1914 West Front Mod (Now awailable)

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welk
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RE: Classical Wargame graph mod

Post by welk »

Work in progress to future version of the mod : new look for fields, and official Nato symbols for subformations, to give the game an "universal aspect" (each color corresponds to a weapon type : green = flak, red = armor, yellow = artillery, etc. : so, player has just take a look quicly with colors to know what units content ( it's more easy when units have a lot of SF and when information windows is minimized during game).

There is a little error on the screen I will rectify (Trucks have the Nato symbols for tracked halfstracks) and the flak unit has the Self propulsed Flak NATO symbol.

Image

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welk
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RE: Classical Wargame graph mod

Post by welk »

The last situation : plain is now green (with only one kind of forest). It gives a map more clear for eyes.

Terrains are :

Sea
Plain
Forest (no distinction light/heavy forest)
Bocage
Fields
Orchards
Swamp/Marsh (in plain or hills)
Forest +Hills
Forest+mountains
Lake hills or lake mountains
Hilles
Mountains
Highmountains (impassible except for mountains units)
Crests (impassible except for mountains units)
+normal locations type

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welk
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RE: Classical Wargame graph mod

Post by welk »

After experimented some bugs in my operationnal masterfile on medium maps (not founded the origin, and infortunatly, no time to search how to have not these problems), I have decided to create little "strategical scenarios" (with maps 30 x 30 or 40 x 40).

So, the scale of the mod will be now not "operationnal scale" but "strategical", as a game like game "Strategic Command 1" (I used forest and mountains of this game).

The new look of the map :

Image

Image

I have tested these new mod with a little scenario and... was rejected in sea by IA : never seen in a game so agressiv and vicious AI...[:D]

With this scale and a map 30 x 30 and 10 cities, tge AI need 15/20 sec . to play his turn, never more : very cool.

To create a little fictionnal map needs only 20-30 minutes.
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welk
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RE: Classical Wargame graph mod

Post by welk »

The version 2.0 "in test" (work in progress) of the Classical wargame mod is now awailable on my Internet page, with a little scenario demo of new graphs :

http://imperialism.blog4ever.com/blog/index-184959.html
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welk
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RE: Classical Wargame graph mod

Post by welk »


Some modifications in the mod, work in progress :

Image

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Magpius
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RE: Classical Wargame graph mod

Post by Magpius »

[&o]
I would love to try this mod, but where is the download link on your blog page?
[&:]

"I don't believe in reincarnation because I refuse to come back as a bug or as a rabbit". -New Order
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welk
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RE: Classical Wargame graph mod

Post by welk »

Work is almost finished, I shall place a link when it will be completed : I have some parameters to adjust and I have also to translate the " readme " in the english langage, because it contents some important indications to play and to create scenarios with. At this time, the "readme" file is written in french, the langage of the universal superpower named "France" [:D]
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Jeffrey H.
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RE: Classical Wargame graph mod

Post by Jeffrey H. »

cool looking oil rig.
History began July 4th, 1776. Anything before that was a mistake.

Ron Swanson
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welk
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RE: Classical Wargame graph mod

Post by welk »

The mod is now awailable here :
http://imperialism.blog4ever.com/blog/index-184959.html

At this time, the readme is in french, sorry (difficult to translate)

Please, do not forget to save your original files because some original files will be automatically replaced.

3 directions for the mod :

1- To create classic wargames graphs and to give scenario desingers a tool that allows creation of little operationnel/strategical scenario with a "classic wargame look". Only little or medium scenarios are possible (like "Cherbourg" scenario,etc.), due to the fact that research is disabled (and must stay disabled for correct working of the mod).

2 - To simplify the order of battle : in a strategic game, you have not to manage machines guns and bazookas... All arty units (Campaign arty, heavy arty, AT arty & AA arty) have been integrated in only one type of arty(with adapted parameters for combat : "arty units" have good combat parameters in defense Vs aircrafts or tanks, and good parametrs Vs infantry in attack or defense) : the mod has only great types of units, like classic "paper wargame" : Infantry, armored, engineers, arty, naval forces (including carriers, that are integrated in "War ships" units with adapted parameters), air forces, naval and air transport, ground transport, submersibles,etc. No longer "little types" of units : MG, bazookas, etc. : the entire game has been simplified to avoid "micro-gestion", you have just to manage "great types" of units.

3 - To give reinforcements to AI with events, and to limit the number of production center managed by AI (to have a faster AI with heavy armies)

You may use this mod to do you own mods or to create your scenarios. Each player has at start a big army. Human player must always play Regime N° 0 (ALLIED), AI must play N° 1(AXIS). You may change that, if you adapt the reinforcement event system.

A demo scenario is provided, probably not very interessant, but with army that are voluntary very very very heavy, to demonstrate that IA can be fast with lot of units if reinforcements are given by events and not by a great number of production centers. But you may modify that and to give to AI one or two production center and one or two supply centers. Perhaps, the "start Army" AI and AI reinforcements are too heavy for the awailable AI supply, and you will have to add 1 or 2 supply center for Axis.



When you create scenarios with the mod : do not forget that ALLIED CAPITOL must always be in 5,5 location, and AXIS capitole in 30,30 location on your map. If yous want to change that, see the concerned gameslots in the editor ("settings"). Each capitol MUST be on a sea coast (to be able to receive naval forces).

You may modify the "start army" of each player in the editor ("Events" and "units"). You may also change the % of probability for AI reinforcements (at this time, AI has 30% possibilities to receive reinforcements in each turn = very heavy reinf.)

You may also modify these reinforcements in quality (you have just to modify the concerned predefinitd units)

In editor "Units" :
AI units are units named : "AI R. + Type of unit" (i.e : "AI R. Air" ; "AI R. Armored", etc.)
Human units are units named : juste "Type of units" (i.e : Armored, infantry,etc.)
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lion_of_judah
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RE: Classical Wargame graph mod

Post by lion_of_judah »

went to your mod site and I have one question? where does one download the mod from because i for one cannot find it. Thanks

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Magpius
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RE: Classical Wargame graph mod

Post by Magpius »

any chance this could be hosted at the AT Community Page?
- your blog site only links to your French forum pages
-perhaps you could post a screen grab of where the link is.

"I don't believe in reincarnation because I refuse to come back as a bug or as a rabbit". -New Order
pat0467
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RE: Classical Wargame graph mod

Post by pat0467 »

On the Welk site you can read this:
Link will be updated in few days to rectify some errors in first version


If you want the older version ask to Welk if he dont have many time i can send you the 2 first versions...

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Magpius
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RE: Classical Wargame graph mod

Post by Magpius »

Thanks pat,
but I'll wait for the wrinkles to be ironed out.
A

"I don't believe in reincarnation because I refuse to come back as a bug or as a rabbit". -New Order
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welk
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RE: Classical Wargame graph mod

Post by welk »

I will post it when completed. The problem is that, during my work, I changed radically the game and perhaps, my conception will not be agreed...

Now, there are just 3 types of units :

HQ (concentration of logistic, engineers, heavy arty, air support, supply)
Troops (line troops infantry, cavalry, campaign arty)
Offensives troops (all assault units, armored units, mechanized and motorized units)

The game is played on a west front 1914 map and the goal is to form and keep front line

Image here:

Image

I noticed that AI, with this system, plays very hardly and agressive game
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welk
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RE: Classical Wargame graph mod

Post by welk »

The "West Front 1914 mod" (old "Graphs_mod")is now awailable on my page.

4.0 version for test

Please, save all your original files before install it, because the mod erases lot of things

Readme is in french - Please, Use automatic translator on Internet to read it

This mod is a new way to use the game : no micro-gestion, players just control great formations and have to create front lines.

One round = 1 week.

In the mod, human player can only play ALLIED

Thanks to authors of other mod for graph contribution (Boardgame mod,etc) : sea, forest, railroads, roads,etc.
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welk
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RE: Classical Wargame graph mod

Post by welk »

Updated on my page the scen file (Rectification date error + reinforcement German AI).


The scen file will be regulary updated in the futur

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lion_of_judah
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RE: Classical Wargame graph mod

Post by lion_of_judah »

Where can one download just the graphics mod which has been updated? not the scenairo
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welk
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RE: Classical Wargame graph mod

Post by welk »

Sorry : at this time, with the AT system in editor, graph mod and scenario can not be dissociated. If you want to play the basic game or other scenario with my graphs, you have to implement yourself these graphs in the game with editor. I have stopped to play Advanced tactics with the basic system, because I do not love the "micro-gestion" : I prefer to play this game with my "great strategic scale" system, like a classical boardgame : only 6 great class of units : HQ (including heavy arty, supply and engineers), ordinary troops, offensive troops (including armored, mech. Infantry, méchan arty,etc), paratroops, naval forces (including all kind of ships), air forces (including fighters, bombers and transport air).

I am now working on a 1940 scenario
Image
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lion_of_judah
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RE: Classical Wargame graph mod

Post by lion_of_judah »

that is what i'm talking about your mod, i just want the mod without the 1914 scenario
Grymme
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RE: Classical Wargame graph mod

Post by Grymme »

While the huge SFT abstraction might not be my "cup of tea" your mod truly shows how different 2 games of AT can be. But in terrain features you seem to go in the other direction with lots of different terrain. Really like some of your terrain features. Escpecially the dark green forest. You wouldnt have a desert one?
 
I am going a little in the same direction (grand strategic scale) on a scenario i am working on. Without all the SFTs you have to think more about the big picture.
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