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RE: Private beta test ATG v2.20 Leo

 
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RE: Private beta test ATG v2.20 Leo - 5/27/2015 11:58:03 AM   
Khanti

 

Posts: 317
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quote:

ORIGINAL: Vic
quote:

ORIGINAL: Hanti

TOE is great but I can't do it without new dawn.
I tried it with other scenarios (NEW_WAW_PUBLIC_BETA) but when it is implemented to scenario it works only during my turn.
When it's AI turn - it's CTD. Always.

PS: Another issue: is there a way to let TOE not change units names? I like historical names, but it removed them to 1st MODEL NAME.


for the moment this feature is only for New Dawn v3 games.

Feel free to copy and paste the CTD detailed text though.

best wishes,
Vic


All right. I tried it again with other scenarios. It seems that only rulevar 344 (show the 'historical units' using TOE models) makes problems.
Without it I've managed to get it to work.

1. What about names of units?
2. Did it auto-reinforce from direct parent HQ or any other HQ up to Supreme HQ?

(in reply to Vic)
Post #: 61
RE: Private beta test ATG v2.20 Leo - 5/27/2015 12:19:31 PM   
Tac2i


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Reinforcements flow through the chain of command: SHQ -> "Front" HQ -> "Army" HQ -> Unit. If an "Army" HQ is receiving reinforcements directly from a city/factory then it will flow from there to the unit. Be careful of the auto return feature. If you exceed the limits you set for the unit template, the excess flows back up the chain unless you turn off this feature.

quote:

ORIGINAL: Hanti

2. Did it auto-reinforce from direct parent HQ or any other HQ up to Supreme HQ?




< Message edited by Webizen -- 5/27/2015 1:22:03 PM >


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Tac2i (formerly webizen)

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Post #: 62
RE: Private beta test ATG v2.20g : TOEs and auto-reinfo... - 5/27/2015 2:36:02 PM   
Veni

 

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I am absolutely drooling for this, but since I run AT through Steam I can't give it a go yet ...
Any idea on a time frame for a Steam-friendly release?

(in reply to Tac2i)
Post #: 63
RE: Private beta test ATG v2.20g : TOEs and auto-reinfo... - 5/27/2015 2:46:26 PM   
ernieschwitz

 

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I've spoken to Vic about when this will become an official patch. It seems that there needs to be more testing before it can become that. He gave me an estimate of maybe 8-10 days, maybe more.

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Post #: 64
RE: Private beta test ATG v2.20g : TOEs and auto-reinfo... - 5/27/2015 2:49:23 PM   
Veni

 

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Thanks! In about 8-10 days I'll have some free time to really take this for a spin!
So eager with antici .............. PATION!!

(in reply to ernieschwitz)
Post #: 65
RE: Private beta test ATG v2.20 Leo - 5/27/2015 6:08:59 PM   
GaryChildress

 

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quote:

ORIGINAL: Webizen

If you manually installed the files/folders in the correct locations, just hit cancel or select 0 and the main screen should load with an option to use the anewdawn3 file.

quote:

ORIGINAL: Gary Childress

I DLed the file in the OP and when I start ATG these are the options I have that I can load. Which one should I load? So far I can't get the counters to appear in the TOE chooser.







Ah, thanks. It's working now.

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Post #: 66
RE: Private beta test ATG v2.20 Leo - 5/27/2015 8:12:16 PM   
GaryChildress

 

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This is awesome! This saves a lot of micromanagement. Thank you Vic!

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Post #: 67
RE: Private beta test ATG v2.20 Leo - 5/27/2015 8:19:41 PM   
GaryChildress

 

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Hi Vic,

One thing that might be a bug I just noticed. Auto reinforce doesn't seem to work for Mercenaries. I created a type of unit that uses mercenaries and set a unit to that type and even though my  HQ has 120 Mercenaries in it right now it did not send any to the new unit I created which requires them in its TO&E. I'm playing new dawn and added a mercenary base to a scenario.

Thanks.

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Post #: 68
RE: Private beta test ATG v2.20 Leo - 5/27/2015 8:32:47 PM   
Tac2i


Posts: 2001
Joined: 4/12/2005
From: WV USA
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I thought mercenaries were only usable by the African people group.

quote:

ORIGINAL: Gary Childress

Hi Vic,

One thing that might be a bug I just noticed. Auto reinforce doesn't seem to work for Mercenaries. I created a type of unit that uses mercenaries and set a unit to that type and even though my  HQ has 120 Mercenaries in it right now it did not send any to the new unit I created which requires them in its TO&E. I'm playing new dawn and added a mercenary base to a scenario.

Thanks.



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Tac2i (formerly webizen)

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Post #: 69
RE: Private beta test ATG v2.20 Leo - 5/27/2015 8:41:00 PM   
GaryChildress

 

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One other thing, I have some HQs underneath the supreme HQ. It would be cool if the supreme HQ would provide any extra staff it has, up to the point where subordinate HQs are 100% staffed.

Having a blast with this new feature, though. Thanks again!

_____________________________


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Post #: 70
RE: Private beta test ATG v2.20 Leo - 5/27/2015 8:42:14 PM   
GaryChildress

 

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quote:

ORIGINAL: Webizen

I thought mercenaries were only usable by the African people group.

quote:

ORIGINAL: Gary Childress

Hi Vic,

One thing that might be a bug I just noticed. Auto reinforce doesn't seem to work for Mercenaries. I created a type of unit that uses mercenaries and set a unit to that type and even though my  HQ has 120 Mercenaries in it right now it did not send any to the new unit I created which requires them in its TO&E. I'm playing new dawn and added a mercenary base to a scenario.

Thanks.




If you pre-place a Mercenary base on the map it will produce Mercenaries for you.

_____________________________


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Post #: 71
RE: Private beta test ATG v2.20 Leo - 5/27/2015 8:55:52 PM   
GaryChildress

 

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Never mind. I found the problem with the Mercenaries. I had the people set wrong in the TOE template, should have been "Neutrals" instead of "Germans" (which is the people I'm playing).

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Post #: 72
RE: Private beta test ATG v2.20m - 5/27/2015 11:25:53 PM   
Tac2i


Posts: 2001
Joined: 4/12/2005
From: WV USA
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Screenshot says it best...




Attachment (1)

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Tac2i (formerly webizen)

(in reply to GaryChildress)
Post #: 73
RE: Private beta test ATG v2.20m - 5/28/2015 9:02:30 AM   
Jafele


Posts: 737
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It´s been a long time the last time I played ATG. I must say the AI (land combat) is much better than before.

< Message edited by Jafele -- 5/28/2015 10:02:59 AM >

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Post #: 74
RE: Private beta test ATG v2.20 Leo - 5/28/2015 9:04:49 AM   
Vic


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quote:

ORIGINAL: Gary Childress

One other thing, I have some HQs underneath the supreme HQ. It would be cool if the supreme HQ would provide any extra staff it has, up to the point where subordinate HQs are 100% staffed.

Having a blast with this new feature, though. Thanks again!


This should be standard behaviour if your (underneath) HQ is set to a TOE Model and that TOE Model includes at least 1 quantity of staff.

best wishes,
Vic

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(in reply to GaryChildress)
Post #: 75
RE: Private beta test ATG v2.20m - 5/28/2015 9:07:36 AM   
Vic


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quote:

ORIGINAL: Webizen

Screenshot says it best...





thanks for the screenshot. Used it for a tweet :)


_____________________________

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(in reply to Tac2i)
Post #: 76
RE: Private beta test ATG v2.20m - 5/28/2015 9:43:59 PM   
Jafele


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Another idea for the to-do list: Default formations. Specially useful for newbies. One of them could be the classic platoon 15 rifle+5 Smg+2 machine gun+1 mortar. S

< Message edited by Jafele -- 5/28/2015 11:17:21 PM >

(in reply to Vic)
Post #: 77
RE: Private beta test ATG v2.20m - 5/29/2015 1:47:49 PM   
Tac2i


Posts: 2001
Joined: 4/12/2005
From: WV USA
Status: offline
Good idea! Also, just had to post an update to my earlier screenshot.

quote:

ORIGINAL: Jafele

Another idea for the to-do list: Default formations. Specially useful for newbies. One of them could be the classic platoon 15 rifle+5 Smg+2 machine gun+1 mortar. S






Attachment (1)

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Tac2i (formerly webizen)

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Post #: 78
RE: Private beta test ATG v2.20m - 5/29/2015 2:12:54 PM   
Jafele


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Web, I´m very happy with the progress Advanced Tactics is taking. Vic is really open minded, he loves to listen to everyone. And that´s absolutely innusual in the game business.

Step by step ATG has become one of the best wargames of all times!! And still it´s possible to improve...

(in reply to Tac2i)
Post #: 79
RE: Private beta test ATG v2.20m - 5/29/2015 5:50:29 PM   
Vic


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Any more bugs found guys?

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(in reply to Jafele)
Post #: 80
RE: Private beta test ATG v2.20m - 5/29/2015 6:45:49 PM   
Tac2i


Posts: 2001
Joined: 4/12/2005
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I've played 2-3 dozens turns in my 2.20m test game. Have not noted any additional bugs as yet. I have found as my TO&E list gets long that I could have a two column list so I didn't have to scroll as much. Not a biggie however. Another idea is three buttons for selecting land, air or naval lists, with land the default.

quote:

ORIGINAL: Vic

Any more bugs found guys?



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Tac2i (formerly webizen)

(in reply to Vic)
Post #: 81
RE: Private beta test ATG v2.20 Leo - 5/30/2015 3:11:44 AM   
lion_of_judah


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Vic
there is one bug which has been hanging around for a long time, this is the surrender bug. This bug happens when you program regimes to awaken when war is declared against them and then they surrender after being defeated. The regime in question is still playable not put back to sleep. Thanks

< Message edited by lion_of_judah -- 5/30/2015 4:12:23 AM >

(in reply to Khanti)
Post #: 82
RE: Private beta test ATG v2.20 Leo - 5/30/2015 8:25:01 AM   
ernieschwitz

 

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quote:

ORIGINAL: lion_of_judah
Vic
there is one bug which has been hanging around for a long time, this is the surrender bug. This bug happens when you program regimes to awaken when war is declared against them and then they surrender after being defeated. The regime in question is still playable not put back to sleep. Thanks

I don´t think this is a bug, rather it is a consquence of not knowing when a regime in actuallity is defeated. So unless you can flawlessly define when that is, I don´t think that there will be a patch with this "fix".

(in reply to lion_of_judah)
Post #: 83
RE: Private beta test ATG v2.20 Leo - 5/30/2015 10:07:28 AM   
Jafele


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No bugs here.

If AI was able to use (default) formations in combat, SP games would be more challenging.

(in reply to ernieschwitz)
Post #: 84
RE: Private beta test ATG v2.20 Leo - 5/30/2015 12:31:45 PM   
GaryChildress

 

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From: The Divided Nations of Earth
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Having a blast with this new feature!

Question: I'm trying to create an HQ that will both, automatically draw just enough staff from the main HQ to reach 100% AND I want the HQ to accumulate all my industrial production, except staff, so that it can supply all its subordinate units with reinforcements. Is there a way to set this up? 

Thanks.

EDIT: Never mind I figured it out. Just set the HQ with "return=no" set. Vic is a genius!

< Message edited by Gary Childress -- 5/30/2015 2:11:36 PM >


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Post #: 85
RE: Private beta test ATG v2.20 Leo - 5/30/2015 4:32:33 PM   
Tac2i


Posts: 2001
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From: WV USA
Status: offline
TO&E Templates

This TO&E feature is the single best addition to ATG since its release in 2011. I'd rank armor models in the #2 position and Officers as #3. Cavalry and the Jeep unit were minor additions early on.

These are the basic templates I think most players would want to create in a standard random game. There is room, of course, for lots of specialization. I have created Garrison templates for manning behind the lines locations and Assault Infantry templates for powerful attacking units (think SS, NKVD, Guards, etc.) What is not shown here is the quantity of individual components (SFTs) in each template. I'm sure there will be some discussion around the best mix and quantity. Stacking penalties will put a limit on unit size.

Land Force
HQ (Corps or Army)
Infantry (rifle, MG, Mortar minimum)
Paratrooper
Cavalry
Engineer
Armor (tank, armored car, infantry)
Armored Recon (armored car + infantry)
Anti-tank (AT gun + infantry)
105 Arty (artillery)
155 Arty (heavy artillery)
Flak

Air Force
Fighter
DiveBomber
LevelBomber
StratBomber
CV Fighter
Torpedo
Transporter

Naval Force
Battle Sqdn (BB, CA, DD)
Carrier Sqdn (CV, CA, DD)
Sub Sqdn (SS)
DD Sqdn (DD)
CargoShip

< Message edited by Webizen -- 6/1/2015 11:43:46 AM >


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Tac2i (formerly webizen)

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Post #: 86
RE: Private beta test ATG v2.20m - 5/30/2015 5:10:39 PM   
ernieschwitz

 

Posts: 3893
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quote:

ORIGINAL: Webizen
I've played 2-3 dozens turns in my 2.20m test game. Have not noted any additional bugs as yet. I have found as my TO&E list gets long that I could have a two column list so I didn't have to scroll as much. Not a biggie however. Another idea is three buttons for selecting land, air or naval lists, with land the default.

quote:

ORIGINAL: Vic

Any more bugs found guys?



The new editor could use this split in land, naval and air formations too. In fact, it could use a regime split too. At the moment making OOBs & TO&Es for 5 regimes seems a bit daunting.

(in reply to Tac2i)
Post #: 87
RE: Private beta test ATG v2.20m - 5/30/2015 10:15:35 PM   
Tac2i


Posts: 2001
Joined: 4/12/2005
From: WV USA
Status: offline
I'd definitely like to eventually see an air, land and sea tab in the TO&E designer.

quote:

ORIGINAL: ernieschwitz

quote:

ORIGINAL: Webizen
I've played 2-3 dozens turns in my 2.20m test game. Have not noted any additional bugs as yet. I have found as my TO&E list gets long that I could have a two column list so I didn't have to scroll as much. Not a biggie however. Another idea is three buttons for selecting land, air or naval lists, with land the default.

quote:

ORIGINAL: Vic

Any more bugs found guys?



The new editor could use this split in land, naval and air formations too. In fact, it could use a regime split too. At the moment making OOBs & TO&Es for 5 regimes seems a bit daunting.



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Tac2i (formerly webizen)

(in reply to ernieschwitz)
Post #: 88
RE: Private beta test ATG v2.20m - 5/30/2015 11:13:38 PM   
Jafele


Posts: 737
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quote:

ORIGINAL: Webizen

I'd definitely like to eventually see an air, land and sea tab in the TO&E designer.



Me too!!

(in reply to Tac2i)
Post #: 89
RE: Private beta test ATG v2.20m - 5/31/2015 7:37:29 AM   
Kettengeist


Posts: 23
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Status: offline
Hi Folks,

just a little question from my side if it is allowed.

I only own this game on steam. The current steam version ist 2.20c. And today i've read here that there is a 2.20m(beta) with a very nice tool TO&E which enriches the game experience very much (as i could read in the thread). Will this feature (and version) will find its way to steam?

Many thanks in advance for your answer(s).

_____________________________

Best wishes,
Kettengeist

(in reply to Jafele)
Post #: 90
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