OK, Four Seasons v 2.0.0 is live. As before, there are two parts. The main graphics files, which are on the server at
http://www.vrdesigns.net/scenario.php?nr=259
and the at2 files, which are at
http://www.vrdesigns.net/scenario.php?nr=260
The "graphics patch" is no longer needed. But, the Generals Project is, which can be found at:
http://www.vrdesigns.net/scenario.php?nr=270
This started as an attempt to balance out air/sea/land units, and evolved into a major upgrade. I updated most of the map graphics (they are similar but improved), added new terrains for scenarios, added terrain graphics for game screen, tweaked SFT's (tried to balance air/land/sea better and made the levels more uniform), and linked to the "Generals Project". The system is still set up for random games with several "variant options" during play.
Changed Graphics:
1. Low Mountains. The edges are more realistic and have been eroded. High Mountains are the same. These were mostly intended to be used next to low mountains.
2. Forested Mountains. Along with the new edges, some errors that had spillover were fixed.
3. Light Forest/Woods. These are now more sparse and more distinguishable from the forests.
4. Fields and Bocage. I tightened up the fields and scale is better.
5. Capital/Urban/Suburban: I made these flow a bit better with the interior graphics so that it filled the hex better. Capitals have a symbol to help you locate them.
6. Mountains no longer overlap urban-like hexes. So that mountain villages make sense now.
7. Improved the beach hexes so that the beach actually follows the coast. I admit that beach hexes in winter are hard to distinguish, and perhaps this can be improved.
8. Made the difference between arid and sand dunes a bit more discernible.
9. Made new graphics for fortifications.
10. Changed the railroad and road system. It is more like the alt graphics. Rails and roads are in the same hex. The rail bed is removed from the tracks.
New terrains:
1. a canal river. This is a river, but has straight edges to denote a canal. I didn't want to use the minor river for this.
2. Wadi/Arroyo. For arid scenarios.
3. Canyon. Normal and desert.
4. Fjord/Estuary. A larger river-like object that connects well to the sea. Can be used to model fjords or an estuary.
5. Sea Canal. This is a "sea" hex that looks like a canal. In ATG we have either sea or land, ships can't use rivers, etc. So, this is meant to model a canal without having to plop down a sea passage. That means land units can't enter the hex. This is fixed by using "ports" that can connect to the canal, which will allow both land and sea units to pass through, and allow bridges.
Units:
I tweaked strengths and consolidated some of the models for them to make more sense.
But, artillery is back. They have a range of two hexes, and can be used as usual. This isn't that realistic for a 15 mi/hex game, but it seemed that it was just better to do with the engine as it is.
[edit]
I forgot some stuff:
Roads:
1. Added a narrow gauge rail, so there are two types of rail that can be used, with different movements. These movement type are set by rulevars 0, 2, 99, 32. The type of rail movement used by each regime is kept track of in regimevar 24. There is a scenario variant to use random rail types, and these are set for each regime at the start of each regime's turn.
Variants for random games:
1. Start with Diplomatic Block: Game starts with diplomatic block that ends pseudo-randomly.
2. Use Models Only: Human players must use models. Standard items cannot be produced.
3. Limit AI Factories: Slows down the AI factory building as the AI builds factories.
4. No Factories: Building factories is not allowed.
5. Weather with Storms: Storms occur randomly affecting air operations.
6. Build Only Roads: Cannot build railroads, just standard roads.
7. Random Rail Type: Regime has 50-50 chance for wide gauge or narrow gauge rail. For 2 regimes, they have the opposite.
8. Five Day Turns: Standard is 14 days, this is an attempt to make shorter turns.