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RE: Four Seasons with Models

 
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RE: Four Seasons with Models - 3/10/2020 11:57:07 PM   
Neul

 

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Joined: 2/21/2016
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Can you provide a link to where the mod lives?

Thanks
Robert

(in reply to roy64)
Post #: 361
RE: Four Seasons with Models - 3/11/2020 6:25:36 AM   
Ormand


Posts: 682
Joined: 2/17/2009
Status: offline
Hi Robert,

Yes, I can see that the previous links to the scenario bank have gotten buried, so I edited the first post to include the links. These probably weren't ready then, and probably changed. It has evolved.

At any rate, it requires three files for installation. Primarily because the main graphics file is so big that I have to get Vic to load it for me. The scenario files are more volatile, so they are kept separate. Then, there are general's pictures, which was originally part of this, but it got to be too big to be included with the scenario files. Download and install these three files from the scenario bank:


Graphics files: FourSeasons-v3.3-All-Graphics.atzip
Scenario files: FourSeasons-at2-v3.19.atzip
Generals Project: GeneralsProject-v1.12.atzip


After some debate with myself, I decided to put up the fix/modification that I have been working on. I am about 99% sure that the stuff I did works fine, but let me know if anything goes wrong. There are some new graphics files in the FourSeasons-at2-v3.18.atzip file.

The main fixes/changes :

1. Fixed bug for fuel type for Light Tank I SFType. It was et to the wrong regime variable, so they would be "out of fuel" very early on. This did not affect models, and only Light Tank I.

2. Made additional road types for better weather realism. Motorized AP cost in snow "storm" hexes with a road is increased somewhat. This reflects the accumulation of snow that inhibits driving. The same is also true for roads in dust storms. Before, you could motor along a road in a haboob hex as if nothing was happening. I also make dirt roads in snow hexes function just like clear, i.e., no additional speed up. Dirt roads can only be part of a scenario. These changes will affect supply during winter a bit.

3. With the new roads, I also went back and looked at all the movement AP, and tried to make things more consistent with what I was trying to do.

4. Added a new alteration for medium tanks: flamethrower tank. This is a specialized tank SFType that has increased combat power against fortifications, but is poor in combat against other tanks.

5. Added a new type of horse team: Draft Horses. These are pulling artillery and not infantry guns, AT guns, or light flak. Horses can carry objects with weight 2 and move at the same rate as cavalry (that's for horses). Draft Horses can carry up to 4 and move at the rate of foot for most terrains except mud where they are slightly slower. Historically, horses were used by some WW II regimes (read Germany) to transport artillery, which are heavier. There was a bit of a "gamey" thing you could do with the horses that could carry a weight of 4 to have them transport infantry like cavalry. It wasn't that efficient, but they could carry two infantry. Now, it is very inefficient as horse + infantry uses more supplies than cavalry. But, horses can be used to transport infantry guns and AT guns in cavalry units, as was done historically.

6. Improved the efficiency of the weather event slightly by removing two loops over the map. It is still slow on very large maps.

7. A few small fixes here and there to SFTypes that I found.

I hope you like it.

Edits in bold above


< Message edited by Ormand -- 4/9/2020 4:19:25 AM >

(in reply to Neul)
Post #: 362
RE: Four Seasons with Models - 3/12/2020 12:22:24 AM   
Neul

 

Posts: 23
Joined: 2/21/2016
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Thank you so much. Look forward to downloading and using these.

(in reply to Ormand)
Post #: 363
RE: Four Seasons with Models - 3/12/2020 3:19:03 AM   
Ormand


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

quote:

ORIGINAL: Ormand


2. Made additional road types for better weather realism. Motorized movement in snow "storm" hexes with a road is increased somewhat. This reflects the accumulation of snow that inhibits driving. The same is also true for roads in dust storms. Before, you could motor along a road in a haboob hex as if nothing was happening. I also make dirt roads in snow hexes function just like clear, i.e., no additional speed up. Dirt roads can only be part of a scenario. These changes will affect supply during winter a bit.




I mean Motorized movement AP in snow "storm" hexes with a road is increased somewhat. Namely they don't go as far.

(in reply to Ormand)
Post #: 364
RE: Four Seasons with Models - 3/14/2020 3:11:36 PM   
sanderz

 

Posts: 862
Joined: 1/8/2009
From: Devon, England
Status: offline

quote:

ORIGINAL: Ormand
Download and install these three files from the scenario bank:



Scenario files: FourSeasons-at2-v3.18.atzip





Hi Ormand

Was about to try your mod but notice that you mention a version 3.18 however the download link is to a version 3.14. Is this the right file just wrongly named or has the download not been updated with your latest version?

Many thanks

(in reply to Ormand)
Post #: 365
RE: Four Seasons with Models - 3/14/2020 5:14:27 PM   
Ormand


Posts: 682
Joined: 2/17/2009
Status: offline
That is very odd. I didn't notice it at first, but the upload was aborted. there must be an issue with the server. The file is within parameters, so it should have gone up. I'll have to shoot Vic an email, although he is pretty busy.

Instead, you can try this dropbox link FourSeasons-at2-v3.18.atzip Edited with corrected file

< Message edited by Ormand -- 3/15/2020 4:37:04 AM >

(in reply to sanderz)
Post #: 366
RE: Four Seasons with Models - 3/14/2020 5:55:07 PM   
sanderz

 

Posts: 862
Joined: 1/8/2009
From: Devon, England
Status: offline

quote:

ORIGINAL: Ormand

That is very odd. I didn't notice it at first, but the upload was aborted. there must be an issue with the server. The file is within parameters, so it should have gone up. I'll have to shoot Vic an email, although he is pretty busy.

Instead, you can try this dropbox link FourSeasons-at2-v3.18.atzip



many thanks

(in reply to Ormand)
Post #: 367
RE: Four Seasons with Models - 3/14/2020 7:50:28 PM   
sanderz

 

Posts: 862
Joined: 1/8/2009
From: Devon, England
Status: offline
I sometimes get errors when making a new game, not all the time and haven't figured out if one of the scenario options caused it, anyway, here's the log of the last time i tried;

***********************************************************************************
See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.

************** Exception Text **************
System.IndexOutOfRangeException: Index was outside the bounds of the array.
at WindowsApplication1.RandomWindowClass.GetRandomRegimeName(Int32 regnr)
at WindowsApplication1.RandomWindowClass.MakeRandomMap()
at WindowsApplication1.RandomWindowClass.HandleMouseClick(Int32 x, Int32 y, Int32 b)
at WindowsApplication1.FirstScreenClass.HandleMouseClick(Int32 x, Int32 y, Int32 b)
at WindowsApplication1.Form1.Form1_Mousedown(Object sender, MouseEventArgs e)
at System.Windows.Forms.Control.OnMouseDown(MouseEventArgs e)
at System.Windows.Forms.Control.WmMouseDown(Message& m, MouseButtons button, Int32 clicks)
at System.Windows.Forms.Control.WndProc(Message& m)
at System.Windows.Forms.ScrollableControl.WndProc(Message& m)
at System.Windows.Forms.Form.WndProc(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)


************** Loaded Assemblies **************
mscorlib
Assembly Version: 4.0.0.0
Win32 Version: 4.8.4150.0 built by: NET48REL1LAST_C
CodeBase: file:///C:/Windows/Microsoft.NET/Framework/v4.0.30319/mscorlib.dll
----------------------------------------
WindowsApplication1
Assembly Version: 1.0.7095.21996
Win32 Version: 1.0.7095.21996
CodeBase: file:///C:/Program%20Files%20(x86)/Steam/steamapps/common/Advanced%20Tactics%20Gold/AdvancedTacticsGold.exe
----------------------------------------
System.Windows.Forms
Assembly Version: 4.0.0.0
Win32 Version: 4.8.4150.0 built by: NET48REL1LAST_C
CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Windows.Forms/v4.0_4.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
----------------------------------------
System
Assembly Version: 4.0.0.0
Win32 Version: 4.8.4001.0 built by: NET48REL1LAST_C
CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System/v4.0_4.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
System.Drawing
Assembly Version: 4.0.0.0
Win32 Version: 4.8.3752.0 built by: NET48REL1
CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Drawing/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
----------------------------------------
Microsoft.VisualBasic
Assembly Version: 10.0.0.0
Win32 Version: 14.8.3752.0 built by: NET48REL1
CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/Microsoft.VisualBasic/v4.0_10.0.0.0__b03f5f7f11d50a3a/Microsoft.VisualBasic.dll
----------------------------------------
System.Core
Assembly Version: 4.0.0.0
Win32 Version: 4.8.4121.0 built by: NET48REL1LAST_C
CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Core/v4.0_4.0.0.0__b77a5c561934e089/System.Core.dll
----------------------------------------
System.Configuration
Assembly Version: 4.0.0.0
Win32 Version: 4.8.3752.0 built by: NET48REL1
CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Configuration/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Configuration.dll
----------------------------------------
System.Xml
Assembly Version: 4.0.0.0
Win32 Version: 4.8.3752.0 built by: NET48REL1
CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Xml/v4.0_4.0.0.0__b77a5c561934e089/System.Xml.dll
----------------------------------------
ICSharpCode.SharpZipLib
Assembly Version: 0.84.0.0
Win32 Version: 0.84.0.0
CodeBase: file:///C:/Program%20Files%20(x86)/Steam/steamapps/common/Advanced%20Tactics%20Gold/ICSharpCode.SharpZipLib.DLL
----------------------------------------
irrKlang.NET4
Assembly Version: 1.0.5235.17346
Win32 Version:
CodeBase: file:///C:/Program%20Files%20(x86)/Steam/steamapps/common/Advanced%20Tactics%20Gold/irrKlang.NET4.DLL
----------------------------------------

************** JIT Debugging **************
To enable just-in-time (JIT) debugging, the .config file for this
application or computer (machine.config) must have the
jitDebugging value set in the system.windows.forms section.
The application must also be compiled with debugging
enabled.

For example:

<configuration>
<system.windows.forms jitDebugging="true" />
</configuration>

When JIT debugging is enabled, any unhandled exception
will be sent to the JIT debugger registered on the computer
rather than be handled by this dialog box.
*************************************************************************************




< Message edited by sanderz -- 3/14/2020 7:57:21 PM >

(in reply to sanderz)
Post #: 368
RE: Four Seasons with Models - 3/14/2020 8:27:01 PM   
sanderz

 

Posts: 862
Joined: 1/8/2009
From: Devon, England
Status: offline
Question about building roads/railroads.

The map i am looking at has some very disjointed rail networks so i tried to connect them up with an engineer but it doesn't seem possible to build a rail over the top of an (or at least some) existing road which makes some connection very difficult if not impossible. Is there any way around this?

Thanks again






Attachment (1)

< Message edited by sanderz -- 3/14/2020 8:49:30 PM >

(in reply to sanderz)
Post #: 369
RE: Four Seasons with Models - 3/15/2020 2:29:28 AM   
Ormand


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

ORIGINAL: sanderz

I sometimes get errors when making a new game, not all the time and haven't figured out if one of the scenario options caused it, anyway, here's the log of the last time i tried;

***********************************************************************************
See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.

************** Exception Text **************
System.IndexOutOfRangeException: Index was outside the bounds of the array.
at WindowsApplication1.RandomWindowClass.GetRandomRegimeName(Int32 regnr)
at WindowsApplication1.RandomWindowClass.MakeRandomMap()
at WindowsApplication1.RandomWindowClass.HandleMouseClick(Int32 x, Int32 y, Int32 b)
at WindowsApplication1.FirstScreenClass.HandleMouseClick(Int32 x, Int32 y, Int32 b)
at WindowsApplication1.Form1.Form1_Mousedown(Object sender, MouseEventArgs e)
at System.Windows.Forms.Control.OnMouseDown(MouseEventArgs e)
at System.Windows.Forms.Control.WmMouseDown(Message& m, MouseButtons button, Int32 clicks)
at System.Windows.Forms.Control.WndProc(Message& m)
at System.Windows.Forms.ScrollableControl.WndProc(Message& m)
at System.Windows.Forms.Form.WndProc(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)


************** Loaded Assemblies **************
mscorlib
Assembly Version: 4.0.0.0
Win32 Version: 4.8.4150.0 built by: NET48REL1LAST_C
CodeBase: file:///C:/Windows/Microsoft.NET/Framework/v4.0.30319/mscorlib.dll
----------------------------------------
WindowsApplication1
Assembly Version: 1.0.7095.21996
Win32 Version: 1.0.7095.21996
CodeBase: file:///C:/Program%20Files%20(x86)/Steam/steamapps/common/Advanced%20Tactics%20Gold/AdvancedTacticsGold.exe
----------------------------------------
System.Windows.Forms
Assembly Version: 4.0.0.0
Win32 Version: 4.8.4150.0 built by: NET48REL1LAST_C
CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Windows.Forms/v4.0_4.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
----------------------------------------
System
Assembly Version: 4.0.0.0
Win32 Version: 4.8.4001.0 built by: NET48REL1LAST_C
CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System/v4.0_4.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
System.Drawing
Assembly Version: 4.0.0.0
Win32 Version: 4.8.3752.0 built by: NET48REL1
CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Drawing/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
----------------------------------------
Microsoft.VisualBasic
Assembly Version: 10.0.0.0
Win32 Version: 14.8.3752.0 built by: NET48REL1
CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/Microsoft.VisualBasic/v4.0_10.0.0.0__b03f5f7f11d50a3a/Microsoft.VisualBasic.dll
----------------------------------------
System.Core
Assembly Version: 4.0.0.0
Win32 Version: 4.8.4121.0 built by: NET48REL1LAST_C
CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Core/v4.0_4.0.0.0__b77a5c561934e089/System.Core.dll
----------------------------------------
System.Configuration
Assembly Version: 4.0.0.0
Win32 Version: 4.8.3752.0 built by: NET48REL1
CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Configuration/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Configuration.dll
----------------------------------------
System.Xml
Assembly Version: 4.0.0.0
Win32 Version: 4.8.3752.0 built by: NET48REL1
CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Xml/v4.0_4.0.0.0__b77a5c561934e089/System.Xml.dll
----------------------------------------
ICSharpCode.SharpZipLib
Assembly Version: 0.84.0.0
Win32 Version: 0.84.0.0
CodeBase: file:///C:/Program%20Files%20(x86)/Steam/steamapps/common/Advanced%20Tactics%20Gold/ICSharpCode.SharpZipLib.DLL
----------------------------------------
irrKlang.NET4
Assembly Version: 1.0.5235.17346
Win32 Version:
CodeBase: file:///C:/Program%20Files%20(x86)/Steam/steamapps/common/Advanced%20Tactics%20Gold/irrKlang.NET4.DLL
----------------------------------------

************** JIT Debugging **************
To enable just-in-time (JIT) debugging, the .config file for this
application or computer (machine.config) must have the
jitDebugging value set in the system.windows.forms section.
The application must also be compiled with debugging
enabled.

For example:

<configuration>
<system.windows.forms jitDebugging="true" />
</configuration>

When JIT debugging is enabled, any unhandled exception
will be sent to the JIT debugger registered on the computer
rather than be handled by this dialog box.
*************************************************************************************







Does this come during the creation or when you start a game?

This is indicating an index out of bounds. It might be that I forgot something in the zip file. If it is as you start the game, can you send me the file at ormand at comcast.net?

One thing I'll try is to reinstall on my end with the just the files I I posted and check if I forgot something.


< Message edited by Ormand -- 3/15/2020 2:40:23 AM >

(in reply to sanderz)
Post #: 370
RE: Four Seasons with Models - 3/15/2020 2:39:03 AM   
Ormand


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

quote:

ORIGINAL: sanderz

Question about building roads/railroads.

The map i am looking at has some very disjointed rail networks so i tried to connect them up with an engineer but it doesn't seem possible to build a rail over the top of an (or at least some) existing road which makes some connection very difficult if not impossible. Is there any way around this?

Thanks again






quote:


Posts: 631
Joined: 2/17/2009

Status: online


This is partly a feature, which people might not like and I can take out. In the random game generator there is the option to use two road sets. Here, the primary road is the rail + paved road and the secondary road is paved roads. Something that might not be liked is the algorithm Vic has for the roads. I don't control this - sometimes it makes is good and sometimes there are some oddities like some cities cutoff. It can make for an interesting and difficult game. The same if you choose the option random rail gauge; then your regime could have a different rail gauge from the enemy, and you'll have to rebuild the rails.

In your case, you have to choices. One is that you can build the road from the suburb hex adjacent to the city, which has a rail and road, across the empty fields, or you can employ the action card that will remove other roads and rails of the opposite gauge. Then you can build the road. This is explained in the manual and in an earlier post.

(in reply to sanderz)
Post #: 371
RE: Four Seasons with Models - 3/15/2020 4:39:04 AM   
Ormand


Posts: 682
Joined: 2/17/2009
Status: offline
I found the problem with the error. It was with the EU file and when attempting to make an Italian regime. I updated the dropbox link above, so download again. Sorry about that, I wasn't paying close enough attention to updating the rulevars from random games (even though I thought that I had checked them).

Uploads to the scenario bank don't seem to be working right now.

< Message edited by Ormand -- 3/15/2020 4:43:48 AM >

(in reply to Ormand)
Post #: 372
RE: Four Seasons with Models - 3/15/2020 8:38:11 AM   
sanderz

 

Posts: 862
Joined: 1/8/2009
From: Devon, England
Status: offline
Thanks for the update and advice, much appreciated

(in reply to Ormand)
Post #: 373
RE: Four Seasons with Models - 3/16/2020 6:56:34 PM   
Ormand


Posts: 682
Joined: 2/17/2009
Status: offline
The link on the scenario website is now working thanks to Vic.

< Message edited by Ormand -- 3/16/2020 7:46:22 PM >

(in reply to sanderz)
Post #: 374
RE: Four Seasons with Models - 4/8/2020 5:33:05 AM   
CaptBeefheart


Posts: 2301
Joined: 7/4/2003
From: Seoul, Korea
Status: offline
Hello Ormand: After a WITP-AE hiatus, I decided to return to your excellent mod. I fired up 3.18. I pretty much like all the changes, such as nerfing arty a bit. One thing I stumbled across is I can't seem to compare two different models. For example, I can compare "Medium Tank II" to "Kampfer," but not "Kampfer" to "Loka." If I recall correctly it was possible to compare models in the past. Anyway, small thing. Keep up the good work!

Cheers,
CB

_____________________________

Beer, because barley makes lousy bread.

(in reply to Ormand)
Post #: 375
RE: Four Seasons with Models - 4/9/2020 4:23:04 AM   
Ormand


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Joined: 2/17/2009
Status: offline
Well, darned if you aren't right! It turns out to be an unintended consequence of something that I did want to do. I didn't want the model concepts to show up in the compare lists. But, of course, this is info that the models inherit from the concept. So, I can't do what I was wanting to do since "show in list" is not something I can change in an event. So, I put it back, And version 3.19 is on the server.

Scenario files: FourSeasons-at2-v3.19.atzip

Edit: I also fixed a few other SFTypes that had it set wrong (these were all "dummy" SFTypes used as the reinforcement type for the TOE system and should have been invisible).

< Message edited by Ormand -- 4/9/2020 4:26:45 AM >

(in reply to CaptBeefheart)
Post #: 376
RE: Four Seasons with Models - 4/10/2020 1:38:21 AM   
Ormand


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Joined: 2/17/2009
Status: offline
Sloppy me! I didn't update the mod file correctly. It was still pointing to version v3.18. Sorry.

(in reply to Ormand)
Post #: 377
RE: Four Seasons with Models - 4/21/2020 2:55:12 AM   
CaptBeefheart


Posts: 2301
Joined: 7/4/2003
From: Seoul, Korea
Status: offline
Hello Ormand: As I finished out my v3.18 game, I noticed something a bit strange. I had plenty of excess PP, so I researched Level 3 Super Heavy Tanks. I then created a Level 3 model. I could not build that model. A couple of turns later, I created a Level 1 Super Heavy Tank model and I found I could produce that one. I could not upgrade those at all. Earlier in the game, I created Level 2 and then Level 4 Dive Bombers. I could not upgrade the Level 2 models to the Level 4 models, and I didn't have an option to create a Level 3 Dive Bomber model at that point. That said, I could produce the Level 4 model so I didn't worry about it too much.

Anyway, hope this helps. These are some minor points, but you seem to enjoy squashing these bugs.

Cheers,
CB

_____________________________

Beer, because barley makes lousy bread.

(in reply to Ormand)
Post #: 378
RE: Four Seasons with Models - 4/21/2020 4:59:25 AM   
Ormand


Posts: 682
Joined: 2/17/2009
Status: offline
Hi CaptBeefheart,

Thanks, and Hmm. Part of this I understand, and part I don't. In a quick test where I started a game and gave the regime 9998 PP, I was able to research up to SHT III, made the model and built it with a 90 mm L/50 gun. If you have a save for that game, please send it to me.

As for the upgrade issues. This is something that I didn't consider, that is you would skip a level. This leads to two issues. One is that when a new model is made, I check all models one level below for the possibility that it can be upgraded. So, the models more than one level below wouldn't be checked. Also, when you make a model at a higher level, models for the tech one below are disabled. But, if you skip II and go to III, then II will be disabled, but level I. A little worse is that if you make a new level I model, it will never get a chance to be upgraded. I confess, I didn't think of that. Mostly, the techs are expensive enough, I didn't think it would make sense to skip a tech. Also, you can continue to produce the earlier models. I am not sure I can turn those off.

I can fix the issue of being able to create a level I model when you have level III tech and didn't make a level II model. That is relatively easy to do. I could also search the lower techs as well for upgrades so that if you skip a level you could upgrade the model.

I'll have to see the circumstances for the SHT III model since I can't reproduce it in a simple check.

(in reply to CaptBeefheart)
Post #: 379
RE: Four Seasons with Models - 4/21/2020 5:51:02 AM   
Ormand


Posts: 682
Joined: 2/17/2009
Status: offline
OK, I fixed the upgrade issues and the obsolete models issue. This is in:

Scenario files: FourSeasons-at2-v3.20.atzip

Now, when you make a model, it will ensure that the model concepts for the previous levels are removed. Also, it should set the upgrade to for all models of the same type at a lower level that do not already have an upgrade to assigned to them. So, if you make models at Level I and Level III, the Level I model will now upgrade to Level III. I am not sure if I can disable construction of a model.

Edit: OK, I can make it so that you can't build the earlier models, but I don't think I can remove them from the list.

I also made a change to the NATO graphic for air transport. It wasn't quite right for the medium size.


< Message edited by Ormand -- 4/26/2020 2:00:59 AM >

(in reply to Ormand)
Post #: 380
RE: Four Seasons with Models - 4/21/2020 7:16:41 AM   
Ormand


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Joined: 2/17/2009
Status: offline
So, if I did everything right, which some basic tests show, I also removed the excess models from the build queue. I used the same version number. Sorry, just to much of a pain to do all of it again. If you downloaded before this post do so again.

Scenario files: FourSeasons-at2-v3.20.atzip

One thing I can't quite do is remove the base item types from the build queue. These will have to stay with a cost of -1. The other thing I can't seem to do either is to remove obsolete models from the model designer. Sometimes they are removed automatically with the improvements, but not with upgrades.

(in reply to Ormand)
Post #: 381
RE: Four Seasons with Models - 4/24/2020 7:57:15 AM   
CaptBeefheart


Posts: 2301
Joined: 7/4/2003
From: Seoul, Korea
Status: offline
Hi Ormand: Well done on the bug quashing. I've been a bit busy recently. I'll try to send you a save game with the SHT3 production problem sometime this weekend.

Once in a while if I've saved enough PPs I'll research two or three tech levels in one turn. Usually that's with tanks or aircraft and it's later in the game when I'm getting plenty of PP from captured cities and the infantry division techs are maxed out.

Cheers,
CB

_____________________________

Beer, because barley makes lousy bread.

(in reply to Ormand)
Post #: 382
RE: Four Seasons with Models - 4/26/2020 2:00:39 AM   
Ormand


Posts: 682
Joined: 2/17/2009
Status: offline
Thanks for the file, that helped. I tracked it down. It was a legacy issue with SHT being tied to Heavy Tanks. I was sloppy and didn't fix that. Other things fixed:

1. Heavy Tank Techs slightly cheaper, they are 2x Medium Tanks, which were 2x Light Tanks
2. Super Heavy Tanks Techs much more expensive, they are now 2x Heavy Tanks (notice the pattern?)
3. Slight increase to air capacity for cities and capitals, slight decrease for airfields

Scenario files: FourSeasons-at2-v3.21.atzip

And there is a new random game feature. It is still in beta, and it took me a while to get it fixed because I think I found a bug in the add unit command. At any rate, it is meant for ONLY TWO regimes, and is a "duel" between the two. It is set up so that one regime is an aggressor regime with a goal of attacking first and conquering the other. This can be chosen randomly. It is not fully play tested for balance.

Edit: Sorry, I forgot to remove a check in the Duel at2 file that prevented the possible deployment of an airborne unit. It is now fixed.

< Message edited by Ormand -- 4/26/2020 4:42:25 AM >

(in reply to CaptBeefheart)
Post #: 383
RE: Four Seasons with Models - 4/10/2021 1:15:15 AM   
Ormand


Posts: 682
Joined: 2/17/2009
Status: offline
Bumping this up before it disappears for good while I work on this.

(in reply to Ormand)
Post #: 384
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