Search found 197 matches

by Ande
Tue Aug 02, 2011 6:28 pm
Forum: Mods and Scenarios
Topic: Waterloo
Replies: 3
Views: 163

RE: Waterloo

<t> The AP cost for roadmovement represents the speed at which units can move, what I'm after is a representation of road capacity. If there is a road that 4 soldiers can walk in breadth, each row needs a space of 1 meter and the soldiers walks 5 kmh, then the maximum capacity of that road is about ...
by Ande
Fri Jul 29, 2011 1:36 pm
Forum: Mods and Scenarios
Topic: Waterloo
Replies: 3
Views: 163

Waterloo

<t> Ok, so I've been reading a book, not only about the famous battle itself, but about the whole campaign around it. What really facinates me is the dynamics between concentrating units for battle, and spreading units for movement and thought it would make for a great AT scenario.<br/> <br/> What I...
by Ande
Tue Jul 05, 2011 8:42 pm
Forum: Advanced Tactics Series
Topic: Halftracks
Replies: 28
Views: 629

RE: Halftracks

Maybe halftracks would gain attractivnes if they got some combatstats in the higher levels. Halftrack 1 has no combat stats and halftrack 3 has about the combatstats of armoured cars.
by Ande
Mon Jul 04, 2011 9:12 pm
Forum: Advanced Tactics Series
Topic: how to use AA efficiently?
Replies: 23
Views: 369

RE: how to use AA efficiently?

<t> If you have a few AA guns, you'll severly impede the incoming aircraft ability to do anything meaning you won't loose to much in the attack. If you want to actually defeat the attack you should add some defencive fighters. The point of using AA is that you could use only a few fighters to fend o...
by Ande
Mon Jun 27, 2011 6:49 pm
Forum: Advanced Tactics Series
Topic: ATG: Wishlist thread
Replies: 365
Views: 13789

RE: ATG: Wishlist thread

I'd like the fraction of the range at which fighters intercept to be a sft variable and not a global one. That way you can have interceptors with shorter range but ability to intercept all of it and escort fighters with longer range but no interception ability.
by Ande
Sat Jun 25, 2011 1:44 pm
Forum: Mods and Scenarios
Topic: Zen and the Art of Coding
Replies: 13
Views: 344

RE: Zen and the Art of Coding

If it ever was made possible to import written scripts into the game, I would seriously consider making a c/c++ compiler for the atgscript. An abstract sort of object orientation shouldn't be a problem, dynamically allocating memory will probably be impossible though.
by Ande
Mon Jun 20, 2011 3:32 pm
Forum: The War Room
Topic: What is the most "Gamey" exploit you have experienced in AT?
Replies: 10
Views: 300

RE: What is the most "Gamey" exploit you have experienced in AT?

I thought that, since there are no zone control points in the unit, the unit would simply disapear as enemy units comes sufficiently close to capture the hex.
by Ande
Sun Jun 19, 2011 4:27 pm
Forum: Advanced Tactics Support
Topic: Difficulty installing the game
Replies: 4
Views: 204

RE: Difficulty installing the game

Thanks, such silly mistake, the file even sais Update.
by Ande
Sun Jun 19, 2011 4:08 pm
Forum: After Action Reports
Topic: Current Game
Replies: 17
Views: 283

RE: Current Game

Do you mind posting the savefile? It looks like an interesting situation to handle.

by Ande
Sun Jun 19, 2011 3:49 pm
Forum: Advanced Tactics Support
Topic: Difficulty installing the game
Replies: 4
Views: 204

RE: Difficulty installing the game

<r> Here you go<br/> <IMG src="http://i1097.photobucket.com/albums/g352/Anders_Ryndel/folder.png"><s>[img]</s><URL url="http://i1097.photobucket.com/albums/g352/Anders_Ryndel/folder.png"><LINK_TEXT text="http://i1097.photobucket.com/albums/g35 ... folder.png">http://i1097.photobucket.com/albums/g352...
by Ande
Sun Jun 19, 2011 2:25 pm
Forum: Advanced Tactics Support
Topic: Difficulty installing the game
Replies: 4
Views: 204

Difficulty installing the game

<t> I got my new computer yesterday and today I decided to install this game. Doing so I encountered some strangness and an error. First there were no default installpath, usually when I'm trying to install this game the filepath becomes (programfiles)/Matrix/Advanced Tactics but this time it didn't...
by Ande
Fri Jun 17, 2011 11:11 am
Forum: The War Room
Topic: Empirical tests of combat effects: The mortar
Replies: 32
Views: 632

RE: Empirical tests of combat effects: The mortar

As long as there is written somewhere exactly how combat works (targeting and pinning are concepts I'm a bit fuzzy on) a combat simulator shouldn't be too difficult to implement.

It would at least give an excuse to install matlab on my new computer.
by Ande
Sat Jun 11, 2011 5:59 pm
Forum: Advanced Tactics Series
Topic: Halftracks
Replies: 28
Views: 629

RE: Halftracks

<t> I don't care too much about the extra cost of halftracks simply because they can be built in tank factories. After a while your forces will become really saturated with tanks. It is then nice to use that production to mobilize your most experienced forces and artillery. Having mechanized artille...
by Ande
Wed Jun 08, 2011 5:03 pm
Forum: Advanced Tactics Series
Topic: AIR RANGE FOR AI?
Replies: 14
Views: 189

RE: AIR RANGE FOR AI?

I think Flak is more of an interupter than damage dealer, meaning the flak wont kill the enemy aircraft but keeps your units alive. I think defencive fighters will do much better supported by flak as those will be kept alive too.
by Ande
Mon Jun 06, 2011 9:06 am
Forum: Advanced Tactics Series
Topic: ATG: Wishlist thread
Replies: 365
Views: 13789

RE: Wishlist Item- Better AT to ATG conversion

Yes I know, but I can dream, can't I?
by Ande
Sun Jun 05, 2011 8:39 pm
Forum: Advanced Tactics Series
Topic: ATG: Wishlist thread
Replies: 365
Views: 13789

RE: Wishlist Item- Better AT to ATG conversion

<t> I'd like to have a WEGO mode of the game so it can be easily played in multiplayer on LANs.<br/> A quick and dirty implementation would be to let all units regenerate APs continously at a rate given by the readiness of the unit and som global factor decided by all the players.<br/> The solution ...
by Ande
Sat Jun 04, 2011 12:32 pm
Forum: Advanced Tactics Series
Topic: Assault Guns.
Replies: 13
Views: 300

RE: Assault Guns.

<t> I use it as roadblock for anything lesser than a medium tank. There is nothing smaller that can displace it.But very often, Raw material is a pressing issue and then I just go ahead and use medium tanks for that role instead as they perform equally in this role but the tank performs better in at...
by Ande
Wed Jun 01, 2011 7:43 pm
Forum: Advanced Tactics Series
Topic: ATG: Wishlist thread
Replies: 365
Views: 13789

RE: ATG: Wishlist thread

You could activate hex colouring and select an outstanding colour for yourself, such as black or deep blue
by Ande
Wed Jun 01, 2011 9:46 am
Forum: Advanced Tactics Support
Topic: How to speed up turn times ?
Replies: 13
Views: 325

RE: How to speed up turn times ?

I usually pay bills, watch tv and browse the internet between turns
by Ande
Sun May 29, 2011 6:35 pm
Forum: The War Room
Topic: Armoured doctrine for AI-stomping
Replies: 5
Views: 187

Armoured doctrine for AI-stomping

<t> In my previous games of ATG, when the choise stood between airforce and armoured vehicles I always primarily opted for the strong airforce against the AI. I figured that because everything is limited by fuel, I should put the weight of my resources on infantry, mortars and artillery for attackin...

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