Search found 472 matches

by Khanti
Sat Jul 26, 2025 8:17 pm
Forum: Tech Support
Topic: Pink background with white and yellow letters
Replies: 6
Views: 423

Re: Pink background with white and yellow letters

Thank you BBfanboy for this -deepColor hint.
It works.
by Khanti
Tue Jul 15, 2025 10:57 am
Forum: Mods and Scenarios
Topic: Ostfront Deathmatch (new scen)
Replies: 29
Views: 860

Re: Ostfront Deathmatch (new scen)

:D
This is an old game and I thought no one looks here anymore
I was wrong
There are two of us
:P
by Khanti
Mon Jul 14, 2025 7:08 pm
Forum: Mods and Scenarios
Topic: Ostfront Deathmatch (new scen)
Replies: 29
Views: 860

Re: RE: Ostfront Deathmatch (new scen)



ORIGINAL: Hanti
So AI is a must.
And without AI - it's only beautiful but useless experience.


Well, I assume your opinions have been noted, but for this one you have but three choices: 1) Get the Captain to make an AI version (which will not be easy, not for the Captain, but for AT that ...
by Khanti
Mon Jul 14, 2025 7:00 pm
Forum: Mods and Scenarios
Topic: Ostfront vs. 0.96
Replies: 56
Views: 1098

Re: Ostfront vs. 0.96

What was changed are said below. You don't need to manually move every piece of equipment from backyard to front line HQ .
There are now hubs (each side has 2) when produced equipment comes and with TOE it can be sent automatically. AI fights as standard ATG AI. Nothing brilliant, but it works ...
by Khanti
Mon Jul 14, 2025 6:57 pm
Forum: Mods and Scenarios
Topic: Ostfront vs. 0.96
Replies: 56
Views: 1098

Re: Ostfront vs. 0.96



This is a fully functional Eastern Front 1941 campaign game, ending on the 7th January 1942. There are many fixes and enhancements to the earlier 0.9 test release, as well as several new units and graphics.

Notes

The scenario does not work with the AI.
The scenario is very large and ...
by Khanti
Tue Jun 24, 2025 10:26 pm
Forum: Mods and Scenarios
Topic: Napoleonic Europe
Replies: 64
Views: 21533

Re: Napoleonic Europe

1. Automatic transfer of units using TOE system. There are no transport as far as I see, so it will be helpful to just allow units transfer on their own (hint: Russia is vast).
2. Terrain appearance. It can be like 4 Seasons. Cosmetic but helpful.
3. Money. Maybe it is quote from Napoleon, maybe not ...
by Khanti
Sun Jun 22, 2025 9:03 am
Forum: Mods and Scenarios
Topic: 4 SEASONS ALTERNATE GRAPHICS
Replies: 82
Views: 5865

Re: 4 SEASONS ALTERNATE GRAPHICS

GaryChildress wrote: Fri Aug 16, 2024 10:00 am Here's a preview of some of the files.
I hope these beautiful pictures will finally find a way to be part of regular game. I use them in 4seasons, but they deserve to be part of the main game.
by Khanti
Tue May 27, 2025 4:22 pm
Forum: Decisive Campaigns: Ardennes Offensive
Topic: Decisive Campaigns: Ardennes Offensive - Update 1.07.01
Replies: 7
Views: 1758

Re: Decisive Campaigns: Ardennes Offensive - Update 1.07.01

Cool.

If there will be next patch please update it so artillery fire from afar will gets info "no return fire expected".
Picture shows artillery unit (range 4) shooting to tank battalion (max range 2).
by Khanti
Mon May 26, 2025 2:21 pm
Forum: Decisive Campaigns: Ardennes Offensive
Topic: Decisive Campaigns: Ardennes Offensive - Update 1.07.01
Replies: 7
Views: 1758

Re: Decisive Campaigns: Ardennes Offensive - Update 1.07.01

Found bug now in 1.07.01 but it could be earlier.
Arracourt scenario. Germans.
XLVII Korps, emergency unit card (12 pts).
It brings German unit as American under command of American HQ.
Sometimes it makes CTD.
by Khanti
Mon May 19, 2025 4:46 pm
Forum: Scenario Design and Modding
Topic: Rasputitsa for your eyes. Soviet colours redone.
Replies: 23
Views: 4613

Re: Rasputitsa for your eyes. Soviet colours redone.

I like those not so red Soviets. My eyes are thankful.
by Khanti
Mon May 19, 2025 2:28 pm
Forum: Feature Suggestions
Topic: More control over production
Replies: 2
Views: 375

Re: More control over production

Now Axis can build ground units.
It is time for allowing air units building.
AND give us some sort of control over industry.
Resources SHOULD be the limits not game mechanism.
by Khanti
Sun May 18, 2025 7:55 pm
Forum: Scenario Design and Modding
Topic: The 1942-1945 "Case Blue" GC is here!
Replies: 44
Views: 4965

Re: The 1942-1945 "Case Blue" GC is here!

Thank you.
That actually works. Only for ground units, but better than nothing. I hope someday air groups could be added too.

I tried to set standard scenario with more German/Axis additional forces available for admin points. 10 AP for kampfgruppe, 5 for battalion, 2-1 for smaller units. I am very ...
by Khanti
Fri May 16, 2025 1:01 am
Forum: Scenario Design and Modding
Topic: The 1942-1945 "Case Blue" GC is here!
Replies: 44
Views: 4965

Re: The 1942-1945 "Case Blue" GC is here!

"he scenario also includes several German buildable units " - how is it doable in editor beside setting it "yes" to build units as Germany? In what section can we set buildable units?
by Khanti
Sun Jul 21, 2024 11:30 am
Forum: Advanced Tactics Support
Topic: Corrupted save file
Replies: 1
Views: 345

Corrupted save file

Formerly save file had around 5 mb now has around 167 mb and game can not load it.
Activity: load and load again the same file then it got corrupted

GD 1938v3: A Road to War
Version 1.09d

Advanced Tactics Gold (Phoenix Version) 2.40.061

System.Runtime.Serialization.SerializationException - the ...
by Khanti
Sun Jul 21, 2024 11:18 am
Forum: Mods and Scenarios
Topic: Tutorial: Making new units from scratch
Replies: 43
Views: 3938

Re: Tutorial: Making new units from scratch

Simple question.
If I set up units to have 0% kill chance and 100% retreat chance, will there be any killed units in scenario or they all will only retreat?
In picture: instead of 10% kill and 30% retreat.
by Khanti
Sun Jul 07, 2024 8:49 am
Forum: Advanced Tactics Series
Topic: Advanced Tactics Development Poll
Replies: 7
Views: 1519

Re: Advanced Tactics Development Poll


Right now, AI thinking is the top priority. Trying to make an AI worth fighting.

As for the kills. You mentioned this before. Well, random numbers do what they do. You can also think of it in this case, that the Pz I Hund was in five previous battles, and was a bit worn down and those riflemen ...
by Khanti
Sun Jul 07, 2024 8:38 am
Forum: Advanced Tactics Series
Topic: Hide real time AI
Replies: 3
Views: 638

Re: Hide real time AI

Oki.
by Khanti
Fri Jul 05, 2024 12:16 pm
Forum: Scenario Design and Modding
Topic: Roman Civil War
Replies: 2
Views: 713

Re: Roman Civil War

You can make a mod, then try to get help with events. I'm sure a few persons here can help. Just do that mod to a playable stage ;-) And try not to break the limits again; -)

10 years babe :)

https://www.matrixgames.com/forums/view ... 8&start=60
by Khanti
Fri Jul 05, 2024 11:58 am
Forum: Mods and Scenarios
Topic: Preivew of things in the pipeline
Replies: 129
Views: 12536

Re: Preivew of things in the pipeline

GaryChildress wrote: Mon May 06, 2024 9:32 am Here they are as they appear in the game sizewise.
I like the one with black carbine. More contrast than those blurred ones. Eyes-wise.
by Khanti
Thu Jul 04, 2024 5:09 am
Forum: Advanced Tactics Series
Topic: Hide real time AI
Replies: 3
Views: 638

Hide real time AI

There is an option at te start of scenario to hide real time AI.
But when scenario was started - how to change it (to show AI moves or to hide them, just to do oposite to selected option when starting scenario).

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