RE: Enhanced Mod Suite (Full Version)

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cbardswell -> RE: Enhanced Mod Suite (7/2/2013 10:12:17 AM)

Fantastic - consider me extremely excited [:D]

Are we allowed to ask how long "shortly is"? [;)]




Jafele -> RE: Enhanced Mod Suite (7/2/2013 10:44:49 AM)

Great!! [&o]




RoryAndersonCDT -> RE: Enhanced Mod Suite (7/3/2013 2:24:12 AM)

The commerce raider events are really annoying and not fun. But aside from that good show!




lancer -> RE: Enhanced Mod Suite (7/3/2013 1:21:52 PM)

Hi,

quote:

Are we allowed to ask how long "shortly is"? [;)]


It's all done. Just testing and balancing. Not long.

quote:

The commerce raider events are really annoying and not fun.


Neither were they in real life. They are a problem only until you build yourself a decent navy. Running convoys all over the map without having to worry about the AI was the reason for the Commerce Raiders. You have to protect what's yours.

There's a reason that the British didn't build a maritime empire on merchant fleets alone.

On the up side they all have historical names (apart from the Arab and Chinese ones - had to make those up). At least you know who is going to kick you in the nuts.

Cheers,
Lancer




RoryAndersonCDT -> RE: Enhanced Mod Suite (7/4/2013 8:14:34 AM)

I play videogames to have fun.




cbardswell -> RE: Enhanced Mod Suite (7/4/2013 9:06:58 AM)

@baloogan - I agree that the commerce raiders are a colossal pain in the a&se, but then again so were the Tirpitz, Bismark, Scharnhorst, Gneisnau, etc. The home fleet was essentially held in Scapa for years against the possibility they would break out into the Atlantic.

Also look on the bright side, Lancer hasn't added Hilfskreuzers yet...oh no, what I have done?




ernieschwitz -> RE: Enhanced Mod Suite (7/4/2013 8:00:51 PM)

@baloogan - I am sure you play the game the way you want it, but some players prefer more realism, and a challenge. Then of course there is the fact that Lancer makes the mods the way he likes, and he is not paid or anything to do the job, so you have to in essence accept the work he does, or donīt play with the mod.




ernieschwitz -> RE: Enhanced Mod Suite (7/4/2013 8:02:24 PM)

quote:

ORIGINAL: cbardswell
Fantastic - consider me extremely excited [:D]

Are we allowed to ask how long "shortly is"? [;)]


Originally when you wrote this, I was going to add, sure ask away, just donīt expect an answer ;)

It seems that Lancers answer more or less is a reflection of just that :)




cbardswell -> RE: Enhanced Mod Suite (7/5/2013 8:59:36 AM)

Like vic he is (ahem) enigmatic on timelines. We will await the white smoke with excitement...





lancer -> RE: Enhanced Mod Suite (7/5/2013 12:02:10 PM)

G'day,

Oh, ye of little faith.

Changes - Version 5

Enhanced Officers

Command Allowance now automatically scales so you will always start the game with enough CA to accomodate however many HQ's are already on the map.

New feature: Dissatisfied Officers


Good to go.

Cheers,
Lancer




cbardswell -> RE: Enhanced Mod Suite (7/8/2013 8:45:09 AM)



Cheers lancer - great work (or "bonza" as I believe the antipodean term is...[;)])




mej023 -> RE: Enhanced Mod Suite (7/11/2013 5:04:01 PM)

I have a question regarding the Enhanced Resources portion of this mod. Does the AI have the same requirements as the player? Do they have to connect resources to their capitol the same as the player?




lancer -> RE: Enhanced Mod Suite (7/11/2013 10:52:08 PM)

quote:

I have a question regarding the Enhanced Resources portion of this mod. Does the AI have the same requirements as the player? Do they have to connect resources to their capitol the same as the player?


No.

Cheers,
Lancer




harley9699 -> RE: Enhanced Mod Suite (7/29/2013 6:24:07 AM)

Ok, I'm stupid. How do I know it's installed, after it's installed?




lancer -> RE: Enhanced Mod Suite (7/29/2013 10:43:24 PM)

Hi Harley,

A Guide for the Perplexed

It makes it's present felt in a direct manner. If it's there, you'll know it.

Cheers,
Lancer




harley9699 -> RE: Enhanced Mod Suite (7/29/2013 11:05:11 PM)

Cool, thanks. Guess I got used to not using the generic one.
Now, have to get the .15 upgrade...




Tac2i -> RE: Enhanced Mod Suite (8/24/2013 4:59:37 PM)

See this post for additional options: http://www.matrixgames.com/forums/tm.asp?m=2788950.

quote:

ORIGINAL: harley9699699

Ok, I'm stupid. How do I know it's installed, after it's installed?





Tac2i -> RE: Enhanced Mod Suite (8/4/2015 7:49:29 PM)

EDIT NOTES (All this is experimental so report issues here if you have any. As you may have noted, this mod was created 2 years ago using v2.15):
5) [8/11/2015] Created a work-a-around for the issue with the Enhanced Officers option. I have hard coded an initial limit of 6 HQs and 9 Officers. These limits will increase as your CIC is promoted. You may see a series of error messages on the first turn. You can click through these without any apparent adverse affects with the game. You can avoid these first turn messages by not applying TOE templates to your HQs on the first turn. The 1enhanced.at2 file has been updated to reflect this change. I affected this change by modifying Event 324 (EO Officers section) line 5 TempVar1 = 0 to TempVar1 = 6.
4) [8/06/2015] more testing seems to indicate that if you don't use the "enhanced officers" option this mod works correctly with the TO&E feature. As of this evening I've also added Tank Modeling to the scenario file 1enhanced.at2. Update your copy if you downloaded it earlier.
3) Enhanced Officer option: further tests seem to indicate this over counting issue might possibly be related to applying an HQ TO&E template to your headquarter units. If true this would likely indicate that applying a template is perhaps modifying the internal identifier of unit that is being used by Lancer's mod to track/count them. It'll take a coder to figure it out.
2) Enhanced Officer option: reworked the 1enhanced.at2 file and no longer get the error messages (maybe). The mod is still over counting HQs and Officers. The TO&E feature appears to be working correctly but suspect something about the new v2.21g AdvancedTactics.exe file is messing with the mod that was designed using v2.15.
1) Enhanced Officer option: further testing on my PC has indicated there are additional issues. The three error messages are reappearing and the mod is not accurately reporting number of HQs and officers.


I believe I have the v2.21g TO&E feature (and now tank models) working with Lancer's v2.15 Enhanced Mod. As noted above, best not to use the "Enhanced Officers" option as it isn't working correctly. To try out my mod of the mod, do the following:

1) Install Lancer's Mod: http://advancedtactics.org/upload3/Enhanced_Modsuite_v215e.atzip
2) Download my mod of his at2 file: http://rtworks.org/GameStuff/1enhanced.at2 (updated 8/11/2015) and place in your atgoldscenarios folder.
3) Copy the NATO counters in the graphics\newdawnmodgraphics folders to the corresponding locations in the graphics\modgraphics folders
4) If you want a start menu item to launch, place the attached enhanced.txt file in your mods folder. Otherwise launch it manually.

NOTES:

1) Import or create your first unit template as the first item of business of your first turn. It seems if you start doing other things first, then the template panel may fail to work for some reason.

2) During the first turn you may encounter a short series of error messages (if using Enhanced Officers). Simply click through them and the game will continue and the error messages will not appear again (maybe).




Krafty -> RE: Enhanced Mod Suite (8/5/2015 3:59:50 PM)

Im having trouble starting it.

Do I go to New Dawn and load the enhanced master file? Im not sure what to do with your scenario file, and I cant find the enhanced.txt

And I take it theres no way to get the tank design stuff to work with the Enhanced modsuite?

EDIT:

I seem to have figured it out. Went to random game, picked your scenario as the masterfile, and it started without errors on a map. It just appears to be lacking the subformation model tank thingy. Otherwise I didnt see any initial problems.




Tac2i -> RE: Enhanced Mod Suite (8/5/2015 4:07:55 PM)

Enhanced.txt now attached.

quote:

ORIGINAL: Kraftwerk

Im having trouble starting it.

Do I go to New Dawn and load the enhanced master file? Im not sure what to do with your scenario file, and I cant find the enhanced.txt

And I take it theres no way to get the tank design stuff to work with the Enhanced modsuite?

EDIT:

I seem to have figured it out. Went to random game, picked your scenario as the masterfile, and it started without errors on a map. It just appears to be lacking the subformation model tank thingy. Otherwise I didnt see any initial problems.





Krafty -> RE: Enhanced Mod Suite (8/5/2015 7:34:28 PM)

Thanks! Worked great.




Tac2i -> RE: Enhanced Mod Suite (8/7/2015 1:11:41 AM)

Further testing shows that if you don't use the "Enhanced Officers" option this mod seems to work correctly with the TO&E feature of v2.21g. I've also been able to incorporate Tank Models. See this post for details.

If you have yet to create your first TO&E template I've attached my std.atgtoe file. Save in your savedgames folder and import using the TOE Designer (remove the txt extension first).




ohphoto -> RE: Enhanced Mod Suite (8/10/2015 5:19:39 PM)

I've downloaded the above attachment for playing The Enhanced Mod Suite with TOE. Playing with Enhanced Officers and Enhanced Resources all seemed to be well for the first few turns but then I noticed that my CIC was showing as 'Overworked'. The report said that I had twelve HQ's on the map when I only had three.

I've played many games with the previous versions of the Mod Suite without any problems.

Any ideas or suggestions?

Cheers.




Tac2i -> RE: Enhanced Mod Suite (8/10/2015 5:34:16 PM)

As I stated in my recent posts above, the Enhanced Mod Suite is not working correctly with that option (Enhanced Officers) selected. Lancer will have to fix it when he has the time to look at it. Unfortunately, it is beyond my knowledge how to correct this issue.
quote:

ORIGINAL: ohphoto

I've downloaded the above attachment for playing The Enhanced Mod Suite with TOE. Playing with Enhanced Officers and Enhanced Resources all seemed to be well for the first few turns but then I noticed that my CIC was showing as 'Overworked'. The report said that I had twelve HQ's on the map when I only had three.

I've played many games with the previous versions of the Mod Suite without any problems.

Any ideas or suggestions?

Cheers.




Tac2i -> Update 5: Enhanced Mod Suite (8/11/2015 2:09:09 PM)

I believe I have coded a work-a-around for the Enhanced Officers issue with the TOE feature. I changed Line 5 below from TempVar1 = 0 to TempVar1 = 6 (4 might be better). See my post here for details: EMS Mod Modded.

Change your defaultmod.txt file (root folder of ATG) as follows to have a button to launch 1enhanced.at2 or simply launch it manually.

quote:

Advanced Tactics Gold

0
modgraphics
atgoldscenarios
sound
-
intro.ogg

12 <-- changed from 11 to 12
1,3,-465,568,Standard Random Game,13,generic.at2
1,3,-465,608,Alt Gfx Random Game,13,generic2.at2,noweather
1,3,-465,648,A New Dawn Random Game,13,anewdawn3.at2,nocrates
1,3,-465,688,Classic Random Game,11,classic.at2
1,3,-152,568,Load Saved Game,4,savedgames
1,3,-152,608,Install Zip/File,15,
1,3,-152,648,Editor,12,classic.at2
1,3,-152,688,Enhanced Mod Suite,13,1enhanced.at2,nocrates <-- add this line
1,3,160,568,Load Scenario,3,atgoldscenarios\
1,3,160,608,Credits,14,
1,3,160,648,Quit,5,
1,3,160,688,AdvancedTactics.org,6,http://www.advancedtactics.org


[image]local://upfiles/16226/F331D2BE25D844059FE950D3E8DE2774.jpg[/image]




Krafty -> RE: Update 5: Enhanced Mod Suite (8/20/2015 1:39:52 PM)

Im determined to get all of this working today. My brain just feels stuck on 'slow, children at play' this morning however. Ill let you know how it goes.


edit:

Seems to be working, ive got TOE, Tank Designs, and my HQs seem to be accurately reported

[image]local://upfiles/34412/211A624ED5CF46E0956D054F3F5DCBB2.jpg[/image]

And I dont know if you did this, or what caused it, but ive always had this bug(sort of) where if you change an HQs color, I have to zoom in or out, or click directly on a unit, to have any unit attached to that HQ change to its color.

Now its instant and universal. *shrug* Probably a fluke, but I about spit coffee all over my monitor in happiness when it happened. Ive had that same issue every time ive changed colors for like 3 years now lol even in AT1.




gwgardner -> RE: Update 5: Enhanced Mod Suite (8/21/2015 5:26:05 PM)

Thanks for the latest update, Webizen. Seems to be working fine for me. (And thanks for your recent AARs!)




Tac2i -> RE: Update 5: Enhanced Mod Suite (8/25/2015 1:29:21 AM)

I'm not so sure my work-around works as I was hoping. Officer count after a few turns still seems to over inflate.

quote:

ORIGINAL: gwgardner

Thanks for the latest update, Webizen. Seems to be working fine for me. (And thanks for your recent AARs!)





ernieschwitz -> RE: Update 5: Enhanced Mod Suite (8/25/2015 2:28:13 AM)

The reason might be tied to the fact that the use of HistoricUnitCount is also counting the numbers of TO&E formations. That is there is no real simple way to distinguish programmingwise the number of officers and the number of TO&E formations. They both use historic units as templates.




Tac2i -> RE: Update 5: Enhanced Mod Suite (3/17/2016 6:48:22 PM)

Though this mod is nearly three year old and not fully compatible with the new TO&E feature introduced last summer, if using the enhanced/realistic officers options (miscounts officers and/or HQs), it is worth a bump back to the top. Based on Ernie's statement in the above post sounds like it might take a new function for use in counting officers/HQs.




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