Updated Graphics

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Ormand
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RE: Updated Graphics

Post by Ormand »

OK, I am uploading a new zip file that should extract correctly into the main ATG directory. I also found a few things that I thought I had fixed, and finished switching some of the SFT graphics with 3D models.
The link is: https://www.dropbox.com/s/ld6gs1wqlraoy ... l.zip?dl=0

edit: 12:21 AM PDT replaced the file as I forgot to add the toe template (it is late). The templates are in the savedgames folder as well as the main 4Seasons graphics directory.

Also, I forgot to mention that for divisions and regiments I added a delay of two rounds. That is the random game starts with the regimes diplomatically blocked. This is raised at the start of the 3rd round. To compensate, the game starts in March. Also, I increased the likelihood that the AI attacks (made them more aggressive).
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: Updated Graphics

Post by Ormand »

Looking at the "delay" I put in, I see that the weather is kind of screwy. This is because the weather assumes a change from the previous conditions to a new condition, and is randomly decided before each turn. Basically so it happen before one of the regimes. This is awkward because the map starts with summer graphics, so even though it is now March, it starts with summer graphics, and eventually becomes mud, etc. It is better to start the game with March weather. This can be done by inserting the following three lines in the event "Seasons: Month and Weather, Freeze Rivers" after line 4

Code: Select all

 CHECK: CHECKROUND == 1
 SETVAR: TempVar2 == 100
 END CHECK
 

TEMPVAR2 is used in the event to check which regime turn the weather changes on and is set equal to 100/number_regimes. Then a random number is checked at each turn to see when it changes. This little line, sets the weather for the zone at the first turn. If you don't do this and had winter, the game would likely start with summer terrains, and then possibly change to winter at some point, which is odd.

I also think there is an error in the ANEWDAWN event "First Round: Set Year and Date". The line

SETVAR: GAMESLOT_MONTH_NUMBER(#0) == 3

is wrong. This should be set equal to 4, since the month is set to May in the next line via

EXECUTE: ExecChangeDate(1,5,TempVar0)

GAMESLOT_MONTH_NUMBER counts the month (starting at zero) and controls the weather. The second line controls the date shown to the player. So, if you want correct weather, the GAMESLOT should be correct.
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: Updated Graphics

Post by Ormand »

I made some updates to the Four Seasons system. New atzip files are on the community web site. they are now in three files due to the larger size allocation. You must download and install, via the game installer all three files. The first time you load one of the scenario files, it will take a few minutes to generate the BIG and SMALL graphics. If you already have the BIG and SMALL graphics, I don't you will have to do anything. The terrain graphics are the same. But, other directories for NATO counters, and SFT graphics are included. SFT graphics include the 3D models made by Gary and myself.

The entire graphics package can be found on dropbox at https://www.dropbox.com/s/m04pvh3t81yk5 ... atzip?dl=0

There is also a new scenario file on the community website. In a nutshell:

Rework of standard NewDawn3 scenario - just replaces map and SFT graphics.
4Seasons-NewDawn3.at2

4Seasons V4.0:
Two main components Divisions and Regiments
4Seasons-NewDawn3-Divisions-v4.0-sft.at2
4Seasons-NewDawn3-Divisions-v4.0-sft-NoFactories.at2
4Seasons-NewDawn3-Regiments-v4.0-sft.at2
4Seasons-NewDawn3-Regiments-v4.0-sft-NoFactories.at2

Divisions is meant to represent a larger scale, with HQ units starting out as a corps-level unit (three divisions plus support elements).
Regiments is a smaller scale, with 14 day turns for random games, and HQ units starting out as a division-level unit (three regiments plus support elements).
NoFactories means that factories have been disabled.
Note that the effective HQ radius is only two hexes. This encourages more HQ's.

For random games, the games start March 1 with a diplomatic block, meaning that war cannot be declared. This block is raised via a random event at the start of each round. The probability the block is lifted is round#*7 for Regiments and round#*15 for Divisions. This is meant to give the player a chance to get organized. Each player also gets an allocation of political points and trains to start the game dependent on the size of the map and the number of regimes. The number of political points is designed to give the player are start at building an effective OOB.

The Divisions and Regiments masterfiles do not include NewDawn 2. I haven't gotten tank models to work yet.

V4.0 fixes a lot of bugs I found from the earlier attempt. I am not sure how of them came about, like the action cards. Some I do, for example picture missing from research. Changing the SFT pictures was mindnumbingly boring, especially for those with several extra graphics.

Officers and TOE does work. After installation, the TOE files are in:
savedgames/TOE-Divisions.atgtoe
savedgames/TOE-Regiments.atgtoe

4Seasons V4.1:
Two main components Divisions and Regiments
4Seasons-NewDawn3-Divisions-v4.1-sft.at2
4Seasons-NewDawn3-Divisions-v4.1-sft-NoFactories.at2
4Seasons-NewDawn3-Regiments-v4.1-sft.at2
4Seasons-NewDawn3-Regiments-v4.1-sft-NoFactories.at2

These are generally similar to V4.0 with a notable change. Most of the special technologies for specific People groups are now available to all Peoples, The exceptions are Fortification, Kamikaze, and Guerilla. The base theory technologies can be discovered by all Peoples, although the original Peoples get the technology for free to start the game. In addition, the units associated with these technologies cost 20% more for the other peoples.

A few other changes in V4.1:
1. Mountain Infantry and Amphibious Assault Theory are now level 1 techs, and do not require Rifle II.
2. Marines have a combat factor for beach hexes that escalates with level. 1.3, 1.5, 1.7., 1.9 for Level I, II, III, IV.
3. Ranger units are replaced with Commando units. These are units with high morale, high hide and recon points, the capability to perform para drops, and 1.2 combat factor for beach hexes. Commando Theory has Paratrooper and Amphibious Assault Theory as pre-requisites.

More descriptions are in the scenario files, which should list the fixes.




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: Updated Graphics

Post by Ormand »

I should add that I am looking into adding more color by replacing some of the Peoples in random games. By this I mean there are now 9 peoples in the file, as Americans, Italians, and Indians are added. I am going to look at making events that will replace some of the core Peoples with these. For example, if there is only one Anglo regime, replace it with Americans with 50% chance. Or if there are two, replace the second with Americans. Sme with Italians and Indians.
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: Updated Graphics

Post by Ormand »

Thanks to Webizen for pointing out that I left out tyhe motorcycle item, so they couldn't be built in the Divisions scenario files. I uploaded fixes to the community site.
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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baloo7777
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RE: Updated Graphics

Post by baloo7777 »

Newbie question...How would current and future PBEM games be affected by my adding this four seasons mod? Would I be unable to play against an opponent who was not using this mod? Am I able to choose to use it or not (or does it work automatically)?
JRR
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Tac2i
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RE: Updated Graphics

Post by Tac2i »

This mod would have no effect on any game you have started or will start with the base ATG game. Ormand's mod does not start up automatically. To create/play a game using this mod you have to manually select one of its at2 files when you are creating your random game. Note that if you wish to play another person with a game you created using this mod, then they would at least need to have the graphics portion of the mod installed. If they don't they will get a lot of missing graphic error messages.
ORIGINAL: baloo7777

Newbie question...How would current and future PBEM games be affected by my adding this four seasons mod? Would I be unable to play against an opponent who was not using this mod? Am I able to choose to use it or not (or does it work automatically)?
Tac2i (formerly webizen)
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Ormand
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RE: Updated Graphics

Post by Ormand »

Fixed the motorcycle issue for real this time in this and GoT.
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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baloo7777
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RE: Updated Graphics

Post by baloo7777 »

ORIGINAL: Webizen

This mod would have no effect on any game you have started or will start with the base ATG game. Ormand's mod does not start up automatically. To create/play a game using this mod you have to manually select one of its at2 files when you are creating your random game. Note that if you wish to play another person with a game you created using this mod, then they would at least need to have the graphics portion of the mod installed. If they don't they will get a lot of missing graphic error messages.
ORIGINAL: baloo7777

Newbie question...How would current and future PBEM games be affected by my adding this four seasons mod? Would I be unable to play against an opponent who was not using this mod? Am I able to choose to use it or not (or does it work automatically)?

Thanks Webizen! It looks so good I wanted it right away but held off to be sure it wouldn't affect my present pbem games.
JRR
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Tac2i
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RE: Updated Graphics

Post by Tac2i »

If you downloaded earlier, please be sure to download again as Ormand updated some of his at2 files to fix an issue with motorcycles.
ORIGINAL: baloo7777

Thanks Webizen! It looks so good I wanted it right away but held off to be sure it wouldn't affect my present pbem games.
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Ormand
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RE: Updated Graphics

Post by Ormand »

I just modified the at2 scenario atzip file to include a set of mod files for auto loading. It will give a choice of 4 mods:
0. default
1. A New Dawn (vanilla and Four Seasons)
2. Four Seasons - Divisions (Factories and No Factories)
3. Four Seasons - Regiments (Factories and No Factories)

After you start the game, a window will prompt you for the choice enter 0-3 for your selection.

This will not change files on your system, it will just load one of these as the default mod, and give you the choice (on the left) for Random Games with these mods. This simplifies the random game part, as you would have to load the mod manually every time you want to create a new random game (if you are looking for the right random map, this is tedious).

Here is a zip file with the mod directory . To install, download the zip file and unzip. If you want, change the extension from .zip to .atzip and use the auto install feature in the game.
Attachments
FourSeasonsmods.zip
(1.53 KiB) Downloaded 40 times
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Ormand
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RE: Updated Graphics

Post by Ormand »

This is a better mod file.

Edit - Webizen pointed out that I screwed up the mod file - UGH! It should be right now.
Attachments
4Seasons.txt
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Ormand
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RE: Updated Graphics

Post by Ormand »

Random games generated at left.

Edit - corrected picture


Image
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ATG-Mod.jpg
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Ormand
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RE: Updated Graphics

Post by Ormand »

If you would like the modified New Dawn 3 file with diplomatic relations blocked for the first few turns, I added a file to the at2 file on the community site. Unfortunately, it is a bit too big to include here (695 kB). Relations are blocked at the start of a random game, and are unblocked with a probability of round*15 % reach subsequent round. This default in the Divisions and Regiments mods.

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: Updated Graphics

Post by Ormand »

Thanks to Webizen again for pointing out error in attempting to put in diplomatic block. Fixed this. Also, made it so that diplomatic block cannot be lifted on first turn (small chance, but still). Made dip-blocked version of FourSeasons New Dawn 3 the default random game in the mod file.
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RE: Updated Graphics

Post by FirstPappy »

Are all he latest files still contained on Webizen's links?
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RE: Updated Graphics

Post by Ormand »

Not the latest files. These are actually on dropbox. This link should allow you to download the two file:

These are FourSeasons-All.atzip and FourSeasons-at2.atzip

The graphics are in the first, and various scenario at2 files in the second. Actually, now that I think about it, right now the at2 file only has the Divisions mod, and not the rework of vanilla AnewDawn3. I can put this up tomorrow. This is the latest version that I have been experimenting with for the divisions mod, which meant to be a scale of 8-10 miles/hex with one week turns. Stacking is essentially one unit/hex (much like regular ATG). It has the Officers and TOE feature but not tank models. Random games start with a delay and you get extra trains and PP to help you get things set up before the war starts. The TOE file is in the savedgames directory. The Divisions movement is a little different than vanilla. Basically, an infantry unit can move six clear hexes, a tracked unit 9, and a wheeled unit 10. And nearly twice that on roads for tracked and wheeled units).

The only problem I have run into is the TOE issue I reported on the support page, where it looks like units are not being transferred in if the unit has 8 SFT subtypes, so the HQ won't send an MGII SFT in if it has 8 SFT's already, and not enough MGI to fill out the TOE. I'm working on this now.

There are a few design issues that I am working on.

First is artillery. At a scale of 10 miles/hex, essentially all artillery would have a range of 2 hexes (these guns have ranges of about 16 miles), and infantry guns a range of zero (in reality less than four miles). This meant there was no real reason to have heavy artillery. It doesn't fit. So I made Artillery I, II, III, IV as separate units for the TOE. You can upgrade from I -> II, II -> III, etc., and you can continue making each artillery type as you research them. Historically, many artillery units had 105 mm, 150 mm, and even 210 mm guns in the same unit formation.

Horses vs. trucks. Why one or the other? In the standard game, the only reason for horses is that you don't have oil. That is one motivation. But, early on, horses are much cheaper, and you can get your infantry moving quickly at foot speed. It would be hard to get all your infantry using trucks, assuming you are putting infantry guns, and anti-tank guns in them as you should. So, horses are useful. But, why not just keep using them. I am taking the course that horses would use more supplies (they need to eat and they take handling). So, while they are much cheaper to make and operate at first, over the long haul, they will cost you more. So, over time, you will want to replace them and modernize your army. Horses were generally used by several armies in WW2, especially Germany.


The at2 file also has the core of a scenario I am building "Fall Weiss" (Case White - German invasion of Poland in 1939). The map is 10 miles/hex, Division sized units, and intended to be 7 day turns, but after I do testing, which hasn't started yet, this could change. Most of the German and Polish combat units are in place. I am still deploying artillery and HQ's.
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RE: Updated Graphics

Post by FirstPappy »

Thanks Ormond. Downloading as we speak.
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RE: Updated Graphics

Post by Khanti »

ORIGINAL: Ormand
(...)

4Seasons V4.0:
Two main components Divisions and Regiments
4Seasons-NewDawn3-Divisions-v4.0-sft.at2
4Seasons-NewDawn3-Divisions-v4.0-sft-NoFactories.at2
4Seasons-NewDawn3-Regiments-v4.0-sft.at2
4Seasons-NewDawn3-Regiments-v4.0-sft-NoFactories.at2

savedgames/TOE-Divisions.atgtoe
savedgames/TOE-Regiments.atgtoe

4Seasons V4.1:
Two main components Divisions and Regiments
4Seasons-NewDawn3-Divisions-v4.1-sft.at2
4Seasons-NewDawn3-Divisions-v4.1-sft-NoFactories.at2
4Seasons-NewDawn3-Regiments-v4.1-sft.at2
4Seasons-NewDawn3-Regiments-v4.1-sft-NoFactories.at2

Where can I get those 4.0/4.1 .at2 files?
I can't see also TOE-Regiments.atgtoe (only TOE-Divisions.atgtoe exists).
In FourSeasons-All.atzip I can see only 4Seasons-Divisions-v1.8.at2 / 4Seasons-Divisions-nofactories-v1.8.at2.
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Ormand
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RE: Updated Graphics

Post by Ormand »

Hanti

I have been working on things trying to make it better. The main conclusion that I cam to is that for random games, a regimental sized game doesn't make much sense as the time scale would have to be shortened to a few days. Hence, I focused on making a division-scale random game. That said, my main intent was to use base units that represented standard unit formations. For divisions, this is essentially company sized SFTs. And the action points are set up to represent ~15 miles/hex and turns of 14 days. The very same system would then also work for platoon sized SFTs, with roughly 5 miles/hex and 5 day turns. Small modifications would also work for corps level units with battallion sized SFTs.

The catch is that artillery ranges need to be modified. For divisions, I made a design decision to make artillery units have a range of two hexes, which is unrealistically long for all units except battleships. I did this since it seemed better to continue to have artillery behind the front lines. In addition, because of the scale no infantry guns have an artillery range.

Over the last week I have been working hard to implement models, and understand how they work. Unfortunately, I have only partially succeeded at this. I have them mostly working in the mod. The only thing that doesn't seem to work is upgrading a specific model to the next level in the model builder. I had also hoped to expand models to fighters, but I am having trouble adding models. In fact, I don't understand how I got it to work as it is.

So, what I have done, is updated the dropbox files with the latest that I have been working on. This includes both FourSeasons-All.atzip and FourSeasons-at2.atzip . The All file has a few new pictures and new/different nato symbols. The at2 file has a corrected newdawn3 scenario. It should be the standard newdawn3 with new graphics only (hopefully this is the case). There are two v4.0 Divisions scenarios, one with factories allowed, and one without. In the savedgames directory, there is the divisions TOE file.

Edit: I forgot to mention that the diplomatic block is actually done using a scenario option at the start of the game. Just click on the box, and it will start with the diplomatic block. You can do it with or without.

If there is a desire for a regiments and corps version, I can work on that as well. I could create a random game with five day turns, and modify artillery to match. For Corps level I need to think about it some. Especially artillery.
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