ATG-anewdawn NATO Icon mod-swift [v227g, mod V01] (Full Version)

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AMSwift -> ATG-anewdawn NATO Icon mod-swift [v227g, mod V01] (2/27/2019 10:30:41 PM)

The Model Builder in ATG-A New Dawn is one of my favorite parts of the game. The set of NATO icons included with the base game would, however, benefit from some tender loving care.

The purpose of this thread is to:
1. Offer a partial set of replacements, and
2. Broach the notion of some - hopefully minor - changes to the Model Builder interface.

I've uploaded a "scenario" containing these icons as "ATG-anewdawn NATO Icon mod-swift, v01". For details, see the text file included in the zip file. Briefly, the replacement icons are larger, and consistently positioned. Markers are more consistently aliased (smoothed) and sometimes enable more NATO-standard details to be shown, or shown with more clarity. In order to allow the NATO box to expand, within the limits set by what the game shows on a formation counter, the formation size indicator marks have been moved to the left (medium) or top (small size icons). I would prefer them to be on the top consistently.

The project of improving NATO icons has also run up against some limits in the Model Builder interface, and I hope to spark a conversation about them.

At the bottom of this post is what I see in the Designer and Choose NATO graphic windows.

NATO unit icons are built in steps. Speaking crudely, there is the unit type (infantry, artillery, etc.), various unit type modifiers (mountain, paratroop, marine, etc., and also light, medium, heavy, etc.), the transport type (foot, horse, truck, wheeled, etc.), and the unit size (platoon, regiment, division, etc.).

In addition, game-players are also fond of colored NATO icons; for example Soviet Guards in white on red, Nazi SS as white on black, and the like. In the .zip file, I provide an example of how such an icon can be pieced together, flexibly, from limited slots, as opposed to having to provide hundreds of specific instances.

So, my requests are as follows:
1. In the Model Designer, under the unit counter picture, have five boxes, perhaps named as follows: NATO base, mod1, mod2, mod3, text?

One base icon and up to three modifiers will do wonders for our ability to use the NATO (or, indeed, any other) symbol set to represent our units.

2. The above change means we don't need a thousand different icons, but the UI appears to crash if asked to show more than 100 (image indices 18 through 117), and that's terribly limiting. How about a image-selection window with 16 rows, 25 columns, and room for 400 icons? Combined with #1, this would open a lot of doors.

I hope that these requests are considered both worthwhile and practicable, and look forward to providing additional NATO icons and icon modifiers in future.

[image]local://upfiles/62542/403D31DA7F0E442BA50E35D379B77717.jpg[/image]




ernieschwitz -> RE: ATG-anewdawn NATO Icon mod-swift [v227g, mod V01] (2/28/2019 12:42:40 AM)

I'd be interested in seeing more good graphics for the NATO counters. I find that having them greatly enriches the game experience. You already seem to have made some that are much better than the ones I have made for myself. So keep up the good work! :)




ArmouredLion -> RE: ATG-anewdawn NATO Icon mod-swift [v227g, mod V01] (2/28/2019 3:40:39 PM)

Love the German symbols.... that would save me a ton of time and look great!!!




Ormand -> RE: ATG-anewdawn NATO Icon mod-swift [v227g, mod V01] (3/1/2019 4:52:49 AM)

I agree. There is a ~117 maximum number of "NATO counters" (if you have more you get a seg fault with an array out of bounds). What I haven't checked if the number of NATO symbols also includes the LOC pictures. That is, more LOC pictures, fewer NATO symbols. I haven't checked. But, you have to use the same limited counters for both the main counter and unit size. Plus, if you have dark counters, you might want white symbols (SS). Overall, it works fairly well, but it is easy to run out of them.

There are a few things that would be nice to have fixed.

1. If you make two models the same model (you have two different models that are infantry divisions, or an armor division), they don't use the same numbering system. So,, you would have two units with the same ID.

2. If you edit the model name, it resets the unit ID. This is a pain in a scenario as you have specific units that are not numbered sequentially. So, you assigning a number or name to them. If you edit the model name, they all get a unit number associated with the order it was created.

3. When you use the model designer in a scenario, these create template units in the unit section. But, these all have zero morale, readiness, and experience. It would be great if they could have the base morale of the people, and a readiness of 100. It would speed up unit creation.

It also might be that the TOE system upsets the balance with the AI a bit as the transfers to units don't have the huge readiness hit that were present before (although they take one turn longer to get to the unit). Thus, a human player is a bit better prepared than it was before the TOE system. It is grat, however.

Also, as others have mentioned I would strongly favor introducing a TOE template for the AI to follow. It would help the AI generate reasonable units. They should probably follow the AI score.




Vic -> RE: ATG-anewdawn NATO Icon mod-swift [v227g, mod V01] (3/1/2019 10:08:03 AM)

Hi AMSwift,

I addressed the bug and even implemented your request for layered NATO counters.
New private patch will be uploaded.

Ormands request list is a bit more complicated and I added those to the nice-to-have list for a next time. However concerning Ormands point 1 it should be possible to use the 'Other Counter' option to use the numbering system of another TOE.

Best wishes,
Vic





AMSwift -> RE: ATG-anewdawn NATO Icon mod-swift [v227g, mod V01] (3/2/2019 1:05:23 AM)

ernieschwitz and ArmouredLion,

Let's see if our mutual desires for more icons, including more nation- and military-specific ones, can be satisfied. With Vic's move to implement more icon layers, wonderful things will now become possible.

I've (temporarily) uploaded a small number of supplemental icons to the VR Designs scenario repository under the name "ATG-anewdawn NATO Icon mod-swift, v01-xtra1". They are experiments in icon layering; the text file provides an example of how to use multiple layers to build a highly specific formation from a limited number of icons.


Vic,

Many thanks to you for this change!




Ormand -> RE: ATG-anewdawn NATO Icon mod-swift [v227g, mod V01] (3/3/2019 12:49:27 AM)

It seems to work nicely, and the layers looks like it will be useful. One suggestions with the zip file to include the irrKlang.NET4.dll file - Norton screwed up my installation and I had to do a fresh reinstall, and had to search for the irrKlang file).

Regarding this point

quote:


1. If you make two models the same model (you have two different models that are infantry divisions, or an armor division), they don't use the same numbering system. So,, you would have two units with the same ID.


I wasn't clear at all. What I was referring to is if you have a model where you set "Other Counter = Yes". Then as you add units to either model, it will increment the counters for units of both models as a common model. However, if a unit is converted to the other model type while "Other Counter = Yes", it will get a new unit number incremented above all the rest, thus giving up its previous unit designation. For example, the first unit will be set to model #1 and designated 1st Div. Then you 8 add units for either model, and then decide to convert 1st Div to model #2, it will now be 10th Div. I know it isn't a killer, but aesthetically, it would be nice to keep it as 1st Div. A reason why you might do this is that you want to upgrade armored divisions from light tanks to medium tanks, but you don't want to do them all at once, so you make a second model, but still call them Armored Division. Or say, you want to simultaneously have infantry mobilized with either horses or trucks, and want to eventually convert all from horses to trucks, but again don't have 200 trucks on hand to convert them all at once. Just a thought. I know from your standpoint things get complicated if the player switches Other Counter between Yes and No, then indeed units could have the same number, but this is an issue for the player to deal with.




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