Wiki for NewDawn features?
Moderator: Vic
Wiki for NewDawn features?
Can you point me to an in-depth reference, specifically for those features that are not in the manual?
- ernieschwitz
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RE: Wiki for NewDawn features?
There are some mentions of those new features here, furthest down on the page.
http://www.vrdesigns.net/atwiki/doku.ph ... gine_rules
However I think they are more for modders than players. It might be faster to just ask what the new features do, and how to operate them, than wait for a tutorial or something of the sort... A few of us know quite alot about the game (perhaps showing how much time we spend on it... )
http://www.vrdesigns.net/atwiki/doku.ph ... gine_rules
However I think they are more for modders than players. It might be faster to just ask what the new features do, and how to operate them, than wait for a tutorial or something of the sort... A few of us know quite alot about the game (perhaps showing how much time we spend on it... )
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RE: Wiki for NewDawn features?
I am just now returning to ATG after a few years pause. I know nothing about TOEs, leaders ant tank construction. And I would prefer to learn about them by reading the rules rather than trial and error.
So yes, what do those features do and how do I use them was what I had in mind. Sorry if my question wasn´t clear.
So yes, what do those features do and how do I use them was what I had in mind. Sorry if my question wasn´t clear.
RE: Wiki for NewDawn features?
Hi Tesuji,
Try this YouTube by KirkAlmighty. It aint bad in helping you out there:
https://www.youtube.com/watch?v=XrRFJUgjdU0
Yes it is not reading. But I does explain step by step.
This one might help as well (by Das)
https://www.youtube.com/watch?v=_StZ1tRL0Ys&t=3s
Best wishes,
Vic
Try this YouTube by KirkAlmighty. It aint bad in helping you out there:
https://www.youtube.com/watch?v=XrRFJUgjdU0
Yes it is not reading. But I does explain step by step.
This one might help as well (by Das)
https://www.youtube.com/watch?v=_StZ1tRL0Ys&t=3s
Best wishes,
Vic
Visit www.vrdesigns.net for the latest news, polls, screenshots and blogs on Shadow Empire, Decisive Campaigns and Advanced Tactics
RE: Wiki for NewDawn features?
Thank you for responding, and btw, thanks for making AT -it´s truly unique!
Unfortunately, while I can read/write English ok, I don´t understand spoken English very well; is there a textfile somewhere on those features?
Unfortunately, while I can read/write English ok, I don´t understand spoken English very well; is there a textfile somewhere on those features?
- ernieschwitz
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RE: Wiki for NewDawn features?
Well... until Vic points you in another direction, here is some of the skinny. Be aware I am writing this from a modders point of view, since I have not played the Vanilla (NewDawn) game.
Leaders are an add-on to HQs. You assign them to a HQ in other words. They have combat and morale bonuses (or sometimes even negative effects). These bonuses are in addition to the bonus that a HQ would grant as well. You are not getting the full bonus from the leader, unless his staff number is equal to or less than the Staff in the HQ.
Leaders can have cards associated with them. Cards can do a lot of funky things, and different modders can make them do different things too. In fact there are no limits to what a card can do. In NewDawn the cards are explained on themselves. Cards normally do not cost any PPs to use, but they are not always available. A will become availably on a random basis. If the card is not available the percentage chance it will become available is printed on it.
Leaders can have small programs (or larger programs) attached to them. These are called feats or abilities. They work automatically, and I have not yet seen what they do in NewDawn, but I know a couple of them. For instance one gives experience to units under the Leaders' HQ' command.
Leaders can cost points to assign to a HQ, or they can cost points to releave of a HQ. They can also be "bought" from the list of officers that is randomly generated (or is fixed). Also in some mods, leaders can level up. Of course there is a limit as to how high they can get in levels, but they seem to always be an improvement (although you could program otherwise).
Leaders do not die in combat (in NewDawn). They can however die if they use their cards, or become wounded, in the same manner.
I think that covers leaders.
Leaders are an add-on to HQs. You assign them to a HQ in other words. They have combat and morale bonuses (or sometimes even negative effects). These bonuses are in addition to the bonus that a HQ would grant as well. You are not getting the full bonus from the leader, unless his staff number is equal to or less than the Staff in the HQ.
Leaders can have cards associated with them. Cards can do a lot of funky things, and different modders can make them do different things too. In fact there are no limits to what a card can do. In NewDawn the cards are explained on themselves. Cards normally do not cost any PPs to use, but they are not always available. A will become availably on a random basis. If the card is not available the percentage chance it will become available is printed on it.
Leaders can have small programs (or larger programs) attached to them. These are called feats or abilities. They work automatically, and I have not yet seen what they do in NewDawn, but I know a couple of them. For instance one gives experience to units under the Leaders' HQ' command.
Leaders can cost points to assign to a HQ, or they can cost points to releave of a HQ. They can also be "bought" from the list of officers that is randomly generated (or is fixed). Also in some mods, leaders can level up. Of course there is a limit as to how high they can get in levels, but they seem to always be an improvement (although you could program otherwise).
Leaders do not die in combat (in NewDawn). They can however die if they use their cards, or become wounded, in the same manner.
I think that covers leaders.
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- ernieschwitz
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RE: Wiki for NewDawn features?
A TO&E (Table of Organization & Equipment), lists what a unit can be composed of. You define this in the TO&E editor which is part of the games functions, if enabled. The editor should be somewhat intuitive, just keep in mind, there is a lot of clicking, and remember that a TO&E is specific to what troops people that are in it. This is important to note.
A TO&E formation can be assigned to any unit, once made. If the unit is composed of troops that are not in the TO&E you have made, then these troops (or troops of a different people, but same subformation type), will be sent back to the HQ they are connected to. Conversly, troops that are in the TO&E formation will be sent to the unit, in steps of one HQ at a time. So if you have three HQs (Main, Area, Frontline), then the units will travel over two turns to get there (First Main-> Area, then Area -> Frontline).
This may seem slow, but it also lessens the micromanagement. At least it makes you do the stuff needed to be done to set up the TO&E in one turn, from then on you can (mostly) sit back, and watch it work.
Naturally this work isn't done without some sort of transport being available. While units do travel longer than they could normally (a mod can set how far, or short), they still need that transport. So trucks and trains are usually needed in the HQs that do the transporting, or it needs to be near the HQ it is going to transport to.
The TO&E also lets you choose a symbol you want for units to have. The symbol is a two part NATO unit icon. The first part of the ICON is a unit type symbol (Infantry for instance would be a box with a cross in it from corner to corner), and a unit size symbol (xxx on the side of the unit would denote a corps, xx a division... etc.)..
You will also be naming the units type (for instance riflemen) and each riflemen unit type will get numbered. (2nd unit you assign a TO&E for riflemen would be 2nd Riflemen)... and you can also choose to have this written on the upper portion of the Symbol for this unit, or the number for the unit.
There are more things that can be tinkered with in game. For instance, the number of reinforcements the unit in question should take in pr. turn (in percentages). ... and much much more.
I think that rounds out the TO&E ok. Of course I haven't shown you how to do anything with pictures. But hey, if I get the time I might. Sorry for there being no description of Tank Models (or Models, they could be models of anything basically) but I have yet to fiddle with them.
A TO&E formation can be assigned to any unit, once made. If the unit is composed of troops that are not in the TO&E you have made, then these troops (or troops of a different people, but same subformation type), will be sent back to the HQ they are connected to. Conversly, troops that are in the TO&E formation will be sent to the unit, in steps of one HQ at a time. So if you have three HQs (Main, Area, Frontline), then the units will travel over two turns to get there (First Main-> Area, then Area -> Frontline).
This may seem slow, but it also lessens the micromanagement. At least it makes you do the stuff needed to be done to set up the TO&E in one turn, from then on you can (mostly) sit back, and watch it work.
Naturally this work isn't done without some sort of transport being available. While units do travel longer than they could normally (a mod can set how far, or short), they still need that transport. So trucks and trains are usually needed in the HQs that do the transporting, or it needs to be near the HQ it is going to transport to.
The TO&E also lets you choose a symbol you want for units to have. The symbol is a two part NATO unit icon. The first part of the ICON is a unit type symbol (Infantry for instance would be a box with a cross in it from corner to corner), and a unit size symbol (xxx on the side of the unit would denote a corps, xx a division... etc.)..
You will also be naming the units type (for instance riflemen) and each riflemen unit type will get numbered. (2nd unit you assign a TO&E for riflemen would be 2nd Riflemen)... and you can also choose to have this written on the upper portion of the Symbol for this unit, or the number for the unit.
There are more things that can be tinkered with in game. For instance, the number of reinforcements the unit in question should take in pr. turn (in percentages). ... and much much more.
I think that rounds out the TO&E ok. Of course I haven't shown you how to do anything with pictures. But hey, if I get the time I might. Sorry for there being no description of Tank Models (or Models, they could be models of anything basically) but I have yet to fiddle with them.
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RE: Wiki for NewDawn features?
Thank you! Does the AI in random games use leaders?
RE: Wiki for NewDawn features?
I am currently playing a New Dawn Random Scenario: Small Map, One City Start, 2 Allied AIs.
TOEs are an enormous improvement; the reason why I had stopped playing AI was the repetitiveness of making the same Infantry Unit x100. Solved!
My game has arrived at a stalemate of sorts; I formerly did beat 2 allied AIs with ease; difficulties I have now are in part because the game has improved; but in part also because I don´t know how auto-reinforcement works. I have a lot of understrength units at the front and a lot of of Infantry, MGs, Bazookas and Mortars sitting at Supreme HQ. I have not the foggiest notion why they aren´t moving. Perhaps a bug, or I don´t have enough Trains, or I am doing something else wrong. Impossible to know without knowing precisely how auto-reinforcement is supposed to work. So I´d really need some hard info on the TOE game mechanics.
TOEs are an enormous improvement; the reason why I had stopped playing AI was the repetitiveness of making the same Infantry Unit x100. Solved!
My game has arrived at a stalemate of sorts; I formerly did beat 2 allied AIs with ease; difficulties I have now are in part because the game has improved; but in part also because I don´t know how auto-reinforcement works. I have a lot of understrength units at the front and a lot of of Infantry, MGs, Bazookas and Mortars sitting at Supreme HQ. I have not the foggiest notion why they aren´t moving. Perhaps a bug, or I don´t have enough Trains, or I am doing something else wrong. Impossible to know without knowing precisely how auto-reinforcement is supposed to work. So I´d really need some hard info on the TOE game mechanics.
- ernieschwitz
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RE: Wiki for NewDawn features?
ORIGINAL: Tesuji
Thank you! Does the AI in random games use leaders?
They do, in New Dawn, I believe. (also in the 2nd Civil War scenario)
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- ernieschwitz
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RE: Wiki for NewDawn features?
ORIGINAL: Tesuji
I am currently playing a New Dawn Random Scenario: Small Map, One City Start, 2 Allied AIs.
TOEs are an enormous improvement; the reason why I had stopped playing AI was the repetitiveness of making the same Infantry Unit x100. Solved!
My game has arrived at a stalemate of sorts; I formerly did beat 2 allied AIs with ease; difficulties I have now are in part because the game has improved; but in part also because I don´t know how auto-reinforcement works. I have a lot of understrength units at the front and a lot of of Infantry, MGs, Bazookas and Mortars sitting at Supreme HQ. I have not the foggiest notion why they aren´t moving. Perhaps a bug, or I don´t have enough Trains, or I am doing something else wrong. Impossible to know without knowing precisely how auto-reinforcement is supposed to work. So I´d really need some hard info on the TOE game mechanics.
Like you said, impossible to know, if you cannot look at the situation without knowledge of it. That goes for me too btw. I have not the foggiest notion why they don't work, cause I have gotten too few clues.
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RE: Wiki for NewDawn features?
Of course! I do not expect you to find out why I am stuck; but I guess I could figure it out myself, if I had some hard info on the auto-reinforcement process.
- ernieschwitz
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RE: Wiki for NewDawn features?
Well, it could be a multitude of things. Like do you have fuel problems, if so, that could be the reason. Or for instance, are your HQs so far apart that the transfer cannot happen? Are the HQs you want to transfer to, actually part of the same HQ chain? Also, if the top HQ has trains but not trucks, and the HQ it is transfering to is not on rails... then it might give a problem too.
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RE: Wiki for NewDawn features?
You need trucks and trains for transfers over any distance. Trains work on roads and trucks transfer across non road spaces.
Favoritism is alive and well here.
RE: Wiki for NewDawn features?
And you need cargo ships if transferring across oceans.
Favoritism is alive and well here.
RE: Wiki for NewDawn features?
People, I know how Strategic Transfer works. I am not new to AT, only to New Dawn.
The devil is in the detail. This is why I need to know: Exactly how does the Autoreinforce routine use the Strategic Transfer routine?
(Otherwise I can´t make a precise prediction what will be where 1 turn from now.)
The devil is in the detail. This is why I need to know: Exactly how does the Autoreinforce routine use the Strategic Transfer routine?
(Otherwise I can´t make a precise prediction what will be where 1 turn from now.)
- ernieschwitz
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RE: Wiki for NewDawn features?
Not to put a too fine point on it, but I don't think you will get a more in-depth description of the process of autoreinforcements, that the one you have gotten, save by Vic himself. I do understand your frustration, but understand, we are trying to help, and you are shooting the messengers.
One thing you could do would be to send the save game to one of us, and that person could take a peak to decide what is happening. If you feel lucky that person might be Vic too.
One thing you could do would be to send the save game to one of us, and that person could take a peak to decide what is happening. If you feel lucky that person might be Vic too.
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RE: Wiki for NewDawn features?
Auto reinforcement sends reinforcements to the units under a hq. It will travel one hq at a time through the chain of command so if the receiving hqs has more then one Hqs between the supplying Hqs and its self it will take several turns to receive the reinforcements. Further the Hqs will first retain what IT needs as far as the TOE goes before distributing troops. Each individual unit has a short range it can be delivered with out Strategic resources. After that you must provide the truck or train to move it.
So from main Hqs to a secondary Hqs directly attached it would take a minimum of 2 turns for reinforcements to be received by unit. One turn to Hqs one turn to unit. And it the Hqs will try and fulfill all demands placed on it so if you take new loses before the two turns is up the old reinforcements will be divided between the original demand and the new demands and more reinforcements sent from main HQS.
So from main Hqs to a secondary Hqs directly attached it would take a minimum of 2 turns for reinforcements to be received by unit. One turn to Hqs one turn to unit. And it the Hqs will try and fulfill all demands placed on it so if you take new loses before the two turns is up the old reinforcements will be divided between the original demand and the new demands and more reinforcements sent from main HQS.
Favoritism is alive and well here.
RE: Wiki for NewDawn features?
ORIGINAL: Twotribes
Auto reinforcement sends reinforcements to the units under a hq. It will travel one hq at a time through the chain of command so if the receiving hqs has more then one Hqs between the supplying Hqs and its self it will take several turns to receive the reinforcements. Further the Hqs will first retain what IT needs as far as the TOE goes before distributing troops. Each individual unit has a short range it can be delivered with out Strategic resources. After that you must provide the truck or train to move it.
So from main Hqs to a secondary Hqs directly attached it would take a minimum of 2 turns for reinforcements to be received by unit. One turn to Hqs one turn to unit. And it the Hqs will try and fulfill all demands placed on it so if you take new loses before the two turns is up the old reinforcements will be divided between the original demand and the new demands and more reinforcements sent from main HQS.
Yes, this completely agrees with my experience so far.
Last time I played was version 2.06 or so, and the improvements since are tremendous. 90% of the time I want to praise the game sky-high; the other 10% I am cursing the outdated documentation. [:D]
My Frenchies decided to surrender to the German-Chinese alliance (No French Surrender jokes, please! [:)] ), and I have started a new game, 1:1 this time, to be on the safe side. I used to be very thrifty with spending on Transport, but less micromanagement also means I can´t rely as much on improvisation and the automated process will not always have the same priorities as I, so more Trucks this time.
One thing that is not clear to me at all is this: Suppose my Supreme HQ has only Trains, no Trucks -does it deliver only to HQs/units that sit directly on rails, or can the SFs move a couple hexes on their own volition AFTER leaving the trains?
RE: Wiki for NewDawn features?
I dont think they can move after what ever movement past the basic free move? However I have noticed they will populate units away from ports on another continent.
Favoritism is alive and well here.

