Ormand wrote: Fri Jul 21, 2023 11:13 pm
I have finally reworked the Four Seasons mod. Hopefully, I have worked out all the kinks. This mod requires the ATG Phoenix Version 2.40.057 or higher.
As before, installation requires three files. The first contains the main graphics files, the second the officer pictures, and the third is contains the actual scenario .at2 files. It is done this way because the graphics file is too large for me to upload on my own, and I need Vic to do it for me. It will mostly stay static with the at2 file getting most of the updates as well as some updates to graphics files.
The files can be found on the VR website:
Graphics:
https://www.vrdesigns.net/scenario.php?nr=259
Generals Project:
https://www.vrdesigns.net/scenario.php?nr=270
at2 files:
https://www.vrdesigns.net/scenario.php?nr=260
After installation a mod file will be installed, and if you select it and start up, ATG welcome screen will have Four Seasons and Phoenix Random games as options.
This is a major revision of FourSeasons with some changes from the previous version.
The scale and action point costs are inspired by the GDW Europa series and SPI's War in Europe series.
Map Scale: 16 mi/hex (26 km/hex)
Turn length: 7 days
SFTypes:
Ground units = 1 company (equivalent)
Artillery = 9 guns
Airunits = 1 Squadron with ~ 9 planes
Naval = 1 ship
Units are generally division sized with 60 stackpoints.
Features of note.
1. Units will be generated for each regime once the "Start" button is pushed and the scenario has begun.
2. Artillery units have a range of 1 hex. For this reason, they have been largely incorporated into their parent divisional formations, where they provide support. They have a high initiative, and will fire first on offense.
3. Models are allowed for Human players only in the "Use Models" variant. In this variant, Models are used for tanks, fighters, and dive bombers. Models for Light Tank I, Fighter I, and Dive Bomber I will be generated automatically, and assigned as appropriate.
4. AI regimes will build airfields near the front once it is at war. In addition, airfields can be built on flat terrain (plains, fields, desert) in any season provided that there are no storms present.
5. If the map is more than 30% water, shipyards are active, and the AI will attempt to build shipyards.
6. Officers can attain a card affecting fighter missions or bombing missions. Officers can gain the Air Marshall feature.
7. Features for officers are influenced by the cards they receive. For example, an officer with the "Charge" card has a higher chance of receiving the "Infantry Leader" feature.
8. Strategic transfers use the DC rule where the CAP cost is computed using the distance between the initial and final positions of the transferred unit and does not include the cost to transfer the unit to the HQ providing the CAP.
9. Compared to a NewDawn and RisingDawn the AI factory algorithm has been altered with the goal of preventing the AI from overbuilding factories. In addition, a rudimentary prioritization has been implemented.
10. The stack limit is 120 points from any hex for attacking and 180 points for defense.
11. RuleVar(928) is active and a stack-limit for individual units of 60 stackpoints is imposed. Units with more than 60 stackpoints will face a penalty in combat.
12. An AP cost is implemented for loading/unloading units to a non-port hex. The cost is 0.01*(Weight of the Unit).
13. Naval units pay (and must have at least) 20 AP to conduct air operations from aircraft carriers.
For random games, you can select from 13 different peoples and similar to Phoenix game, 22 different climates. Each people type has officers in the "Generals Project".
Random games also give a choice of nine variants:
1. Aggressor Nations: Tensions are running high and regimes are engaged in a period of frantic diplomacy. In the game, some regimes are selected to be aggressors and aiming to use war to achieve their goals. The game starts with a diplomatic block in place that will be lifted (randomly, but usually turn 3-5). For the most part, half the regimes are aggressors. At start, the player will be prompted for an option to select the aggressor nations. Entering -1 will select aggressor nations randomly. Entering 0/1 selects the first/second regime as aggressors, and subsequent aggressor nations assigned alternatingly. Aggressor nations have reserves and resources mobilized at start. The nonaggressor nations will receive some reserves when the diplomatic block is lifted and another set of reserves when war is declared on them by an aggressor nation. Players will receive a message indicating how long the diplomatic block will last (negotiations) in weeks. There is a 75% probability the block will end on that turn, a 25% chance it will end the previous turn, and 100% chance it will end on the next turn.
2. Delayed War: Regimes cannot declare war until a later turn when the diplomatic block is lifted. This option is incompatible with Aggressor Nations.
3. Use Models: Human players use models for tanks, fighters, and dive bombers. Models are generated at start for Light Tank I, Fighter I, and Dive Bomber I and placed in units.
4. Start with TOE: A TOE is preloaded for human regimes.
5. Weather with storms: Weather, in the form of storms, occurs during the game, limiting air operations (air operations are permitted during "mud" turns without storms).
6. Random Rail Type: The mod supports two types of rail systems: wide and narrow gauge. The rail type for each regime is determined randomly, except when there are only two regimes, then each regime has a different rail type.
7. Partisans: When a side has been at war and lost approximately 50% of its territory to an enemy faction, partisans will appear at random in occupied territory.
8. More Production: Increases production level for those that want more stuff to play with faster.
9. AS Applied to Resources: Anti-supply rules are applied to the production of resources. To receive resources from a resource hex it must trace an unblocked path (enemy units or forbidden terrain) to the regime's capital. If it cannot, the resources are placed in the leftover queue and will be received when contact is re-established. Resources "travel" in the same manner as regular production but are unaffected by distance. If a regime loses control of its capital, it must regain control by the end of its turn or lose the game. Note that in some random maps, regimes can be split, in this case, resources hexes unable to trace a path will be placed in the leftover queue.