Enhanced Mod Suite

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.

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cbardswell
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RE: Enhanced Mod Suite

Post by cbardswell »



Cheers lancer - great work (or "bonza" as I believe the antipodean term is...[;)])
"Never, never, never believe any war will be smooth and easy, or that anyone who embarks on the strange voyage can measure the tides and hurricanes he will encounter." Winston Churchill
mej023
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RE: Enhanced Mod Suite

Post by mej023 »

I have a question regarding the Enhanced Resources portion of this mod. Does the AI have the same requirements as the player? Do they have to connect resources to their capitol the same as the player?
lancer
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RE: Enhanced Mod Suite

Post by lancer »

I have a question regarding the Enhanced Resources portion of this mod. Does the AI have the same requirements as the player? Do they have to connect resources to their capitol the same as the player?

No.

Cheers,
Lancer
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harley9699
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RE: Enhanced Mod Suite

Post by harley9699 »

Ok, I'm stupid. How do I know it's installed, after it's installed?
lancer
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RE: Enhanced Mod Suite

Post by lancer »

Hi Harley,

A Guide for the Perplexed

It makes it's present felt in a direct manner. If it's there, you'll know it.

Cheers,
Lancer
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harley9699
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RE: Enhanced Mod Suite

Post by harley9699 »

Cool, thanks. Guess I got used to not using the generic one.
Now, have to get the .15 upgrade...
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Tac2i
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RE: Enhanced Mod Suite

Post by Tac2i »

See this post for additional options: tm.asp?m=2788950.
ORIGINAL: harley9699699

Ok, I'm stupid. How do I know it's installed, after it's installed?
Tac2i (formerly webizen)
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Tac2i
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RE: Enhanced Mod Suite

Post by Tac2i »

EDIT NOTES (All this is experimental so report issues here if you have any. As you may have noted, this mod was created 2 years ago using v2.15):
5) [8/11/2015] Created a work-a-around for the issue with the Enhanced Officers option. I have hard coded an initial limit of 6 HQs and 9 Officers. These limits will increase as your CIC is promoted. You may see a series of error messages on the first turn. You can click through these without any apparent adverse affects with the game. You can avoid these first turn messages by not applying TOE templates to your HQs on the first turn. The 1enhanced.at2 file has been updated to reflect this change. I affected this change by modifying Event 324 (EO Officers section) line 5 TempVar1 = 0 to TempVar1 = 6.
4) [8/06/2015] more testing seems to indicate that if you don't use the "enhanced officers" option this mod works correctly with the TO&E feature. As of this evening I've also added Tank Modeling to the scenario file 1enhanced.at2. Update your copy if you downloaded it earlier.
3) Enhanced Officer option: further tests seem to indicate this over counting issue might possibly be related to applying an HQ TO&E template to your headquarter units. If true this would likely indicate that applying a template is perhaps modifying the internal identifier of unit that is being used by Lancer's mod to track/count them. It'll take a coder to figure it out.
2) Enhanced Officer option: reworked the 1enhanced.at2 file and no longer get the error messages (maybe). The mod is still over counting HQs and Officers. The TO&E feature appears to be working correctly but suspect something about the new v2.21g AdvancedTactics.exe file is messing with the mod that was designed using v2.15.
1) Enhanced Officer option: further testing on my PC has indicated there are additional issues. The three error messages are reappearing and the mod is not accurately reporting number of HQs and officers.
I believe I have the v2.21g TO&E feature (and now tank models) working with Lancer's v2.15 Enhanced Mod. As noted above, best not to use the "Enhanced Officers" option as it isn't working correctly. To try out my mod of the mod, do the following:

1) Install Lancer's Mod: https://advancedtactics.org/upload3/Enh ... 215e.atzip
2) Download my mod of his at2 file: https://rtworks.org/GameStuff/1enhanced.at2 (updated 8/11/2015) and place in your atgoldscenarios folder.
3) Copy the NATO counters in the graphics\newdawnmodgraphics folders to the corresponding locations in the graphics\modgraphics folders
4) If you want a start menu item to launch, place the attached enhanced.txt file in your mods folder. Otherwise launch it manually.

NOTES:

1) Import or create your first unit template as the first item of business of your first turn. It seems if you start doing other things first, then the template panel may fail to work for some reason.

2) During the first turn you may encounter a short series of error messages (if using Enhanced Officers). Simply click through them and the game will continue and the error messages will not appear again (maybe).
Attachments
enhanced.txt
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Last edited by Tac2i on Wed Jul 06, 2022 6:55 pm, edited 1 time in total.
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Krafty
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RE: Enhanced Mod Suite

Post by Krafty »

Im having trouble starting it.

Do I go to New Dawn and load the enhanced master file? Im not sure what to do with your scenario file, and I cant find the enhanced.txt

And I take it theres no way to get the tank design stuff to work with the Enhanced modsuite?

EDIT:

I seem to have figured it out. Went to random game, picked your scenario as the masterfile, and it started without errors on a map. It just appears to be lacking the subformation model tank thingy. Otherwise I didnt see any initial problems.
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Tac2i
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RE: Enhanced Mod Suite

Post by Tac2i »

Enhanced.txt now attached.
ORIGINAL: Kraftwerk

Im having trouble starting it.

Do I go to New Dawn and load the enhanced master file? Im not sure what to do with your scenario file, and I cant find the enhanced.txt

And I take it theres no way to get the tank design stuff to work with the Enhanced modsuite?

EDIT:

I seem to have figured it out. Went to random game, picked your scenario as the masterfile, and it started without errors on a map. It just appears to be lacking the subformation model tank thingy. Otherwise I didnt see any initial problems.
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Krafty
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RE: Enhanced Mod Suite

Post by Krafty »

Thanks! Worked great.
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Tac2i
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RE: Enhanced Mod Suite

Post by Tac2i »

Further testing shows that if you don't use the "Enhanced Officers" option this mod seems to work correctly with the TO&E feature of v2.21g. I've also been able to incorporate Tank Models. See this post for details.

If you have yet to create your first TO&E template I've attached my std.atgtoe file. Save in your savedgames folder and import using the TOE Designer (remove the txt extension first).
Attachments
std.atgtoe.txt
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ohphoto
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RE: Enhanced Mod Suite

Post by ohphoto »

I've downloaded the above attachment for playing The Enhanced Mod Suite with TOE. Playing with Enhanced Officers and Enhanced Resources all seemed to be well for the first few turns but then I noticed that my CIC was showing as 'Overworked'. The report said that I had twelve HQ's on the map when I only had three.

I've played many games with the previous versions of the Mod Suite without any problems.

Any ideas or suggestions?

Cheers.
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Tac2i
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RE: Enhanced Mod Suite

Post by Tac2i »

As I stated in my recent posts above, the Enhanced Mod Suite is not working correctly with that option (Enhanced Officers) selected. Lancer will have to fix it when he has the time to look at it. Unfortunately, it is beyond my knowledge how to correct this issue.
ORIGINAL: ohphoto

I've downloaded the above attachment for playing The Enhanced Mod Suite with TOE. Playing with Enhanced Officers and Enhanced Resources all seemed to be well for the first few turns but then I noticed that my CIC was showing as 'Overworked'. The report said that I had twelve HQ's on the map when I only had three.

I've played many games with the previous versions of the Mod Suite without any problems.

Any ideas or suggestions?

Cheers.
Tac2i (formerly webizen)
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Tac2i
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Update 5: Enhanced Mod Suite

Post by Tac2i »

I believe I have coded a work-a-around for the Enhanced Officers issue with the TOE feature. I changed Line 5 below from TempVar1 = 0 to TempVar1 = 6 (4 might be better). See my post here for details: EMS Mod Modded.

Change your defaultmod.txt file (root folder of ATG) as follows to have a button to launch 1enhanced.at2 or simply launch it manually.
Advanced Tactics Gold

0
modgraphics
atgoldscenarios
sound
-
intro.ogg

12 <-- changed from 11 to 12
1,3,-465,568,Standard Random Game,13,generic.at2
1,3,-465,608,Alt Gfx Random Game,13,generic2.at2,noweather
1,3,-465,648,A New Dawn Random Game,13,anewdawn3.at2,nocrates
1,3,-465,688,Classic Random Game,11,classic.at2
1,3,-152,568,Load Saved Game,4,savedgames
1,3,-152,608,Install Zip/File,15,
1,3,-152,648,Editor,12,classic.at2
1,3,-152,688,Enhanced Mod Suite,13,1enhanced.at2,nocrates <-- add this line
1,3,160,568,Load Scenario,3,atgoldscenarios\
1,3,160,608,Credits,14,
1,3,160,648,Quit,5,
1,3,160,688,AdvancedTactics.org,6,http://www.advancedtactics.org

Image
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Tac2i (formerly webizen)
Krafty
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RE: Update 5: Enhanced Mod Suite

Post by Krafty »

Im determined to get all of this working today. My brain just feels stuck on 'slow, children at play' this morning however. Ill let you know how it goes.


edit:

Seems to be working, ive got TOE, Tank Designs, and my HQs seem to be accurately reported

Image

And I dont know if you did this, or what caused it, but ive always had this bug(sort of) where if you change an HQs color, I have to zoom in or out, or click directly on a unit, to have any unit attached to that HQ change to its color.

Now its instant and universal. *shrug* Probably a fluke, but I about spit coffee all over my monitor in happiness when it happened. Ive had that same issue every time ive changed colors for like 3 years now lol even in AT1.
Attachments
atg1.jpg
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gwgardner
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RE: Update 5: Enhanced Mod Suite

Post by gwgardner »

Thanks for the latest update, Webizen. Seems to be working fine for me. (And thanks for your recent AARs!)

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Tac2i
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RE: Update 5: Enhanced Mod Suite

Post by Tac2i »

I'm not so sure my work-around works as I was hoping. Officer count after a few turns still seems to over inflate.
ORIGINAL: gwgardner

Thanks for the latest update, Webizen. Seems to be working fine for me. (And thanks for your recent AARs!)
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ernieschwitz
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RE: Update 5: Enhanced Mod Suite

Post by ernieschwitz »

The reason might be tied to the fact that the use of HistoricUnitCount is also counting the numbers of TO&E formations. That is there is no real simple way to distinguish programmingwise the number of officers and the number of TO&E formations. They both use historic units as templates.
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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Tac2i
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RE: Update 5: Enhanced Mod Suite

Post by Tac2i »

Though this mod is nearly three year old and not fully compatible with the new TO&E feature introduced last summer, if using the enhanced/realistic officers options (miscounts officers and/or HQs), it is worth a bump back to the top. Based on Ernie's statement in the above post sounds like it might take a new function for use in counting officers/HQs.
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