AT v1.20 public beta
Posted: Thu Jul 10, 2008 2:33 pm
INTRODUCTION
The public beta in v120 does mainly two things. Changes have been made to the engine that will allow smooth multi-scenario campaigns to be designed.
Second it gives some extra options when playing random games. Some of these options for random games are quite experimental, we will evaluate before making this patch a gold version. I am going on holiday in a week or so, so it might be after GenCon that this patch will become gold.
If there are any buggy things report immediatly so i can fix them before i go.
Get it here:
ftp://ftp.matrixgames.com/pub/AdvancedT ... 20beta.zip
CHANGELIST
Added the following options to random games. (using a new masterfile advanced.ptmaster instead of generic.ptmaster)
-Option: Seasons: If this option is activated. There will be 8 rounds of clear wheater. Followed by 2 rounds of mud. Followed by 4 rounds of winter. Followed by 2 rounds of mud. Then the cycle repeats. Mud halves movement of mechanized land troops and stops movement of air forces. Giving a small break to players with no air supriority. Winter halves the offensive strength of all land troops, but not of air or navy forces.
-Option: Rebellions: If this option is activated there is a 2% chance per town per round that rebels will appear near a town in question. If they do the rebels arrive in forces of on avergage 50 power points, with up to level III tech.
-Option: Factories: If enabled you will be able to build factories on plain,light forest and heavy forest hexes. Factories must be build at least 3 hexes appart from eachother. AI will not use this option.
-Option: Hardcore Logistics: If enabled then trucks will be double the price they normally are. Trains will be available. They are equal to trucks but they can carry only 5 troops themselves (trucks=20), they offer the same landcap though. Naval movement speed will be doubled. And most importantly your production can only arrive in the hex where it is produced. This means you will have to build HQs in every producing town. And do a lot of manual transferring. Supply still flows for free from HQ to HQ. (AI is not affected by this rule)
Option Nuclear: Allows you to research and build nuclear bombers and tactical nukes. Nuclear Bomber will waste any location except nuclear bunkers and underground factories. Nuclear bombers do not directly attack troops. Bombers will destroy infrastructure (almost always) completly and leave fallout. Tactical nukes will target troops and do relativly limited infrastructural dammage. Fallout spreads out every round. The radiation level on a hex is equal to the troops you will lose. Radiation levels drop 1 every round. The only protection from radiation is having your troops in the same hex as a nuclear bunker or an underground factory. However those locationtypes are expensive to build. The AI will not use nukes. It is advisable to also play with factories on if you play with the nuclear variant.
Option Diplomatics: More multiplayer random fun. Game starts with every player at war. But with this option turned on you can offer and make peace. Also there are cards to give PP grants to other players. All statistics which are normally hidden about casualties, kills and production are visible for everybody. Also you can share your recon with your allies if you feel like it.
-changed AS of ScoutIII + ScoutIV to 60ap so it works in Generic + Advanced masterfile.
-itemtype graphics through event pictures
-some 10 extra execs + 1 check
CheckResearch(reg,field)
ExecSetResearch(reg,res,0/1)
ExecLoad_UnitTransfer(reg,areaslot,maxperhex)ExecLoad_ResearchTransfer(reg)
ExecLocTypeBuildable(loctype#,0/1)
ExecAreaSpreadOut(areaslot,divideby)
ExecSetLoctypeDestruct(loctype#,landscapetype#,sprite#)
ExecSetResearchCostResearchfield#,peoplegroup#,cost in pp)"
ExecSetItemByPeopleGroup(ItemType#,peoplegroup#,1/0)
ExecCopyActionCard (+Set Name)(From#,Too#)
ExecSetActionCard (+Set Text)(Card#,TempVar0,TempVar1,EventPic#)
ExecGetReconFrom(From#)
-in russia41 =>43 event gives russian ss is fixed
-If FOW is OFF you can now add text to the historybook (done through the prefs menu), this way it is possible to create tactical and strategic tutorials.
-Transfer units in campaign possible (call the exec before you call load new scenario)
You can specify the areaslot which should be used for placement on the next map for the old units. 0= no placement on hex. Furthermore the higher numbers are filled first, then the lower numbers. Air and Navy units are transferred first. You can also specify the max per hex units to be transferred.
-Transfer research in campaign possible (call this exec before you call load new scenario)
All research settings for regime in question are transferred to the next map.
-Dont re-request passwords in campaign game
Same regime numbers are expected to have the same player and AI, prod bonus setting and passwords are copied.
-Import events from other scenario button added in editor (all or only group X or only event X)
-execload is executed immediatly if played through an action card. passwords, pbem, screenshots and terror settings are copied. rest is taken from scenario setting.
-Fixed an obscure but real security issue concerning pbem play. no further info given on purpose.
(upgrading to this new version will cause security warnings in running games)
kind regards,
VIC
The public beta in v120 does mainly two things. Changes have been made to the engine that will allow smooth multi-scenario campaigns to be designed.
Second it gives some extra options when playing random games. Some of these options for random games are quite experimental, we will evaluate before making this patch a gold version. I am going on holiday in a week or so, so it might be after GenCon that this patch will become gold.
If there are any buggy things report immediatly so i can fix them before i go.
Get it here:
ftp://ftp.matrixgames.com/pub/AdvancedT ... 20beta.zip
CHANGELIST
Added the following options to random games. (using a new masterfile advanced.ptmaster instead of generic.ptmaster)
-Option: Seasons: If this option is activated. There will be 8 rounds of clear wheater. Followed by 2 rounds of mud. Followed by 4 rounds of winter. Followed by 2 rounds of mud. Then the cycle repeats. Mud halves movement of mechanized land troops and stops movement of air forces. Giving a small break to players with no air supriority. Winter halves the offensive strength of all land troops, but not of air or navy forces.
-Option: Rebellions: If this option is activated there is a 2% chance per town per round that rebels will appear near a town in question. If they do the rebels arrive in forces of on avergage 50 power points, with up to level III tech.
-Option: Factories: If enabled you will be able to build factories on plain,light forest and heavy forest hexes. Factories must be build at least 3 hexes appart from eachother. AI will not use this option.
-Option: Hardcore Logistics: If enabled then trucks will be double the price they normally are. Trains will be available. They are equal to trucks but they can carry only 5 troops themselves (trucks=20), they offer the same landcap though. Naval movement speed will be doubled. And most importantly your production can only arrive in the hex where it is produced. This means you will have to build HQs in every producing town. And do a lot of manual transferring. Supply still flows for free from HQ to HQ. (AI is not affected by this rule)
Option Nuclear: Allows you to research and build nuclear bombers and tactical nukes. Nuclear Bomber will waste any location except nuclear bunkers and underground factories. Nuclear bombers do not directly attack troops. Bombers will destroy infrastructure (almost always) completly and leave fallout. Tactical nukes will target troops and do relativly limited infrastructural dammage. Fallout spreads out every round. The radiation level on a hex is equal to the troops you will lose. Radiation levels drop 1 every round. The only protection from radiation is having your troops in the same hex as a nuclear bunker or an underground factory. However those locationtypes are expensive to build. The AI will not use nukes. It is advisable to also play with factories on if you play with the nuclear variant.
Option Diplomatics: More multiplayer random fun. Game starts with every player at war. But with this option turned on you can offer and make peace. Also there are cards to give PP grants to other players. All statistics which are normally hidden about casualties, kills and production are visible for everybody. Also you can share your recon with your allies if you feel like it.
-changed AS of ScoutIII + ScoutIV to 60ap so it works in Generic + Advanced masterfile.
-itemtype graphics through event pictures
-some 10 extra execs + 1 check
CheckResearch(reg,field)
ExecSetResearch(reg,res,0/1)
ExecLoad_UnitTransfer(reg,areaslot,maxperhex)ExecLoad_ResearchTransfer(reg)
ExecLocTypeBuildable(loctype#,0/1)
ExecAreaSpreadOut(areaslot,divideby)
ExecSetLoctypeDestruct(loctype#,landscapetype#,sprite#)
ExecSetResearchCostResearchfield#,peoplegroup#,cost in pp)"
ExecSetItemByPeopleGroup(ItemType#,peoplegroup#,1/0)
ExecCopyActionCard (+Set Name)(From#,Too#)
ExecSetActionCard (+Set Text)(Card#,TempVar0,TempVar1,EventPic#)
ExecGetReconFrom(From#)
-in russia41 =>43 event gives russian ss is fixed
-If FOW is OFF you can now add text to the historybook (done through the prefs menu), this way it is possible to create tactical and strategic tutorials.
-Transfer units in campaign possible (call the exec before you call load new scenario)
You can specify the areaslot which should be used for placement on the next map for the old units. 0= no placement on hex. Furthermore the higher numbers are filled first, then the lower numbers. Air and Navy units are transferred first. You can also specify the max per hex units to be transferred.
-Transfer research in campaign possible (call this exec before you call load new scenario)
All research settings for regime in question are transferred to the next map.
-Dont re-request passwords in campaign game
Same regime numbers are expected to have the same player and AI, prod bonus setting and passwords are copied.
-Import events from other scenario button added in editor (all or only group X or only event X)
-execload is executed immediatly if played through an action card. passwords, pbem, screenshots and terror settings are copied. rest is taken from scenario setting.
-Fixed an obscure but real security issue concerning pbem play. no further info given on purpose.
(upgrading to this new version will cause security warnings in running games)
kind regards,
VIC