Search found 58 matches

by Maddoc06
Thu Apr 14, 2011 4:26 am
Forum: Advanced Tactics Support
Topic: Uhm.. No AI upgrades from past game?
Replies: 21
Views: 441

RE: Uhm.. No AI upgrades from past game?

That is very useful information 82ndtrooper

I suppose the more people involved in its development and testing the better it will be. I really appreciate the description of your experience. In particular, I'm also the sort of gamer who plays on large maps with multiple AIs.
by Maddoc06
Thu Apr 14, 2011 12:18 am
Forum: Advanced Tactics Support
Topic: Uhm.. No AI upgrades from past game?
Replies: 21
Views: 441

RE: Uhm.. No AI upgrades from past game?

It is a definite improvement to be able to watch AI turns.
Something we all wanted very much in AT : WWII

I won't call it a patch any more, I'll call it an 'upgrade' as you suggest.
by Maddoc06
Thu Apr 14, 2011 12:15 am
Forum: Advanced Tactics Support
Topic: Research in AT: Gold
Replies: 0
Views: 79

Research in AT: Gold

For those who had the previous game AT : WW2

Are there any improvements in the research element of AT : Gold?

There were previously only 4 levels in-built for each unit type, though it could be modded for a lot more.
by Maddoc06
Thu Apr 14, 2011 12:02 am
Forum: Advanced Tactics Series
Topic: Persuade me
Replies: 22
Views: 233

RE: Persuade me

Your advice is sound Henri.

I'll keep an eye on the map size and speed issue before making further decisions.

Did you notice any city number affect on speed?
by Maddoc06
Wed Apr 13, 2011 10:44 pm
Forum: Advanced Tactics Series
Topic: Persuade me
Replies: 22
Views: 233

RE: Persuade me

<t> Is the game significantly faster?<br/>
<br/>
Can it handle bigger maps with more cities and be played without going for a run between turns?<br/>
<br/>
Are the research levels increased (I personally had modded these from the 4 levels to 12)?<br/>
<br/>
I agree that the cost of the game is ...
by Maddoc06
Wed Apr 13, 2011 10:26 pm
Forum: Advanced Tactics Support
Topic: Uhm.. No AI upgrades from past game?
Replies: 21
Views: 441

RE: Uhm.. No AI upgrades from past game?

<t> I bought, played and modded the previous AT: WWII<br/>
<br/>
I liked the concept, the units, the moddability but felt that it could be improved which appears to have taken place.<br/>
<br/>
I really hated the relatively small sized maps, small number of cities and the unbearably slow game ...
by Maddoc06
Wed Apr 13, 2011 10:18 pm
Forum: Advanced Tactics Support
Topic: Speed of AT : Gold
Replies: 1
Views: 126

Speed of AT : Gold

<t> I bought the previous AT:WWII game and played it for hours, including created my own mods.<br/>
<br/>
The fundamental problem with the game was the glacial speed at which turns were processed, particularly when larger maps were used or constructed. I had worked out how to add oil and steel ...
by Maddoc06
Fri Aug 06, 2010 12:49 am
Forum: Mods and Scenarios
Topic: Battlefield Europe
Replies: 25
Views: 411

RE: Battlefield Europe

Maybe just post the map, or the scenario as it is and we can help!
by Maddoc06
Fri Aug 06, 2010 12:44 am
Forum: Mods and Scenarios
Topic: Pacific Large Map
Replies: 5
Views: 99

RE: Pacific Large Map

Nice map, thanks for the work!
by Maddoc06
Fri Aug 06, 2010 12:42 am
Forum: Mods and Scenarios
Topic: Europe Large Map
Replies: 14
Views: 161

RE: Europe Large Map

Thanks for this map, and any others which add to it.

Does anyone think a 10km/hex map is possible covering all of Europe and be playable in AT II?
by Maddoc06
Fri Aug 06, 2010 12:35 am
Forum: Mods and Scenarios
Topic: European Theatre of Operations
Replies: 74
Views: 1188

RE: European Theatre of Operations

Your Map is beautiful

Do you think the games will play such a big map in non-geological time periods? I've gave up on a big map when I play tested it (but I must say I had 6 opponents which slows things down alot!)
by Maddoc06
Wed Aug 04, 2010 7:37 am
Forum: Norm Koger's The Operational Art Of War III
Topic: Europa Map
Replies: 12
Views: 272

RE: Europa Map

Yes, a map like that is a wonderful gift!
by Maddoc06
Wed Aug 04, 2010 7:35 am
Forum: Norm Koger's The Operational Art Of War III
Topic: What's new for TOAW 3.4
Replies: 74
Views: 6509

RE: What's new for TOAW 3.4

Fantastic.

Obviously some very clever people have worked very hard on behalf of us all.

How long is around the bend?
by Maddoc06
Wed Aug 04, 2010 7:33 am
Forum: Norm Koger's The Operational Art Of War III
Topic: New Alpha Graphics Mod
Replies: 101
Views: 3264

RE: New Alpha Graphics Mod

Astounding, will make the new patch make it feel almost like a new game.

Congratulations!
by Maddoc06
Tue Aug 11, 2009 10:46 pm
Forum: WW2: Time of Wrath
Topic: Fighters present in the patch
Replies: 12
Views: 179

RE: Fighters present in the patch

This is a small but significant improvement. Does more direct targetting come with it?
by Maddoc06
Sun Aug 09, 2009 6:56 am
Forum: WW2: Time of Wrath
Topic: Turkey joins the Axis Event
Replies: 7
Views: 155

RE: Turkey joins the Axis Event

I simply edited the savegame 'countries.csv' file to move Turkey into the Axis alliance
by Maddoc06
Tue Jul 28, 2009 9:00 pm
Forum: WW2: Time of Wrath
Topic: Official 1.50A Hotfix Update Now Available
Replies: 13
Views: 219

RE: Official 1.50A Hotfix Update Now Available

Yes, very good.

Congratulations
by Maddoc06
Sun Jul 26, 2009 5:58 am
Forum: WW2: Time of Wrath
Topic: ASW
Replies: 6
Views: 158

RE: ASW

<t> Yes I think it important that aircraft be used for ASW Recon and Interdiction.<br/>
<br/>
It was the significant shift in the balance of the Atlantic war, and would add another dimension to the game.<br/>
<br/>
Adding a carrier to a convoy might also enhance its survivability as it did in ...
by Maddoc06
Sun Jul 26, 2009 5:55 am
Forum: WW2: Time of Wrath
Topic: unit icons
Replies: 2
Views: 154

RE: unit icons

Thats a nice feature.

Well done!
by Maddoc06
Sat Jul 25, 2009 8:35 am
Forum: Scenarios and Mods
Topic: Altering land_units.csv
Replies: 7
Views: 230

RE: Altering land_units.csv

Thanks Chuck

Your solution worked perfectly with Notepad.

Maddoc

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