Private beta test ATG v2.21d : TOEs and auto-reinforcements

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LJBurstyn
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RE: Private beta test ATG v2.20g : TOEs and auto-reinforcements

Post by LJBurstyn »

I really like the TOE feature-although there could be standard TOE's that all regimes could use (just a suggestion). Example in WWII nearly all nations started with pretty much the same Division TOE...it wasn't until after the war started that nations started having different TOE's because they had different equipment.

And the auto replacement feature makes maintaining divisions up to TOE strength much faster and much less time being spent searching each division and building what each needs. (micromanagement). Change a TOE, designate which divisions use the new TOE, and make lots of the new equipment sent to HQ and watch it go to the divisions automatically. GREAT IMPROVEMENT.

And I will be using this in my scenario...just have to program the scenario with other changes. I've tested my scenario to the fall of France but not sure I got the play balance right--hard to tell since I am playing all sides in the game.
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lion_of_judah
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RE: Private beta test ATG v2.20m

Post by lion_of_judah »

Help: why I'm I seeing double of certain SFT units? the one's in question are armored car, airmobile infantry, engineers and a few others.thanks


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lion_of_judah
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RE: Private beta test ATG v2.20m

Post by lion_of_judah »

with all due respect, I like it that we can create our own TO&E from scratch
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Tac2i
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RE: Private beta test ATG v2.20m

Post by Tac2i »

Usability Request: could we get buttons here also? Probably don't really need an "all" button in this location however.


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cpdeyoung
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RE: Private beta test ATG v2.20m

Post by cpdeyoung »

I posted a question about EP (engineering points) in the technical help area. It might be related to this version.

Is anyone else seeing the non-production of EP?

Chuck
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Vic
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RE: Private beta test ATG v2.20m

Post by Vic »

@Lion,
When you go in to SF details and stats screen and chose another SFType to 'compare' with... do you get the same doubles?

If so it might be your scenario design and you might actually have double SFTypes in your SFTypes list?

best wishes,
Vic
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LJBurstyn
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RE: RE:to Private beta test ATG v2.21 : TOEs and auto-reinforcements

Post by LJBurstyn »

ORIGINAL: Webizen

@LJBurstyn: Can you post a screeenshot of what you are seeing re NATO picker? Don't look too small to me.

I'd love to send you a screenshot...how do I do that...(take the screenshot).
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RE: RE:to Private beta test ATG v2.21 : TOEs and auto-reinforcements

Post by LJBurstyn »

Got a problem with HQ design.

Set up HQ in TOE...but it ignores my set up and sends staff from higher HQ until the HQ reaches 100% than it stops--except if you have losses it can give up staff if you add units to a HQ it gets more staff. This has left my higher HQ without any staff at all. My design says 40 staff for Army HQ but some now have more than 70 without sending trucks to provide transportation since that design limit was reached. Meanwhile my Army Group and Supreme HQs have NO staff. Is there a way to stop this from happening. Other than disabling HQ TOE for that HQ.
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Tac2i
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RE: RE:to Private beta test ATG v2.21 : TOEs and auto-reinforcements

Post by Tac2i »

From the wiki: "You can set capacity point reserves in the LOG subsheets of your HQs. This might be interesting if you want to keep some point for manual transfers and/or strategic transfers. Mouse-over the current land/navy/rail cap points also shows you the points you were awarded before auto-reinforcement started." <-- Would this prevent the issue you describe?
ORIGINAL: LJBurstyn

Got a problem with HQ design.

Set up HQ in TOE...but it ignores my set up and sends staff from higher HQ until the HQ reaches 100% than it stops--except if you have losses it can give up staff if you add units to a HQ it gets more staff. This has left my higher HQ without any staff at all. My design says 40 staff for Army HQ but some now have more than 70 without sending trucks to provide transportation since that design limit was reached. Meanwhile my Army Group and Supreme HQs have NO staff. Is there a way to stop this from happening. Other than disabling HQ TOE for that HQ.
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GaryChildress
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RE: RE:to Private beta test ATG v2.21 : TOEs and auto-reinforcements

Post by GaryChildress »

ORIGINAL: LJBurstyn

ORIGINAL: Webizen

@LJBurstyn: Can you post a screeenshot of what you are seeing re NATO picker? Don't look too small to me.

I'd love to send you a screenshot...how do I do that...(take the screenshot).

When you are in the game screen to which you are referring, press the "alt" button plus the "Print Screen" button at the same time. Then open up MS Paint and right click and choose "paste". It will paste a copy of the screen shot you just took into MS Paint. Save as a JPEG so it can be uploaded into the forum.
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Vic
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RE: RE:to Private beta test ATG v2.21 : TOEs and auto-reinforcements

Post by Vic »

ORIGINAL: LJBurstyn

Got a problem with HQ design.

Set up HQ in TOE...but it ignores my set up and sends staff from higher HQ until the HQ reaches 100% than it stops--except if you have losses it can give up staff if you add units to a HQ it gets more staff. This has left my higher HQ without any staff at all. My design says 40 staff for Army HQ but some now have more than 70 without sending trucks to provide transportation since that design limit was reached. Meanwhile my Army Group and Supreme HQs have NO staff. Is there a way to stop this from happening. Other than disabling HQ TOE for that HQ.

It was meant as a convenience that the TOEs with staff only request as many as they need for 100% staff. It should however only take staff at a higher HQ if that higher HQ is not using the staff. That is the case I hope?

The related mobility issue is unintended and hard to avoid code-wise without creating new problems. You could prevent that from happening however by setting returns = No to the TOE of the HQs and manually adding more trucks.

I am considering adding a similar button like 'returns=yes/no' for 'extra staff'.

Thanks for sharing your experience. its appreciated.

best wishes,
Vic
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lion_of_judah
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RE: Private beta test ATG v2.20m

Post by lion_of_judah »

Vic
I went back through and only have one SFT for each unit. If I don't click on the right SFT it will not automatically put that into the specified unit, so I have to mess around until I figured out which one, which I have done. I also noticed that some of my US units have Japanese images but say anglosaxon for the people group. But when I produce them via auto replacement they show up with the correct images. I'm at a loss at what I could have done wrong, as I cannot find my mistake. If your able to point out what I'm missing, I would appreciate it. It appears that I'm missing something I just don't know what. I have also went back through my predefined units for each regime and they seem correct. Now the majority of them work fine, but like I stated earlier there are some which do not
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RE: RE:to Private beta test ATG v2.21 : TOEs and auto-reinforcements

Post by LJBurstyn »

ORIGINAL: Gary Childress

ORIGINAL: LJBurstyn

ORIGINAL: Webizen

@LJBurstyn: Can you post a screeenshot of what you are seeing re NATO picker? Don't look too small to me.

I'd love to send you a screenshot...how do I do that...(take the screenshot).

When you are in the game screen to which you are referring, press the "alt" button plus the "Print Screen" button at the same time. Then open up MS Paint and right click and choose "paste". It will paste a copy of the screen shot you just took into MS Paint. Save as a JPEG so it can be uploaded into the forum.

OKAY, now how do I get it into the message...see box marked embed picture in post...says file is too large?


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LJBurstyn
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RE: RE:to Private beta test ATG v2.21 : TOEs and auto-reinforcements

Post by LJBurstyn »

reduced size of file but it shows bigger in message than it appears on the game screen...still too small for me.

If the number of graphics per line were reduced by three and correspondingly increased in size to fit that might
be large enough for me to see them...or at least see them so I could figure out what they show. I don't mind if
I'd have to scroll thru the pictures.
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RE: RE:to Private beta test ATG v2.21 : TOEs and auto-reinforcements

Post by MrLongleg »

Found a problem:

when I open a turn it shows zero production, but in the HQ's I can see that stuff was produced. Same is true for the statistic graph of production, it shows zero for me and my opponent.
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Vic
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RE: RE:to Private beta test ATG v2.21 : TOEs and auto-reinforcements

Post by Vic »

Anybody seeing any logic to those missing production turns? anything special that seems to be causing it?

best wishes,
Vic
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Tac2i
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RE: RE:to Private beta test ATG v2.21 : TOEs and auto-reinforcements

Post by Tac2i »

Here is a screenshot of the graph:

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RE: RE:to Private beta test ATG v2.21 : TOEs and auto-reinforcements

Post by Tac2i »

Advance one turn:

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RE: RE:to Private beta test ATG v2.21 : TOEs and auto-reinforcements

Post by Tac2i »

Advance another turn:

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Vic
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RE: RE:to Private beta test ATG v2.21 : TOEs and auto-reinforcements

Post by Vic »

Thanks for the screenies.

Question: Have you been making custom tank models?

best wishes,
Vic
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