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Confused about mods??

 
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Confused about mods?? - 10/18/2014 7:33:12 PM   
mashkis

 

Posts: 141
Joined: 1/29/2005
Status: offline
Need your help here.

I was able to install the NATO counters and that is now working.

I downloaded the 4 season graphics, Enhanced Mode Suite v.215e and the new main menu.

Now, when I launch to start ATG, I get a menu from 0-7 with options (ie., 0= ATG, 1=4 season graphics new dawn.., division..., regiment...). Does this mean that I should choose which mod I want to play each time? If yes, what is the difference between New Dawn, Division and Regiment options?

The new main screen allows me to play Officers Random Game V2, but I do not have Tankmodels.at2. Is this not supported with the new 220 version. Where do I find Tankmodels.at2?

Finally, what are the few mods that I should use to get the most out of the game.

Thank you.
Post #: 1
RE: Confused about mods?? - 10/18/2014 10:09:52 PM   
Tac2i


Posts: 2001
Joined: 4/12/2005
From: WV USA
Status: offline
Re Tankmodels.at2: open up the defaultmod.txt file (ATG root folder) and change Tankmodels.at2 to anewdawn2.at2. Alternatively, rename anewdawn2.at to Tankmodels.at2.

Re at start menu: that menu was added by Ormand's graphics mod. You can simply hit the enter key without choosing and you will get the main screen.

Ormand Scenario files:
4Seasons-NewDawn-Basic.at2 --- Basic "A New Dawn" with only map graphics replaced
4Seasons-NewDawn-AddUnits.at2 --- Basic "A New Dawn" with a few new units Airborne II,III,IV and Mountain Troops
4Seasons-NewDawn-Basic-v2.at2 --- Basic "A New Dawn" with tank models (not tested)
4Seasons-NewDawn-Regiments-v1.0.at2 --- "A New Dawn" with rework of units to construct regimental sized units
4Seasons-NewDawn-Regiments-v2.0.at2 --- See note below
4Seasons-NewDawn-Divisions-v1.0.at2 --- "A New Dawn" with rework of units to construct division sized unit
Note: 1 garrison infantry unit per city except capital and one engineer in capital
4Seasons-NewDawn-Divisions-v2.0.at2 --- See note below

Version 2 Note: "V2.0 is an attempt to encourage combined arms some. I (Ormand) made use of the "prevent hit" feature in the sft by having Rifle/SMG/Ranger units have a chance to prevent hits on armor by infantry and anti-tank units. It starts at 5% at level I and increases to 20% at level III. I did something similar for fighters to provide protection to divebombers and levelbombers. Lastly, in the divisions file I increased the cost of armor by 25% but gave them 2 attacks, instead of just one. I also gave AT-guns two attacks. The idea was that since tanks should be mixed with infantry, there will be less of them, so maybe they should be a bit stronger."

Ormand's Post: http://www.matrixgames.com/forums/tm.asp?m=3642658

< Message edited by Webizen -- 10/18/2014 11:14:35 PM >


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Tac2i (formerly webizen)

(in reply to mashkis)
Post #: 2
RE: Confused about mods?? - 10/19/2014 12:55:00 PM   
mashkis

 

Posts: 141
Joined: 1/29/2005
Status: offline
Webizen - Thank you for your reply.

I was under the impression that the new graphics would just replace the look and feel of the random map generators. It looks like each one should be launched separately base on the desired game type.

Side question -
How can I transport HQs off of an island? I was able to move all of my other units but cannot seem to load HQ on transports.



< Message edited by mashkis -- 10/19/2014 2:13:23 PM >

(in reply to Tac2i)
Post #: 3
RE: Confused about mods?? - 10/19/2014 4:25:38 PM   
Tac2i


Posts: 2001
Joined: 4/12/2005
From: WV USA
Status: offline
Re moving HQ: Check how much supply the HQ is holding. You probably need to dump some of it to lighten it up.

quote:

ORIGINAL: mashkis

Webizen - Thank you for your reply.

I was under the impression that the new graphics would just replace the look and feel of the random map generators. It looks like each one should be launched separately base on the desired game type.

Side question -
How can I transport HQs off of an island? I was able to move all of my other units but cannot seem to load HQ on transports.





_____________________________

Tac2i (formerly webizen)

(in reply to mashkis)
Post #: 4
RE: Confused about mods?? - 10/19/2014 5:24:24 PM   
Josh

 

Posts: 2576
Joined: 5/9/2000
From: Leeuwarden, Netherlands
Status: offline

quote:

ORIGINAL: Webizen

Re moving HQ: Check how much supply the HQ is holding. You probably need to dump some of it to lighten it up.

quote:

ORIGINAL: mashkis

Webizen - Thank you for your reply.

I was under the impression that the new graphics would just replace the look and feel of the random map generators. It looks like each one should be launched separately base on the desired game type.

Side question -
How can I transport HQs off of an island? I was able to move all of my other units but cannot seem to load HQ on transports.






Yep it's the supply thing, HQ's are hoarders either dump it or build a bigger cargoshipfleet.

(in reply to Tac2i)
Post #: 5
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