RE: Updated Graphics (Full Version)

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Tac2i -> RE: Updated Graphics (5/30/2016 2:12:28 AM)

Ormand, I noticed in a 1vs3AI Divisons game with factories you start with 0 oil and only 16 raw (-155 deficit due to at start factory output). Is this intentional? Note that I did set the "Depleted Land" option. In a game without "Depleted Land" set I got the following: 176 raw w/-186 deficit 7500 oil/+1500.




Ormand -> RE: Updated Graphics (5/30/2016 3:31:01 AM)

Webizen, That might be accidentally intentional. I set the start raw and oil to be 4x the production for every turn. That is, I count the number of raw and oil controlled by the regime, and give the regime four times what they would produce in a given turn for the start. I didn't consider other cases. So, I should I think about this.

I also give the regimes political points and trains based on the size of the map.

Also, I forgot to mention that production is renormalized to reflect the two-week turns instead of one month. Basically, it is about half regular so that over time the production is roughly the same as regular.




Ormand -> RE: Updated Graphics (5/30/2016 6:21:55 PM)

This is also because the initial production is set up to produce balanced infantry divisions. Namely, 1/3 goes into infantry, 1/3 into machineguns and mortars, and 1/3 into infantry guns and anti-tank guns. In addition, the capital is producing trains. So, the initial production requires raw. I'll have to rethink this for depleted and single city start.




Ormand -> RE: Updated Graphics (7/12/2016 7:15:17 AM)

So, thanks to Vic's bug fixes, I believe I have models working. There are several new features, and I have uploaded a new 4Seasons-at2.atzip file for the scenarios on the community web site.

There are five scenario files in the zip file.

4Seasons-Divisions-Factories-v7.0.at2
4Seasons-Divisions-NoFactories-v7.0.at2
4Seasons-NewDawn3.at2
4Seasons-NewDawn3-Models.at2
NewDawn3-Models.at2

4Seasons-Divisions-Factories-v7.0.at2 and 4Seasons-Divisions-NoFactories-v7.0.at2 are a rework of the Divisions version of the mod. Changes include:

1. Tweak statistics of some units: tanks, artillery, fighters
2. Updated information for impact of tech research.
3. Tank models - creation is slightly tweaked and for each level based on the std. model
4. Fighter models
5. Three scenario options:
a. Delay start of war via diplomatic block
b. Use only models
c. Limit AI building factories.

4Seasons-NewDawn3.at2 is the same as it was, and is just a graphics conversion of NewDawn3

NewDawn3-Models.at2 adds fighter models to the standard NewDawn3 random game.

4Seasons-NewDawn3-models.at2 is a 4Seasons graphic conversion for NewDawn3 plus fighter models and the three scenario options.

Fighter Models
This is really just an extension, similar to the tank models Vic made.
Fighter names are based on some historical planes as well as many variations of birds and flying insect names in various languages.
Like tanks, there are two alterations: improve ground support, decrease fighter combat; decrease ground support, increase fighter combat.
There are four techs to research to increase the capabilities of the fighters: Dogfighting, Bomber intercept, Fighter range, and Ground support.

Both tank and fighter models at a given research level are based on the SFT for that level and are +/- 5% for attack and defend strength and hitpoints. The spread is generated by rolling two six-sided die and adding this to 93 and using that as a multiplier for strength. So, the most probable outcome is 100, which is the same as the standard SFT.

Three scenario options:
After the random game is generated, before you start the game, you can select any of these three options by checking the appropriate box.
a. Delay start of war via diplomatic block
Implements a diplomatic block to delay the start of the war. Has some a message from the president, and a picture based on a newspaper headline. The block is lifted randomly.
b. Use only models
Mechanism to compel human players to use ONLY tank and fighter models. This is done by making the cost of the standard items 99999 for human players only.
c. Limit AI building factories.
A way to limit the number of factories the AI builds. This should reduce the factories the AI produces as the game goes on. The mechanism used in the game is AI factory points. These are determined each turn by adding the current production capacity divided by 100 to the AI factory points. When this hits 4000, the AI will build a factory, with the choice of tank, aircraft, or artillery random. Since the AI can build a factory every time AI Factory points crosses 4000, what I did was to decrease the rate of increase based on the number of factories the AI has. Basically for NewDawn3, the increase is production/(#factories +1). For Divisions, the denominator is (#factories + 2) (the reason being that it is two week turns, so it should be half as fast to start off).

Hopefully, I have ironed out most of the bugs. I haven't completely checked every last item, but I wanted to get it out there since I will be going on vacation next week and will most be out of touch for three weeks.

I have some ideas for other models, but that will have to wait until August.




ernieschwitz -> RE: Updated Graphics (7/12/2016 6:16:09 PM)

Very interesting Ormand :)

Since you now have a working system for Models, and you've been down the beaten path, perhaps you can make a tutorial for us others that haven't :) ?




Ormand -> RE: Updated Graphics (7/13/2016 7:14:15 AM)

That sounds like an idea. Unfortunately, it will probably be at least four weeks before I can post anything. I don't think I will be able to do much of anything before Saturday, and then I'll be pretty much offline for three weeks.

They are not that hard. The biggest hurdle was that there were several bugs that were a bit odd. Basically, there was a CTD when you added a model and then tried to use it in a game. Vic has fixed those, and he might be willing to add some checks and execs for SFTs that could expand the concept a bit.

The starting places are his post and then look at the models he has in anewdawn3.at2. The model creation requires an event and a stringlist for the names. He also has a set of alternate graphics. They aren't needed, but can help with looks. I found the hardest part to be the SFT description as this uses some functions I am not that familiar with. But, he has them worked out for tank models in the creation event.

I'll put together a tutorial after I get back.




LJBurstyn -> RE: Updated Graphics (7/13/2016 3:25:53 PM)


quote:

ORIGINAL: Ormand

So, thanks to Vic's bug fixes, I believe I have models working. There are several new features, and I have uploaded a new 4Seasons-at2.atzip file for the scenarios on the community web site.

There are five scenario files in the zip file.

4Seasons-Divisions-Factories-v7.0.at2
4Seasons-Divisions-NoFactories-v7.0.at2
4Seasons-NewDawn3.at2
4Seasons-NewDawn3-Models.at2
NewDawn3-Models.at2

4Seasons-Divisions-Factories-v7.0.at2 and 4Seasons-Divisions-NoFactories-v7.0.at2 are a rework of the Divisions version of the mod. Changes include:

1. Tweak statistics of some units: tanks, artillery, fighters
2. Updated information for impact of tech research.
3. Tank models - creation is slightly tweaked and for each level based on the std. model
4. Fighter models
5. Three scenario options:
a. Delay start of war via diplomatic block
b. Use only models
c. Limit AI building factories.

4Seasons-NewDawn3.at2 is the same as it was, and is just a graphics conversion of NewDawn3

NewDawn3-Models.at2 adds fighter models to the standard NewDawn3 random game.

4Seasons-NewDawn3-models.at2 is a 4Seasons graphic conversion for NewDawn3 plus fighter models and the three scenario options.

Fighter Models
This is really just an extension, similar to the tank models Vic made.
Fighter names are based on some historical planes as well as many variations of birds and flying insect names in various languages.
Like tanks, there are two alterations: improve ground support, decrease fighter combat; decrease ground support, increase fighter combat.
There are four techs to research to increase the capabilities of the fighters: Dogfighting, Bomber intercept, Fighter range, and Ground support.

Both tank and fighter models at a given research level are based on the SFT for that level and are +/- 5% for attack and defend strength and hitpoints. The spread is generated by rolling two six-sided die and adding this to 93 and using that as a multiplier for strength. So, the most probable outcome is 100, which is the same as the standard SFT.

Three scenario options:
After the random game is generated, before you start the game, you can select any of these three options by checking the appropriate box.
a. Delay start of war via diplomatic block
Implements a diplomatic block to delay the start of the war. Has some a message from the president, and a picture based on a newspaper headline. The block is lifted randomly.
b. Use only models
Mechanism to compel human players to use ONLY tank and fighter models. This is done by making the cost of the standard items 99999 for human players only.
c. Limit AI building factories.
A way to limit the number of factories the AI builds. This should reduce the factories the AI produces as the game goes on. The mechanism used in the game is AI factory points. These are determined each turn by adding the current production capacity divided by 100 to the AI factory points. When this hits 4000, the AI will build a factory, with the choice of tank, aircraft, or artillery random. Since the AI can build a factory every time AI Factory points crosses 4000, what I did was to decrease the rate of increase based on the number of factories the AI has. Basically for NewDawn3, the increase is production/(#factories +1). For Divisions, the denominator is (#factories + 2) (the reason being that it is two week turns, so it should be half as fast to start off).

Hopefully, I have ironed out most of the bugs. I haven't completely checked every last item, but I wanted to get it out there since I will be going on vacation next week and will most be out of touch for three weeks.

I have some ideas for other models, but that will have to wait until August.




Problem with halftracks. Halftrack 1 costs 99999 but is not in model area...halftrack 2 is buildable.




Ormand -> RE: Updated Graphics (7/13/2016 4:11:33 PM)

Oops. This was a mistake setting the cost for Tankdestroyer IV, which is item #98. I mistyped with 78, which is the halftrack. It is fixed now. Hopefully, there are no others.




LJBurstyn -> RE: Updated Graphics (7/13/2016 8:49:42 PM)


quote:

ORIGINAL: Ormand

Oops. This was a mistake setting the cost for Tankdestroyer IV, which is item #98. I mistyped with 78, which is the halftrack. It is fixed now. Hopefully, there are no others.



Found one (he he--I'm famous for finding stuff like that). Rifle 2 upgrade to Rifle 2 not Rifle 3....
Which means that you can upgrade rifle 2 forever to rifle 2 but never to rifle 3.





ernieschwitz -> RE: Updated Graphics (7/13/2016 9:15:33 PM)

Oooh, got to love a potential infinite loop :)

EDIT: Unfortunately you will run out supplies sooner or later, so the loop is only until you run out of supplies.




Ormand -> RE: Updated Graphics (7/14/2016 3:51:51 AM)

Thanks LJBustyn for catching that. yab - yet another bug. I wish I could say that that was the only one. I went through each SFT and item, and found several other upgrade bugs, both to which SFT and cost. And, a few item costs that were a bit inconsistent. I have uploaded a new set of files. These are only in the Divisions. The newdawn should be vanilla with units stats, etc. There were just a lot of nested changes that I thought were all there, but somehow missed. Sorry about that. Hopefully, I have all of them, or at least all the important ones.




Ormand -> RE: Updated Graphics (7/14/2016 3:54:02 AM)

As an aside, note that the heavy flak units have a decent anti-tank capability as well as artillery.




LJBurstyn -> RE: Updated Graphics (7/14/2016 3:10:27 PM)

quote:

ORIGINAL: Ormand

As an aside, note that the heavy flak units have a decent anti-tank capability as well as artillery.


I noticed that now there is anti-tank and armor attack/defend values but what is the difference between anti-tank and armor?

Oh well another start to my solo game with divisions....also getting warning messages about missing .png files (3 of them).
Quoted the wrong message meant to quote the one about new files correcting other errors - some of which I found.




Ormand -> RE: Updated Graphics (7/14/2016 6:42:27 PM)

Thanks big-time for the feedback. There are a lot of little pieces and keeping track of them all can be hard. And only by getting and digging to they come to light. And everybody's style is different, so they probe different parts.

The anti-tank group was put in to help make it beneficial to mix infantry with tanks. The anti-tank group is anti-tank guns, bazookas and the like. They are the infantry's favorite targets, just above other infantry, so having them present with tanks, should offer some protection against anti-tank units. Much like halftracks for infantry, I also set it up so infantry will deflect hits on armor from the anti-tank group. The goal was to make it so that infantry wasn't just useless cannon fodder in armor, but actually served their historical purpose. Armor against infantry could be very vulnerable without infantry accompanying it.

Sorry about the missing pngs. I thought these were in the package. Perhaps only in the dropbox, or I forgot something. I will have to download and check.

I also have to report that I misunderstood how improvements are applied during upgrades, so I messed this up. Basically a tank at Level I with three tank-tank combat improvements would lose the improvements would upgraded to Level II. Kind of stupid of me, and I guess I pushed it out too soon (hmm, sounds like HOI4). Anyway, I have fixed this. The way it works is that I first base the SFT firepower and hitpoints on the base SFT, such as Light Tank II. I allow a +/- 10% (edit it is actually 10, not 5) spread on the stats, with a peak at 0%. I then apply all the improvements to this SFT. I use the SFTypeVar to keep track of how many improvements have been applied to a model.

I'll have these up tonight (PDT). I just ran out of time before I had to come to work. Fixing the events for the models was tedious because I can't just import the events and replace them. This is because all the data in the Research Window (see tutorial) is tied to the actual event, so if it gets moved in the list it gets updated, and if it is deleted, it disappears. So, I would have to redo all the model improvements, which is even more tedious.




Ormand -> RE: Updated Graphics (7/15/2016 6:11:49 AM)

OK, I think I have fixed all these issues. Hopefully no more.

I uploaded a new version of the FourSeasons-at2.atzip file with the scenarios. It also "patches" the missing three png files. The main fix here was to make sure that the improvements to a model were applied after it was upgraded.

I also added the three missing png files (as well as two new png files) to "FourSeasons Graphic Pack 1/3" FourSeasons-1.atzip. You shouldn't need to download and install this, as the FourSeasons-at2.atzip file has these pngs in it and will install them in the right place as a "patch".

In addition, I updated the full graphics and scenario atzip files on dropbox, which can be found here. The value of this download is it contains higher-resolution BIG graphics.

Sorry for the inconvenience. And thanks for bearing with some of my oversights in finishing this up.




Vic -> RE: Updated Graphics (7/18/2016 5:29:32 PM)


quote:

ORIGINAL: Ormand
Vic has fixed those, and he might be willing to add some checks and execs for SFTs that could expand the concept a bit.


I send a private build to Ormand with extra checks and execs.

It is very much appreciated he is taking the time to see if the Model concept can be expanded beyond the tanks.

I belief especially in multiplayer games there can be great replay value in finding new and different enemy equipment each game.

Best wishes,
Vic




Ormand -> RE: Updated Graphics (7/18/2016 6:02:21 PM)

Thanks Vic. I'll be looking this over. Unfortunately, I will be on vacation for the next couple of weeks. I'll be around checking the site, etc., but not doing any design work. I'll dive back in after the first week in August. I'm looking forward to the new features!!!




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