The Enhanced Mod Suite

Discuss and post your mods and scenarios here for others to download.

Moderator: Vic

anonymous1
Posts: 33
Joined: Thu Dec 08, 2011 2:21 pm

RE: Enhanced Resource Mod

Post by anonymous1 »

I found it is not compatible with high production cost option, oil and ore may become negative.

And the reports only refer to the mines and wells, without synthetic oil and recycle ore.
lancer
Posts: 2963
Joined: Tue Oct 18, 2005 8:56 am

RE: Enhanced Resource Mod

Post by lancer »

Hi Anonymous,

The mod is fully compatible with the high production cost option as that's how I normally play the game and it was designed around that.

The numbers at the top of the screen for oil and raw are, as mentioned in the explanation, somewhat misleading. That's because the ATG engine hard codes the calculations and any modding I do ontop is unable to tap into these calculations. Rest assured that the combined ATG / mod calculations are accurate.

The difference in the numbers at the top of the screen and your in-game reality is that while the screen might show you have 100 oil coming in this turn, it is unable to tell that 60 of that oil won't be arriving because the wells aren't connected to your capital.

There's a report you can access in the mod (Resource summary?) that gives a full breakdown of your resource in's and out's if needed on a turn by turn basis. You can toggle that report to show up every turn if required.

If the numbers are going into the red then this is an indication that you are overproducing for your current level of resources. As unmet production (eg. not enough raw to build those 6 tanks from last time) keeps accumulating if you don't stop your production lines then the numbers will keep going further into the red.

This is how the ATG engine works. It becomes more apparent with the mod because you generally have less resources early in the game than normally due to the need to hook them up to your capital.

Synthetic oil and recycled ore are hard coded by the engine, I can't access the numbers for the mod reports. However they show up in the totals at the top of the screen.

Cheers,
Lancer
danlongman
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Location: Over the hills and far away

RE: Enhanced Resource Mod

Post by danlongman »

Thanks so much. This mod makes it for me. I love to fight over resources and transport nets.
"Patriotism: Your conviction that this country is superior to all other countries because you were born in it." - George Bernard Shaw
lancer
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Joined: Tue Oct 18, 2005 8:56 am

RE: Enhanced Resource Mod

Post by lancer »

Hi Danlongman,

Thanks for the compliment.

Part two of the mod shouldn't be that far away. Making good progress.

The AI will have some sharp teeth, not just with regards to resources.

Cheers,
Lancer
anonymous1
Posts: 33
Joined: Thu Dec 08, 2011 2:21 pm

RE: Enhanced Resource Mod

Post by anonymous1 »

A level 1 mine can only produce 6t (20/3t in reality) raw in high production cost mode.
If you use all transport on oil, transport lack will cause -20t raw (should divide by 3).
So, each turn i get -14t raw, even if i only produce pp and supply.

And when i check the report, I found even if there is no transport lack on raw, the total income produced in wells, transported from reserves and recycled in cities doesn't match the white number changes. It is neither the same nor 3 times.
lancer
Posts: 2963
Joined: Tue Oct 18, 2005 8:56 am

RE: Enhanced Resource Mod

Post by lancer »

G'day anonymous,

My mistake. I thought you were referring to the 'Costly Research' option and had forgotten about the new 'High production cost' option in the extra options screen.

You're right. The mod currently doesn't work with the High Production Cost option as all the calculations are based on the standard 20t per level 1 resource site. I hadn't realised that Vic had dropped the output of resources for this option.

Well spotted. See what I can do.

Cheers,
Lancer
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Stardog
Posts: 93
Joined: Mon Jan 16, 2006 11:17 pm
Location: Hickory N.C.

RE: Enhanced Resource Mod

Post by Stardog »

How do you Install this mod??..[&:]

Keep in mind I'm not to good with unzipping,copy paste.
Any help would be most appreciated.[&o]

Thanks![:)]
Diplomacy without arms is like music without instruments.

Frederick the Great
lancer
Posts: 2963
Joined: Tue Oct 18, 2005 8:56 am

RE: Enhanced Resource Mod

Post by lancer »

Hi Stardog,

Download it and then, in the ATG main menu, select the "Install Zip/File" button (in the middle). Click on the downloaded file, select open and it should all be taken care of.

Cheers,
Lancer
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Stardog
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Location: Hickory N.C.

RE: Enhanced Resource Mod

Post by Stardog »

Hello

Guys I'm trying to play this MOD.I did the download and did the unzip with ATG/zip install but the MOD never shows up?

Anyone know what I'm doing wrong?

Thanks

SD
Diplomacy without arms is like music without instruments.

Frederick the Great
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Tac2i
Posts: 2081
Joined: Tue Apr 12, 2005 5:57 pm
Location: WV USA

RE: Enhanced Resource Mod

Post by Tac2i »

You are not doing anything wrong. There is no menu option included in the mod for loading it. You have to manually select it. You do that by starting a new Random Game. On that screen in the Options section is a button you can click on that allows you to change the at2 file that the random game will be based on. By default generic.at2 is selected. Change that to ERM...at2 something and you'll have your Enhanced Resource Mod game.

Alternatively, if you like to use NATO counters in your random game, I've packaged Lancer's mod with my NATO counters mod and included buttons or a menu to select the mod. Also, there is a button/menu item to select Lancer's mod without NATO counters.
ORIGINAL: Stardog

Hello

Guys I'm trying to play this MOD.I did the download and did the unzip with ATG/zip install but the MOD never shows up?

Anyone know what I'm doing wrong?

Thanks

SD
Tac2i (formerly webizen)
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Stardog
Posts: 93
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Location: Hickory N.C.

RE: Enhanced Resource Mod

Post by Stardog »

Thanks Web

But from what I can see it still aint workin... There is no POOL unit with 1 train/cargo ship and you should start with 400 Raw and 2000 Oil ?
As you can see from print screen its like a regular random game?

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Diplomacy without arms is like music without instruments.

Frederick the Great
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Tac2i
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RE: Enhanced Resource Mod

Post by Tac2i »

Did you check the little checkbox that is required to create an ERM game? It is on one of the screens but I'm not at my PC so can't say definitively just where. You'll see it I'm sure.
Tac2i (formerly webizen)
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Stardog
Posts: 93
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RE: Enhanced Resource Mod

Post by Stardog »

Web
You talken about the ( anewdawn.at2 Button ) then load up the ERM file ? I've tried that.
Anybody got any ideas?

SD
Diplomacy without arms is like music without instruments.

Frederick the Great
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Stardog
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RE: Enhanced Resource Mod

Post by Stardog »

Yo Brother Web[:D]

Thanks I found the ERM Mod button on the last screen!!!

Thanks bro

SD[&o][&o][&o]
Diplomacy without arms is like music without instruments.

Frederick the Great
lancer
Posts: 2963
Joined: Tue Oct 18, 2005 8:56 am

RE: Enhanced Resource Mod

Post by lancer »

A Guide for the Perplexed

Step 1

Follow the download link (start of the topic or here)

Download HERE

What you are doing is downloading an 'atzip' file that handles all the tricky stuff on your behalf. Sort of like a cyber Concierge, only you don't have to tip.

Step 2


Fire up ATG and when you get to the main menu, press this button...

Image

When you do so you'll get a standard file dialogue and you need to highlight the '.atzip' file that you've just downloaded in step 1. Highlight the file, press 'OPEN' and all the required bits and pieces will be placed in their correct folders automatically.

If you already have a previous version of the mod installed then you can relax and make yourself a cup of coffee as it'll all be sorted for you.


Step 3

Fire up a new random game. The first screen of options will have on it a button like thus down at the middle bottom...

Image

This is asking you which 'masterfile' you wish to use. What's a Masterfile? Basically a brain. If you swapped heads with your partner then you'd have a different 'Masterfile' running your body. Good luck with that one.

There are a bunch of these that all do different things but the go ahead and click the little gray box anyway.


Step 4

After clicking you'll get another file dialogue. Choose the file for this mod (which will always be an '.at2' file), which is shown highlighted in the picture (might be a slightly different version if you're reading his later on) and then press 'OPEN'.

Image


Step 5

Once you've selected the appropriate 'Masterfile' (step 4 above), choose your options as required then press 'Make' to proceed to the following option screen.

This has a few extra options and any scenario, or mod specific, options (highlighted). If you don't tick these little boxes then nothing will happen, mod wise.

Image


For the full, Rolls Royce experience, tick them all (there may be another box, 'Enhanced Officers', if you're reading this later).

Probably want to tick the 'Fog of War' and 'Hide Realtime AI' buttons as a matter of course otherwise you'll be looking up the skirt of the AI which isn't what gentlemen do.

All done. Good to Go.

Enjoy.

Cheers,
Lancer
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Tac2i
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RE: Enhanced Resource Mod

Post by Tac2i »

I've added a NATO counters version of Lancer's Enhanced Resource/Enhanced AI (maritime) Mod. See the NATO Counters Mod for the download link. My mod provides a menu item or button to launch Lancer's mod (standard version or NATO version).
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Jafele
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RE: Enhanced Resource Mod

Post by Jafele »

Thanks Web!
Las batallas contra las mujeres son las únicas que se ganan huyendo.

NAPOLEÓN BONAPARTE


Cuando el necio oye la verdad se carcajea, porque si no lo hiciera la verdad no sería la verdad.

LAO TSE
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Jafele
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RE: Enhanced Resource Mod

Post by Jafele »

Web, I cannot install your mod. The following message appears: Error in unpackaging.
Las batallas contra las mujeres son las únicas que se ganan huyendo.

NAPOLEÓN BONAPARTE


Cuando el necio oye la verdad se carcajea, porque si no lo hiciera la verdad no sería la verdad.

LAO TSE
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Tac2i
Posts: 2081
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Location: WV USA

RE: Enhanced Resource Mod

Post by Tac2i »

Fixed. Some thumbs.db files were created by the OS in some of the graphic folders and apparently ATG does not like that. I removed them and all is good.
ORIGINAL: Jafele

Web, I cannot install your mod. The following message appears: Error in unpackaging.
Tac2i (formerly webizen)
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Tac2i
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RE: Enhanced Resource Mod

Post by Tac2i »

Updated 10 April 2013 with Lancer's latest version. Added a NATO counters version of Lancer's Enhanced Resource/Enhanced AI (maritime) Mod. See the NATO Counters Mod for the download link. My mod provides a menu item or button to launch Lancer's mod (standard version or NATO version).

Edit: published a minor refresh today (11 April 2013).
Tac2i (formerly webizen)
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