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Private Beta Test v2.21y

Posted: Mon Oct 24, 2016 6:18 am
by Vic
Hi there,

Just keeping everybody posted.
I have prepared private beta 2.21y.

It can be manually installed on top of the current official 2.21s (or higher) version.

Download it here:
http://www.vrdesigns.net/privatepatch/A ... ld221y.zip

1. Rename your current AdvancedTacticsGold.exe to AdvancedTacticsGold_backup.exe

2. Copy the .exe file in the zip to the same directory.

3. Restart game

Now... pay attention this hotfix only works for the MATRIX version and does NOT work for the Steam version.

What does it fix?

- Fixed some Model rules glitches
- Added Checks and Execs to manipulate SFType statistics through scripts
- Basically a patch to support Ormands new scenario


Best wishes,
Vic

RE: Private Beta Test v2.21y

Posted: Tue Oct 25, 2016 4:03 am
by Ormand
A description of Checks and Execs that were added to modify SFType statistics:

CheckSFTypeStat(SFType#, Stat#, Value)
[font="Microsoft Sans Serif"] Stat# 1 = weight
Stat# 2 = carrycap
Stat# 3 = canDoParadrop(0/1)
Stat# 4 = EP
Stat# 5 = BlowBridgePts
Stat# 6 = BasicSupNeed
Stat# 7 = SupCarry
Stat# 8 = ReconPts
Stat# 9 = HidePts
Stat# 10 = AntiSupplyPts
Stat# 11 = AntiSupplyRange
Stat# 12 = AntiSupplySea
Stat# 13 = InitiativeAtt
Stat# 14 = InitiativeDef
Stat# 15 = Attacks
Stat# 16 = StackPts
Stat# 17 = RearArea(0/1)
Stat# 18 = ArtRange
Stat# 19 = Fav. Target Tries
Stat# 20 = AA-Range
Stat# 21 = HitKill%
Stat# 22 = HitRetreat%
Stat# 23 = ArtilleryModSFTypeNr
Stat# 24 = maxAttacked[/font]
ExecSFTypeStat(SFType#, Stat#, Value)

CheckSFTypeFav(SFType#,TargetGroup#, Type)
[font="Microsoft Sans Serif"] Type 1=ValueAttack
Type 2=ValueArtillery
[/font]ExecSFTypeFav(SFType#,TargetGroup#, ValueAttack, ValueArtillery)

CheckSFTypeArtPower(SFType#, TargetGroup#)
ExecSFTypeArtPower(SFType#, TargetGroup#, Value)
[font="Microsoft Sans Serif"] Value is in perecentage, 100 = nMod, 50 = Half, 200 = Double
[/font]
CheckSFTypeLandscapeMod(SFType#, LT#, Type)
[font="Microsoft Sans Serif"] Type 1 = OffensiveMod
Type 2 = DefensiveMod
[/font]ExecSFtypeLandscapeMod(SFType#, LT#, OffensiveMod, DefensiveMod)

ExecSFTypeReinforcement(SFType#, ReinforcementType)

ExecSFTypeSetName(SFType#, Name (if length >1), ModelName (if length >1))
[font="Microsoft Sans Serif"] Experimental. Name changes current SFT name, ModelName changes name of upgraders or improvements)
[/font]
CheckSetItemTypeStat(ItemType#, Stat# )
[font="Microsoft Sans Serif"] Stat# 1 = xpMod
Stat# 2 = morMod
[/font]ExecSetItemTypeStat(ItemType#, Stat#, Value)