Ormand
Matrix Hero

Posts: 682
Joined: 2/17/2009 Status: offline
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Not the latest files. These are actually on dropbox. This link should allow you to download the two file: These are FourSeasons-All.atzip and FourSeasons-at2.atzip The graphics are in the first, and various scenario at2 files in the second. Actually, now that I think about it, right now the at2 file only has the Divisions mod, and not the rework of vanilla AnewDawn3. I can put this up tomorrow. This is the latest version that I have been experimenting with for the divisions mod, which meant to be a scale of 8-10 miles/hex with one week turns. Stacking is essentially one unit/hex (much like regular ATG). It has the Officers and TOE feature but not tank models. Random games start with a delay and you get extra trains and PP to help you get things set up before the war starts. The TOE file is in the savedgames directory. The Divisions movement is a little different than vanilla. Basically, an infantry unit can move six clear hexes, a tracked unit 9, and a wheeled unit 10. And nearly twice that on roads for tracked and wheeled units). The only problem I have run into is the TOE issue I reported on the support page, where it looks like units are not being transferred in if the unit has 8 SFT subtypes, so the HQ won't send an MGII SFT in if it has 8 SFT's already, and not enough MGI to fill out the TOE. I'm working on this now. There are a few design issues that I am working on. First is artillery. At a scale of 10 miles/hex, essentially all artillery would have a range of 2 hexes (these guns have ranges of about 16 miles), and infantry guns a range of zero (in reality less than four miles). This meant there was no real reason to have heavy artillery. It doesn't fit. So I made Artillery I, II, III, IV as separate units for the TOE. You can upgrade from I -> II, II -> III, etc., and you can continue making each artillery type as you research them. Historically, many artillery units had 105 mm, 150 mm, and even 210 mm guns in the same unit formation. Horses vs. trucks. Why one or the other? In the standard game, the only reason for horses is that you don't have oil. That is one motivation. But, early on, horses are much cheaper, and you can get your infantry moving quickly at foot speed. It would be hard to get all your infantry using trucks, assuming you are putting infantry guns, and anti-tank guns in them as you should. So, horses are useful. But, why not just keep using them. I am taking the course that horses would use more supplies (they need to eat and they take handling). So, while they are much cheaper to make and operate at first, over the long haul, they will cost you more. So, over time, you will want to replace them and modernize your army. Horses were generally used by several armies in WW2, especially Germany. The at2 file also has the core of a scenario I am building "Fall Weiss" (Case White - German invasion of Poland in 1939). The map is 10 miles/hex, Division sized units, and intended to be 7 day turns, but after I do testing, which hasn't started yet, this could change. Most of the German and Polish combat units are in place. I am still deploying artillery and HQ's.
< Message edited by Ormand -- 5/30/2016 12:29:33 AM >
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