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Essential Mods and Scenarios
Posted: Mon Oct 13, 2014 6:28 pm
by mashkis
Newbie here.
What are the best graphical and AI mods for ATG?
The same for scenarios?
Thank you.
RE: Essential Mods and Scenarios
Posted: Mon Oct 13, 2014 7:16 pm
by danlongman
I really like Nato symbols. I do not like my engineers to look like hockey players. ( I am Canadian).
I much prefer enhanced supply.
I like big random games.
RE: Essential Mods and Scenarios
Posted: Mon Oct 13, 2014 8:24 pm
by Tac2i
Lancer's Enhanced Mod Suite: It is the best all around mod available in this ATG gamer's opinion.
Main screen mod:
tm.asp?m=3396271. Changes the buttons on your ATG main screen.
RE: Essential Mods and Scenarios
Posted: Mon Oct 13, 2014 9:19 pm
by Twotribes
ORIGINAL: Webizen
Lancer's Enhanced Mod Suite is a must.
No it isn't )
RE: Essential Mods and Scenarios
Posted: Mon Oct 13, 2014 9:30 pm
by baloo7777
Can't get Lancer's Enhanced Mod Suite to work right with v220c? Am I doing something wrong?
RE: Essential Mods and Scenarios
Posted: Mon Oct 13, 2014 10:46 pm
by Tac2i
If works fine with v2.20c except that it does not support tank models. What exactly isn't working for you?
ORIGINAL: baloo7777
Can't get Lancer's Enhanced Mod Suite to work right with v220c? Am I doing something wrong?
RE: Essential Mods and Scenarios
Posted: Mon Oct 13, 2014 10:55 pm
by Tac2i
Ormand's mod is worth a look as well:
tm.asp?m=3642658. Be advised this mod plays differently than standard ATG. It is still ATG but the mod changes quite a few things.
RE: Essential Mods and Scenarios
Posted: Tue Oct 14, 2014 2:53 am
by Ormand
Kind of back here after some other adventures. Just a correction to Webizen's plug on my behalf. Yes, there are two "new" mods in the package that alter the structure of units: Regiments to make units look a little more like Decisive Campaigns with platoon sized SFT's, and Divisions, with company sized SFT's. However, there are also three at2 files that are just a replacement of graphics for standard ATG, namely ATG, New Dawn, and New Dawn with tank models. You can select any one of these with the mod file provided.
RE: Essential Mods and Scenarios
Posted: Tue Oct 14, 2014 12:20 pm
by Twotribes
ORIGINAL: Ormand
Kind of back here after some other adventures. Just a correction to Webizen's plug on my behalf. Yes, there are two "new" mods in the package that alter the structure of units: Regiments to make units look a little more like Decisive Campaigns with platoon sized SFT's, and Divisions, with company sized SFT's. However, there are also three at2 files that are just a replacement of graphics for standard ATG, namely ATG, New Dawn, and New Dawn with tank models. You can select any one of these with the mod file provided.
In the Div 2 file you did not link self propelled art II to III for upgrade it is linked to itself. And one can not build roads into forests, looks like just light forests were not allowed for not sure haven't tested it yet.
RE: Essential Mods and Scenarios
Posted: Tue Oct 14, 2014 8:06 pm
by mashkis
Thank you all for you input.
RE: Essential Mods and Scenarios
Posted: Tue Oct 14, 2014 10:13 pm
by baloo7777
ORIGINAL: Webizen
If works fine with v2.20c except that it does not support tank models. What exactly isn't working for you?
ORIGINAL: baloo7777
Can't get Lancer's Enhanced Mod Suite to work right with v220c? Am I doing something wrong?
OK. Not able to make my own design light tanks with the mod. Not sure it's that important now. Seems like I spend a lot and not sure of effort. Enhanced mod seems more important. Did not realize I had it installed correctly, just no new tank design.
RE: Essential Mods and Scenarios
Posted: Wed Oct 15, 2014 2:33 am
by Ormand
ORIGINAL: Twotribes
ORIGINAL: Ormand
Kind of back here after some other adventures. Just a correction to Webizen's plug on my behalf. Yes, there are two "new" mods in the package that alter the structure of units: Regiments to make units look a little more like Decisive Campaigns with platoon sized SFT's, and Divisions, with company sized SFT's. However, there are also three at2 files that are just a replacement of graphics for standard ATG, namely ATG, New Dawn, and New Dawn with tank models. You can select any one of these with the mod file provided.
In the Div 2 file you did not link self propelled art II to III for upgrade it is linked to itself. And one can not build roads into forests, looks like just light forests were not allowed for not sure haven't tested it yet.
Hi Twotribes, Yes, I missed roads in light forests. But, the version I have on my disk doesn't have the problem with SPA.
I am, however, making some modifications to this that I hope to have out by the end of the weekend. I am trying to improve the city and suburb edges so that they aren't so hard edge (not as nice as they could be). I have renormalized some units, specifically artillery attack and defend power, which I think were too high. I am also adding a few SFTs. Three levels of coastal artillery, light infantry and mobilization via bicycles and motorcycles. I changed the weights a bit so that normal infantry units have a wight of 2, and light infantry has a weight of 1. The light infantry can be mobilized by bicycle and motorcycle. Bicycle will be a new movement type (coastal artillery has a new one too as in static) that moves like foot in all terrains and 50% of wheel along roads. Motorcycle will be a wheeled movement type, but 20% faster and will have greater recon capabilities. These are being introduced to give more flavor and the ability to model some historical units (for example, bicycles were used by the Japanese at Singapore and the Italians in Sicily). Coastal artillery will be very heavy and have no movement (actually cost 9999 AP to move anywhere) but can be transported via rail (can't stop this). They will have good artillery against ships, but not against much else. So, they can't really be used on land targets.
The plan is to put a "patch" up on the site that just adds the new stuff, and then replace all other files. Hopefully, the patch will be sufficient if you already have it installed (i.e., I don't screw something up).
RE: Essential Mods and Scenarios
Posted: Wed Oct 15, 2014 5:31 am
by Strategiusz
For me the best mod is hardcore production mod. But this is not a gui/ai/scenario mod.
RE: Essential Mods and Scenarios
Posted: Wed Oct 15, 2014 4:01 pm
by Twotribes
ORIGINAL: Ormand
ORIGINAL: Twotribes
ORIGINAL: Ormand
Kind of back here after some other adventures. Just a correction to Webizen's plug on my behalf. Yes, there are two "new" mods in the package that alter the structure of units: Regiments to make units look a little more like Decisive Campaigns with platoon sized SFT's, and Divisions, with company sized SFT's. However, there are also three at2 files that are just a replacement of graphics for standard ATG, namely ATG, New Dawn, and New Dawn with tank models. You can select any one of these with the mod file provided.
In the Div 2 file you did not link self propelled art II to III for upgrade it is linked to itself. And one can not build roads into forests, looks like just light forests were not allowed for not sure haven't tested it yet.
Hi Twotribes, Yes, I missed roads in light forests. But, the version I have on my disk doesn't have the problem with SPA.
I am, however, making some modifications to this that I hope to have out by the end of the weekend. I am trying to improve the city and suburb edges so that they aren't so hard edge (not as nice as they could be). I have renormalized some units, specifically artillery attack and defend power, which I think were too high. I am also adding a few SFTs. Three levels of coastal artillery, light infantry and mobilization via bicycles and motorcycles. I changed the weights a bit so that normal infantry units have a wight of 2, and light infantry has a weight of 1. The light infantry can be mobilized by bicycle and motorcycle. Bicycle will be a new movement type (coastal artillery has a new one too as in static) that moves like foot in all terrains and 50% of wheel along roads. Motorcycle will be a wheeled movement type, but 20% faster and will have greater recon capabilities. These are being introduced to give more flavor and the ability to model some historical units (for example, bicycles were used by the Japanese at Singapore and the Italians in Sicily). Coastal artillery will be very heavy and have no movement (actually cost 9999 AP to move anywhere) but can be transported via rail (can't stop this). They will have good artillery against ships, but not against much else. So, they can't really be used on land targets.
The plan is to put a "patch" up on the site that just adds the new stuff, and then replace all other files. Hopefully, the patch will be sufficient if you already have it installed (i.e., I don't screw something up).
You are aware that you set Halftracks to only lift 1 right? So if you change Rifle weights you need to adjust halftracks as well.
RE: Essential Mods and Scenarios
Posted: Wed Oct 15, 2014 4:05 pm
by Twotribes
Check halftracks I may have meant halftracks, in fact I am pretty sure it was halftracks that do not upgrade from 2 to 3.
RE: Essential Mods and Scenarios
Posted: Thu Oct 16, 2014 1:31 am
by Ormand
Yep, you're right. I'll fix that. Hopefully out this weekend.
RE: Essential Mods and Scenarios
Posted: Tue Oct 21, 2014 3:30 am
by Ormand
I put the "patch" and new versions of the files on the Community site. Hopefully, I didn't make mistakes in it. Description is here:
tm.asp?m=3642658&mpage=3&key=