ATG: Wishlist thread

Advanced Tactics is a versatile turn-based strategy system that gives gamers the chance to wage almost any battle in any time period. The initial release focuses on World War II and includes a number of historical scenarios as well as a full editor! This forum supports both the original Advanced Tactics and the new and improved Advanced Tactics: Gold Edition.

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ernieschwitz
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RE: ATG: Wishlist thread

Post by ernieschwitz »

ORIGINAL: Josh

ORIGINAL: Twotribes

He wants more. People are never satisfied, they want to make good games more to their liking. Which usually ends up destroying what was good about the game.

Ernie's suggestion about adding new layers is not something bad per se, after all games do evolve... sometimes indeed destroying a good game, or as my neighbours the Germans like to name it; "verschlimmbesserung" I love that word, great for Wordfeud hehe.
AT is predominantly a wargame, and not a socio-political simulation, so when and if a economic layer would be introduced it would have to be very rudimentary. As it is now your Strategic Bombers bomb the whole political-economic structure of a regime when they bomb a city, that role would be greathly enhanced then. Haven't got a clue as to *how* Vic would encomplish that. How much more complicated would we want AT to become? Without it becoming way to slow to play and enjoy? Without becoming a clickfest?

First of all, i want more, we all want more, but that being said, i am not greedy. I would want it as an editor option, not neccesarily something that is implemented in the current stock games. It is like hardcore production, that too is an option, not implemented in stock games, but can be switched on.

And of course i don´t want to ruin the game. Shame on you for suggesting it.

Another thing i would like is that it was possible to assign regimevars as part of upgrade costs. In some scenarios it costs ore to make a unit, to upgrade that unit to another one should require ore as well. Not just supplies.

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RE: ATG: Wishlist thread

Post by Jafele »

ORIGINAL: Madlok

Everyone can make HP mod or any mod for themself from any mod.
In the main menu click Load Scenario, pick anewdawn.at2, click edit, change the rule (settng -> rulevars -> movement types and ranges -> 312 from 0 to 1). Click Main, click Start. Yeah, you should see a strange map now XD. Click the "computer button" and SAVE, but save in the atgoldscenarios directory and name the file for example aNewDawnHadcore. Now if you want to play New Down with HP just make new random game and replace generic.at2 or anewdown.at2 or whatever masterfile with your new aNewDawnHardcore.at2 file.

WoW, now it´s possible to purchase officers playing with hardcore production: Just make the mod using the resource mod with NATO counters. [:D] However the text under the supreme commander is missing [:@]
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Tac2i
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RE: ATG: Wishlist thread

Post by Tac2i »

I'd like to mention again this idea: an addition that would allow you to choose the regimes you want for your random game. In my case I'm thinking of a use case as follows: a 3vs3 game with only two regimes (for example, Side A is anglosaxon and Side B is german). In this game one player on each side would be the Commander in Chief (CiC). The CiC would control all production, the navy and strategic bombers and give direction to the other players of his team. The CiC would not have any armies except maybe garrison troops. If one of his team was on holiday, the CiC could take his place temporarily.
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Jafele
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RE: ATG: Wishlist thread

Post by Jafele »

If during a multiplayer game (example 3v3) a player is missing (disappears without surrender) I would like to have an option to let the AI control his army. Many games have been ruined because a player took some "holidays" and it´s difficult to find another one to continue the game. So be careful with your human allies, the AI is not a good friend in times of war [:D]
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.

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RE: ATG: Wishlist thread

Post by Twotribes »

ORIGINAL: Webizen

I'd like to mention again this idea: an addition that would allow you to choose the regimes you want for your random game. In my case I'm thinking of a use case as follows: a 3vs3 game with only two regimes (for example, Side A is anglosaxon and Side B is german). In this game one player on each side would be the Commander in Chief (CiC). The CiC would control all production, the navy and strategic bombers and give direction to the other players of his team. The CiC would not have any armies except maybe garrison troops. If one of his team was on holiday, the CiC could take his place temporarily.

I prefer to play the Germans, so I support this desire.
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RE: ATG: Wishlist thread

Post by towerbooks3192 »

ORIGINAL: Josh

ORIGINAL: Twotribes

He wants more. People are never satisfied, they want to make good games more to their liking. Which usually ends up destroying what was good about the game.

Now that I rained on his parade let me make MY ( of course my suggestions don't ruin anything ( LOL) suggestion.

I want MG, Mortar, Bazooka , Inf Guns, AT guns and Flak that is air drop-able. These things existed and it would increase the power and utility of paras. Like Paras they could just have one level of tech to limit increasing power to much.

Amen to that, give them hardfighting paras some more punching power! As it is now if you drop them in the wrong place [:(] they're doomed. [:(]

Ernie's suggestion about adding new layers is not something bad per se, after all games do evolve... sometimes indeed destroying a good game, or as my neighbours the Germans like to name it; "verschlimmbesserung" I love that word, great for Wordfeud hehe.
AT is predominantly a wargame, and not a socio-political simulation, so when and if a economic layer would be introduced it would have to be very rudimentary. As it is now your Strategic Bombers bomb the whole political-economic structure of a regime when they bomb a city, that role would be greathly enhanced then. Haven't got a clue as to *how* Vic would encomplish that. How much more complicated would we want AT to become? Without it becoming way to slow to play and enjoy? Without becoming a clickfest?

Agree with the droppable MG/mortar/bazooka but not the inf guns/arty/flak. Also it would be nice if there are special forces units that could do sabotage or ambush or even set traps? It would be great if lets say something like the veteran units turns into special forces is implemented to have special abilities like let's say only the Paratroopers that are experienced and would become something like Fallschirmjagers could have droppable mortar/MG/bazooka or something like that
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cbardswell
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RE: ATG: Wishlist thread

Post by cbardswell »

Ok - solution - engineers can be air dropped - build an airfield, fly in the guns. a la Dien Bien Phu, Crete (OK they had to capture an airfield but the point stands).

As engineers have no combat ability to speak of, it doesn't change the role of paras.

What have I missed...?
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RE: ATG: Wishlist thread

Post by SMK-at-work »

Long thread an I haven't read it all, so apologies if this has been said alread...

I'd like to see pre-defined unit composition - so a "Panzer Division" will always get 2 tanks, 5 infantry 1 mortar, 1 artillery, 2 trucks..or whatever. Needs to be definable by the scenario designer, and also possibly by the player who might want to invent new unit types depending on how the game goes.

Also needs the ability to change that - so you can have a 1941 Panzer Division and a 1943 Panzer division organisation - and possibly old units retaining the previous OOB.

And lastly you might be able to buy a "Panzer Division" as a block - ie all he components at a single button press, as it were.
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Strategiusz
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RE: ATG: Wishlist thread

Post by Strategiusz »

Documentary movie about military ww2 gliders, with subtitles (but I think they are very mishearded).
https://www.youtube.com/watch?v=mSiPVLLxi0U
Maybe this is an answer for air droppable heavier units.
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RE: ATG: Wishlist thread

Post by CSO_Talorgan »

ORIGINAL: Josh

I'd like to see a "training" facility for Paratroops. They are usually highly trained highly motivated men... but in the game you can only send them into battle with a green status of 40 Exp. points. [:(] Maybe let Engineers build a .. school of some sorts(?) where you can then train these troops, maybe you make them automatically get 5 Exp points per turn, or maybe you have to pay for it via PP's...

I wondered about that too and not just for Paras.

As you say the engineers would create a (LocType?) "Training facility" where (SFT) "Recruits" could be turned into (SFT) "Green troops" or "Green parachute-capable troops" or "Trained but inexperienced alpine troops" or whatever. Presumably there would have to be costs in money and time. Some recruits would learn faster than others and some would be incapable of what was hoped for them.

... and I am pretty sure that this is all already in the editor, if we only knew where to look.
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RE: ATG: Wishlist thread

Post by nicodede62 »

Hello,

here are some suggestions I would like to point out:


- Allow players to pick a faction.
it's a real pain to generate a game if one wants to play a given faction, even more while playing a mod with specific side units.

- No more overlapping movement sounds.
As exemplified in Dan's video below, at 00:12:20, when one is moving several units around, the sounds are overlapping and it can become quite unpleasant to hear. I would suggest to only have one sound played at a time.
http://www.youtube.com/watch?v=3C0xFLPE ... 4Zn3iu2ExF

- Make prevention to be applied only on the unit carried by the covering unit and not applied randomly in the hex.
It would give the players more control on his armored carriers and on which units actually are protected.

- Give the possibility at transport to load a unit, just as do the cargo ships.

- Choose how much AP are spent during an attack (assault or artillery fire).
It would give some more flexibility to the player's maneuvers.

I feel that all this would make ATG even more enjoyable.


Thanks for your attention,
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ernieschwitz
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RE: ATG: Wishlist thread

Post by ernieschwitz »

Request for function change.

I wish that ExecJoinArea be changed when choosing option -2, so that the units that are in the kept hex, HQ units in particular, remain in contact with the Location types that are producing for them.

Incidently i think that there is an error in the description (or exec). The manual states that the units are kept by the orignal owner, and they are in fact, given to the new owner. I like it the way it is, and I am using it currently in a mod to create some fantastic events, that are memory saving... So i would hate to see if this was corrected.
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RE: ATG: Wishlist thread

Post by Strategiusz »

I want displayed kills and losses in PP and RAW [:D]
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RE: ATG: Wishlist thread

Post by phatkarp »

I think it is pretty well-documented that research is too expensive in most MP games, and that very few research options are ever pursued. I think the problem is with PP's. They are too necessary in other areas to spend on research. It is a sign of a broken/flawed design system when a deep and very interesting feature is almost completely ignored, and that is what is happening here.

I think the answer is to have a separate pool of research points dedicated solely to research. Ideally these would accumulate passively (X RP's per turn), and not be something that must be produced by cities. In fact, I would not make it something that *could* be built by cities, and I would not allow PPs to be spent on research. Maybe you could bolster your RPs by having your engineers build a Research Factory, but that would be it. The result would be another strategic dimension for players to consider, prioritizing and choosing certain tech spending over others.
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RE: ATG: Wishlist thread

Post by kombrig »

I think the answer is to have a separate pool of research points dedicated solely to research.

Good idea! Maybe the amount of RPs per turn could be tied with the number of resources or cities a player has? The more powerful your economy, the more research points available.
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RE: ATG: Wishlist thread

Post by ernieschwitz »

ORIGINAL: phatkarp

I think it is pretty well-documented that research is too expensive in most MP games, and that very few research options are ever pursued. I think the problem is with PP's. They are too necessary in other areas to spend on research. It is a sign of a broken/flawed design system when a deep and very interesting feature is almost completely ignored, and that is what is happening here.

I think the answer is to have a separate pool of research points dedicated solely to research. Ideally these would accumulate passively (X RP's per turn), and not be something that must be produced by cities. In fact, I would not make it something that *could* be built by cities, and I would not allow PPs to be spent on research. Maybe you could bolster your RPs by having your engineers build a Research Factory, but that would be it. The result would be another strategic dimension for players to consider, prioritizing and choosing certain tech spending over others.

This is something that can be done with the editor at present. In fact it has already been done kind of in Twebers WaW for ATG.
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RE: ATG: Wishlist thread

Post by phatkarp »

Alas, I don't know how to use the editor. [:(]
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RE: ATG: Wishlist thread

Post by Meanfcker »

I think it is pretty well-documented that research is too expensive in most MP games, and that very few research options are ever pursued. I think the problem is with PP's. They are too necessary in other areas to spend on research. It is a sign of a broken/flawed design system when a deep and very interesting feature is almost completely ignored, and that is what is happening here.

I think the answer is to have a separate pool of research points dedicated solely to research. Ideally these would accumulate passively (X RP's per turn), and not be something that must be produced by cities. In fact, I would not make it something that *could* be built by cities, and I would not allow PPs to be spent on research. Maybe you could bolster your RPs by having your engineers build a Research Factory, but that would be it. The result would be another strategic dimension for players to consider, prioritizing and choosing certain tech spending over others.

I would buy right into this idea.
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ernieschwitz
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RE: ATG: Wishlist thread

Post by ernieschwitz »

It is really not hard to make. No event modding.

All you have to do is set research as regimevars (1 for each research type you want), then you make an item that produces these regimevar when produced. (1 item for each research type you want), then you make an item group that you put these special research items in. You then make a research lab (Tweber has made these, and the graphics is there), that can only produce this item type. And finally you place one of each in each regime.

Real easy actually :)
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RE: ATG: Wishlist thread

Post by ernieschwitz »

Of course if you want to do it in a random map, it might take some event coding...
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