Repeated intro
Hello everyone, today we have a bit of a surprise for you classic wargame fans out there.
What changed
1 fix3 additions0 changes0 removals
- Fixes
- Gameplay
- Maps
- UI and audio
fixedAlmost all the credits for this huge update go to Erich Ormand. More than a year of his hard work has fixed many issues and has added plenty of new features. VR Designs looks forward to continue working with Erich on the Advanced Tactics series.
addedA brief rundown of new features includes...
addedA new randomized map system with climate zones and random regimes Our new visual pathing system shows you exactly where your units are advancing Raising new units allows you to assign an HQ and/or TOE model Our new system allows to select regimes and gives you many aesthetic options for your opponents World generation now includes more climate model options spanning all the regions around globe The full changelog is posted below.
addedNew Game Features: 1. Random Games a. Added ability for random games to select regime people, colors, and flags. b. Modified climate system for random games to have seven zones, including climate in the southern hemisphere. Ability to select from 22 different climate options in random games, including the Southern Hemishpere. 2. Added movement path in movement mode. It is displayed by moving the mouse over a valid hex. Displays path and AP cost. 3. Added features to help streamline game play: a. Added new movement mode activated in the Preferences window. With this, the movement mode stays active until exited. Select units to move with left mouse click and move to a hex with right mouse click. Right clicking on an enemy unit switches to Land combat mode. It is possible to move multiple units without having to re-enter the movement mode. b. Modified creation of new units to allow selection and assignment of an HQ and/or TOE model. c. Added button in the Transfer Window to transfer subformations needed to meet the receiving unit's TOE requirements. d. Added Production Overview Window accessible from the main play window. 4. AI Enhancements a. Improved AI combat decisions to conduct better attacks by utilizing the stacking rules, not conduct very low-odds attacks, and to advance after combat. b. Improved AI airstrike decisions to also consider hexes that might be attacked during the AI's turn. c. Constrained AI units to better comply with stack limits d. Added constraints to AI movemement to help reduce instances of AI the overstacking 5. Anti-supply Improvements: a. Made TOE transfers subject to anti-supply losses. b. Modified anti-supply kills so that they can be displayed in the round they occur. d. Added capability to make resouces accounted for with a RegimeSlot to be subject to anti-supply interdiction. Activated with Rulevar(938). e. Added alternative, and improved anti-supply system that allows subformations to intercept anti-supply and implements a fuel cost for anti-supply. Activated with a Rulevar(940) 6. Modified Campaigns to allow transfers of models, TOE models, units with TOEs assigned, and officers. 7. Introduced auto-naming for screenshots and auto-saves. 8. Improved Preferences Window. Now includes volume sliders for sound effects and music and selecting resolution for screen shots. Added Preferences window to the opening screen 9. Added capability to make aircraft subformations specific for aircraft carrier operations. 10. Added an alternative strategic movement system where costs
Advanced Tactics Gold changes
fixedAlmost all the credits for this huge update go to Erich Ormand. More than a year of his hard work has fixed many issues and has added plenty of new features. VR Designs looks forward to continue working with Erich on the Advanced Tactics series.
addedA brief rundown of new features includes...
addedA new randomized map system with climate zones and random regimes Our new visual pathing system shows you exactly where your units are advancing Raising new units allows you to assign an HQ and/or TOE model Our new system allows to select regimes and gives you many aesthetic options for your opponents World generation now includes more climate model options spanning all the regions around globe The full changelog is posted below.
addedNew Game Features: 1. Random Games a. Added ability for random games to select regime people, colors, and flags. b. Modified climate system for random games to have seven zones, including climate in the southern hemisphere. Ability to select from 22 different climate options in random games, including the Southern Hemishpere. 2. Added movement path in movement mode. It is displayed by moving the mouse over a valid hex. Displays path and AP cost. 3. Added features to help streamline game play: a. Added new movement mode activated in the Preferences window. With this, the movement mode stays active until exited. Select units to move with left mouse click and move to a hex with right mouse click. Right clicking on an enemy unit switches to Land combat mode. It is possible to move multiple units without having to re-enter the movement mode. b. Modified creation of new units to allow selection and assignment of an HQ and/or TOE model. c. Added button in the Transfer Window to transfer subformations needed to meet the receiving unit's TOE requirements. d. Added Production Overview Window accessible from the main play window. 4. AI Enhancements a. Improved AI combat decisions to conduct better attacks by utilizing the stacking rules, not conduct very low-odds attacks, and to advance after combat. b. Improved AI airstrike decisions to also consider hexes that might be attacked during the AI's turn. c. Constrained AI units to better comply with stack limits d. Added constraints to AI movemement to help reduce instances of AI the overstacking 5. Anti-supply Improvements: a. Made TOE transfers subject to anti-supply losses. b. Modified anti-supply kills so that they can be displayed in the round they occur. d. Added capability to make resouces accounted for with a RegimeSlot to be subject to anti-supply interdiction. Activated with Rulevar(938). e. Added alternative, and improved anti-supply system that allows subformations to intercept anti-supply and implements a fuel cost for anti-supply. Activated with a Rulevar(940) 6. Modified Campaigns to allow transfers of models, TOE models, units with TOEs assigned, and officers. 7. Introduced auto-naming for screenshots and auto-saves. 8. Improved Preferences Window. Now includes volume sliders for sound effects and music and selecting resolution for screen shots. Added Preferences window to the opening screen 9. Added capability to make aircraft subformations specific for aircraft carrier operations. 10. Added an alternative strategic movement system where costs
Advanced Tactics Gold has gotten its first update in nearly five years, and it's a big one. ATG is also a whopping 70% off on Steam, so now is a great time to pick it up.
Almost all the credits for this huge update go to Erich Ormand. More than a year of his hard work has fixed many issues and has added plenty of new features. VR Designs looks forward to continue working with Erich on the Advanced Tactics series.
A brief rundown of new features includes...
A new randomized map system with climate zones and random regimes Our new visual pathing system shows you exactly where your units are advancing Raising new units allows you to assign an HQ and/or TOE model Our new system allows to select regimes and gives you many aesthetic options for your opponents World generation now includes more climate model options spanning all the regions around globe The full changelog is posted below.
New Game Features:
- Random Games a. Added ability for random games to select regime people, colors, and flags. b. Modified climate system for random games to have seven zones, including climate in the southern hemisphere. Ability to select from 22 different climate options in random games, including the Southern Hemishpere.
- Added movement path in movement mode. It is displayed by moving the mouse over a valid hex. Displays path and AP cost.
- Added features to help streamline game play: a. Added new movement mode activated in the Preferences window. With this, the movement mode stays active until exited. Select units to move with left mouse click and move to a hex with right mouse click. Right clicking on an enemy unit switches to Land combat mode. It is possible to move multiple units without having to re-enter the movement mode. b. Modified creation of new units to allow selection and assignment of an HQ and/or TOE model. c. Added button in the Transfer Window to transfer subformations needed to meet the receiving unit's TOE requirements. d. Added Production Overview Window accessible from the main play window.
- AI Enhancements a. Improved AI combat decisions to conduct better attacks by utilizing the stacking rules, not conduct very low-odds attacks, and to advance after combat. b. Improved AI airstrike decisions to also consider hexes that might be attacked during the AI's turn. c. Constrained AI units to better comply with stack limits d. Added constraints to AI movemement to help reduce instances of AI the overstacking
- Anti-supply Improvements: a. Made TOE transfers subject to anti-supply losses. b. Modified anti-supply kills so that they can be displayed in the round they occur. d. Added capability to make resouces accounted for with a RegimeSlot to be subject to anti-supply interdiction. Activated with Rulevar(938). e. Added alternative, and improved anti-supply system that allows subformations to intercept anti-supply and implements a fuel cost for anti-supply. Activated with a Rulevar(940)
- Modified Campaigns to allow transfers of models, TOE models, units with TOEs assigned, and officers.
- Introduced auto-naming for screenshots and auto-saves.
- Improved Preferences Window. Now includes volume sliders for sound effects and music and selecting resolution for screen shots. Added Preferences window to the opening screen
- Added capability to make aircraft subformations specific for aircraft carrier operations.
- Added an alternative strategic movement system where costs