" and new versions of the files on the Community site. Hopefully, I didn't make mistakes in it. Description is here: http://www.matrixgames.com/forums/tm.asp?m=3642658&mpage=3&key=

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Post #: 17
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