Three Friends Mod, Description and Request for Help

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JWRussell
Posts: 4
Joined: Tue Aug 01, 2017 11:42 pm

Three Friends Mod, Description and Request for Help

Post by JWRussell »

Three Friends Mod based on Four Seasons with Models Mod.

First of all let me thank those that make mods and have helped with some coding in the past.
I in no way lay claim to any mods and if I could remember and document all the bits and pieces and ideas and help I have taken from any mods I would but I cant so I say thank you again for your parts.

Three Friends Mod is an attempt by me to make ATG into the wargame that I and my 2 best friends of 30 plus years want it to be within the limitations of the engine and my very very limited modding skills. The changes I have made are based upon our personal preferences and thoughts and are in no way intended to make a statement that any of you are doing it wrong.
The Mod itself is not completely put together (meaning I work on parts of it and get it working in one file then use another file to work on other parts and they need to be all put together into the same file eventually).

Lets talk about the changes we have made and whether they are or are not working.
1. A Long time ago I made changes to the Landscapes to make only certain ones available for amphibious assaults. With beaches in 4 seasons this is much better than mine so thanks! Done!

2. In 4 Seasons with the addition of storms we (us 3) wanted to be able to conduct limited air operations or still transfer aircraft from airfield to airfield which was not possible if even one storm hex was in between airfields. We went in and instead of having movement of 9999 on all storm hexes we took the movement cost for that air movement group over clear landscapes and added 10 movement points to each corresponding storm hex. This not only lets you conduct limited air operations it allows you to transfer aircraft from point A to point B (but with storms you can’t transfer nearly as far but can still get aircraft closer) thru storm hexes which was not possible before. Done

3. Rivers, we changed the rule variables so that it uses River and Major River. We also changed the move over costs for both types. Major River can ONLY be crossed with a bridge by any SFT type (with the exception of Special Forces and Marines). River can be crossed by most foot type units but not by any type of vehicle forcing you to capture or build a bridge) Also attack across stats have been changed. Done!

4. Roads, No changes yet but we want to play with the movement costs of all landscapes and roads to make roads Much more important. Not Done.

5. Map Changes, we have written several events that change the way maps are presented for the game. Ours as 50% less Swamps (We hate swamps) and 50% less Bocage and 50% less Fields (Just because we like the look of the maps better with less fields! LOL) Done!

6. Locations, here we have a LOT of changes which correspond with changes down below. We changed the rule variables to produce Towns and Cities along with a Capitol. We have added a Lot of Location types. Staff College, Airborne Base, Mountain Base, Marine Base, Special Forces Base, Expeditionary Airfields and Ports, Light and Heavy Factories for Air, Guns, Tanks and Naval, and Submarine Factories. We have also added Human Capitols, Cities and Towns. Will discuss these in a bit) Each New LT produces only specific Items, example, Marine Base is the only place you can Train Equip and Organize Marines and so forth. Done

7. SFTs, We have made a copy of all SFT’s. The reason for this is that we want the computer to play as it usually does. But as a human you are restricted to what location produces what item. For Example the Computer can produce ALL SFT’s at ant any Capitol, City or Town that is AI. As a Human Player a Town for example can only produce Supply, PP’s, Infantry (Rifles and SMG) and Horses. It cannot produce any vehicles, aircraft etc. Done

8. Group Names To do the SFT copies we added quite a few new SFT types in group names so that we can separate the AI from the human player with no interference with the AI.

9. Item Types, added corresponding item types to the new SFT types under groups. Also Copied all item types so that we can match them up to new research only for the human player that corresponds to Human only SFT’s and Location types. Done.

10. Research. This one is a pain as you cannot copy a research type to modify. The goal is to set all new research items for Human Only with no interference with the AI. NOT DONE.
11. People, added a new people type “Human” (will be adding several more types of Human Players for choices to be discussed later) Done.

12. Cards, We have added a whole series of cards. You start the game with the stock units as placed by the computer on Capitols, Cities and Towns as set by the rule variables. You are issued a card that allows you to Remove All of these units. Then you are issued a cascading series of cards that allows you to buy preset units and place anywhere within your territory. This way you can taylor your forces from the get go and place them where you want them to start in an offensive or defensive position. You can also buy and place Factories, Bases, and Fortifications. You can Load up on LOTS of Armor and few Infantry or Lots of Planes etc its up to you to set your balance. Done.

13. Turns and Capture. If you are playing Human you will be using Human Location Types, SFTs, Items, Research. The AI will not use anything different than what it already does. Basically there is a Human only game running side by side with the AI. When as a Human you capture a Ai City that can produce all items it will switch over to a Human City with limited production capabilities. When the Ai Captures a Human City with limited production capability It will change to a Computer city with full production for the AI. This happens with factories and bases etc. Done

14. Here is the problem. For some reason New SFT’s, Items Locations, and research are not working together. I assure you I have gone over and over all the setting that should allow only Human Locations to Build Only Human Items while using Human Research. It should work! For some reason it is not. There are only so many switches that need to be changed to make this work. I have checked them all……no joy! If anyone is willing to let me send them a zip and check it out to see if you can correct me Please let me know!

With Humble respect to you guys that really know what your doing thanks if you are willing to help!
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Ormand
Posts: 835
Joined: Tue Feb 17, 2009 1:31 am

RE: Three Friends Mod, Description and Request for Help

Post by Ormand »

Interesting. I'll have to think about what is going wrong. If you would send me the file, or upload it to the repository, I could take a look.

As for the storms, to be clear, a single storm hex between airfields will not block movement to the hex unless it somehow runs out of AP. You can move around them. It can happen though that the town or airfield is clear, but it is surrounded by storms, and then the air unit can't do anything useful.
One man alone can be pretty dumb sometimes, but for real bona fide stupidity, there ain't nothin' can beat teamwork -- Edward Abbey
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