Four seasons - A New dawn 3 problem

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FieldOfGlory
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Joined: Fri Jan 13, 2012 8:17 am
Location: Utah USA

RE: Four seasons - A New dawn 3 problem

Post by FieldOfGlory »

I think this is the problem but I don't know how to permanently fix it.

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bobarossa
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Location: Columbus, Ohio USA

RE: Four seasons - A New dawn 3 problem

Post by bobarossa »

Ok, this is embarassing but I may not know how to use a mod. My ATG program's 'mod' folder contains six files, the first has the date of today and the other 5 are dated may 15,2015. If I start up my ATG and on the 'select mod' screen, I select option 6 (see my post above with picture), I get the ATG main screen that you show above. Should I have deleted those old May files from the mod directory before installing the newer version of the mod?
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FieldOfGlory
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RE: Four seasons - A New dawn 3 problem

Post by FieldOfGlory »

I deleted everything and just downloaded the ones from VR designs and the mod wasn't even working. I had to reinstall the link from Ormand to get it working again. So I'm not sure you should delete what you got just yet.
bobarossa
Posts: 278
Joined: Tue Jun 11, 2002 8:13 pm
Location: Columbus, Ohio USA

RE: Four seasons - A New dawn 3 problem

Post by bobarossa »

Someone in a different thread talked about not being able to get a Research modifier to stick and was told something about master files that I didn't understand. It may have something to do with 'detaching' the master file if I remember the post correctly. I've used up my time for tonight and will do more investigating tomorrow.

wow, your dropbox file is more than double the size of the 4 files in the scenario bank.
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FieldOfGlory
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RE: Four seasons - A New dawn 3 problem

Post by FieldOfGlory »

Thanks for trying to help. I appreciate it.
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FieldOfGlory
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RE: Four seasons - A New dawn 3 problem

Post by FieldOfGlory »

YES! I fixed it. All I had to do was load the scenario files, change "buildable" to "true" and then save the scenario over the existing file and now it works.

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Ormand
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RE: Four seasons - A New dawn 3 problem

Post by Ormand »

Wow. What an exchange. Thanks for helping out bobarossa. I was at work all day and an event tonight, so I couldn't, get to this. It looks like I did make the change in the LT part to make airbases unbuildable. I am not sure how this happened. I will take a closer look at it. I have been reworking this mod over the past few weeks (in between travel). I came to the conclusion that for random games "regiments" doesn't make much sense, and I have been working on fixing up "divisions". The reason is that after looking at some data and whatnot, the time scale for a regiment scale game should be of the order 3-5 miles/hex and 3-5 days. Otherwise, stacking limits don't make sense historically. And with small hexes, a time scale of 15 days would mean ridiculous movements. For a division level game, I have settled upon ~15 miles/hex (up to 20) and two week turns. (It is also possible to think about 8-10 miles/hex and one week turns.) The scale is very similar to the old Europa system from Game Designer's Workshop. I reworked the movements to make things compatible, and have been doing testing. Movement is generally further than vanilla ATG. An infantry unit would move six hexes/turn. Over the past two weeks, I have been playing a random game, and checking for bugs. Of which I have found a few. Most were annoying little problems. I have more or less finished one test game, and moving on to another that I am hoping to AAR.

Let me say that in general, the system is meant to be scalable. It is set up for divisions at 15 mi/hex, but the very same system would work for corps level units at roughly 30-40 mi/hex and month turns, or regiments at roughly 5 mi/hex and 5 day turns. This is because these units are generally built in components of three: 3 regiments = 1 division, and 3 divisions = 1 corps. So, the SFT's can represent a platoon, company, or a battalion. The main units that would need to be adjusted are artillery. Because their max range is typically 15-20 miles. (production should also be adjusted to make availability of new units realistic as well).

I have built in a delay based on the size of the map for the start of the game to give players a chance to get things set up before war starts. In addition, I give players trains and PP based on the size of the map.

In divisions, artillery still have a range of two hexes, even though this actually further than realistic ranges. This was a design decision to not embed artillery in a unit and to keep artillery from being in a hex on the front line. This also meant there was no point in having heavy artillery, since the only real difference was range. But, three hexes (45 miles) is unrealistically far. I've tweaked several units, such as cavalry, reduced the cost of MG because I found that in a game I had an acute shortage. I have fixed a few terrains (winter swamp and hedge rows). I also modified the setup to increase pine forests in the north, put in lakes, and forested mountains.

I still lack some documentation within the game. Such as the difference between levels, so I am working on this, but this is low priority. I can try to put this up within the next week.
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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FieldOfGlory
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RE: Four seasons - A New dawn 3 problem

Post by FieldOfGlory »

Hey I appreciate all the work you guys have done on this mod. I really wanted to get the Regular 4Seasons-New Dawn 3 working correctly because I have decided to do a new youtube lets play series Highlighting the dawn mode and was hoping to be able to do it featuring the 4seasons graphics mod.
If you could provide me with a list of names or matrix forum handles of everyone involved with developing the mod I would be sure to give special mention to everyone involved in the video series.

Thank you.
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Ormand
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RE: Four seasons - A New dawn 3 problem

Post by Ormand »

You're welcome! I'll probably forget some, but I got lots of feedback from Webizen, who has been really supportive and helpful. And, I used the 3D graphics made by Gary Childress (I made the airplanes). Other feedback from ernieschwitz, cpdeyoung, Twotribes been helpful too. And, of course, Vic answering some questions on how to do some stuff!

I hope for some new stuff to come in two weeks (unfortunately, I have travel again next week).
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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FieldOfGlory
Posts: 267
Joined: Fri Jan 13, 2012 8:17 am
Location: Utah USA

RE: Four seasons - A New dawn 3 problem

Post by FieldOfGlory »

Here's the link to the new series. 2 videos uploaded right now. A short intro vid and then a longer episode 1 gameplay video. You and everyone involved in the mod will be listed in the final credits of all the videos I publish in the series and I gave a special thanks to you in gameplay episode 1.
https://youtu.be/4WnvGsDGJlI
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