Four Seasons with Models
Posted: Tue Oct 25, 2016 4:52 am
I've been working on a new version of the FourSeasons mod. I think it is ready for prime time, but I suspect there might still be some errors deep in the model system that I designed that makes use of new features that Vic has put into v221y.
Atzip files have been uploaded to the repository. Vic has also graciously allowed me to store the complete map graphics, which includes the higher resolution BIG graphics. This is "Four Seasons Full Graphics Pack" and the file is FourSeasons-Models-All-Graphics.atzip. This contains ONLY the map graphics.
Scenarios are found in "Four Seasons AT2 Files", with the file being FourSeasons-Models-at2.atzip.
These can be installed in the usual way with the atzip files after they are downloaded. Installation will put the FourSeasons files in the graphics directory, at2 files in the atgoldscenarios directory, a base TOE template in the saved games directory, and a mod file to give the option to autoload the mod. There is a 19 page manual in pdf format in the graphics/FourSeasons/manual directory describing the system in detail.
The system is intended to be used for both random games and scenarios.
In addition, the map graphics from before, there are several new features:
1. Map scale is ~ 15 mi/hex, and turns are two weeks. Movement is basically inspired by the GDW Europa series.
2. SFType units represent roughly company sized units so that unit counters represent division sized units.
3. Several scenario variants
4. Extensive use of the models system to increase variety.
I relied on the models capability in recent versions to give the player the ability to tailor their army in a manner to not only their liking, but also for the terrain at hand. I used alterations to create new types of units. For example, instead of tank destroyers or assault guns being a fixed SFT in the game, these are now an alteration on tank units that are available after certain techs are researched. The same is true for several infantry types.
The alterations available for tanks are:
Increase Armor/Decrease mobility (all tanks)
Decrease Armor/Increase mobility (all tanks)
Tank Destroyer (all tanks)
Assault Gun (medium tanks)
Self-propelled Infantry Gun (medium tanks)
Self-propelled Infantry AA (medium tanks)
Self-propelled Artillery (heavy tanks)
The alterations available for fighters are:
Increase Ground support/decrease fighter combat
Decrease Ground support/increase fighter combat
Carrier Fighter
The alterations available for dive bombers are:
Carrier Dive Bomber
Carrier Torpedo Bomber
The alterations available for infantry are:
SMG - similar to ATG unit
Airborne - Paradrop, starts with increased morale and exp.
Mountain - enhanced movement and combat in mountian terrain
Marine - enhanced combat on beach hexes and increased moral and exp.
Jungle - specially trained to fight in jungle terrain
Desert - specially trained to fight in deserts
Combat Engineer - enhanced combat against forts and urban, also has anti-structural points
Recon - Incr4eased recon & hide, increased moral and exp.
Light - weight of 1 can use bicycles or motorcycles, lower combat
Commando - high morale and exp, can do paradrops, small combat bonus in special terrains, expensive
Each of these are unlocked when the appropriate tech is researched.
Once designed in the Models Design window, these units will have a unique reinforcement type that will allow them to be used in the TOE system.
For vehicle alterations, I appended an abbreviation so that you can quickly see what the unit is, for example, for a light tank destroyer alteration on the light tank model "Elephant", this will appear as "Elephant (LTD)". In addition, for the time being, the first instance of creating on of these alterations, will be used as the reinforcement type for subsequent vehicles. Namely, if you make a second light tank destroyer model, it will use the "Elephant (LTD)" as its reinforcement type in the TOE system. This is being looked at for future modifications to perhaps make the name user definable, but is in the future.
For infantry models, you can make ONLY one model for each alteration, and you cannot build a non-altered infantry base model as its cost is 99999. (The reason for this is primarily because the AI does not use models, and if the player is meant to use the rifle model, they cannot be built on the first turn in a random game).
There are several scenario variants:
1. Start with diplomatic block
2. Use Models Only - Human player uses only models (regular SFT costs 99999 to produce)
3. Limit AI Factories - AI builds subsequent factories slower
4. One Week Turn - Instead of two weeks (experimental)
5. No Factories - Neither human or AI players can build any factories
Lastly, there is the option to have weather be in the Southern Hemisphere. This had to be a separate at2 file as this has to be done at map generation before the player selects a variant.
I am very interested in opinions and ideas for other models.
EDIT: Adding links to the scenario bank for the current version:
Graphics files: FourSeasons-v3.3-All-Graphics.atzip
Scenario files: FourSeasons-at2-v3.21.atzip
Generals Project: GeneralsProject-v1.12.atzip
Atzip files have been uploaded to the repository. Vic has also graciously allowed me to store the complete map graphics, which includes the higher resolution BIG graphics. This is "Four Seasons Full Graphics Pack" and the file is FourSeasons-Models-All-Graphics.atzip. This contains ONLY the map graphics.
Scenarios are found in "Four Seasons AT2 Files", with the file being FourSeasons-Models-at2.atzip.
These can be installed in the usual way with the atzip files after they are downloaded. Installation will put the FourSeasons files in the graphics directory, at2 files in the atgoldscenarios directory, a base TOE template in the saved games directory, and a mod file to give the option to autoload the mod. There is a 19 page manual in pdf format in the graphics/FourSeasons/manual directory describing the system in detail.
The system is intended to be used for both random games and scenarios.
In addition, the map graphics from before, there are several new features:
1. Map scale is ~ 15 mi/hex, and turns are two weeks. Movement is basically inspired by the GDW Europa series.
2. SFType units represent roughly company sized units so that unit counters represent division sized units.
3. Several scenario variants
4. Extensive use of the models system to increase variety.
I relied on the models capability in recent versions to give the player the ability to tailor their army in a manner to not only their liking, but also for the terrain at hand. I used alterations to create new types of units. For example, instead of tank destroyers or assault guns being a fixed SFT in the game, these are now an alteration on tank units that are available after certain techs are researched. The same is true for several infantry types.
The alterations available for tanks are:
Increase Armor/Decrease mobility (all tanks)
Decrease Armor/Increase mobility (all tanks)
Tank Destroyer (all tanks)
Assault Gun (medium tanks)
Self-propelled Infantry Gun (medium tanks)
Self-propelled Infantry AA (medium tanks)
Self-propelled Artillery (heavy tanks)
The alterations available for fighters are:
Increase Ground support/decrease fighter combat
Decrease Ground support/increase fighter combat
Carrier Fighter
The alterations available for dive bombers are:
Carrier Dive Bomber
Carrier Torpedo Bomber
The alterations available for infantry are:
SMG - similar to ATG unit
Airborne - Paradrop, starts with increased morale and exp.
Mountain - enhanced movement and combat in mountian terrain
Marine - enhanced combat on beach hexes and increased moral and exp.
Jungle - specially trained to fight in jungle terrain
Desert - specially trained to fight in deserts
Combat Engineer - enhanced combat against forts and urban, also has anti-structural points
Recon - Incr4eased recon & hide, increased moral and exp.
Light - weight of 1 can use bicycles or motorcycles, lower combat
Commando - high morale and exp, can do paradrops, small combat bonus in special terrains, expensive
Each of these are unlocked when the appropriate tech is researched.
Once designed in the Models Design window, these units will have a unique reinforcement type that will allow them to be used in the TOE system.
For vehicle alterations, I appended an abbreviation so that you can quickly see what the unit is, for example, for a light tank destroyer alteration on the light tank model "Elephant", this will appear as "Elephant (LTD)". In addition, for the time being, the first instance of creating on of these alterations, will be used as the reinforcement type for subsequent vehicles. Namely, if you make a second light tank destroyer model, it will use the "Elephant (LTD)" as its reinforcement type in the TOE system. This is being looked at for future modifications to perhaps make the name user definable, but is in the future.
For infantry models, you can make ONLY one model for each alteration, and you cannot build a non-altered infantry base model as its cost is 99999. (The reason for this is primarily because the AI does not use models, and if the player is meant to use the rifle model, they cannot be built on the first turn in a random game).
There are several scenario variants:
1. Start with diplomatic block
2. Use Models Only - Human player uses only models (regular SFT costs 99999 to produce)
3. Limit AI Factories - AI builds subsequent factories slower
4. One Week Turn - Instead of two weeks (experimental)
5. No Factories - Neither human or AI players can build any factories
Lastly, there is the option to have weather be in the Southern Hemisphere. This had to be a separate at2 file as this has to be done at map generation before the player selects a variant.
I am very interested in opinions and ideas for other models.
EDIT: Adding links to the scenario bank for the current version:
Graphics files: FourSeasons-v3.3-All-Graphics.atzip
Scenario files: FourSeasons-at2-v3.21.atzip
Generals Project: GeneralsProject-v1.12.atzip