RE: ATG Random Game Highlights (Full Version)

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Hexagon -> RE: ATG Random Game Highlights (3/9/2011 7:33:53 PM)

I see, thanks for the information Barthheart, well, only can wait more screenshoots or the full game soon hehehe.




rich12545 -> RE: ATG Random Game Highlights (3/12/2011 10:52:58 PM)

Will ARHS still work or will that be obsolete?




Tac2i -> RE: ATG Random Game Highlights (3/12/2011 11:21:07 PM)

My guess is that it would work with AT Classic included in ATG, but not ATG itself. Needs to be tested.

Edit [03-31]: A recent fix has enabled ATG to load the ARHS_WW2.ptmaster file without error so it can be used to create AT Classic random games.

Edit: I tried to load the ARHS_WW2.ptmaster in AT Classic and that didn't work. Gives an "aborted" message. I was able to start a ARHS game in AT:WWII, save it and then open that save game in ATG's AT Classic mode. Perhaps the designer of ARHS can edit/repackage the ARHS_WW2.ptmaster to work in ATG's AT Classic. I'm not a scenario designer so I'm pretty uninformed about all that technical design stuff.

P.S. I'm so use to the beauty of the ATG maps that now the AT:WWII maps look absolutely dull in comparison. I'd be surprised that anyone would wish to play on AT:WWII maps after they get their hands on ATG.

quote:

ORIGINAL: rich12545

Will ARHS still work or will that be obsolete?





V22 Osprey -> RE: ATG Random Game Highlights (3/13/2011 1:07:34 AM)

deleted.




Tac2i -> RE: ATG Random Game Highlights (3/13/2011 8:03:48 PM)

Another screenie...


[image]local://upfiles/16226/96B912B179B2485DAAC504AE9F926160.jpg[/image]




lancer -> RE: ATG Random Game Highlights (3/14/2011 7:57:18 AM)

G'day,

Pretty.

How do factories work? Same as before? There appears to be a tank factory in the screenshot above.

Oh, and how do they tie into the resource system?

Also in the shot above there is a grey armoured car unit ('5') with an 'art' symbol on it, bottom left of the counter. Is this simply indicating that there is an artillery component to the unit?

Cheers,
Lancer




Frido1207 -> RE: ATG Random Game Highlights (3/14/2011 8:48:46 AM)


quote:

ORIGINAL: lancer
Also in the shot above there is a grey armoured car unit ('5') with an 'art' symbol on it, bottom left of the counter. Is this simply indicating that there is an artillery component to the unit?


In DC WtP those "art" & "air" symbols indicates that a unit was shot/attacked by the
appropriate weapon. So i´m guessing its the same in ATG.




Josh -> RE: ATG Random Game Highlights (3/14/2011 9:31:09 AM)

Yeah I guess that's so, the "air' and "art" symbols were implemented to prevent pulverization by air and artillery attacks. You know, stack 12 heavy guns together and blast the enemy unit to smithereens, then the divebombers come in to take out the panzers, rinse and repeat. Not so with the penalties you get from too massive shelling, I think 100 max is allowed. Enough to do some damage, but not to obliterate the unit.




Tac2i -> RE: ATG Random Game Highlights (3/14/2011 12:33:21 PM)

There are three types of factories: gun, plane and tank. Factories work basically just like a city except that it can produce only one type of unit. Whenever you construct any unit that requires metal, it consumes ore. If you run out of ore, you can't build any more ore based unit types. Any time a motorized unit (air, land or sea) moves, it consumes oil (exception: trains - they use coal and that never runs out). Run out of oil and motorized units move very little if at all. In more than one test game I've had offensives stall because I ran short of oil. This happened primarily because I built too many trucks, tanks and planes. What this meant in game terms is that I had to not move units on one front so that I had enough fuel to move my motorized units on another part of the battlefield. I've also learned to use more trains vice trucks and I've learned to like that four legged animal called a horse.

Oil and ore resource hexes have three levels and you can spend PPs to increase the level (production capacity) of both types. The enemy can also bomb or capture your resource hexes.

The "art" symbol indicates that I bombarded that hex with my artillery.

quote:

ORIGINAL: lancer

G'day,

Pretty.

How do factories work? Same as before? There appears to be a tank factory in the screenshot above.

Oh, and how do they tie into the resource system?

Also in the shot above there is a grey armoured car unit ('5') with an 'art' symbol on it, bottom left of the counter. Is this simply indicating that there is an artillery component to the unit?

Cheers,
Lancer





Josh -> RE: ATG Random Game Highlights (3/14/2011 4:40:24 PM)

"...This happened primarily because I built too many trucks, tanks and planes. .......  I've also learned to use more trains vice trucks and I've learned to like that four legged animal called a horse..."

Valuable lessons I learned in AT, guess they still count in ATG. And I've said this on many occasions, the shiny stuff may look awesome it *will* eat up your resources. Especially now with the added resources thing. In the end I almost always built armies that were quite historical (for the Germans that is) A strong Panzerarmee, but the vast majority was still footsoldiers and horses.
Of 10 units maybe one was fully motorized, and certainly not in the beginning of the game. The trick is to place the slow units strategically, and do the fast encirclements with the fancy armour boys.




Jeffrey H. -> RE: ATG Random Game Highlights (3/14/2011 7:16:53 PM)


quote:

ORIGINAL: Webizen

There are three types of factories: gun, plane and tank. Factories work basically just like a city except that it can produce only one type of unit. Whenever you construct any unit that requires metal, it consumes ore. If you run out of ore, you can't build any more ore based unit types. Any time a motorized unit (air, land or sea) moves, it consumes oil (exception: trains - they use coal and that never runs out). Run out of oil and motorized units move very little if at all. In more than one test game I've had offensives stall because I ran short of oil. This happened primarily because I built too many trucks, tanks and planes. What this meant in game terms is that I had to not move units on one front so that I had enough fuel to move my motorized units on another part of the battlefield. I've also learned to use more trains vice trucks and I've learned to like that four legged animal called a horse.

Oil and ore resource hexes have three levels and you can spend PPs to increase the level (production capacity) of both types. The enemy can also bomb or capture your resource hexes.

The "art" symbol indicates that I bombarded that hex with my artillery.



Apologies if it has been asked before, does the AI operate under the same resourse contraints ?




Tac2i -> RE: ATG Random Game Highlights (3/14/2011 8:23:29 PM)

Yes, to a large degree. The AI does get some minimal level of resources per turn I believe.

quote:

ORIGINAL: Jeffrey H.

Apologies if it has been asked before, does the AI operate under the same resourse contraints ?






lancer -> RE: ATG Random Game Highlights (3/15/2011 12:13:02 AM)

G'day,

Thanks for the explanation on the factories.

Further question.

Are the resources (oil and ore) specific to individual headquarters like supplies were in AT (eg. you shuffled supplies around to where they were needed) or are they simply global pools that are dipped into by anyone, anywhere as needed?

Also with regards to trains. If you use them to transport units around the map are they restricted to destinations connected to the train tracks or can trains travel 'cross-country'?

Thanks in advance.

Cheers,
Lancer




Tac2i -> RE: ATG Random Game Highlights (3/15/2011 12:47:49 AM)

Resources (oil and ore) are global pools. You acquire additional oil and ore points per turn based on the number and level (1, 2 or 3) of your oil wells and mines. These resources are expended when you build units that require metal (ore) and move motorized units (oil). Oil and Ore are not assigned to specific HQs, cities or factories. The output of factories however are assigned to HQs.

Trains only move on train tracks which means there is still a need for some trucks, especially in front-line HQs. You can use trains to support Strategic Transfer or assign them to specific units and move them along the rail line. The Supreme HQ should always have some trains attached and if you use mid level (Front HQs) they probably ought to have trains attached as well.

quote:

ORIGINAL: lancer

G'day,

Thanks for the explanation on the factories.

Further question.

Are the resources (oil and ore) specific to individual headquarters like supplies were in AT (eg. you shuffled supplies around to where they were needed) or are they simply global pools that are dipped into by anyone, anywhere as needed?

Also with regards to trains. If you use them to transport units around the map are they restricted to destinations connected to the train tracks or can trains travel 'cross-country'?

Thanks in advance.

Cheers,
Lancer





lancer -> RE: ATG Random Game Highlights (3/15/2011 2:04:03 AM)

G'day,

Thanks once again for the prompt reply.

quote:

Resources (oil and ore) are global pools. You acquire additional oil and ore points per turn based on the number and level (1, 2 or 3) of your oil wells and mines. These resources are expended when you build units that require metal (ore) and move motorized units (oil). Oil and Ore are not assigned to specific HQs, cities or factories.


In my ignorance of the full features of ATG this appears to be a dumbing down of the supply system of AT.

I take it the "Hardcore Logistics" option has also gone?

Cheers,
Lancer




Barthheart -> RE: ATG Random Game Highlights (3/15/2011 12:53:23 PM)


quote:

ORIGINAL: lancer

G'day,

Thanks once again for the prompt reply.

quote:

Resources (oil and ore) are global pools. You acquire additional oil and ore points per turn based on the number and level (1, 2 or 3) of your oil wells and mines. These resources are expended when you build units that require metal (ore) and move motorized units (oil). Oil and Ore are not assigned to specific HQs, cities or factories.


In my ignorance of the full features of ATG this appears to be a dumbing down of the supply system of AT.

I take it the "Hardcore Logistics" option has also gone?

Cheers,
Lancer


Supplies and oil/ore are different things. Every unit still needs supplied to survive and fight. Ore is only used to build things. Oil is only use to move anythng with a motor.





Josh -> RE: ATG Random Game Highlights (3/15/2011 2:55:34 PM)

Hmm interesting, this oil thing. It means that you can have powerful units, but if your Oilwells get captured/destroyed they won't get anywhere. That also means, like the Germans experienced on many late war battlefields, no gas = no tanks, many had to be left behind/ blown up by the crews. Soo, if you have an unit consisting of Inf and Tanks, but no oil anymore, you have to leave your precious Tanks behind ---> maybe split the unit in two and create an extra unit on the same spot as the Inf unit and put the Tanks in that counter, that counter can't go anywhere untill it receives some Oil. The newly formed Inf unit still can move/ retreat, the Tank unit will be a sitting duck.

OH well, never mind my ramblings, hehe, just some pre-purchase thoughts... [8D]




lancer -> RE: ATG Random Game Highlights (3/15/2011 10:03:27 PM)

G'day,

quote:


Supplies and oil/ore are different things. Every unit still needs supplied to survive and fight. Ore is only used to build things. Oil is only use to move anythng with a motor.


Ahhh. So the supply system of before is still there and the ore and oil have been overlaid on top?

If that's the case it sounds really good.

Cheers,
Lancer




Barthheart -> RE: ATG Random Game Highlights (3/16/2011 3:06:18 AM)


quote:

ORIGINAL: lancer

....
Ahhh. So the supply system of before is still there and the ore and oil have been overlaid on top?
.....


Yes.




Barthheart -> RE: ATG Random Game Highlights (3/16/2011 3:07:08 AM)


quote:

ORIGINAL: Josh

Hmm interesting, this oil thing. It means that you can have powerful units, but if your Oilwells get captured/destroyed they won't get anywhere. ....


They can still move but very, very slowly.




Jeffrey H. -> RE: ATG Random Game Highlights (3/21/2011 8:25:06 PM)


quote:

ORIGINAL: Barthheart


quote:

ORIGINAL: Josh

Hmm interesting, this oil thing. It means that you can have powerful units, but if your Oilwells get captured/destroyed they won't get anywhere. ....


They can still move but very, very slowly.


I can see the low movement rate for infantry and maybe some types of artillery but planes and tanks ? Who's going to push or pull those ?




Barthheart -> RE: ATG Random Game Highlights (3/21/2011 8:34:52 PM)


quote:

ORIGINAL: Jeffrey H.


quote:

ORIGINAL: Barthheart


quote:

ORIGINAL: Josh

Hmm interesting, this oil thing. It means that you can have powerful units, but if your Oilwells get captured/destroyed they won't get anywhere. ....


They can still move but very, very slowly.


I can see the low movement rate for infantry and maybe some types of artillery but planes and tanks ? Who's going to push or pull those ?


[:D] More importantly: who's gonna throw the planes so they can fly?!?! [:D]




Josh -> RE: ATG Random Game Highlights (3/21/2011 10:56:12 PM)

"...Who's going to push or pull those ? ..."

Why, the grunts ofcourse, heave ho! [;)]

Errr, any news about ETA ? [:)] Just asking.





Vic -> RE: ATG Random Game Highlights (3/22/2011 10:01:50 AM)

@fuel issue discussion,

As always everything can be modded. If you want to play a game in which your tanks cannot move at all when you are out of fuel you can go in the editor and adjust the movement penalty to make it so.

for the basic masterfile used in the new scenarios and the new random games however i chose a compromise between realism and ease of play on quite a number of issues.

best,
vic




GrumpyMel -> RE: ATG Random Game Highlights (3/22/2011 2:10:12 PM)

A few questions:

Does fuel consumption vary by sft type? i.e. a King Tiger burns through more oil then a truck, or is it the same for all motorized afv's?

Is there are combat penalty for mechanized/motorized units out of fuel, or just no movement?

Finaly what happens to planes on intercept when your low on fuel?






Tac2i -> RE: ATG Random Game Highlights (3/22/2011 2:38:26 PM)

Good questions...

1) Heavy tanks consume more fuel when moving and use more ore in their construction.

2) Low fuel means less Action Points which means decreased ability to fight.

3) Fighters planes on intercept duty with low fuel will have very little range, if any, for interception. Caveat: Since interception occurs on your opponent's turn I'm not certain if my answer is correct but I think that it is.

quote:

ORIGINAL: GrumpyMel

A few questions:

Does fuel consumption vary by sft type? i.e. a King Tiger burns through more oil then a truck, or is it the same for all motorized afv's?

Is there are combat penalty for mechanized/motorized units out of fuel, or just no movement?

Finaly what happens to planes on intercept when your low on fuel?





Vic -> RE: ATG Random Game Highlights (3/22/2011 5:33:46 PM)


quote:

ORIGINAL: GrumpyMel

A few questions:

Does fuel consumption vary by sft type? i.e. a King Tiger burns through more oil then a truck, or is it the same for all motorized afv's?

Is there are combat penalty for mechanized/motorized units out of fuel, or just no movement?

Finaly what happens to planes on intercept when your low on fuel?





out of fuel gives automatic combat penalties... higher for offensive then for defensive.

and you can set all penalties and use stats on a sftype per sftype basis

best,
vic




GrumpyMel -> RE: ATG Random Game Highlights (3/22/2011 6:19:29 PM)


quote:

ORIGINAL: Vic


quote:

ORIGINAL: GrumpyMel

A few questions:

Does fuel consumption vary by sft type? i.e. a King Tiger burns through more oil then a truck, or is it the same for all motorized afv's?

Is there are combat penalty for mechanized/motorized units out of fuel, or just no movement?

Finaly what happens to planes on intercept when your low on fuel?





out of fuel gives automatic combat penalties... higher for offensive then for defensive.

and you can set all penalties and use stats on a sftype per sftype basis

best,
vic


Very cool.

ATG is sounding like Disneyland for us guys that like to design scenerio's.[&o]







Jeffrey H. -> RE: ATG Random Game Highlights (3/22/2011 8:14:44 PM)


quote:

ORIGINAL: Josh

"...Who's going to push or pull those ? ..."

Why, the grunts ofcourse, heave ho! [;)]

Errr, any news about ETA ? [:)] Just asking.



Naturally it's up to the grunts. Or those Russian ponies ? How many of them does it take to drag a King tiger through the mud ?




Josh -> RE: ATG Random Game Highlights (3/22/2011 8:46:14 PM)

How many? Well how much HP did that Tiger have? 600 or so? So 600 Russian ponies, there's your answer.
(doh, this thread is going nowhere [:)] and still a couple of weeks left....)




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