Four Seasons with Models
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RE: Four Seasons with Models
Every time you come up with a new version I start a new game...this time before I even finish round (turn) one of the game. Oh well it gives me something to do while I wait (not patiently) for my turns in the GD games I am playing.
I find it confusing the terms turn and round. Round is where everyone has played a turn while turn is when one player has finished his "turn". In some other games I've played turn is when everyone has finished their turns.
EDIT STARTS HERE:
I artificially gave myself enough PP to research a lot of things....I can now research Heavy Artillery 210mm after researching Artillery 150mm BUT I cannot produce it...I did not check anything in the editor mode just tried out the Heavy Artillery in game.
I find it confusing the terms turn and round. Round is where everyone has played a turn while turn is when one player has finished his "turn". In some other games I've played turn is when everyone has finished their turns.
EDIT STARTS HERE:
I artificially gave myself enough PP to research a lot of things....I can now research Heavy Artillery 210mm after researching Artillery 150mm BUT I cannot produce it...I did not check anything in the editor mode just tried out the Heavy Artillery in game.
RE: Four Seasons with Models
I'll check this out tonight. I must have left something off in the items. UGH!
One man alone can be pretty dumb sometimes, but for real bona fide stupidity, there ain't nothin' can beat teamwork -- Edward Abbey
- ernieschwitz
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RE: Four Seasons with Models
I find it confusing the terms turn and round. Round is where everyone has played a turn while turn is when one player has finished his "turn". In some other games I've played turn is when everyone has finished their turns.
I found that confusing too, but as a modder, to know the difference between the two by heart is a necessary evil.
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- ernieschwitz
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RE: Four Seasons with Models
ORIGINAL: Ormand
I'll check this out tonight. I must have left something off in the items. UGH!
Finding errors is good. Firstly it improves your mod, that they were found. Secondly they prove you are human. (I guess that means the more errors the more human you are?)
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RE: Four Seasons with Models
Well, that was a bit embarrassing. The problem was left over from when I had disabled heavy artillery. I had thought that it was changed, but there are so many interconnected things in this game that it is really easy to lose track!
At any rate the issue was in the item, and specifically the item group type, i.e., infantry, aircraft, artillery, vehicle, ships, etc. Basically items that can be built at certain locations. It was set to "not used", which was a convenient way to "hide" an item.
It is fixed at the usual place: FourSeasons-at2-v3.4.atzip (edit: changed to 3.4)
I know what you mean when you get along, and then it makes sense to start over. My hurdle is getting past the first turn, which has a lot of book keeping to get it set up.
One thing to consider, which is actually good for me is to make the game "Loadable". This way you can actually fix something along the way if need be. Especially, something fairly one-dimensional and minor like this. The main caveat is that it resets the round and turn to zero, so you shouldn't edit before the diplomatic block is off as it will reset the counter. But, having a saved game that is loadable is useful if you come across something odd, or you want to get check on how the AI is coming along. edit: Maybe it would also unblock the event. I am not sure about that.
Oh, and I am pretty human!
At any rate the issue was in the item, and specifically the item group type, i.e., infantry, aircraft, artillery, vehicle, ships, etc. Basically items that can be built at certain locations. It was set to "not used", which was a convenient way to "hide" an item.
It is fixed at the usual place: FourSeasons-at2-v3.4.atzip (edit: changed to 3.4)
I know what you mean when you get along, and then it makes sense to start over. My hurdle is getting past the first turn, which has a lot of book keeping to get it set up.
One thing to consider, which is actually good for me is to make the game "Loadable". This way you can actually fix something along the way if need be. Especially, something fairly one-dimensional and minor like this. The main caveat is that it resets the round and turn to zero, so you shouldn't edit before the diplomatic block is off as it will reset the counter. But, having a saved game that is loadable is useful if you come across something odd, or you want to get check on how the AI is coming along. edit: Maybe it would also unblock the event. I am not sure about that.
Oh, and I am pretty human!
One man alone can be pretty dumb sometimes, but for real bona fide stupidity, there ain't nothin' can beat teamwork -- Edward Abbey
RE: Four Seasons with Models
I downloaded the 3 files you said to play this now I have 3 masters which is the one I am supposed to use? LOL
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RE: Four Seasons with Models
I made a mistake in the last post. It is FourSeasons-at2-v3.4.atzip. It points to the proper file since that one replaced the last one.
You need to "install" all three.
FourSeasons-3.3-AllGraphics.atzip has all the graphics files, which are likely tobe rather static.
GeneralsProject-v1.11.atzip has the portraits of the generals
and
FourSeasons-at2-v3.4.atzip which has the actual scenario files, the mod file, and a few additional things.
The mode file will give the option to load when you start ATG, at which point FourSeasons becomes the "default" You can then start FourSeasons random games for each of the three major variants, US, EU and SH.
US is standard random games with US replacing Anglo. EU uses only European regimes, and SH is in the southern hemisphere with some different regimes.
The southern hemisphere works best for maps with more land mass than with ocean. This is because I can't really invert the map, just the weather zones, which includes desert. Thus, if there is a lot of water, perhaps there will be desert slot in the ocean. Not that there is desert, it just means there won't be desert on the map. The problem with inverting the map is that I don't think I can place a river on a hex side, I can only check for a river on a hex side, and I can change a river type in the hex. Still, what you get is a map with the weather system inverted. By the way, you can make maps that have weather from arctic to antarctic.
You need to "install" all three.
FourSeasons-3.3-AllGraphics.atzip has all the graphics files, which are likely tobe rather static.
GeneralsProject-v1.11.atzip has the portraits of the generals
and
FourSeasons-at2-v3.4.atzip which has the actual scenario files, the mod file, and a few additional things.
The mode file will give the option to load when you start ATG, at which point FourSeasons becomes the "default" You can then start FourSeasons random games for each of the three major variants, US, EU and SH.
US is standard random games with US replacing Anglo. EU uses only European regimes, and SH is in the southern hemisphere with some different regimes.
The southern hemisphere works best for maps with more land mass than with ocean. This is because I can't really invert the map, just the weather zones, which includes desert. Thus, if there is a lot of water, perhaps there will be desert slot in the ocean. Not that there is desert, it just means there won't be desert on the map. The problem with inverting the map is that I don't think I can place a river on a hex side, I can only check for a river on a hex side, and I can change a river type in the hex. Still, what you get is a map with the weather system inverted. By the way, you can make maps that have weather from arctic to antarctic.
One man alone can be pretty dumb sometimes, but for real bona fide stupidity, there ain't nothin' can beat teamwork -- Edward Abbey
RE: Four Seasons with Models
Couple things, one of your light tank I ( not sure if true with others yet havent tried) improvements causes the light tank to cost 738 Raw. Not sure which since I dont remember which I clicked.
Question.... how come when I go in the master and change the amount city and raw and oil produce they dont change? Also changing the item costs doesnt do anything either. The game is fun but I prefer beefy armies.
Question.... how come when I go in the master and change the amount city and raw and oil produce they dont change? Also changing the item costs doesnt do anything either. The game is fun but I prefer beefy armies.
Favoritism is alive and well here.
RE: Four Seasons with Models
ORIGINAL: Twotribes
Couple things, one of your light tank I ( not sure if true with others yet havent tried) improvements causes the light tank to cost 738 Raw. Not sure which since I dont remember which I clicked.
Thanks (sort of) you found a bug the play testers didn't. It was for the "Decrease Armor" alteration. I forgot to divide by 100. Oops. I also saw that I had a type for the "Increase Armor" (it said Decrease Armor as well - ugh). I fixed this. I also decided to go back to changing the speed as well. So, increasing/decreasing armor speeds/slows the tank model. It This would be one reason to decrease the armor. Otherwise, it seems like something that a player wouldn't necessarily think of doing. The increase/decrease in armor and speed is +/- 9%.
New version: FourSeasons-at2-v3.5.atzip
ORIGINAL: Twotribes
Question.... how come when I go in the master and change the amount city and raw and oil produce they dont change? Also changing the item costs doesnt do anything either. The game is fun but I prefer beefy armies.
For part one, are you talking about editing the random game that is created? I run the event to set initial production on the first turn, and slightly modify the AI (more supplies and less PP), so this would reset changes you make to the random game at2 file.
As for the costs of items, ah, I reset these as well when using models. This is because I set the non model SFTypes to -1 for human players when using the models variant, and then reset them for the AI players. This is done in event 97. I could use GameVars to store a base cost for these, but it is a fairly large number of units to keep track of. It could be done, and then you could edit them. The idea being to use only the models if you choose that variant. Thus, if there is an AI regime, I have to switch the costs for the SFTypes back and forth.
One man alone can be pretty dumb sometimes, but for real bona fide stupidity, there ain't nothin' can beat teamwork -- Edward Abbey
RE: Four Seasons with Models
I meant to ask what you meant by "beefy armies". More armor? Or rather, armor with bigger tanks?
The idea is to build those up. I do notice though that the AI seems to be reticent to go for medium tanks. This is something that can be fixed. I do find the AI can be pretty persistent and push pretty hard. Some of the modifications to the attacks helps it from burning out too quickly, and I think the modification to readiness loss helps keep the AI armies from wasting away early on.
The idea is to build those up. I do notice though that the AI seems to be reticent to go for medium tanks. This is something that can be fixed. I do find the AI can be pretty persistent and push pretty hard. Some of the modifications to the attacks helps it from burning out too quickly, and I think the modification to readiness loss helps keep the AI armies from wasting away early on.
One man alone can be pretty dumb sometimes, but for real bona fide stupidity, there ain't nothin' can beat teamwork -- Edward Abbey
RE: Four Seasons with Models
as set your variant doesn't allow for much being built. I prefer large armies so I usually increase raw production oil and cities.
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- ernieschwitz
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RE: Four Seasons with Models
I could use GameVars to store a base cost for these, but it is a fairly large number of units to keep track of.
You know that you could use stringlists too?

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- ernieschwitz
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RE: Four Seasons with Models
as set your variant doesn't allow for much being built. I prefer large armies so I usually increase raw production oil and cities.
One thing that might be possible is to change the production points of location types. That way you get what you want, as well as no reset.
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RE: Four Seasons with Models
I tried reseting how much cities produce and oil and raw it just resets them. I just make a few extra cities set the people to a higher production and add mines and oil.
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RE: Four Seasons with Models
I think what you are saying is that you want more production so that you build more stuff (and fight more stuff). I can add a variant to do that. How much more do you think it should be? 25%? 50%?
I can look into storing the variables so that you can modify the LocTypes, etc., and still have it work out for the models and one week turn variants. Though, this might take a little more effort. And a little while since I'll be away on travel (for that nasty four-letter word).
I can look into storing the variables so that you can modify the LocTypes, etc., and still have it work out for the models and one week turn variants. Though, this might take a little more effort. And a little while since I'll be away on travel (for that nasty four-letter word).
One man alone can be pretty dumb sometimes, but for real bona fide stupidity, there ain't nothin' can beat teamwork -- Edward Abbey
RE: Four Seasons with Models
Only do that if others want it to you don't need to cater to me ). Found another bug I think. Level 1 fighter with both improvements ( didnt try with out improvements) converted to naval version registers as -1 production on purchase screen. I also bought ASW tech but did not see anyway to build them?
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RE: Four Seasons with Models
Bicycle Infantry have no combat stats and no weight as a unit.
Favoritism is alive and well here.
RE: Four Seasons with Models
The Medium tank destroyer/assault gun doesn't appear in unit using models. I made the medium one named it M-18 selected Medium tank destroyer / assault Gun and I have them in inventory but they are not being called to unit. Don't know about Heavy haven't gotten that far yet.
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RE: Four Seasons with Models
This is going to take a little longer than I thought. First, I found something that went wrong with officers: their descriptions disappeared. So, I have to track this down. I am not sure what is going on there.
As for the infantry that shouldn't be happening. They have stats in the master. So, I have to track that down.
As for the infantry that shouldn't be happening. They have stats in the master. So, I have to track that down.
One man alone can be pretty dumb sometimes, but for real bona fide stupidity, there ain't nothin' can beat teamwork -- Edward Abbey