AT Gold Suggestions

Advanced Tactics is a versatile turn-based strategy system that gives gamers the chance to wage almost any battle in any time period. The initial release focuses on World War II and includes a number of historical scenarios as well as a full editor! This forum supports both the original Advanced Tactics and the new and improved Advanced Tactics: Gold Edition.

Moderator: Vic

User avatar
Zaratoughda
Posts: 714
Joined: Sat Nov 15, 2008 4:00 pm
Location: NE Pa, USA

AT Gold Suggestions

Post by Zaratoughda »

Just starting a new thread here with the announcement of the upcoming AT Gold.

First, the thing that sticks out on first pass on AT as it is now is there needs to be multilple levels of resolution. I believe DB:FWTP has multiple levels of resolution (haven't had the time to pick that one up yet) so can we get that in ATG?

Next, some can ask for other terrain types and that is fine but, IMO there is natural terrain and then there is man-made terrain, and the game is pretty good on natural terain but could be better on man-made terrain. Ug, would like better looking city graphics but the main thing is there should be dense urban, urban, suburban and rural/farmland. As things stand now randomly generated games end up looking like natural terrain with some cities here and there. Would also be nice to be able to have towns in hexes which otherwise have some other kind of terrain.

The next item, we've mentioned this before and someone independantly mentioned this in another thread.... TOE. In random games what units end up with gets to be almost comlpetely random and that is pretty unhistorical. So, would be nice to let designers define TOE and have players populate units to that. Could use PP to go above TOE if desired.

The other thing... improved AI. Right now in AHRS_500AD I give the AI 2x production and countries each with multiple cities while I just start with my home city and, typically I still kick their butt. Even if they have twice the force I have when it comes to using it, they are 'dum dums'.

Oh, you mentioned natural resources and I was thinking of adding food resource, coal, oil and iron and these things would be neat in a randomly generated game. Amount of oil and iron would affect things like how much armored force you created as opposed to how much infantry. Manpower could be another resource.

Zaratoughda
User avatar
Vic
Posts: 9931
Joined: Mon May 17, 2004 2:17 pm
Contact:

RE: AT Gold Suggestions

Post by Vic »

Hi Zaratoughda!
First, the thing that sticks out on first pass on AT as it is now is there
needs to be multilple levels of resolution. I believe DB:FWTP has multiple levels of resolution (haven't had the time to pick that one up yet) so can we get that in ATG?
yes 3 zoom modes will be supported.
Next, some can ask for other terrain types and that is fine but, IMO there is natural terrain and then there is man-made terrain, and the game is pretty good on natural terain but could be better on man-made terrain. Ug, would like better looking city graphics but the main thing is there should be dense urban, urban, suburban and rural/farmland. As things stand now randomly generated games end up looking like natural terrain with some cities here and there. Would also be nice to be able to have towns in hexes which otherwise have some other kind of terrain.
Yes suburban and farmland are included for exactly your suggested reasons.
The next item, we've mentioned this before and someone independantly mentioned this in another thread.... TOE. In random games what units end up with gets to be almost comlpetely random and that is pretty unhistorical. So, would be nice to let designers define TOE and have players populate units to that. Could use PP to go above TOE if desired.
Sorry this is not included.
The other thing... improved AI. Right now in AHRS_500AD I give the AI 2x production and countries each with multiple cities while I just start with my home city and, typically I still kick their butt. Even if they have twice the force I have when it comes to using it, they are 'dum dums'.
I only made speed changes to the AI.
Oh, you mentioned natural resources and I was thinking of adding food resource, coal, oil and iron and these things would be neat in a randomly generated game. Amount of oil and iron would affect things like how much armored force you created as opposed to how much infantry. Manpower could be another resource.

Zaratoughda

The editor will allow you to do stuff like that. But the new random games will come with only two resources: oil (movement) and raw (production).

Best regards,
Vic
Visit www.vrdesigns.net for the latest news, polls, screenshots and blogs on Shadow Empire, Decisive Campaigns and Advanced Tactics
User avatar
JMass
Posts: 2363
Joined: Sat Jun 03, 2006 4:45 pm
Location: Italy

RE: AT Gold Suggestions

Post by JMass »

ORIGINAL: Vic
First, the thing that sticks out on first pass on AT as it is now is there
needs to be multilple levels of resolution. I believe DB:FWTP has multiple levels of resolution (haven't had the time to pick that one up yet) so can we get that in ATG?
yes 3 zoom modes will be supported.

Which other DB:FWTP features will include?
"Klotzen, nicht Kleckern!"Generaloberst Heinz Wilhelm Guderian

My boardgames collection: http://www.boardgamegeek.com/collection ... dgame&ff=1
rich12545
Posts: 1051
Joined: Tue Oct 31, 2000 10:00 am
Location: Palouse, WA

RE: AT Gold Suggestions

Post by rich12545 »

ORIGINAL: Vic

I only made speed changes to the AI.

Best regards,
Vic

Crap, it looks like the AI still won't be able to use aircraft carriers or airborne.
TPM
Posts: 349
Joined: Thu Feb 08, 2007 3:05 pm

RE: AT Gold Suggestions

Post by TPM »

Vic -

In another thread I had a wishlist for unit creation and reinforcement...basically I was asking if there could be a way to automate unit creation, maybe setting a template for an infantry division and reinforcing with one click...something to take away the tedious clicking on hundreds of units to get them back up to strength.

In AT Gold, are there any tweaks to production and unit creation/reinforcements, etc.? Thanks again!


User avatar
Vic
Posts: 9931
Joined: Mon May 17, 2004 2:17 pm
Contact:

RE: AT Gold Suggestions

Post by Vic »

ORIGINAL: TPM

Vic -

In another thread I had a wishlist for unit creation and reinforcement...basically I was asking if there could be a way to automate unit creation, maybe setting a template for an infantry division and reinforcing with one click...something to take away the tedious clicking on hundreds of units to get them back up to strength.

In AT Gold, are there any tweaks to production and unit creation/reinforcements, etc.? Thanks again!

You could design a scenario with the editor that uses actioncards to accomplish this. But you could do that in AT too. So no... not standard functionality no.

There is an enormous list of things i want to see added to the engine one day. And i chose Alliances, Batte Rules and Resources as key topics for the upgrade.

best,
vic
Visit www.vrdesigns.net for the latest news, polls, screenshots and blogs on Shadow Empire, Decisive Campaigns and Advanced Tactics
User avatar
Bombur
Posts: 3666
Joined: Fri Jul 02, 2004 4:50 am

RE: AT Gold Suggestions

Post by Bombur »

The amphibious attacks...is that possible to fix the all or nothing disembark results in which all troops are lost if they fail to take the location???
GrumpyMel
Posts: 864
Joined: Fri Dec 28, 2007 8:37 pm

RE: AT Gold Suggestions

Post by GrumpyMel »

Will there be any changes to the editor?

Would love to see any of the below..

- A multi-line copy and paste for event code.
- Support for And/Or with checks
- a Not Equals operator



User avatar
Jeffrey H.
Posts: 3154
Joined: Fri Apr 13, 2007 6:39 pm
Location: San Diego, Ca.

RE: AT Gold Suggestions

Post by Jeffrey H. »

I gotta say, the AI speed was never an issue for me. It's nice to know it will take less time but I'd much rather have the types of improvements I've suggested in other threads on the subject.
History began July 4th, 1776. Anything before that was a mistake.

Ron Swanson
User avatar
Zaratoughda
Posts: 714
Joined: Sat Nov 15, 2008 4:00 pm
Location: NE Pa, USA

RE: AT Gold Suggestions

Post by Zaratoughda »

As far as TOE is concerned, what I would like to ask... is this something you are against for ATG or is it just a matter of priorities?

As time has gone along, I have gotten more and more of an appreciation for TOE. From Roman times to the present there have been the designs of what units whould include, and without this units just ended up being mobs or hordes (which you would get with the more barbaric nations). Unfortunately, in random games in AT this is what you end up with.

So, getting TOE would put ATG a head above other wargames of this genre. Empire didn't have anything like this (but, that was way simple) and I do not know of any other games with random game generators that have something like this (actually, not sure I know of any other games with random game generators along the lines of AT... maybe Empire Deluxe if that is still out there).

As far as the AI is concerned, didn't you say that you rewrote it at some point, or was that rewrite just for DC:FWTP?

Thanks,

Zaratoughda
TPM
Posts: 349
Joined: Thu Feb 08, 2007 3:05 pm

RE: AT Gold Suggestions

Post by TPM »

ORIGINAL: Jeffrey H.

I gotta say, the AI speed was never an issue for me. It's nice to know it will take less time but I'd much rather have the types of improvements I've suggested in other threads on the subject.

I second this...never had a problem with AI speed....
SMK-at-work
Posts: 3396
Joined: Mon Aug 28, 2000 8:00 am
Location: New Zealand

RE: AT Gold Suggestions

Post by SMK-at-work »

There is an enormous list of things i want to see added to the engine one day. And i chose Alliances, Batte Rules and Resources as key topics for the upgrade.

Fair enough as far as resources permit!! ;)

However the ability to make "proper" units would have been right up there with alliances IMO - and above the other 2....but obviously this is a democracy - one man, one vote, and Vic is that man with that vote!! ;)


Meum est propisitum in taberna mori
User avatar
borsook79
Posts: 468
Joined: Sun Jun 29, 2008 8:39 am

RE: AT Gold Suggestions

Post by borsook79 »

Will there be a better support for campaigns?
"Patriotism is your conviction that this country is superior to all other countries because you were born in it." - G.B. Shaw
jreid
Posts: 100
Joined: Sat Oct 27, 2007 4:30 pm

RE: AT Gold Suggestions

Post by jreid »

I have a UI suggestion: a button (and/or hotekey) to show/hide the unit detail at the bottom of the screen so more of the map can be visible when desired.

Also, unit counters with the vital attributes (action points, morale, etc.) similar to the counters in Decisive Campaigns. I really like those :)

Basically, carry over the UI elements (stacking points in the top display, etc. - maybe more numbers displayed in the thin top display when a unit is selected) from Decisive Campaigns.

thanks

User avatar
CSO_Talorgan
Posts: 817
Joined: Sat Mar 10, 2007 5:53 pm

RE: AT Gold Suggestions

Post by CSO_Talorgan »

Does Decisive Campaigns distinguish day from night?
User avatar
borsook79
Posts: 468
Joined: Sun Jun 29, 2008 8:39 am

RE: AT Gold Suggestions

Post by borsook79 »

ORIGINAL: CSO_Talorgan

Does Decisive Campaigns distinguish day from night?
Considering turn length why should it? plus, maybe this should be asked in DC not AT forum.
"Patriotism is your conviction that this country is superior to all other countries because you were born in it." - G.B. Shaw
lancer
Posts: 2963
Joined: Tue Oct 18, 2005 8:56 am

RE: AT Gold Suggestions

Post by lancer »

G'day Vic,

Will the excellent graphical overhaul - map and UI - developed for Decisive Campaigns be ported over to AT Gold?

Cheers,
Lancer
User avatar
CSO_Talorgan
Posts: 817
Joined: Sat Mar 10, 2007 5:53 pm

RE: AT Gold Suggestions

Post by CSO_Talorgan »

ORIGINAL: Borsook

maybe this should be asked in DC not AT forum.

Fair enough
ORIGINAL: Borsook

Considering turn length why should it?

At the moment the inability to distinguish day from night limits this wargame construction kit. It sets a lower limit on scale.
User avatar
ehzorg
Posts: 69
Joined: Tue May 11, 2010 4:52 pm

RE: AT Gold Suggestions

Post by ehzorg »

I would think day/night could be modeled with the same mechanics used for seasons if you wanted. However, I'm not sure if you could do both Day/Night and seasons - it may not be capable of tracking two distinct periods at the same time like that.
User avatar
CSO_Talorgan
Posts: 817
Joined: Sat Mar 10, 2007 5:53 pm

RE: AT Gold Suggestions

Post by CSO_Talorgan »

I know. That's the trouble.
Post Reply

Return to “Advanced Tactics Series”