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RE: ATG: Wishlist thread

Posted: Fri Jun 05, 2015 5:06 am
by Jafele

RE: ATG: Wishlist thread

Posted: Sat Jun 20, 2015 3:46 pm
by davebob
1. I would like to begin the game allied with the crate people. Never found a way.

2.Assault Guns. I miss being able to drive my Sig 150 or Su152 up to unprotected infantry and watching them scurry around in terror. ATG assault Guns don't seem to have this flavor. Lt tanks work just as well.

3.Production sliders for each side. The ai +/- system is misleading, and mathemacally unclear. I would like to be able to change them in game if there is a balance problem.

4.Side surrender. Total destruction seems to be the only option here. A rework here could make larger maps more enjoyable/playable.

5.Spy/Intel. The game is diminished to not know anything about a war going on nearby, besides the change of ownership of hexes.

6.Radio tech. Surely there can be some fun here. Before one has all the tech and production to give everyone radios, who do you give them to...fighters, dive bombers, tanks? Be fun to issue the first radios to your veteran units.

RE: ATG: Wishlist thread

Posted: Sat Jun 20, 2015 4:29 pm
by davebob
Air coordination tech.
There doesn't seem to be a way to recreate the Battle of Britain in ATG. When I want to establish air superiority, I don't want my bombers trying to kill infantry or whatever.
At achieving air tech 1, one received an air leader. Air units (including flak) can be assigned to this leader, or not.
Those units assigned to air hq can opt for 3 missions:
Air superiority. Units will attack air assets in enemy territory . fuel and supply is manually applied to the hq for this effort. Air units combat enemy air, flak, fields, factories in a single combat.
Air defense mission. Air units and flak defend from enemy air superiority mission. Important to note the huge advantage Britain had defending the Isle. They were better rested, generally had the elevation advantage, and when they got shot down, they landed in Britain ! Big advantage. I'm no expert on the battle, but just a cursory look at the MIAs tell the story.

Normal mission. Units are assigned as they are in current rules.

Note that air units can be assigned to other, regular hqs, and so,not be a part of the air hq missions. For example, the Germans learned that their dive bombers were not effective on air superiority missions, as fixed flack units murdered them. Further, bombers would not be useful in air defense missions.

Cap. Nuf said. A fighter flying cap over a hex should be doubled or tripled for attacks on that hex.


Carriers. Wow tough nut. Carrier battle is a minute by minute thing. Generally, carrier planes should be assigned missions. Search, cap, bomb/escort. Who finds who first is big.problem is, how can ATG react to a carrier being spotted first by the non-moving player ?

RE: ATG: Wishlist thread

Posted: Sat Jun 20, 2015 11:15 pm
by GaryChildress
Definitely would like an "undo" button for the editor. I just created a beautiful outline of a map then accidently destroyed it by using the "fill" tool instead of the "draw" tool. I hate when I do that! [:@]

RE: ATG: Wishlist thread

Posted: Mon Jun 29, 2015 1:58 pm
by davebob
If it were possible to make riverboat units for General Grant, I might be tempted to make a civil war scenario. Can it be done with the existing engine ?

RE: ATG: Wishlist thread

Posted: Mon Jun 29, 2015 2:21 pm
by ernieschwitz
ORIGINAL: Gary Childress

Definitely would like an "undo" button for the editor. I just created a beautiful outline of a map then accidently destroyed it by using the "fill" tool instead of the "draw" tool. I hate when I do that! [:@]

You don“t know how often I have done exactly that too...

RE: ATG: Wishlist thread

Posted: Mon Jun 29, 2015 3:08 pm
by danlongman
You guys are my heroes as this has to be probably the game I love the most.
I have a couple of thousand computer games
What I love most is exploring making a 4X with the best part managing the economy
and infrastructure and guiding the technical development of my armed forces
fighting others who are doing the same. I play with very expensive tech costs
so that splurging those PP's to gain the ability to motorise and build armour
really hurts. I like to start at an imaginary date 1850-1900 and go to the
post WW2 and modern era. I really like the idea of easily being able to "tack on"
or take off elements of increasing complexity. I am going to go and play it now.

RE: ATG: Wishlist thread

Posted: Sun Jul 12, 2015 3:34 pm
by Jafele
Would be cool to get automatic transport reinforcements for HQ formations.

Example: Your officer has 55 staff and 3 trucks. For the next turn he gains +6 staff (61) so he needs another truck.

RE: ATG: Wishlist thread

Posted: Sat Aug 08, 2015 6:23 am
by Anabella888
Medium Tank still doesn't have a research level, whereas higher levels of Medium Tank do have research levels. Not very significant, since I've already fixed this in my own mod.

But one improvment I'd like to see
is the mouse wheel being used more often
in the lists.

RE: ATG: Wishlist thread

Posted: Sun Aug 09, 2015 2:27 am
by Anabella888
Pretty love this game. But I would like to have more information on the unit clicked on, such as its SF name, without having to leave the screen to identify it.

RE: ATG: Wishlist thread

Posted: Sun Jan 10, 2016 9:54 pm
by GaryChildress
Would be great if there were an ability to import maps from one scenario to another.

RE: ATG: Wishlist thread

Posted: Sat Jan 16, 2016 1:53 am
by StrategyGamer
1. territory "clean up"
Something seemingly simple where territory that is unsupplied, and isn't connected to a
location type or unit, should be taken over by the surrounding warring regime, these lands bug
me as my territory never looks right, it is more of an issue on scenarios than random games though

2. Scroll bar
Nowadays computers have wider screens, (at least for laptops) so it would be nice if you would add a scroll bar to some
editor menus as my wider screen isn't tall enough to see everything. To me, the cut off is in the
import menu, and the officer screen. This is annoying and restricts me from accessing all of the
editor

EDIT: Realized this wasn't going to make it, so 3 and four are deleted

5. Special Recon AI
So I don't see much recon done by the AI so it would be nice if we had a AI role score that would
be say, Recon Air and Recon Ground, and even Recon Sea, or just recon so the AI would use jeeps
specially made Recon planes that people make.

RE: ATG: Wishlist thread

Posted: Wed Jan 20, 2016 3:34 pm
by HarpyEagle
I went 30 years without playing wargames. I thought when Simulation Publications died, the whole genre did also. So happy to see some great games are being produced. I just bought Advanced Tactics Gold.

Suggestion #1: When you go to make four new units from a HQ, e.g., you have to click many times. Why not have the ability to make QUANTITY (x) where x = "make me four regular subformations and assign to the same HQ". It would save a ton of clicks.

Likewise,Suggestion #2... You make new unit, move far to the right to click check mark to assign HQ, then move far to the upper left to assign the HQ then move down to hit "OK". Isn't there a way to confine the making of new units into a small confined area right next to the option of make new subformation/make new HQ? This would be in the same area where unit icons and info shows up, right in the lower center of screen. This would save a massive amount of cursor swing/mouse movement all over the wide screen so that it all happens in a very small box right next to the unit formation options. Using a text box to scroll through with mouse wheel could help when choosing the HQ in order to confine the work area to a small place.

In general, there are a number of things that can be done that can reduce the number of clicks. Macros? Is there a way to use macros? I realize this isn't MS Word but maybe the programmers know how to do this for a game.

Question A ... Rulevars? I have not figured out a way to view the rulevar defaults. Where is that?

Question B ... Is there a manual somewhere to explain how to use the editor?

Question C ... Is there a detailed manual somewhere to explain how to use the TOE?

Thanks for making this excellent game. I threw a random dart since I had no idea what wargame was good to purchase. I love complexity, I love taking an hour to do one turn, hey, that's me. I'm sure there are even better wargames out there so I am anxious to get involved in the community to figure out what the next wargame to purchase is.

RE: ATG: Wishlist thread

Posted: Thu Jan 21, 2016 11:32 am
by Tac2i
Welcome to ATG!

See the "Info for Newbies" post if you haven't yet: tm.asp?m=3677219

Re A: Make random game then hit the Edit button (or use Load Scenario button). Click on Setng button and on the left you will see RuleVars under Property Sheets.

Re B: I think the ATG Manual has some stuff about the editor. See Wiki for more info. No dedicated editor manual.

Re C: No detailed manual. See Wiki. Using TO&E templates saves a ton of mouse clicking. As you mobilize your armies the first few turns will be very busy.
ORIGINAL: HarpyEagle

I went 30 years without playing wargames. I thought when Simulation Publications died, the whole genre did also. So happy to see some great games are being produced. I just bought Advanced Tactics Gold.

Suggestion #1: When you go to make four new units from a HQ, e.g., you have to click many times. Why not have the ability to make QUANTITY (x) where x = "make me four regular subformations and assign to the same HQ". It would save a ton of clicks.

Likewise,Suggestion #2... You make new unit, move far to the right to click check mark to assign HQ, then move far to the upper left to assign the HQ then move down to hit "OK". Isn't there a way to confine the making of new units into a small confined area right next to the option of make new subformation/make new HQ? This would be in the same area where unit icons and info shows up, right in the lower center of screen. This would save a massive amount of cursor swing/mouse movement all over the wide screen so that it all happens in a very small box right next to the unit formation options. Using a text box to scroll through with mouse wheel could help when choosing the HQ in order to confine the work area to a small place.

In general, there are a number of things that can be done that can reduce the number of clicks. Macros? Is there a way to use macros? I realize this isn't MS Word but maybe the programmers know how to do this for a game.

Question A ... Rulevars? I have not figured out a way to view the rulevar defaults. Where is that?

Question B ... Is there a manual somewhere to explain how to use the editor?

Question C ... Is there a detailed manual somewhere to explain how to use the TOE?

Thanks for making this excellent game. I threw a random dart since I had no idea what wargame was good to purchase. I love complexity, I love taking an hour to do one turn, hey, that's me. I'm sure there are even better wargames out there so I am anxious to get involved in the community to figure out what the next wargame to purchase is.

RE: ATG: Wishlist thread

Posted: Thu Jan 21, 2016 12:43 pm
by Ormand
The ATG manual doesn't have much to say about the editor. But, the ATWW2 manual does. It is the orignal manual, and it comes with ATG. Look for ATWW2-Manual in the Manuals directory. Towards the back, it gives a description of some aspects of the editor. The Wiki will the also describe a bit more, especially the event functions.

RE: ATG: Wishlist thread

Posted: Thu Jan 21, 2016 1:32 pm
by Blond_Knight
ORIGINAL: Ormand

The ATG manual doesn't have much to say about the editor. But, the ATWW2 manual does. It is the orignal manual, and it comes with ATG. Look for ATWW2-Manual in the Manuals directory. Towards the back, it gives a description of some aspects of the editor. The Wiki will the also describe a bit more, especially the event functions.

HarpyEagle, you can also open other scenarios in the editor and see how theyre done, especially how other people code events.

RE: ATG: Wishlist thread

Posted: Fri Feb 05, 2016 2:21 pm
by HarpyEagle
Thx everyone for the replies.

Ques #1... The Cavalry unit says it has "zero" carry capacity. I made a unit that has 10 cavalry, 9 riflemen, 3 mg, 2mor. It moves at "cavalry speed". If I were to add a 10th riflemen, it drops to foot speed. So if the cavalry unit has zero carry capacity, how can you attach other units and still move at cavalry speed?

Ques #2 ... I love the TOE idea. This is a crucial feature for game play ease to reduce clicks. However, I see a great delay, or in some cases, no sending out of units as requested ... ever.

I have Supreme HQ. I have four HQ one level below Supreme (I call them Corps HQ). One of these Corps HQ's has a HQ below it (I call a General). I have seen Supreme HQ in early stages of game, over the course of ten to 15 turns, build up 75, 100, 200, 350, 500 + riflemen, e.g. I have fighting units, of course, below my "Corps HQ" all with TOE designs. I see them requesting in rifles every turn, but Supreme builds up all these riflemen and just sits on them. On some turns, I have seen 1 rifle sent out, or a handful sent out, but hundreds are being requested to be sent.

I have rail lines and most of these units requesting the riflemen are on the rail lines. I have zone of control and am not at war. I see no supply line problem as the reason why the HQ just sits on the units and doesn't send them out, and once war starts, I am often manually sending reinforcements out to get them to the troops which defeats the purpose of TOE.

Any help you can give will be greatly appreciated.

This leads me to question #3 ... When I hit the supply layer, I see some very weird things when I right click. For example, I see the supply line for a unit that is subordinate to my 2nd Corps tracing its line to 1st Corps, even though it is within a couple hexes of 2nd Corps and 1st Corps is a long distance away. Regardless of its long distance from 1st Corps, why would the supply line go to 1st Corps at all since this unit is subordinate to 2nd Corps?

I have also seen a supply line go to an incorrect Corps, and then by moving just one hex away, the supply line now goes to Supreme HQ ... in both cases, the unit requesting the riflemen is subordinate to a 2nd level HQ but has its supply line going to either Supreme HQ or a different 2nd level that is not its parent HQ.

Any help will be very welcome. Thanks again!!!


RE: ATG: Wishlist thread

Posted: Fri Feb 05, 2016 7:50 pm
by Ormand
For Question #1, I presume this is in the TOE editor? I have seen something similar for two types that had the same movement in clear, but not mountain, and it got the movement wrong. I figured this was because it couldn't check them all. Otherwise, possibly it is a weighted bug for some movement types, like cavalry and foot. Of course, it should be determined by the slowest unit, but maybe it is by average in some cases.

On Question # 2. You also have to have the transport capacity to send the troops. If you do not have enough trains and trucks, it can't send the units. To see if this is your problem, go to your SHQ and try to transfer a unit during your turn. If you have landcap=0, then all the landcap has been used sending units to their HQs. In many ways, rail transport can be a hindrance getting prepared since the AI can transfer for free!

Given the transport issue, I suggest that you start setting models somewhat slowly at first. If you set all your units to models on the first turn, you will most likely not have enough flexibility to build up the units you need first of all. You can prioritize the units that get reinforced, but you might want to do the first transfers yourself, and then set the TOE moels once things get settled.

RE: ATG: Wishlist thread

Posted: Fri Feb 05, 2016 7:54 pm
by dominickpa
It appears that your TOE transfers may be due to a lack of transport capacity in your HQs. You need trucks or trains for ground transport to your receiving units from a HQ. Trucks will send them out everywhere (and cost you oil reserves), and trains will only send to units located on roads/tracks. Thus make sure your receiving units are positioned on tracks at the end of a turn to do this. Consider that trains have higher transport capacity to do this, so in certain cases, it might be a good idea to have trucks or half-tracks with your field units to maneuver to roads sometimes to get their reinforcements and save oil in the process.

Also, it will cost you more fuel the farther away units are from your HQ when using trucks; if you have both trucks and trains in your HQ, both on and off road units will be supplied, but this may be difficult to determine how much they will, if you don't have enough of either for 100% supplying. This is also true of sending extra supplies to fighting HQs. Therefore, if you like using large armor units that consume quite a bit of fuel, it might be wise to even use engineers to build nearby roads to help conserve fuel in the long run.

RE: ATG: Wishlist thread

Posted: Fri Mar 11, 2016 12:40 pm
by Ajantaka
The ability to quickly locate all the subordinate units of HQ or all the sister units (those with same HQ) by clicking on the unit/HQ and all the subordinate/units will be outlined or highlighted.