Matrix Games Forums

Forums  Register  Login  Photo Gallery  Member List  Search  Calendars  FAQ 

My Profile  Inbox  Address Book  My Subscription  My Forums  Log Out

RE: Four Seasons with Models

 
View related threads: (in this forum | in all forums)

Logged in as: Guest
Users viewing this topic: none
  Printable Version
All Forums >> [New Releases from Matrix Games] >> Advanced Tactics Series >> Mods and Scenarios >> RE: Four Seasons with Models Page: <<   < prev  4 5 [6] 7 8   next >   >>
Login
Message << Older Topic   Newer Topic >>
RE: Four Seasons with Models - 9/21/2017 4:07:40 AM   
Ormand


Posts: 682
Joined: 2/17/2009
Status: offline
You are right! How that came to be is rather beyond me since I thought those were original SFTypes. Anyway, I have uploaded v1.1.26.There are a few other fixes and tweaks:

1. Fixed error for strategic bombers using raw for fuel.
2. Fixed Artillery III being a reinforcement type. Also, Artillery IV used Artillery III; all use Artillery I now.
3. Tweaks to Diplomatic block.
4. Tweaks to symbol weights for naval units.
5. Fixed issue with bicycles using fuel (huh?).
6. Fixed a misalignment for the events needed for the AI to build factories. This is a recurring issue that I forgot about. Basically, these events get messed up easily, for example importing an event to replace an existing one. If you move an event below these two, it will screw them up event if you delete an event or move another out. Basically, the AI couldn't build factories. Anyway, it is on my list of things to ALWAYS check.

(in reply to LJBurstyn)
Post #: 151
RE: Four Seasons with Models - 9/24/2017 2:36:28 PM   
LJBurstyn

 

Posts: 626
Joined: 4/19/2011
Status: offline
Minor report.

When I make jets the image on the SFT is not of a jet although the image in the TOE is. This seems to be true for all SFT jet models. Although I never built the Jet Tech Level I version.

In the build list (stuff you can build at a factory/city. I get some unusual options. IN cities/factories I can build an early version of Level Bombers as well as the tech IV version. I get others but I don't remember them right now.

I noticed in this game 1.26 that the AI builds factories...making it more of a fight.

Question: Is there a way to allow factories to build supplies/Political Points but at a lower level than cities?

(in reply to Ormand)
Post #: 152
RE: Four Seasons with Models - 9/24/2017 3:01:55 PM   
ernieschwitz

 

Posts: 3893
Joined: 9/15/2009
From: Denmark
Status: offline
quote:

Question: Is there a way to allow factories to build supplies/Political Points but at a lower level than cities?


Yes there is. :)

(in reply to LJBurstyn)
Post #: 153
RE: Four Seasons with Models - 9/24/2017 3:09:49 PM   
LJBurstyn

 

Posts: 626
Joined: 4/19/2011
Status: offline
quote:

ORIGINAL: ernieschwitz

quote:

Question: Is there a way to allow factories to build supplies/Political Points but at a lower level than cities?


Yes there is. :)


Okay...funny. HOW? Without also affecting production of the main items of the factories.

< Message edited by LJBurstyn -- 9/24/2017 3:10:36 PM >

(in reply to ernieschwitz)
Post #: 154
RE: Four Seasons with Models - 9/24/2017 3:27:13 PM   
ernieschwitz

 

Posts: 3893
Joined: 9/15/2009
From: Denmark
Status: offline
quote:

Okay...funny. HOW? Without also affecting production of the main items of the factories.


If you still want the factories output to be completely unaffected, you could make an event that counted up the number of factories, and then gave the player a fixed number of supplies and PP. A small trouble with the supplies though. They are always dealt to a hex, and the nearest HQ gets them (if there is a tie, they go to the one highest in the echelon), so, it would be guesswork, to sometimes hit the right HQ, or require some fancy coding where you gradually go up the ladder of the command structure.. and hope the player hasn't made more than one top HQ. PPs are easier to deal, since they don't require a HQ to be anywhere...

If of course you want to have factories produce/build supplies and PP, instead of making this kind of event... you just make an item, that costs more, and has it's own itemcatgory that factories can produce, but cities cannot. Pretty straight forward.


(in reply to LJBurstyn)
Post #: 155
RE: Four Seasons with Models - 9/24/2017 11:28:51 PM   
LJBurstyn

 

Posts: 626
Joined: 4/19/2011
Status: offline
Jet Carrier Fighter uses Raw instead of oil. (Says in SFT area it uses "Raw stock after prod"

I was wrong the two versions of aircraft that you can build is ASW Aircraft III AND ASW aircraft IV.

How do you add an item...to the item list mine shows no ability to do that (actually it's Ormand's but I've been modifying his so I can use his scenario starter to make scenarios) in designs (troop levels, number of troops, organizations, etc.,) that I like.

(in reply to ernieschwitz)
Post #: 156
RE: Four Seasons with Models - 9/25/2017 12:10:37 AM   
ernieschwitz

 

Posts: 3893
Joined: 9/15/2009
From: Denmark
Status: offline
I think you need to disconnect the masterfile to do that. That is done by going into the Setng menu and then simply hitting the button called masterfile, and then say that you don't want any anyway, and presto the scenario no longer has a masterfile... This will allow for more editting options, all over the place.

(in reply to LJBurstyn)
Post #: 157
RE: Four Seasons with Models - 9/25/2017 3:32:30 AM   
LJBurstyn

 

Posts: 626
Joined: 4/19/2011
Status: offline
Discovered that.

Added two new items...Supply and Political Points that point to unused item category 3 (which I named NCF). I added NCF to all factories. After adding NCF to item list category in settings.

Started game. NCF does not appear as a production possibility. Still looking for what I did wrong.


EDIT: NEVER MIND

I overlooked that I have to set who owns to TRUE for everyone. Now to discover the right cost for the two items...
I don't want such a quick payback for the PP I spend to make a factory...getting 13 per turn mean payback is just a little over 6 turns. That's too quick--but what is the right payback time? Twice that?

< Message edited by LJBurstyn -- 9/25/2017 3:46:41 AM >

(in reply to ernieschwitz)
Post #: 158
RE: Four Seasons with Models - 9/25/2017 3:58:34 AM   
Ormand


Posts: 682
Joined: 2/17/2009
Status: offline
Thanks for your forebearance. For the jet fighters, that is what I get for using the same set of events.

Anyway, I uploaded a new version v1.1.27.

Fixes:
1. Set proper picture for jet fighter models
2. Added figure for carrier jet fighter models (it was actually set to the standard ones).
3. Fixed fuel usage for jet fighters (it was using raw after production!)
4. Made ASW Aircraft IV block ASW Aircraft III.
5. Small tweak for rulevar 903 for diplomatic block.

(in reply to LJBurstyn)
Post #: 159
RE: Four Seasons with Models - 9/25/2017 4:05:22 AM   
Ormand


Posts: 682
Joined: 2/17/2009
Status: offline
For the items be sure to also look at two other things. For supply and political points, be sure to click the appropriate "IsSupply" or "IsPolPt" bixes, otherwise they won't show up proprerly. There is also UseProdMode. You need to set this correctly, as this controls whether they can be built in a captured factory/city. This is controlled by the "Owned by People Group modifies" matrix in the people window. Basically, ProdMod=1 cannot be built by other peoples. ProdMod = 2 at half the rate, and currently ProdMod=3 & 4 aren't really used.

(in reply to Ormand)
Post #: 160
RE: Four Seasons with Models - 10/5/2017 2:55:30 PM   
LJBurstyn

 

Posts: 626
Joined: 4/19/2011
Status: offline
Okay, trying to make it halve what cities do and succeeded. Now to figure out if half is the correct balance for factories.

Problem popped up...Strategic Bombers can join air attacks even when their AP is ZERO. They only get one attack during the action but they can do this an unlimited number of times. I had one unit (10 bombers SFT's) do more than 10 attacks AFTER it's AP was zero. Not sure if this was only for the tech IV Strategic Bombers or was present for all bombers but I did not notice it. This only affects Strategic Bombers IV I think as no other aircraft seem to have this ability.

(in reply to Ormand)
Post #: 161
RE: Four Seasons with Models - 10/6/2017 1:11:49 PM   
Ormand


Posts: 682
Joined: 2/17/2009
Status: offline
As luck would have it I am away to Boston for a memorial, and will be back tomorrow.

I think this is happening because I wanted to extend the range of Strategic Bombers using the movement multiplier. The trouble is that they use 1 AP for movement already, and I suspect that this reduces it to zero. This means that they will be stuck with a range of 50 hexes, or roughly 750 miles, which is well short for, say, a B-29.

Also, as luck would have it, I am about to post an update that fixes a few things. Most notably, I discovered that regular rivers get transformed into minor rivers during the spring thaw. I also tweaked several stats for artillery and aircraft.

In addition, I am putting together a reduced-scale version. One based on 5 mi/hex and 5 day turns. The base unit would be a regiment, rather than a division. Also, artillery would return with range of 2-3 hexes (both standard and heavy).

This update should be ready Saturday. I need to check a few things to make sure I didn't screw up some costs of items.

(in reply to LJBurstyn)
Post #: 162
RE: Four Seasons with Models - 10/6/2017 2:23:56 PM   
LJBurstyn

 

Posts: 626
Joined: 4/19/2011
Status: offline
I did notice that some rivers become unbridgeable during some times of the year. Thought this was intentional as rivers would occasionally flood making bridging impossible. (Construction of bridges by engineering units.)

Smaller scale would be interesting. But I think it would require some major re-figuring of units (more SFT's types).

(in reply to Ormand)
Post #: 163
RE: Four Seasons with Models - 10/16/2017 12:14:11 AM   
Ormand


Posts: 682
Joined: 2/17/2009
Status: offline
I uploaded v1.1.28. This has numerous "small" fixes and and add or two.

1. Fixed problem with strategic bomber IV being able to complete multiple attacks. I was correct that the issue was trying to increase their range. Now, they have a max range of 50 hexes, 1 AP per hex.
2. Tweaked Power and Artillery for several SFTypes, and fixed several small errors.
3. Added smaller scale version: 5 mi/hex 5 days/turn.
4. Updated Officer pictures for US and British, added officer pictures for Germans. There are a few historical generals as well, but these are not used in random games. The plan is to slowly add other nations. Russians should be next.





< Message edited by Ormand -- 10/16/2017 12:57:06 AM >

(in reply to LJBurstyn)
Post #: 164
RE: Four Seasons with Models - 10/16/2017 12:37:35 AM   
Ormand


Posts: 682
Joined: 2/17/2009
Status: offline
British Officers:
Edited with newer faces and additional faces.







Attachment (1)

< Message edited by Ormand -- 10/17/2017 6:31:37 AM >

(in reply to Ormand)
Post #: 165
RE: Four Seasons with Models - 10/16/2017 12:38:42 AM   
Ormand


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






Attachment (1)

< Message edited by Ormand -- 12/1/2017 7:39:42 AM >

(in reply to Ormand)
Post #: 166
RE: Four Seasons with Models - 10/16/2017 12:39:31 AM   
Ormand


Posts: 682
Joined: 2/17/2009
Status: offline
Finally, German Generals:






Attachment (1)

< Message edited by Ormand -- 12/1/2017 7:39:05 AM >

(in reply to Ormand)
Post #: 167
RE: Four Seasons with Models - 10/16/2017 12:55:58 AM   
Ormand


Posts: 682
Joined: 2/17/2009
Status: offline
German General in game:






Attachment (1)

(in reply to Ormand)
Post #: 168
RE: Four Seasons with Models - 10/16/2017 3:37:49 AM   
ernieschwitz

 

Posts: 3893
Joined: 9/15/2009
From: Denmark
Status: offline
Well done with the officers! :)

(in reply to Ormand)
Post #: 169
RE: Four Seasons with Models - 10/16/2017 4:47:28 AM   
LJBurstyn

 

Posts: 626
Joined: 4/19/2011
Status: offline
Not sure you caught it but I just found a bug in version 1.27.

Level Bombers III require research on Dive Bomber III to upgrade. Probably should be Level Bombers III (heh, heh).

Okay time for bed before i go completely nutso.

(in reply to ernieschwitz)
Post #: 170
RE: Four Seasons with Models - 10/17/2017 6:27:10 AM   
Ormand


Posts: 682
Joined: 2/17/2009
Status: offline
Yikes, you are right, I missed that since I didn't check the items a 2nd time. I uploaded v1.1.29.

1. Fixed incorrect tech prerequisite for Levelbomber III.
2. Included proper mod file to point to v.1.1.29
3. Tweaked initial production in random games to include production of artillery
4. Tweaked some British officer faces (I think the heads were too big) and added a few others that I had and are good enough.

(in reply to LJBurstyn)
Post #: 171
RE: Four Seasons with Models - 10/21/2017 9:47:19 PM   
Ormand


Posts: 682
Joined: 2/17/2009
Status: offline
Uploaded v1.1.30

1. Added Russian faces
2. I think the for for v1.1.29-US might have actually been v1.1.28-US, so I fixed this.

Here are the Russians:






Attachment (1)

< Message edited by Ormand -- 12/1/2017 7:38:02 AM >

(in reply to Ormand)
Post #: 172
RE: Four Seasons with Models - 10/22/2017 3:19:37 PM   
LJBurstyn

 

Posts: 626
Joined: 4/19/2011
Status: offline

quote:

ORIGINAL: Ormand

Uploaded v1.1.30

1. Added Russian faces
2. I think the for for v1.1.29-US might have actually been v1.1.28-US, so I fixed this.

Here are the Russians:


Both US entries are regiments, there is no divisional US entry in 1.1.30.

(in reply to Ormand)
Post #: 173
RE: Four Seasons with Models - 10/22/2017 3:59:58 PM   
Ormand


Posts: 682
Joined: 2/17/2009
Status: offline
Sorry, it looks I overwrote the regular file when I fixed a small typo. I uploaded a fixed version at 8:59 AM PDT.

(in reply to LJBurstyn)
Post #: 174
RE: Four Seasons with Models - 11/3/2017 6:18:14 AM   
Ormand


Posts: 682
Joined: 2/17/2009
Status: offline
Uploaded v1.1.31. Updated images of generals. Added French generals, and fixed/modified pictures for American, German, and Russian generals as indicated by new jpgs that I edited into the previous posts for their pictures.

The French generals:






Attachment (1)

< Message edited by Ormand -- 11/3/2017 6:20:30 AM >

(in reply to Ormand)
Post #: 175
RE: Four Seasons with Models - 11/3/2017 2:59:47 PM   
Ormand


Posts: 682
Joined: 2/17/2009
Status: offline
Sorry, I caught a small, but really stupid error in Russian-Generals_1-5.png that I had to fix. Only those pictures are different, so this would be updated automatically in any game you might have started.

As you can tell, I used a reversed image for 6-15. Then, I decided to mix up the lapel between general and marshal, and accidentally used the reverse of the reverse for the base image, which messed up the buttoning of the tunic.

< Message edited by Ormand -- 11/3/2017 3:03:20 PM >

(in reply to Ormand)
Post #: 176
RE: Four Seasons with Models - 12/1/2017 7:36:06 AM   
Ormand


Posts: 682
Joined: 2/17/2009
Status: offline
Uploaded v1.1.33.

1. Added Japanese generals -these were harder than expected due to the fact that there aren't a lot of quality photos for Japanese generals.
2. Small, but significant modification to most pictures. You probably can't tell, but it was needed.
3. Made some historical pictures based on 3D models, sort of mixed results.
4. Fixed a bug introduced that skipped Arab regimes and gave Japanese regimes the wrong extra graphic in the US version

Japanese generals:






Attachment (1)

< Message edited by Ormand -- 12/2/2017 8:13:25 AM >

(in reply to Ormand)
Post #: 177
RE: Four Seasons with Models - 12/1/2017 7:47:11 AM   
cpdeyoung


Posts: 5368
Joined: 7/17/2007
From: South Carolina, USA
Status: offline
The modding community, across all games, are the most dedicated volunteers to be found.

The effort you continue to put into your creation is admirable.

Congratulations, and thank you.

Chuck

(in reply to Ormand)
Post #: 178
RE: Four Seasons with Models - 12/1/2017 2:23:43 PM   
Ormand


Posts: 682
Joined: 2/17/2009
Status: offline
Thanks for the comments, and you are most welcome.

The plan is to eventually fill in all the peoples. For stock, I still have Chinese, Arab, and African to do. Is there a preference for Nationalist or Communist China. I suspect that Communist might be a bit easier to the photos for the clothing. So far, the easiest were German and American. More photos. Japanese was very hard as there are not that many quality photos floating around the internet. Part of the problem is that I also need headgear because the face program has crappy hair.

BTW, if anyone wants to be immortalized within their own ATG games, or be part of the released crowd of generals (unidentified), that might be possible.

(in reply to cpdeyoung)
Post #: 179
RE: Four Seasons with Models - 12/1/2017 3:05:28 PM   
ernieschwitz

 

Posts: 3893
Joined: 9/15/2009
From: Denmark
Status: offline
quote:

BTW, if anyone wants to be immortalized within their own ATG games, or be part of the released crowd of generals (unidentified), that might be possible.


Now THAT sounds really interesting :)

How about if you made a rendering of someone as an avatar for the forums :)

(in reply to Ormand)
Post #: 180
Page:   <<   < prev  4 5 [6] 7 8   next >   >>
All Forums >> [New Releases from Matrix Games] >> Advanced Tactics Series >> Mods and Scenarios >> RE: Four Seasons with Models Page: <<   < prev  4 5 [6] 7 8   next >   >>
Jump to:





New Messages No New Messages
Hot Topic w/ New Messages Hot Topic w/o New Messages
Locked w/ New Messages Locked w/o New Messages
 Post New Thread
 Reply to Message
 Post New Poll
 Submit Vote
 Delete My Own Post
 Delete My Own Thread
 Rate Posts


Forum Software © ASPPlayground.NET Advanced Edition 2.4.5 ANSI

2.484