Four Seasons is Updated

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Ormand
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Four Seasons is Updated

Post by Ormand »

I have finally reworked the Four Seasons mod. Hopefully, I have worked out all the kinks. This mod requires the ATG Phoenix Version 2.40.057 or higher.

As before, installation requires three files. The first contains the main graphics files, the second the officer pictures, and the third is contains the actual scenario .at2 files. It is done this way because the graphics file is too large for me to upload on my own, and I need Vic to do it for me. It will mostly stay static with the at2 file getting most of the updates as well as some updates to graphics files.

The files can be found on the VR website:
Graphics: https://www.vrdesigns.net/scenario.php?nr=259
Generals Project: https://www.vrdesigns.net/scenario.php?nr=270
at2 files: https://www.vrdesigns.net/scenario.php?nr=260

After installation a mod file will be installed, and if you select it and start up, ATG welcome screen will have Four Seasons and Phoenix Random games as options.

This is a major revision of FourSeasons with some changes from the previous version.

The scale and action point costs are inspired by the GDW Europa series and SPI's War in Europe series.

Map Scale: 16 mi/hex (26 km/hex)
Turn length: 7 days
SFTypes:
Ground units = 1 company (equivalent)
Artillery = 9 guns
Airunits = 1 Squadron with ~ 9 planes
Naval = 1 ship

Units are generally division sized with 60 stackpoints.

Features of note.
1. Units will be generated for each regime once the "Start" button is pushed and the scenario has begun.

2. Artillery units have a range of 1 hex. For this reason, they have been largely incorporated into their parent divisional formations, where they provide support. They have a high initiative, and will fire first on offense.

3. Models are allowed for Human players only in the "Use Models" variant. In this variant, Models are used for tanks, fighters, and dive bombers. Models for Light Tank I, Fighter I, and Dive Bomber I will be generated automatically, and assigned as appropriate.

4. AI regimes will build airfields near the front once it is at war. In addition, airfields can be built on flat terrain (plains, fields, desert) in any season provided that there are no storms present.

5. If the map is more than 30% water, shipyards are active, and the AI will attempt to build shipyards.

6. Officers can attain a card affecting fighter missions or bombing missions. Officers can gain the Air Marshall feature.

7. Features for officers are influenced by the cards they receive. For example, an officer with the "Charge" card has a higher chance of receiving the "Infantry Leader" feature.

8. Strategic transfers use the DC rule where the CAP cost is computed using the distance between the initial and final positions of the transferred unit and does not include the cost to transfer the unit to the HQ providing the CAP.

9. Compared to a NewDawn and RisingDawn the AI factory algorithm has been altered with the goal of preventing the AI from overbuilding factories. In addition, a rudimentary prioritization has been implemented.

10. The stack limit is 120 points from any hex for attacking and 180 points for defense.

11. RuleVar(928) is active and a stack-limit for individual units of 60 stackpoints is imposed. Units with more than 60 stackpoints will face a penalty in combat.

12. An AP cost is implemented for loading/unloading units to a non-port hex. The cost is 0.01*(Weight of the Unit).

13. Naval units pay (and must have at least) 20 AP to conduct air operations from aircraft carriers.

For random games, you can select from 13 different peoples and similar to Phoenix game, 22 different climates. Each people type has officers in the "Generals Project".

Random games also give a choice of nine variants:
1. Aggressor Nations: Tensions are running high and regimes are engaged in a period of frantic diplomacy. In the game, some regimes are selected to be aggressors and aiming to use war to achieve their goals. The game starts with a diplomatic block in place that will be lifted (randomly, but usually turn 3-5). For the most part, half the regimes are aggressors. At start, the player will be prompted for an option to select the aggressor nations. Entering -1 will select aggressor nations randomly. Entering 0/1 selects the first/second regime as aggressors, and subsequent aggressor nations assigned alternatingly. Aggressor nations have reserves and resources mobilized at start. The nonaggressor nations will receive some reserves when the diplomatic block is lifted and another set of reserves when war is declared on them by an aggressor nation. Players will receive a message indicating how long the diplomatic block will last (negotiations) in weeks. There is a 75% probability the block will end on that turn, a 25% chance it will end the previous turn, and 100% chance it will end on the next turn.

2. Delayed War: Regimes cannot declare war until a later turn when the diplomatic block is lifted. This option is incompatible with Aggressor Nations.

3. Use Models: Human players use models for tanks, fighters, and dive bombers. Models are generated at start for Light Tank I, Fighter I, and Dive Bomber I and placed in units.

4. Start with TOE: A TOE is preloaded for human regimes.

5. Weather with storms: Weather, in the form of storms, occurs during the game, limiting air operations (air operations are permitted during "mud" turns without storms).

6. Random Rail Type: The mod supports two types of rail systems: wide and narrow gauge. The rail type for each regime is determined randomly, except when there are only two regimes, then each regime has a different rail type.

7. Partisans: When a side has been at war and lost approximately 50% of its territory to an enemy faction, partisans will appear at random in occupied territory.

8. More Production: Increases production level for those that want more stuff to play with faster.

9. AS Applied to Resources: Anti-supply rules are applied to the production of resources. To receive resources from a resource hex it must trace an unblocked path (enemy units or forbidden terrain) to the regime's capital. If it cannot, the resources are placed in the leftover queue and will be received when contact is re-established. Resources "travel" in the same manner as regular production but are unaffected by distance. If a regime loses control of its capital, it must regain control by the end of its turn or lose the game. Note that in some random maps, regimes can be split, in this case, resources hexes unable to trace a path will be placed in the leftover queue.
One man alone can be pretty dumb sometimes, but for real bona fide stupidity, there ain't nothin' can beat teamwork -- Edward Abbey
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Ormand
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Re: Four Seasons is Updated

Post by Ormand »

I should also add that there are some changes with officers. I added a few cards for air operations - Fighter Mission and Bomber Mission and the "Air Marshall" feature.

Well, I see that this is actually listed above.
One man alone can be pretty dumb sometimes, but for real bona fide stupidity, there ain't nothin' can beat teamwork -- Edward Abbey
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Ormand
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Re: Four Seasons is Updated

Post by Ormand »

Relative to the previous version, the weather system with storms is substantially faster.
One man alone can be pretty dumb sometimes, but for real bona fide stupidity, there ain't nothin' can beat teamwork -- Edward Abbey
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Ormand
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Re: Four Seasons is Updated

Post by Ormand »

Big Oops. Sorry, I put the wrong file up for the 3rd part. I uploaded just the at2 file, instead of FourSeasons.atzip, which has a bit more in it, including new graphics for rails and roads. Also, I accidentally left a debug message in it to make sure that officers with features received the correct autoevent. It is fixed now.
One man alone can be pretty dumb sometimes, but for real bona fide stupidity, there ain't nothin' can beat teamwork -- Edward Abbey
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Ormand
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Re: Four Seasons is Updated

Post by Ormand »

Also note that with models, they are identified with a model number and a nickname. German tanks will be PzKpfw III (uses Roman numerals). Russian tanks T-, American M-. Same with fighters and Dive Bombers.
One man alone can be pretty dumb sometimes, but for real bona fide stupidity, there ain't nothin' can beat teamwork -- Edward Abbey
GaryChildress
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Re: Four Seasons is Updated

Post by GaryChildress »

Hi, Ormand. I may start work on some new Subformation graphics for the Four Season's Mod. I have all the stock units covered in generic form for random games. I added a couple of unique units from Four Seasons today just for fun: Marine and Mountain Trooper. As time and interest permit, I may try adding more stuff.
Attachments
MARINE_0001.png
MARINE_0001.png (29.17 KiB) Viewed 1975 times
MOUNTAIN TROOPER.png
MOUNTAIN TROOPER.png (30.66 KiB) Viewed 1975 times
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CaptBeefheart
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Re: Four Seasons is Updated

Post by CaptBeefheart »

Hello Ormand,

It's great to see you've updated this. I have fond memories of your mod and I'd like to test your newest iteration.

I have the game on Steam to the latest beta, and either I forgot how to add your mod to Steam, or I had a regular Matrix install when I messed with it a few years ago.

If you or someone else can help me with this it would be much appreciated.

Cheers,
CB
Beer, because barley makes lousy bread.
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ernieschwitz
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Re: Four Seasons is Updated

Post by ernieschwitz »

I'll contact him, see if he has a newer version than the one in the scenario bank. I know he wants it tested. :)
Creator of High Quality Scenarios for:
  • Advanced Tactics Gold
    DC: Warsaw to Paris
    DC: Community Project.
Try this Global WW2 Scenario: https://www.vrdesigns.net/scenario.php?nr=280
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Ormand
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Re: Four Seasons is Updated

Post by Ormand »

Hey CaptBeefheart,

Glad that you are interested in it. It has been updated quite a bit. I confess that the process was a bit complicated, so I did find a few "bugs". Hopefully, I got most of them.

You need to install three parts. Partly because it is so BIG!

There is the graphics file (well 90% of what is used as there are a few updated ones in the at2 zip file).

https://www.vrdesigns.net/scenario.php?nr=259

The at2 files:

https://www.vrdesigns.net/scenario.php?nr=260

And lastly, the Generals Project:

https://www.vrdesigns.net/scenario.php?nr=270

Install each of these from the scenario bank, then restart ATG and select the Four Seans version 6.18 mod. This will start up ATG with a welcome screen that will allow you to create Four Seasons random games or PhoenixGame random games.

I personally have been mostly testing it with a medium map with two regimes (Land world) with the Aggressor Nations variant. Also, I select the variants Use Models, Weather with Storms (you have to have the Climate System box checked when creating the game), Start With TOE, Partisans, and Apply AS to Resources.

It is set up now that if you use models you will get a light tank, fighter, and dive bomber model to start the game. If you use Start with TOE, you get some pre-made TOEs for your regime, and the starting units will be based on these TOEs and they will be assigned a TOE at start.

Aggressor Nations is a delayed war start where half the regimes are out to start a war with their forces already mobilized. The other half haven't mobilized yet, and you have to build units up, and move them when mobilization happens after the diplomatic block is lifted and/or war is declared. At the start, you can chose the first regime (o or 1) to be aggressive. I have been frequently playing regime 0 and letting regime 1 be the bad guys to see if it works. It can be challenging, but most of the time, it is possible to blunt the AI's initial charge. Although it does depend some on the map. If the front is large and/or your cities are close to the border, it will be hard to hold them off without giving up a city. If you can hold them off for 10 turns, you get a PP bonus.
One man alone can be pretty dumb sometimes, but for real bona fide stupidity, there ain't nothin' can beat teamwork -- Edward Abbey
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CaptBeefheart
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Re: Four Seasons is Updated

Post by CaptBeefheart »

Great to hear from you, Ormand. I got it installed. Thanks for the memory jog.

I'll give it a shot and let you know how it goes.

Cheers,
CB
Beer, because barley makes lousy bread.
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ernieschwitz
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Re: Four Seasons is Updated

Post by ernieschwitz »

Remember you need the ATG Phoenix BETA patch to play it. :)
Creator of High Quality Scenarios for:
  • Advanced Tactics Gold
    DC: Warsaw to Paris
    DC: Community Project.
Try this Global WW2 Scenario: https://www.vrdesigns.net/scenario.php?nr=280
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CaptBeefheart
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Re: Four Seasons is Updated

Post by CaptBeefheart »

I just fired up a game. One thing I noticed is that there are two or three popups requiring a click before each AI turn happens, The popups look like they have design tweaking information such as build points. Since I usually like to do something else when the turn runs, this is a bit of an inconvenience.

That said, it's interesting with the embedded arty. I'm going to have to develop new tactics.

EDIT: It seems offense is favored quite a bit with this. I'm trying to get the hang of it.

Cheers,
CB
Beer, because barley makes lousy bread.
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Ormand
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Re: Four Seasons is Updated

Post by Ormand »

Sorry, I think I know what is going on. This looks to be an issue with installation order. This is because of the sheer size of the graphics replacement, and I should have given a better name to the graphics.

Order of installation matters, which I should have made clearer. You need to install the graphics pack, which is FourSeasons-v6.11.atzip, first. And then install FourSeasons.atzip next. Of course you also need to have GeneralsProject.atzip installed before you play. In this case, what you need to do is to reinstall FourSeasons.atzip and then restart ATG. You'll see the mod selection for "Four Seasons v6.18" select that.

Unfortunately, you have to restart a game. This will make those messageboxes go away, but also has some improvements across the board.

Sorry for the multiple files. The files a really large and I have to ask Vic to upload them. Since the actual scenario files were undergoing additions and tweaks, I have the second installation to take care of updates, etc. I should have given the graphics file a different name, like FourSeasonsGraphics.atzip, and possibly even left the at2 file out. It might even be time to do a consolidation since there are updated graphics in the FourSeasons.atzip file as well.

Sorry for the confusion.
One man alone can be pretty dumb sometimes, but for real bona fide stupidity, there ain't nothin' can beat teamwork -- Edward Abbey
GaryChildress
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Re: Four Seasons is Updated

Post by GaryChildress »

Hi Ormand. Are there any subformation graphics that you would like me to make for the 4 seasons mod? Maybe for a future update at some point? I believe the mod uses my original pack of subformation graphics. I can add to that pack in the same style as it is a little different from the style I"m using in my current graphics renders.
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CaptBeefheart
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Re: Four Seasons is Updated

Post by CaptBeefheart »

No worries, Ormand. I'm at the messing around stage anyway.

Cheers,
CB
Beer, because barley makes lousy bread.
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CaptBeefheart
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Re: Four Seasons is Updated

Post by CaptBeefheart »

Thanks, Ormand. I have 6.18 up and running.

Cheers,
CB
Beer, because barley makes lousy bread.
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Re: Four Seasons is Updated

Post by CaptBeefheart »

I've gone pretty far into a campaign where I didn't add "++" to the opponents (meaning we all have the same production). At first it was quite challenging, but the tide has turned. I'd say the AI is quite a bit smarter and is putting up a better fight than before. I can see giving the AI a "++" production boost would make this very challenging indeed.

One minor thing: I am playing a Scandinavian country and I have JAS11 dive bombers and JAS11 fighters at the same time. It's possible to keep them apart by checking their pictures, but it's a slight inconvenience.

One other thing: Is there an easy way to either tear up RR tracks or convert existing tracks to your size? It's been a while and I forgot what I used to do for that. I've been building new tracks in parallel.

Cheers,
CB
Beer, because barley makes lousy bread.
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Ormand
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Re: Four Seasons is Updated

Post by Ormand »

I'll look at the planes. They should be different in some way.

As for the rails. It has been a while since I looked at this. I thought that perhaps it was possible to just build over them. I thought I added that to the code. But, there is an Action Card for removing rails. It is a bit tricky to do because it won't let you remove just the rails in the adjacent hex and then build the road into the "vacated" hex. I think it sees a different road connecting to the hex, and disallows construction. So, you have to either remove two to build one. Or, move the engineers into a hex that you want to replace, remove the rail in that hex, and then build a road from that hex connecting back to your rail network. If you do it this way, you will use road movement to hex that you want to replace, so it isn't all bad. And, the road network is also in place, but the rail network is severed. Doing it the other way, like I said, to build a road, you have to remove the rail from two, and then you can build into one of the hexes. I think the road network is severed though.
One man alone can be pretty dumb sometimes, but for real bona fide stupidity, there ain't nothin' can beat teamwork -- Edward Abbey
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Ormand
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Re: Four Seasons is Updated

Post by Ormand »

On rails. Yes, it can be much simpler. I did indeed make it so that it is possible to build on top of an existing road. But, I guess that I got so tied up in the code that I forgot that I did this and didn't implement it. It is controlled by two Rulevars that have to be set, which have to be done for each regime via an event. I already do a fair amount set up for each regime, so this is not too complicated to add. I don't know if the AI will try to rebuild them. I don't know if it would recognize the alternate hexes as a potential road/rail site or not. Which is why there is an event to randomly switch the alternate rail types to the one for the regime.
One man alone can be pretty dumb sometimes, but for real bona fide stupidity, there ain't nothin' can beat teamwork -- Edward Abbey
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Ormand
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Re: Four Seasons is Updated

Post by Ormand »

GaryChildress wrote: Sun Feb 04, 2024 7:12 am Hi Ormand. Are there any subformation graphics that you would like me to make for the 4 seasons mod? Maybe for a future update at some point? I believe the mod uses my original pack of subformation graphics. I can add to that pack in the same style as it is a little different from the style I"m using in my current graphics renders.
Hi Gary,

I have to apologize for being so SLOW getting to you. As you can imagine, I have been a bit tied up with the code. Adding a few things and fixing some stuff. A new version with some minor fixes is coming.

Overall, I like what you are doing! I am trying to see what the view would be etc. I should probably download and try to fit them in to see how like them. I am fairly partial to the style that was used in the DC series. Partly because it used some other background graphics to hide the bottoms, etc., to make them fit into the picture a bit better. This certainly on a good track to make graphics for different variants, upgrades, etc.
One man alone can be pretty dumb sometimes, but for real bona fide stupidity, there ain't nothin' can beat teamwork -- Edward Abbey
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