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Suggestion to author of Advanced Tactic

Posted: Mon Feb 02, 2009 8:23 am
by welk
One of my wish for the game is : to be able to choice what I import from a master file.

i.e : If I want to play age of Napoleon mod, but with my new graphs, I have to do the work graph adaptation on the Age of Napoléon masterfile. But if the age of Napoleon masterfile is then modified by his author, all my work graph adaptation has to be redone if I awant to play this scenario with my graphs and the new modified masterfile...

A good thing would be : if the editor would allow the possibility to import in one clik from a master file to an other masterfile some elements of your choice, in particular graphs.

RE: Suggestion to author of Advanced Tactic

Posted: Thu Feb 05, 2009 3:48 am
by Zaratoughda
I just downloaded and installed your mod as well as the Bombur mod and the Real Mod and other mods and.... was thinking about what you mention... as I make adjustments to the ptmaster file myself.... that ideally there should be separate ptmaster files (or the equivalent) for graphics and the game itself.

Of course, I have a way around this problem.... after looking at the files in the mod zips, made multiple copies of the dafault and systemgraphics folders and then just copied the files from the mod zips into each. Then, if I want to use this mod or that I just delete the current default and/or systemgraphics folders and copy the same with the mod files and change the names to default or systemgraphics.

This works for me (of course I have the original default and systemgraphics copied) but might be too much a pain for others. So..... separate ptmaster files for graphics and the game... would be nice.

Z

RE: Suggestion to author of Advanced Tactic

Posted: Thu Feb 05, 2009 2:44 pm
by Vic
I am thinking something along the same lines for a next release.
 
Though their are complications since not every scenario utilizes the same graphics, some have extra graphics, and not every graphic mod will support all graphics a specific scenario uses.
 
kind reg,
Vic

RE: Suggestion to author of Advanced Tactic

Posted: Thu Feb 05, 2009 5:47 pm
by welk
It would be nice, because your game is probably one of the best PC wargame never made. I was very critical at start, because I had not understanded the entire system, but now, it will be for me difficult to play an other game. I will use my graph mod to create an "operationnel version" of AT (1 hex = 3 km), with Otan graphs and some other little things, to do with this game little non historical operationnel scenarios, and each scenario will expose a strategic problem. Your event system is very good for this scale : weather, pb of supply, destroyed bridges by partisans, surprising ennemy reifnforcment,etc... I think the operationnel scale is the better scale for this game.

RE: Suggestion to author of Advanced Tactic

Posted: Thu Feb 05, 2009 6:42 pm
by Vic
Happy to hear you like the game. I am striving to perfect rules and improve moddability and add new features for future releases.
Its good as it is, but it still can get better. And it will :)
 
Have been enjoying your artwork screenshots. Might even give me some ideas.
 
kind reg,
vic

RE: Suggestion to author of Advanced Tactic

Posted: Thu Feb 05, 2009 7:11 pm
by Grymme
Another idea that (at least i) think would be interesting were if it was possible to mod several different AIs for a scenario and switch between them as game variants in the event editor. For example i have a scenario where one side is very weak and atempting a defensive stalling action towards the agressive regime. So i would like to mod the AI to become extremely defensive if playing regime A and very offensive when playing regime B.
 
Or is this possible in the current editor?
 

RE: Suggestion to author of Advanced Tactic

Posted: Thu Feb 05, 2009 8:03 pm
by Lunaticus_matrixforum
There is a command ExecAIConservative which can set behaviour for individual regimes:
"The ExecAIConservative ( regime, %) lets you set the modifier for how good the AI thinks its chances for offensive are. If you set it higher then 100% the AI will become more defensive. If you set it very high it will if possible retreat immediatly into the hinterland. Keep in mind you should switch off rulevar 248 when you use this Exec."

I tried a little bit around with this once and it changes the AI a bit but then choose not to focus on AI for my mod.

However I think it might be interesting to set up a scenario where two (or more) differently customized AIs fight against each other, each one with its own settings. It would be possible to add a human observer/referee to this, too. For a not too complex random scenario the effort to set this up would be quite moderate I think....
There was once a computer game where the AI was highly moddable and people made a competition to see which AI could play the system best. Might be interesting to see what kind of AI would emerge for AT from something like this....
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RE: Suggestion to author of Advanced Tactic

Posted: Fri Feb 06, 2009 1:44 am
by Jeffrey H.
ORIGINAL: Lunaticus

I tried a little bit around with this once and it changes the AI a bit but then choose not to focus on AI for my mod.

However I think it might be interesting to set up a scenario where two (or more) differently customized AIs fight against each other, each one with its own settings. It would be possible to add a human observer/referee to this, too. For a not too complex random scenario the effort to set this up would be quite moderate I think....
There was once a computer game where the AI was highly moddable and people made a competition to see which AI could play the system best. Might be interesting to see what kind of AI would emerge for AT from something like this....

I've mentioned this too. It would be kind of fun. Sort of an AI contest of sorts. The more I read about the editor, the more I think it might be somewhat possible with the game as is.

RE: Suggestion to author of Advanced Tactic

Posted: Sat Feb 07, 2009 11:44 am
by Grymme
Lunaticus. Thanks. You seem very knowlegable with the editor. Do you have some more scenarios in the workings?`
 
Actually, maybe you or some other person could answer this. I made an road hex. I use paint, so normally i just pink out the transparent part. But on the road hexes this doesnt help, so i get a very unflattering "pink" road. Where do you fix this.
 
Sincerely
 
Grymme

RE: Suggestion to author of Advanced Tactic

Posted: Sat Feb 07, 2009 11:57 am
by Grymme
I should say that in the editor the hex looks normal, but when i go into play mode the pink appears.

RE: Suggestion to author of Advanced Tactic

Posted: Sat Feb 07, 2009 12:10 pm
by Lunaticus_matrixforum
Mmh. I had a lot of similar topics. Most of the time the issue was that the graphic format did not correspond to what AT was expecting. I think the road tiles from "Tolkinesque" are in a bitmap format. What is the graphic format your roads have?