Pb with editor

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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welk
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Pb with editor

Post by welk »

One pb with this (very excellent) game, is : 1/ The manual not very detailled 2/ The fact that lots of things are not very intuitive.

I.e : I habe builded building a new masterfile (long work...), but for some reason I do not understand, it allows me only to construct during game "non combat" units and vehicles. Other items does not apper (so, they are in the item list : I do not understad).

And my cities and supply bases are at start black (non supplied), but I do not understand why.

Probably have I missed something, but these sort og things are vey Disheartening [&:]

I think it would better to introduce little warning during the creation of scenario, when all things are not completed : I. : it will save lot of time : "your scenario is no reddy because you have not calibrated that, etc..." Now, I am blocked butI do not see how to find where is my error and it is bad : a game have to be intuitive, I think. If you must search solutions to build playing scenarios during long time, it is no good [:-]


PS : I have finaly founded (after one hours...) the pb : default masterfile is calibrated like that : itemtype need to set a researchfield before producing them. When you want not use research (I will use the game juste at operationnal level, for short sceanrios), you have to modify ALL the item one by one... Not very practical, I think, and lot time and work for nothing [:-]. But to play this game, I would accept to go in hell...

PPS : founded all pb, all works now. Supply system and production is very interssant, but a little difficult to learn. I think that this game is a new shape of mental torture for wargamers: a big jar of succulente marmelade with a lid a little bit difficult to open[:D]
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Vic
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RE: Pb with editor

Post by Vic »

I am planning to provide a better and more indepth manual with the next release. seriously.
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82ndtrooper
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RE: Pb with editor

Post by 82ndtrooper »

a big jar of succulente marmelade with a lid a little bit difficult to open[:D]

hahahahaha   that made my day [:D]
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welk
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RE: Pb with editor

Post by welk »

Ok, it would be nice.


And the "event part" is very interessant, but sometimes not very easy to understand.

I.E : the check "Checkslot".

I assume that the utility of this check is to verify what value have some hex of a determined slot (slot = group of map hex, I think)

When choiced, this check offer to set :


x value
y value
N°Slot

But for verification of entire slot, why ask for determined coordonates x,y of an hex ?

So, We have to use a tip loop (Temp value 0 = 0 from checkmapheight and temp value 1= 0 from checkmapwidth) and use x= tempvalue0 , y = tempvalue1.

So :
Checkslot (tempvalue0 as x,tempvalue1 as y,N° Slot) == wanted value



And then, try the result... With bug at final : the event cause crash in game, and indicates that this line of check is responsable of crash.


Better solution with this type of check would be : when the "checkslot" is choiced, to offer to set :

N° slot (first item)

and then second item : to determine == or < or >

and then the third item : the value 0 to ... (wanted value)

So, we would have (sample : I want to check all hex of slot 0 that have 2 in value) :

checkslot(0) == 2


Your map slots system allows possibility to create slots of hex (groups of hax) on map, and to give them the same value or different values ( I.e : in a slot of 10 hex, 3 may have 2 as value, 5 may have 5 as value,etc). But then, the system does not give easy possibility to exploit that, because the checkslot is (in my opinion) not easy to use.



Other things : not very easy to build oob :

Impossible to copy a unit from a masterfile to an other masterfile
Impossible to change the place of a unit in the list (you have to copy it at the end and then erase the original unit)

etc. etc. These are "little things", but one + one + one + one = difficulties...


Sorry for poor english, I am french and it is difficult to explore : I do not learn english (I use automatic translator for all), I don't know anything in informatique languages,etc... : I try to understand but it is very very difficult and explanations are not very complete : I.e, not founded any explanations in manual how to use map slots,etc : just founded these explanations in the little line : exjoinarea of event exe list.


I suggest to you one decision, because you game is the best complete kit system wargame I never seen and it would be a real pity to use the editor at 50% lever of possibilities : To diffuse a special patch "advanced editor extension" (I.e named : "Advanced scenario editor for designers and modders") with better and practical interface for editor + detailled explanations, guide and lot of samples for modders and designers : how to create partisans, how to create weather, how to create diplomacy, how to kill my mother-in-law :), etc : this extension patch with a special advanced editor interface could be sailed 15, 20 $, as you want.

I would prefer to have to pay the game X 3 the price, and no be in the actual situation : a blind the dark. It is very great frustration to not understand all functions.

Your game is great. [&o]. Never seen that sort of system in my wargamer life. So, great is your responsability in front of "PC wargames History".

We, the People[:'(] , are ready to pay this extension and this special editor manual. Just do it !
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RE: Pb with editor

Post by Grymme »

'Welk
&nbsp;
Have you tried reading the 10 tutorials on editing?
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Vic
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RE: Pb with editor

Post by Vic »

Thanks again for the compliments Welk. As i said i am planning to improve things in future versions. And the tutorials are indeed a good help.
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welk
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RE: Pb with editor

Post by welk »

No compliment, Vic : a real situation, this game has very high potentiel for all wargamers in the entire world : it has all qualities to be a "best-seller"&nbsp; like Steel Panthers or others great games if you improve the&nbsp;use of editor to allows players that are not "informatic-experts" to create their own scenarios.&nbsp; One reason of the success of a game like Steel Panthers was : 1/ Very easy to play and very difficult to control tactical situation 2/ Very easy to create scenarios and very high level of possibilities. Advanced Tactics has the first condition, but not the second : possibilities are very high, but complexity level too : take in mind the number of scenarios made for Steel Panthers after 2 years, and the number of scenarios for AT after the same time&nbsp;: it is a real indication. I think that your game, with improved and "easy to use" editor will be one of the best&nbsp;hits at operationnal lever games, more better than HPS campaign games.
&nbsp;
Grymne : I will begin to do. The problem is that my english is very poor, and some abreviations in editor are difficult to understand. I think to control the situation will need long time&nbsp;&nbsp;: It's a long way to...[:D]
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Zaratoughda
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RE: Pb with editor

Post by Zaratoughda »

ORIGINAL: 82ndtrooper

a big jar of succulente marmelade with a lid a little bit difficult to open[:D]

hahahahaha   that made my day [:D]

Made my day also! <g>

Very well put!

For me... finally learned out how to save the ptmaster files..... and more finally learned how to do.... clear out the ptmaster file setting so most of the parameters in the game can be modified.

Z
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Zaratoughda
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RE: Pb with editor

Post by Zaratoughda »

welk.... I agree with your assessment of AT.

For me.... it fills the niche of a generic WWII level war/strategy game along the lines of Tactics II (the very first ever commercial wargame) or Empire.... that no other game around right now seems to come close to.

Also for me... right now I play mostly random scenarios... and not denying the fact that others play the more historical scenarios and a lot of players play PBEM... but there are a lot of others out there that play mostly the random scenarios.. in fact this might be the largest number of AT players by a significant degree (hard to say actually).

What I would like to see in a future release of AT.... would be multiple ptmaster files that would give you the units at start for different historial periods. Like 1900, 1914, 1918, etc, etc.

IMO... something like this would really open up the possibilities for players that like to play the random scenarios mostly.

Z

P.S. Oh, the OTHER major thing about AT... being supported by the designer that did it originally. For TOAW, Norm Koger is long gone from support and improvements... same for Steel Panthers and Gary Grigsby. As far as those supporting these games now... some times they know what they are doing..... but other times.... (lol)... no comment <g>.
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welk
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RE: Pb with editor

Post by welk »

Yes, I see what you mean.

My intention, after finishing my complete graph mod and my own masterfiles (one for 1920-1945, opther for 1945 and post 45), is to create little fictionnal operationnel scenarios working like random games, and based on historical situation that have existed, but in thei principe (not in details = freedom for players and surprise= unknow situations) : these scenarios will be easy to create (just the map to build, and calibrate some parameters and events to adapt the situation) ; players will begin with lot of supply and SF, but in one only HQ, and they will have to build their own oob during game (this function is very funny). So, I will propose political/military scenarios, because I have some little ideas to build funny and vicious (I am french[:D]) situations. But Reach this goal will take some times : I must translate the manual, finish my graphs,etc. (and... a little play the game[:D])

The maps will be 50 x 50 to 75 x75 max, with only 2 regimes and 2 peoples, and I think IA will work fast (I made tests and the game is very fast with little scenarios).

Sample of ideas :

1/ You are in charge to retablish order in a rebell colony after rebellion
2/You are in charge to defend a little friend country against rebells of North (You see what I means[:D])
3/ One of territory island of your country has been conquered by an hostile power in the South Atlantic. You are in charge of the expeditionnary forces...
4/ Your government has decided to send forces against hostile power to retablish democracy in this power and you are in charge of the naval, land and air expeditionnary forces, etc.


etc...

Each type of scenario will do allusions to real situations that have occured but with liberty and surprise of fictionnal situations for details. With the system of events and card, I will also simulate political level, etc. : I.A : carde "Ask hardly to government for reinforcements" will cause, if you abuse of these cards, political problematic situation : hostile campaign of medias, rebellions in troops (insoumission,etc.).

Sorry for porr english. I return learn with the codes events...[:'(]
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RE: Pb with editor

Post by Grymme »

Can guess numbers 2-3.
&nbsp;
Vietnam and Falklands?
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welk
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RE: Pb with editor

Post by welk »

Yes, but only general mecanism, in "abstract strategical situation", without any historical reference. The problem of historical scenarios in wargames&nbsp;is that finaly, players just re-do history without surprise and suspense. Better is to recreate some similar but original situations : all is possible and player does not know what will really happends...
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