The Enhanced Mod Suite
Posted: Mon Jan 14, 2013 8:39 am

Includes...

Now also includes the...

and the...

Download HERE
NOT SURE WHAT TO DO? Go here
Enhanced Officers Information HERE
Current Limitations 9th June, '13
(ERM) 'Higher Production Cost' option doesn't work (unable to fix until next ATG patch)
Introduction
The ERM is a direct follow on from my original ‘Resource Mod’. It’s the new, improved version that comes with dancing girls and chocolates. The girls don’t like to dance alone so it’s now enabled for multiplayer use. The prime focus, however, remains as a means to improve the single player random game experience.
There are significant changes from the previous incarnation but the basic, resources-can-only-be-used-if-connected-to-your-capital, approach remains.
The original mod was made ‘cause I wanted to have this functionality in the game. The mod was aimed squarely at an audience of one, me. The only reason I gave it a quick polish and released it for public use is that it addressed similar concerns that other people on the forum were expressing at the time.
Over time a fair number of people have downloaded the mod and taken it for a run. Some even liked it.
Now, several years later, I’ve circled back and decided that ATG random games are still a premium gaming experience and that I’d like to improve that experience from the perspective of the single player versus the AI.
I’ve come up with a whole lot of ideas, forcibly squeezed my round head through the square hole that is the editor, attained a measure of Zen with the beast and figured out what was going to be doable technically, what would work game wise and how much improvement I could wring out of the single player ATG experience.
While, like before, I’m doing this primarily for my own use, this time around I’m taking a broader view and the mod is built from the ground up with other people in mind. There is a lot more functionality, the code has been optimised, stuff like MP is in there and the overall experience is generally greatly improved. More of a personal exercise in ‘doing it properly’.
The reason for all the changes is that I’ve planned the mod as a two stage implementation. What you have now is the first stage which is the approximate equivalent of the original ‘Resource Mod’.
The second stage, not yet done, is where I plan to give the single player game a significant push down the challenge scale. However I can’t do this without first rebuilding the foundations into a more adaptable design. I talk about the second stage at greater length in another post. So first stage done and dusted. Tick. Second stage underway, design prototype up and running, lot of implementation work still to be done.
Before I start with an explanation of the mod mechanics I’ll zip through and cover a range of miscellaneous topics.
A Word of Thanks
While I may have mentioned the awkwardness of the editor, it is only a temporary affliction. Once you eventually burst through the pain barrier it’s all straightforward and surprisingly powerful with what you can do.
It’s quite possible to crash the program by pushing the limits of the editor but you soon figure out where they are. The base ATG program is amazingly stable and a tribute to the guy who wrote and developed it, Vic.
Who, as a gentleman, is very helpful and responsive with technical, and not so technical, questions which goes a long way towards easing you over the speed bumps that inevitably arise from dealing with something new and different.
A big thank you to Vic for having the vision to develop ATG, to make it such an enjoyable experience and to continue to offer support to the game as well as to the people who try and fiddle with it.
Multiplayer
The mod is fully enabled for multiplayer. You can mix and match humans and AI. The mod has only had small scale MP testing (all good) so any feedback would be appreciated.
Whether it is of any interest to MP players is another matter. Comments elsewhere about not wanting to ‘slow the game down’ would indicate that it probably won’t be.
Using the mod will result in a slower pace as you have to connect resources to your transport network before they can be utilised. You’ll also have to build more trains and ships than you normally would to enable those resources to be transported back to your capital. This chews up production points that would have otherwise been spent on swarming your nearest neighbour.
On the flip side the mod opens up a lot more strategic options. Surgically isolating resources from your opponents transport network is highly doable. Overseas resources are particularly vulnerable. Blockade a key port, drop paratroopers to interdict a key rail link and you can take out multiple resource sites in one hit.
Sure, any isolated resources will be diverted to your opponent’s stockpiles but, provided you can keep the pressure on, they’ll only keep growing. Past a certain point and their stockpiles may as well be on Mars.
Conversely there is a greater need to protect the exposed tentacles of your own transport network. Not easy versus a determined opponent, geographical chokepoints and scattered resources.
Welcome to reality. How do you beat the most powerful nation in the world? Cut off their oil supply.

Action Cards
The mod has a lot of action cards. The second stage of the mod will throw even more into the mix. As the only means of giving the player decision making capability is currently through action cards, this isn’t likely to change.
However I’ve written an ‘Action Card Management System’ (the ACMS – ssssssh! I’m trying to flog it to the Pentagon) to prevent you, the player, being swamped by a screen jammed packed with a squillion itty-bitty action cards.
What this does is turn the action cards into a multi-layered menu system so that there are only a small number of cards on screen at any one time. It’s all coloured coded, logical, easy to navigate and quick. You’ll figure it out.
Reports
The mod generates all manner of detailed reports that shine bright lights on all the dark, shady corners where quality information tends to lurk.
To prevent you, the player, being spammed each turn by a stream of never ending reports I’ve condensed all the important information into a single report ‘Staff Officer Briefing – Transport’. This is the only report that will automatically pop-up each turn.

Via the magic of the ACMS (Hoo harrr!) you are able to selectively view any of the other, more detailed reports, whenever you wish. Additionally there are options to allow you toggle each individual report on/off so that you can customise which reports pop-up at the beginning of each turn depending on your needs and preferences.
If you don’t mind flying blind you can even switch off the ‘Staff Officer Briefing – Transport’ summary report and segue your way sideways into each new turn sans any bothersome paper and numerical nonsense. Real men have waste paper bins for a reason.
continued...