Advanced Tactics Gold Updated

Started by Bismarck, March 21, 2013, 10:19:18 AM

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Bismarck

Here below the full changelog:

V2.14 – March 21, 2013

• Additions:

o Random commanders and an officer pool have been added. They have been added in a separate new random game module called "New Dawn".

 Each people has its own naming lists and portraits, so the Germanic, Anglo-Saxon, French, Russian, Arab, Japanese and Chinese people all have their own unique looking officers. With some variety in initial stats.
 Commanders can gain levels with experience. Levels bring higher combat and morale bonuses and can also bring the commander action cards and feats.
 Feats provide free bonuses now and then; cards provide bigger bonuses at a time of your choosing and special actions, but come with some danger when played. It's possible for a commander to be killed or wounded playing them.
 Since there is no art budget for adding truly new features to a game over 2 years old I would really like to thank graphic artist and volunteer extraordinaire Mike Gaffney. The commanders would never have looked as great as they do without the great artwork he provided. I cannot stress enough how much volunteer work like this is appreciated.
 "Operational Planning" card that gives all units attached to HQs attached to the HQ playing the card a bonus of 0-20% off/def based on level of the officer.
 "Organise Wargames" card that gives all leaders attached to HQs attached to the HQ playing the card an experience point boost of 20-100 experience points based on the level of the leader in question.
 "Recon Operations" card that gives all units attached to HQs attached to the HQ playing the card a multiplication of their recon points at their present location.
 Added an editor tab that allows you to relatively easily create some leaders for any ATG rule-set scenario by replacing the master with the New Dawn master.
 Already did one such small scenario conversion, you can find it in NEWDAWN/ directory.
 Game allows renaming of officers but this can be disabled by setting rulevar 906
 Officers show up in OOB window.
 You can create a new HQ without a leader.
 Officer pool accessible if selecting HQ without officer.
 You can move a general (dismiss) to the officer pool without replacing him.

o 3 Extra options added to the random game setup menu: no farmlands, no suburban areas and higher production cost.

• Changes:

o Max staff support of commander is shown in transfer window so you can fine-tune your transfer of staff to HQs
o Editor request: New event picture is auto-loaded as systempgraphics/trans.bmp
o Explained rebels and volunteers card a bit better in description on card
o No mention of staff points anymore in interface (only in editor) to improve clarity of rules.
o Leaders have more staff points.
o Bit slower leveling for leaders
o You can change command of empty units without loss of leader cards.
o Lower base chance on death or wounded when playing cards and even lower chance when officer levels up.
o Mouse over on MXSTF shows a little bit more info.
o Random games now always have each player get equal number of start cities.
o Strategic map looks nicer on really large maps.

• Bug Fixes:

o Navy production ends up with ally bug fixed.
o Loaded on transport HQ link crash.
o Ships can never be strategically transported, not even at insane costs.
o New production now starts with base morale of the regime.
o Officer pool stats issue fixed.
o Bug with recon and seeing contents of enemy HQ fixed.
o Fixed a minor bug with rebel card.
o Production lines cancelled message when playing officer card message fixed.


The v2.14 update is comprehensive and will bring all versions of Advanced Tactics: Gold to v2.14. To download the update, players can run "Check for Update" via the game menu or on the game's download page.
Jim Cobb

Longdan

This is the game I keep coming back to.  I guess now I must wait for the mods to follow the upgrade.  Thank you Jim.
digni enim sunt interdicunt

Bismarck

More info:


Some of the bulleted items in this announcement might not make complete sense to someone who did not participate in the public beta of the new features. Therefore, I've taken the liberty to rewrite slightly some of them and remove those items that someone upgrading from 2.11 or earlier without having tried the public beta versions (2.12, 2.13 and 2.14) might not understand. Hopefully this is helpful.

----edited by webizen----
. Additions:

o Random commanders and an officer pool have been added. They have been added in a separate new random game module called "New Dawn" (anewdawn.at2).

 Each people group has its own naming lists and portraits, so the Germanic, Anglo-Saxon, French, Russian, Arab, Japanese and Chinese people all have their own unique looking officers and scome with some variety in their initial stats.
 Commanders gain experience levels as they command troops in combat. Levels bring higher combat and morale bonuses and can also bring the commander action cards and feats.
 Feats provide free bonuses now and then; cards provide bigger bonuses at a time of your choosing and special actions, but come with some danger when played. It's possible for a commander to be killed or wounded playing them.
 An "Operational Planning" card that gives all units attached to HQs in the chain of command of the HQ playing the card a bonus of 0-20% offensively/defensively based on level of the officer.
 An "Organise Wargames" card that gives all units attached to HQs in the chain of command of the HQ playing the card an experience point boost of 20-100 experience points based on the level of the leader in question.
 An "Recon Operations" card that gives all units attached to HQs in the chain of command of the HQ playing the card a multiplication of their recon points at their present location.
 Added an editor tab that allows you to relatively easily create some leaders for any ATG rule-set scenario by replacing the masterfile with the New Dawn masterfile.
 One small commanders demo scenario which you can find it in NEWDAWN/ directory.
 Renaming of commanders is allowed. For ATG editor users, this can be disabled by setting rulevar 906.
 Commanders show up in OOB window.
 You can create a new HQ without a commander.
 Officer (commander) pool accessible even if selecting HQ without officer.
 You can move a general (dismiss) to the officer pool without replacing him.

o 3 extra options added to the random game setup menu: no farmlands, no suburban areas and higher production cost.
-----end edits-----
Jim Cobb

undercovergeek

I never got round to this - I bought it with the full intention of trying my hand at a WH40K mod

Steelgrave

Nice! Now I just need time to fire it up again.

Grimnirsson

Can any of the gentlemen here perhaps give me a comparison of ATG and TOAW?

Thank you :)
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www.homefrontcenter.de

Barthheart

Quote from: Grimnirsson on March 21, 2013, 12:43:40 PM
Can any of the gentlemen here perhaps give me a comparison of ATG and TOAW?

Thank you :)

Not really comparable... ATG is more like the old Empire type games. You start with one city on a map and try to conquer the world. There are some user created scenarios that are hsitorically based. It's a really fun game and really shines when played against other people.

TOAW is historical grognard level operation combat game.


Grimnirsson

Oh, the description on the Matrix site sounded a bit like TOAW and it's sandbox like ability to portray all kinds of battles and eras, therefore my question :)

QuoteThe Advanced Tactics: Gold engine is capable of modeling a wide variety of warfare from modern battles to conflicts in fantasy realms!
Homefront Wargame Center - supporting our hobby!

www.homefrontcenter.de

Barthheart

Think of ATG as a lighter version of TOAW... with out TOAW's weird time step/slice thingy... man I could never get the hang of that.....  :P

Keunert

happy old times, i remember beating the crap out of Barthhead in a great WW1 scenario. my aide de camp was Harley Rider.
Consistency is the last refuge of the unimaginative.
Oscar Wilde

Special K has too much class.
Windigo

Barthheart

Quote from: Keunert on March 21, 2013, 02:14:24 PM
happy old times, i remember beating the crap out of Barthhead in a great WW1 scenario. my aide de camp was Harley Rider.

HAHAHAHAHA! You have that backwards my poor delusional friend....  8)

Keunert

i remember you were called the 'Ross Rifle' of AT:G on the forums. but under my guidance you developed some skills by the time of Somme. although some was not enough in Somme. hahahaha
Consistency is the last refuge of the unimaginative.
Oscar Wilde

Special K has too much class.
Windigo

spelk

#12
You can play historical scenarios in ATG, but they're usually crafted by other players with the editor tools available.

A lot of the scenarios available for ATG are held on

http://advancedtactics.org/

Grymme is a particular community member who creates a lot of historical scenarios for ATG (and AT before that) - here's his website:

http://atgscenarios.wordpress.com/

I still prefer the Decisive Campaigns games, because they are crafted from the ground up to be historical operational wargames - much more like TOAW than ATG.

SgtRock

I bought the original Advance Tactics but, not the gold version, is there really that much difference/improves to buy AT Gold?