Advanced Tactics Gold

Advanced Tactics Gold

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vic  [developer] May 24, 2022 @ 7:36am
ATG Open Beta v2.40.061 (29th Aug 2023)
Hi Everyone,

We have a new open beta ready for you all to play. To opt into the Open Beta branch, go to the properties tab of your game -> select the beta tab -> then click the dropdwn option and the Open beta channel should appear. You may need to verify your fileset or start the download if it doesn't start automatically!

Changelist for 2.40.061
-Rule Change. Air units can no longer conduct both intercept and anti-supply missions in the same turn. Setting an air unit to DoAS = Yes will toggle intercept off.
-Fixed CTD when trying to give a naval unit to an ally while the naval unit is at sea.
-Fixed Bug in PhoenixGame declaring the wrong regime the victor upon capturing an AI capital using the interdict resources option
-Fixed bug in PhoenixGame where a resource was given the wrong name on the map after it was upgraded by the AI

Changelist for 2.40.060
-Fixed display of anti-supply kills when using rulevar(841) = 0.
-Fixed bug where using auto-upgrade from the OOB window could lead to nine SFTypes in a non-HQ unit
-Fixed bug overcharging fuel costs for anti-supply as it is updated during a turn. Set default for units DOAS = No. Increased fuel cost for anti-supply to five rounds of combat.
-Fixed bug gifting units to an ally where one could create a unit in the territory of an allied regime and then gift it to another allied regime despite that regime not being allied to the regime where the unit was created.
-Fixed bug related to apply morale mod and checking for a lower limit that set the morale of a subformation to 0.

Changelist for 2.40.057

-Fixed bug in transfer function that used the wrong unit to apply anti-supply losses to transporters when transferring to an HQ and using the Cap of the receiving HQ.
-Added feature to apply anti-supply (AS) system to the production of resources (items that are a regimeslot) by setting RuleVar(938) = 1. With this option, resource production centers must trace a valid path, not blocked by enemy controlled hexes, unallied territory, or forbidden terrain, to the destination hex. Production is unaffected by distance. Resources travel in a manner similar to standard items that are produced, and shore drop off is allowed. Anti-supply losses and kills are displayed on the map combined with supply kills and losses.
-Added ability to require resources to have access to a port in order to be transported across sea hexes (activated by setting RuleVar(939) and RuleVar(938) = 1).
-Added event functions to set and query the resource destination hex.
-For random games, if RuleVar(938) = 1 the resource destination hex is set automatically to the regime’s capital.
-Modified reporting of AS kills to be reported in the round they occur when setting RuleVar(841) = 0. With this AS kills are reported from the period after a regime’s turn to the start of the next turn. Previously, it was equivalent to using -RuleVar(841) = 1 and kills were reported only in the round they occurred.
-Modified the ovals on the map reporting AS losses to improve visibility. Added new orange oval to use with AS powerpoint losses.
-Added variant to Phoenix Game, which when selected, will apply anti-supply system to resources. With this variant, if a player does not control their capital at the end of their turn, they lose the game.
-Added Check function to determine the value of a rulevar.

Changelist for 2.40.056

-Fixed bug in editor causing a CTD when adding an action card
-Added capability to manually set ID for data elements in the editor. Used to fix errors in IDs that might be due to bugs when copy data or importing data.
-Fixed bug in algorithm for AI advancing after combat that could cause an infinite loop
-Fixed bug when setting up TOE transfer button when transferring to an HQ with a TOE and autostaff = True is set
-Fixed bug in TOE transfers when transfer cannot be completed because either cap is exhausted or there are no slots to transfer to.
-Fixed bug where copying and pasting an event didn’t set the correct ID for the new event.
-In the Unit editor window (in the editor), clicking on a unit in the list centers the list on that unit.
-Fixed bug that could potential cause a CTD when loading a ship
-Added data in Production overview list for production how many supplies are needed by the selected HQ and its subordinate units
-Fixed error in computing movement for HQs with excess weight (supplies not carried by subformations in the unit) that is not transported.
-Changed swapping commanders so that commanders kept their historical units. This allows scenario designers the ability to track a commander throughout the game.
-Fixed bug affecting TOE Transfer button and TOE Transfers in the Transfer Window if the unit in being transferred to has 8 SFTypes.
-Fixed bug in editor in the edit unit window where setting people for unit was not functioning properly.
-Added feature in editor to allow a scenario variant, if selected, to disable another scenario variant. Only one variant can be selected to disable a variant.
-Fixed issues with the anti-supply (AS) system (interdiction of production and transfers). Fuel costs for intercepting AS and conducting AS are checked and applied. A unit expended is equivalent to two rounds of combat.
-Fixed bug where not all data associated with scenario variants for random games was loaded from the Masterfile.
-Fixed “flashing” when a listbox or textbox was opened to get player input.
-Fixed bug when a unit discovers a hidden unit during movement without combat that could lead to an infinite loop.
-Added description to buttons in the editor.
-Fixed issue in the editor where the orders window in the lower panel was not correctly redrawn when selecting the event editor while the orders window was open (preferences, production, etc.,) and then returning to the map window.
-Fixed function checking if a Location can build an item to return False if the item cost < 0
-Added event functions to check and set the AIRoleScore for an SFType.
-Fixed bug where a location was not redrawn after changing the HQ in the production window.
-Fixed bug where the map was not redrawn immediately after selecting show bases in the preference window.
-Fixed bug where units subordinate to an HQ were not immediately redrawn after changing the HQ color.
-Fixed issue where AI could perform strategic movement for units that were surrounded.
-Fixed several cases in the editor, events, and sft designer where setting an object to a clone of another object overwrote the first object’s ID.
-Added capability to load a saved game without resetting round and turn to 0.
-Fixed length of message during AI turn "The AI regime ... is thinking and moving" so that it doesn't get cut off.
-Modified AI declare war to account for force advantage/disadvantage.

Changelist for 2.40.052

1. Fixed bug in PhoenixGame.at2 when using hidden crates.
2. Fixed CTD associated with random games with "Use Resources" button unchecked.
3. Fixed issue in editor when copying the stats from one SFType to another, which set the ID of the SFType to that of the copied SFType.
4. Implemented full debug info.

Changelist for 2.40.051

1. Addressed issue with inconsistent recon on enemy units. The information on the stats for individual subformations in the unit was inconsistent with that displayed in the unit info window. In fact, the information for the subformations was 100% accurate.
2. Fixed problem with the TOE system regarding transfers that can be interdicted. The previous system had the problem where the sending HQ would continue transferring subformations despite interdiction losses. The sending HQ would continue sending subformations to the unit until either: 1) it met the unit’s TOE needs, 2) all transports were sunk, 2) the transport capacity was used up, or 3) all subformations that could be sent were lost. Fixed by limiting the transfers to only the number for each subformation originally requested.
3. Fixed bug where with Rulevar(927) > 0 (AP required for naval units to perform air operations), it was possible to conduct recon missions with AP < Rulevar(927).
4. Fixed bug where rulevar(9) was being used to check recon - hide instead of rulevar(8) in CanWeSeeUnit.
5. Fixed bug where the map was not correctly centered in all zoom modes following actions in the Production Overview window; in particular, select a different production location and exit the Production Overview window to the standard production window by clicking the “Close Production Overview” button.
6.Fixed bug when selecting all units to participate in an attack when an allied unit is present in the hex and at the top of the stack. Units of the current regime in this hex were not added to the attack.
7. Fixed bug in message for troops lost during transfer due to enemy interdiction. The first subformation type in the scenario was omitted from the message.
8. Fixed incorrect sampling of a random index from a SimpleList that can go beyond the list counter. Previously, the index was Cint(Rnd()*(List.Counter +1)). Here Cint() rounds the value, which then gives the range (0,List.Counter+1) with unequal probabilities. Using Int(Rnd()*(List.Counter+1)), instead, which has the range (0, List.Counter).
9. Fixed bug with air lift of unit. There was an inconsistency in the move calculation in the set up and execution, which led to a huge fuel expenditure for air lifts beyond 50% of the air transport range.
10. Fixed bug in how the event called specified by rulevar(480) for random game setups was being called. It was being executed before the map was fully set up, which led to potential errors if the event queried regime names, hex ownership, and terrain around small islands.
11. Updated fuel costs during transfers and reconciled small differences between what was displayed in the transfer window and what was charged for the transfer.
12. Fixed issue with strategic movement and mouse over where a message was displayed that strategic movement to a hex was impossible even though the transfer wouldn’t use all the cap. Also, fixed the hex shading in the strategic transfer window to highlight only allowed transfer hexes.
13. Added update to map and small info window during transfers so that the units show the effects of the transfer while the transfer window is still active.
14. Fixed issue for paradrops on friendly territory where the paratroops were shown as defenders in the battle screen following the drop.
15. Fixed bug in random games where raw was used for constructing airbases and factories when the “No Resources” option was selected.
16. Fixed bug with scrolling the map in the SelectUnit and SelectMap windows where the map wouldn’t scroll when at the edges of the map.
17. Fixed implementation of Crates/Hidden AI when using the stringlist option to define regime peoples, rulevar(500) = stringlist ID# (alternative to the rulevars that extends types of peoples that can appear in random games)
18. Fixed bug in the Officer Pool where the “Relieve” button was active for HQs with out an officer but had a TOE assigned to them.

Engine changes and features
1. Added feature that displays the movement path and AP cost when the mouse is moved over a valid movement hex.
2. Added optional movement mode similar to DC:AO, which can be set in the preferences window. Movement mode can be entered by clicking the movement button even if no unit is selected, and stays active until deactivated by pressing the return button or the [ESC] key. In movement mode left-clicking on a unit on the map or the hex-info window selects a unit to be moved and right-clicking on a valid movement hex (displayed with the path) moves the unit. Multiple moves can be accomplished without having to click the move button each time. In addition, right clicking on an enemy unit that can be attacked, opens the combat window. When combat is completed, the game returns to the standard map and no orders.
3. Improved the efficiency of the TOE transfer system, especially for large maps and naval transport. Fixed issue requiring recomputing the movement for each transfer, allowing the use of precomputed, stored, values.
4. Improved the efficiency of the algorithm displaying losses during transfers on the map. No longer sweeps over the entire map is set the losses on a given hex for each transfer. It just scans the hexes in the path of the transfer.
5. Added capability (a button) in the transfer window to transfer subformations from one unit to another unit that has a TOE assigned to meet the TOE requirements. The transfer will be made using either the selected cap type (Land, Navy, Rail) or own power. Own power will always be used if possible. To transfer, the transferring unit must be able to transfer subformations, which includes not transferring away its own TOE requirements.
6. Changed recon information algorithm. Information now has a “normal” distribution centered on exact value. The width of the distribution is determined by the recon points on the hex. The distribution is sampled while also capping data to their maximum value.
7. Added box under enemy units to display the current recon value, in %, on the hex.
8. Added information to history display when surprise land attack (ambush) is initiated during the AI turn by an AI unit. Previously, just the message “An Attack” was displayed with no indication where the ambush took place.
9. Modified the AI combat round. The map is scanned for possible attacks, making a list of possible attacks and prioritizing based on best odds. If the AI is victorious, it will advance into the vacant hex with up to half the force prioritizing units with highest AP. Subsequent combats are reprioritized to take into account for the possibility that the advancing units might be able to participate in later combat, and thus provide a higher concentric bonus.
10. Changed message for paratroops ordered to paradrop/air transfer to request paradrop or air transfer to avoid confusion about the selection.
11. Fixed confusing message in the transfer window when a naval unit is selected. Instead of displaying “No Navy Connect” the message “Naval Units cannot Navy Cap”.
12. In the Transfer Window, made overrule HQ sticky so that it doesn’t reset after a transfer and the same units as selected for transfers.
13. Added rulevar(935) to disable shore drop off during auto TO&E transfers.
14. Added Rulevar(936) to introduce a another mobilization model for units. The previous model is RuleVar(936)= 0 (default), where SFs are packed onto mobilizers with the only requirement being that they can be carried by the mobilizer (i.e., weight <= carry cap, and right theater). With RuleVar(936) = 1 an additional requirement is that an integer number of SFs must be on each transporters. Namely that a transporter cannot carry partial SFs.
15. Activated rulevar(820) and rulevar(821) allowing overbuilding of selected roads.

Phoenix Game
1. Changed name from Rising Dawn to Phoenix Game
2. Fixed issue in the scenario file generating the hidden regime when using the “Crates/Hidden AI” option. Forced one-town and Shroud when using the Crates/Hidden AI option.
3. Added map labels for the Hidden AI regime’s cities.
4. Added capability for the AI to build shipyards for maps with > 25% water.

Editor Enhancements
1. Added undo last draw button for drawing landscapes, area slots, regimes, and special sprites on the map. Includes undoing a draw in fill mode.
2. Modified looper so that if the endpoint is less than the start, it does not execute the loop at least once.
3. Item Editor: Modified displays in the item editor window to show names of elements, such as UseSFTypeGraphic rather than just the index.
4. Item Editor: Modified displays in the item editor window to show names of elements, such as UseSFTypeGraphic rather than just the index.
5. Item Editor: Modified inputs for GameSlot and RegimeSlot requirements to use a listbox to select the slot name and number. As opposed to inputting the index.
6. Item Editor: Added buttons to make PeopleGroups all True or all False, which determines which people group can produce the item.
7. Item Editor: Fixed bug where deleting an item that is being produced at a Location will incorrectly reset some production lines rather than setting production to none.
8. SFType Editor: Added warning message when deleting an SFType when that SFType is linked to an ItemType.
9. SFType Editor: Added capability to copy combat mods from one Subformation Type to another.
10. SFType Editor: Fixed text associated with FirstRoundPenaltyMod.
11. SFType Editor: Added button to set peoplegroups for the selected SFType to all TRUE/FALSE.
12. SFType Editor: Clarified button to set peoplegroups for all SFTypes. Rearranged the set peoplegroup buttons.
13. Landscape Editor: Added capability to copy Move Costs from one Landscape type to another.
14. Landscape Editor: Added capability to copy entrenchment stats from one landscape to another.
15. Landscape Editor: Added ability to copy a Landscape sprite (in addition to adding one).
16. Landscape Editor: Added ability to copy sprites, artistic picture, and sideways sprites from on Landscape to another. Select landscape and sprite to be copied.
17. Landscape Editor: Modified screen so that clicking on the property sheet list will center the property sheet list on the selected item.
18. People Editor: Modified Add People function to set PeopleGroup mods similar to the default in Rising Dawn.
19. People Editor: Modified Changing PeopleGroup to exchange PeopleGroup mods between old and new PeopleGroup.
20. Added Rulevar(929) to set the default landscape type when using the editor option from the welcome window.
21. Unit Editor: Added prompt when placing a predefined unit on the map asking to set the people for all the subformations in the unit to the people of the owning regime.
22. Unit editor: Added a button to set the people for all the subformations in the selected unit.
23. Unit Editor: Removed ability to assign leaders to non-HQ units.
24. Unit Editor: Added buttons to add copy of selected unit in the selected hex.
25. Unit Editor: Added button to add a copy of a unit (with unit #) in the selected hex.
26. Unit Editor: Made cancel button work properly when copying a UnitNr into a unit as well as adding a copy of a UnitNr into a hex. Previously, canceling would copy unitNr=0 into the unit.
27. Added rulevars to give capability to require HQs to have sufficient staff to efficiently use the transfer capability (Cap). This is implemented with Rulevar(930) = 1 (= 0 is off and default). The affects are specified in Rulevar(931) to Rulevar(934).
28. Added Check functions to determine powerpoints, for specific units and regime, by unitgroup.
29. Added Check functions to determine powerpoints, for specific units and regime, by subformation type.
30. Added Check functions to determine powerpoint kills and losses for a regime by unitgroup
31. Added ID# to Events and ActionCards and extended the Check function CheckFindDataTypeNrByID to also be able to search events and action cards. Then when using stringlists, store the ID in the stringlist and look up the index in the event. This way accessing an event or action card (or just about any other data item) will be the same regardless whether you move the data element or delete it as the ID# is the same and never changes.
32. Fixed issues related to setting a Masterfile in a scenario when the initial file has more elements than the Masterfile being imported.
33. Adjusted ID #s for items imported from another file, such as events.

Changelist for 2.40.050 (and 0.48 & 0.49 included)

-Fixed potential issue in ExecUnitAPModifier where a cap is put in place for existing AP <= 100 + Modifier. This can conflict with the ActionPointMod for the SFType, which can be greater than 1, and units could start with more than 100 AP. Capped at 100*ActionPointMod + Modifier.
-Added ExecUnitAddAP which adds AP to a unit without capping it.
-Added exec to add experience to a commander based on commander ID and not unit, ExecGiveCommanderXP. Changed name for the previous exec that was based on a commander in an HQ unit from ExecGiveCommanderXP to ExecGiveCommanderInHQXP. This name change will NOT affect previous scenarios using this exec in events.
-Fixed issue in ExecSFTypeStat that wouldn’t change states for the SFTypeObj with index 0 and SFTypeCount.
-Modest improvement in the efficiency of AI airstrikes.
-Fixed issue in Phoenix Rising Dawn random game for Carrier Dive Bombers.
-Fixed misspelling of “whether” in mouse over message.
-Changed AI play messages to read: ‘AI regime “Regime Name” is …’
-Fixed bug causing a crash when deleting a research field in the editor.
-Fixed issue with units that have a TOE assigned but have a subformation in the unit that does not have a reinforcement type assigned to it. This led to incorrect transfers being made, and in some cases a CTD.

Changelist for 2.40.047
-Fixed an AI processing crash caused with 2.40.046. Game should run crash free now.

Changelist for 2.40.046

-Tweaked AI land combat algorithm to make it more effective and cpu efficient.
-Tweaked AI air ground strike algorithm to potentially focus on hexes targeted for ground attack and to allow more than one attack per sector by the AI.
-Made menu items in the random game window sticky so that they are remembered if one goes back to generate a new game.
-Activated rulevar(350), which when set to 1 will use the simplified strategic movement used in the DC games. Namely strategic movement is computed only between the initial and final hex location of the unit.
-Fixed issue that can confuse the player as to which is the active unit following transfers between units in the same hex. Now, transferring unit will be the active unit and will appear at the top of the stack after completing transfers.
-Fixed bug where it was possible to load a unit from a non-port hex to ships in a non-highlighted hex.
-Fixed bug where the AP displayed for the unit in the unit info window was incorrect for naval units that conducted carrier air operations. It was shown as zero in the AP box, while the subformation images had the correct value. The units could move, and expend AP, but would appear to have no AP points.
-Fixed air over-stacking penalty so that in the limit that the unit is just at the stack limit, the modification factor is 1 and not 0.99.
-Added information in the TOE Model Designer window to show the units stack points for Land, Artillery, Air, and Naval subformations.

New Rulevars governing optional rules
-Rulevar(926) to determine the AP cost for a naval transport unit loading/unloading units to an adjacent non-port hex. The AP cost is Rulevar(926)*Weight(which includes excess weight such as supplies).
-Rulevar(927) specifying the AP cost for a naval unit to conduct carrier air operations. AP cost = RuleVar(927)
-Added RuleVar(928) to implement a stacking limit for individual units for non-AI regimes. If a units stack points exceeds RuleVar(928), the units subformations are subject to a penalty during combat.

Changelist for 2.40.040

ATG Engine
- Fixed a small round off problem displaying the prognosis of the concentric bonus display. If the bonus was
1.10 and the penalty was 1/2, it would display a bonus of 4% instead of 5%.
- Fixed bug in redim SLoss and SAS data while loading AnewDawn3
- Fixed problem with TOE transfers from port to land via sea where the cost was incorrectly calculated and
interdiction was not being applied.
- Fixed bug where deleting a TOE model for an HQ would clear the description of an assigned commander.
- Fixed bug where clicking on a unit’s HQ in the Unit window would bring up the HQ but the Officer button was inactive.
- Fixed problem where using the close window button while creating a new unit with TOE and HQ will leave the program
- Modified AI airstrike decision to give a higher weight to hexes that are likely to have land attacks by the AI
- Modified the AI combat decision process to be more efficient for large maps and a finer loop sweep on the advantage.
- Fixed potential bug where the engineering points for a unit could become negative, and doesn’t get zeroed out.
- Made change to air movement so that air units can rebase by overflying enemy units. This allows air units that are surrounded
in a friendly city to rebase. Note that it is possible in the game to rebase over enemy territory.

Rising Dawn
- Fixed Antarctic region in Rising Dawn to have proper climate set.
- Fixed names of resource hexes. Also, shows on the map when upgraded

- Added ExecResetUnitEP, which allows modders to set an units engineer points to 0.
- Added new check functions to the editor
-- CheckUnitHasPeople, checks if a unit has a subformation with the people chosen.
-- CheckUnitResource. Returns the quanty of a specified resource needed to produce the selected unit.
-- CheckUnitLandStackPts. Returns the the stack points in a unit.
-- CheckRandomMinToMax. Returns a random integer in the interval (Min,Max) inclusive.
- Added rulevar(924) to set the multi-HQ penalty for the concentric bonus
- Added rulevar(923) to disable the Multi-HQ penalty in the concentric bonus for AI regimes
- Added rulevar(925), which when set > 0 will allow players to change the shortname prefix in the IntroWindow prior to
starting a game, which is used for screenshots and autosaves. Default is rulevar(925) = 0.
- Fixed bugs in new event exec functions ExecAskPlayerForString and ExecAskPlayerForNumber.

- Modified IntroWindow that starts games to display only the active variants aligned in a row even if there are
gaps in the variant definitions in the editor. This cleans up the IntroWindow if a variant slot is skipped or if a
variant is made inactive via an event.

Changelist for 2.40.035

ATG Engine
-Added Fuel consumption to transfer window for Land, Navy, and Rail transfers as applicable
-Fixed disappearing slider in the transfer window when switching between transfer types, Rail <-> Land.
-Fixed People selection for AnewDawn and Rising Dawn for People H (Africans) to not be active except for crates
-Introduced an autoname system for screenshots and autosaves. The file name is based on the "scenario name + RegimeName+Date(or round)". For random games, the scenario game is generated from the Masterfile used to create the random game.
-Introduced shortname for scenarios to use a prefix for autosaves and screenshots. Name is based on "shortname + RegimeName + (Round# or YYYY-MM-DD).
-Fixed issue with where officers were not active when manually entering the name for the regime.
-Added ability to set TOE and HQ after creating a new formation or HQ with a popup (only active when TOE system is active).
-Added a button to enter the production overview window from anywhere. Returns to the selected hex and unit if the player does not leave the production window and select another hex on the map while in the production window.
-Made it possible to select a new hex while in the "create new unit" window
-Fixed a CTD that occurred when changing the "shortname" for a unit in the "Change Model of Unit" window to a character, rather than a number.
-Tweaked AI algorithm to not overweight the strength of overstacked units when deciding to attack or not.
-Tweaked AI combat algorithm to speed up slightly for large maps.
-Added "Game Preferences" window to the main intro window and modified defaultmod.txt to make it active.

Rising Dawn
-Modified Rising Dawn so that upgrading a Raw or Oil location will change the label on the hex to indicate the upgraded LocType
-Fixed low oil message not to appear before start of turn.

-Added data elements to LocTypes to make upgrades change the Hex label
-Fixed a problem with Listbox in the editor when an item is not selected, but the OK button is pressed.
-Added a scrollbar to the Textbox input in the editor.
-Fixed refresh issue in editor while being in the preference window, selecting a tab, then selecting the Map tab.
-The preference window would be active, but no components show except return button. Now refreshes to the Order window

The tweaks to AI combat are:
-I multiplied the defense strength by the factor in the combat window for stacking, namely min (MaxStack/Stack. 1.0) So, large stacks will get attacked
-For the effiency tweak I moved the check on whether the hex is hostilenotself before the check HexSA(ix, iy) = Me.GetAreaNr(TPlanObj(plannr).TooArea). This looks safe to do since the hostilenotself basically skips the inner work. Since the GetAreaNr has a loop over stuff, it seemed better not to check this if it isn't going to get attacked anyway.

Changelist for 2.40.032:

ATG Engine:
• Fixed bug with aircraft and CV that would allow a fleet of CVs to carry planes heavier than a single carrier could.
• Added volume control sliders for sound effects and background music to the Preferences Window
• Modified the Preferences Window to select resolution for screenshots. Three buttons to select Zoom In, Regular, and Zoom Out.
• Tweaked AI to make better use of the stack limit while attacking
• Added ability to assign a TOE to a newly created unit if the player has active TOEs. A popup windows prompts the player to select a TOE or None.
• Fixed bug introduced in Phoenix version where deleting a TOE did not remove the TOE from units that had the TOE assigned to it.
• Adjusted National Icon for BIG unit counters to remove offset for sprite.
• Updated TOE import/export to use all the data displayed in the Model Designer window.
• Changed HQ TOEs to default to AutoStaff=OFF - This reflects early game usage when there is a shortage of staff.
• Fixed a refresh problem with Production statistics in the Statistics Window.

Rising Dawn:
• Added variant to use NATO counters
• Added Rising Dawn system directory with extended NATO counters to make use of the four designators. Added 700+ NATO counters of various colors.
• Added variant to implement a delay war feature that opens the game with a diplomatic block.
• Modified Oil Message to include a report on Raw, and provide an assessment of the resource situation
• Added a “real-time” monitor of Oil usage to send a pop up to a player if oil reserves are low in turn.

• Added rulevar(921) to disable return of political points if a unit is disbanded
• Added rulevar(922) to disable People Information [?] button on the Resource Window
• Added exec to load a TOE file for a player in an event
• Added exec to assign a TOE model to a unit in an event
• Added check function to determine production of a resource controlled in by a regimevar
• Added exec to change the symbol sprite, and extra symbol sprites, for an SFType
• Fixed a bug where Upgrades from a LocType were not renumbered when moving a LocType in the editor.
• Fixed bug in the CheckGTORLT event function.
• Fixed refresh issues with selecting RegimeVars and GameVars as inputs for data items for event functions.

Changelist for 2.40.029:
-Bugs caused with previous version fixed. Including save bug.

Changelist for 2.40:

Major New Features:
1. Added ability to select regime properties, People, Name, Flags, and colors for random games
2. Extended the climate system to cover the globe from Arctic to Antarctic with a selection of 21 different combinations of climate zones.
3. Ability for Scenario Designers to transfer units, leaders, historical units, models, and TOE formations into games that make up a campaign.

Fixes and minor new features:
1. Implemented full 64-bit executable, with larger memory modules – makes it possible to take screen shots of large maps, load larger graphics for overlays, and more units, etc.
2. Changed Zoom mode with wheel so that selected hex is not changed. This removes CTD bug when checking production for a LocType after zooming.
3. Changed focus with zooming to better center on the selected hex.
4. Improved movement calculations with mixtures of mobilizer units. Now it is based on matching heaviest units with mobilizers with highest capacity.
5. Fixed issues with incorrect sounds being played with mobilizers, in particular with CVs and aircraft.
6. Fixed bug where the preview AP cost for building roads/bridges was incorrect for mobilized engineer units.
7. TOE import/export now reads all four NATO graphics symbols.
8. Fixed bug where TOE transfers were NOT subject to anti-supply interdiction.
9. Anti-supply losses are tabulated in the info screen at the start of the turn and on the info screen in game.
10. Fixed issue with graphics when clicking between HQs with and without a leader. When selecting an HQ with no leader right after selecting one with a leader, the SFType window would be indented. Also, added headers for AP, RDN, XP, and PPL for HQ w/o leader and SFType number exceeds 8.
11. Fixed bug with officers in a disbanded HQ being sent back to the pool with active cards.
12. Modified production so that items will be produced with excess production if the item is no longer viable. Fixed production prognosis so that production of items obsolete items will not appear to be stockpiled each turn, but will stop being produced when excess production is fully used.
13. Fixed uncommon bug where an HQ could be set to a non-HQ TOE model. Occurred when there are no TOE HQ templates, and a land unit and HQ are in the same hex. If the land unit is set to a land unit template, and the user advances to the HQ, the “Change to this Model” button was still active, and the HQ could be set to the template that the previous unit was set to if the “Change to this Model” button was pressed. It is likely this problem could have existed in the reverse as well.
14. Changed counter-battery fire so that attacking artillery unit gets benefit of entrenchment.
15. Fixed bug where the units in the Info window could not be selected for TOE models.
16. Implemented a confirmation to change a unit’s TOE model.
17. Fixed bug where resources and PP production are not updated when giving a city to an ally.
18. Fixed bug where resources and PP production are not updated when setting a city to no HQ.
19. Fixed text when assigning officer to an HQ with TOE model so that when no officer is present, it says “Appoint” rather than “Swap”. Similarly, when officer is present the text “Selected HQ has no officer” is displayed, as it is for a non-TOE HQ with no officer.
20. Fixed bug where a call to the exec function to change an SFType name in an event creating a model would not change the name.
21. Fixed bug occurring when attempting to change the SFType Picture sprite and sideways sprite in the event creating a model.
22. Fixed color palate to save custom colors. The colors are stored in RGB format in “MyATGCustomColors.txt” is written to the main ATG directory and can be edited to add or modify custom colors.
23. Fixed LOCType events numbers for AI building not tracking correctly when events are moved up or down in the list.
24. Fixed bug where an SFType reinforcement number was not updated correctly when the SFType was moved in the list.
25. Modified “Change short name” in TOE ModelDesigner so that it also changes the unit name that is displayed in the unit window.
26. Fixed TOE ModelDesigner so that changing the TOE name does not automatically rename and renumber the units.
27. A unique TOE Model name is assigned to the predefined unit so that it can be identified in the editor. Also, the predefined units are created with default morale = 50 and readiness = 100.
28. Modified AutoChangeProdLine to allow switching production lines based on all SFTypes that upgrade to the item being checked.
29. Fixed problem with NationalIconBIG sprite being displayed as the medium sprite
30. Added data element to identify SFType aircraft as CV operational
31. Added data element to modify ATT values for an SFType when conducting amphibious attacks.
32. Fixed bug where it was possible to add more aircraft to an aircraft carry than its capacity while it is at sea.
33. Added capability so that discovering a particular technology will block a specific model concept (and derivative models).
34. Added capability to bypass the rulevars to specify people for random games with the use of a stringlist. In this way, virtually, and unlimited number of peoples can be used for random games.

Modifications to the Editor:
1. Added capability to move SFTypes, LandscapeTypes, LocTypes, Items, Research, Roads, Rivers, and People in the editor lists.
2. Added capability to add multiple Landscapes for graphics overrides (instead of one at a time).
3. Added capability with rulevar(918) to track the movement of data elements, which can then be used to refactor games made with the previous Masterfile to the new Masterfile after it has been modified through moving data elements.
4. Added an ID # to these elements, and a function to find the index of the item based on the ID #.
5. Added 18 new Check functions.
6. Added 10 new Exec subroutines.

Changelist for 2.28h (changes since 2.28b):

-Fixed crash with SHQ logistics its IN and OUT subtabs
-Fixed crash due to air or navy being taken in port or airfield by land forces
-Recompiled on 64 bit (it seems latest build was 32 bit)

Best wishes,
Last edited by vic; Aug 29 @ 1:11am
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Showing 1-15 of 83 comments
fluidwill May 24, 2022 @ 12:59pm 
Excellent news, thanks Vic
denethor61 May 27, 2022 @ 7:01am 
Last edited by denethor61; May 27, 2022 @ 7:02am
denethor61 May 27, 2022 @ 8:04am 
Selecting the Set Production Button on a save game or new game caused Unhandled Exception.
vic  [developer] Jun 8, 2022 @ 3:02am 
I could not repeat this... you mean the button in the map screen with the little factory icon yes? ... could you press the "details" button of the error popup and copy&paste the full error log? thanks!
kulnora Jun 8, 2022 @ 5:16am 
Just a for your information I play on a lap top and due to the memory leak if I dont reboot every couple days I have errors caused by low memory there is no warning about this so perhaps you need to reboot?
denethor61 Jun 8, 2022 @ 4:45pm 
Correct. After first or second click it gives an index out of bounds error,

See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.

************** Exception Text **************
System.IndexOutOfRangeException: Index was outside the bounds of the array.
at WindowsApplication1.OrderWindowClass.dostuff()
at WindowsApplication1.OrderWindowClass.HandleMouseClick(Int32 x, Int32 y, Int32 b)
at WindowsApplication1.PlayScreenClass.HandleMouseClick(Int32 x, Int32 y, Int32 b)
at WindowsApplication1.Form1.Form1_Mousedown(Object sender, MouseEventArgs e)
at System.Windows.Forms.Control.OnMouseDown(MouseEventArgs e)
at System.Windows.Forms.Control.WmMouseDown(Message& m, MouseButtons button, Int32 clicks)
at System.Windows.Forms.Control.WndProc(Message& m)
at System.Windows.Forms.Form.WndProc(Message& m)
at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)

************** Loaded Assemblies **************
Assembly Version:
Win32 Version: 4.8.4510.0 built by: NET48REL1LAST_B
CodeBase: file:/C:/Windows/Microsoft.NET/Framework64/v4.0.30319/mscorlib.dll
Assembly Version: 1.0.8175.38063
Win32 Version: 1.0.8175.38063
CodeBase: file:///D:/Steam/steamapps/common/Advanced%20Tactics%20Gold/AdvancedTacticsGold.exe
Assembly Version:
Win32 Version: 4.8.4488.0 built by: NET48REL1LAST_C
CodeBase: file:/C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Windows.Forms/v4.0_4.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
Assembly Version:
Win32 Version: 4.8.4488.0 built by: NET48REL1LAST_C
CodeBase: file:/C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System/v4.0_4.0.0.0__b77a5c561934e089/System.dll
Assembly Version:
Win32 Version: 4.8.4390.0 built by: NET48REL1LAST_C
CodeBase: file:/C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Drawing/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
Assembly Version:
Win32 Version: 14.8.4084.0 built by: NET48REL1
CodeBase: file:/C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/Microsoft.VisualBasic/v4.0_10.0.0.0__b03f5f7f11d50a3a/Microsoft.VisualBasic.dll
Assembly Version:
Win32 Version: 4.8.4470.0 built by: NET48REL1LAST_C
CodeBase: file:/C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Core/v4.0_4.0.0.0__b77a5c561934e089/System.Core.dll
Assembly Version:
Win32 Version: 4.8.4190.0 built by: NET48REL1LAST_B
CodeBase: file:/C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Configuration/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Configuration.dll
Assembly Version:
Win32 Version: 4.8.4084.0 built by: NET48REL1
CodeBase: file:/C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Xml/v4.0_4.0.0.0__b77a5c561934e089/System.Xml.dll
Assembly Version: 1.0.6617.18847
Win32 Version:
CodeBase: file:///D:/Steam/steamapps/common/Advanced%20Tactics%20Gold/irrKlang.NET4.DLL
Assembly Version:
Win32 Version:
CodeBase: file:///D:/Steam/steamapps/common/Advanced%20Tactics%20Gold/ICSharpCode.SharpZipLib.DLL

************** JIT Debugging **************
To enable just-in-time (JIT) debugging, the .config file for this
application or computer (machine.config) must have the
jitDebugging value set in the section.
The application must also be compiled with debugging

For example:

< jitDebugging="true" />

When JIT debugging is enabled, any unhandled exception
will be sent to the JIT debugger registered on the computer
rather than be handled by this dialog box.
vic  [developer] Jun 22, 2022 @ 12:31am 
Bump! Very big new Open Beta Patch!
vic  [developer] Jul 10, 2022 @ 2:35am 
Bump! Another big open beta patch! Thanks Phoenix Team!
Ex00000e❸ Jul 11, 2022 @ 9:41am 
Do you have any plans to add a windowed mode to the ATG? I have tried many window resizer and dxwnd and all have failed.
Highwayman Jul 18, 2022 @ 11:03am 
Thank you for your efforts and the volunteer time you take, I am sure, from your busy lives. It looks great; however, one issue is that I can't seem to figure out how to incorporate NATO symbols instead of the default labeling. The old version we had at least some of the NATO symbols available(Though very lacking). I also want to chime in that the above suggestions about navy. I whole heartedly agree.
Highwayman Jul 18, 2022 @ 11:14am 
Originally posted by Highwayman:
I can't seem to figure out how to incorporate NATO symbols instead of the default labeling. The old version we had at least some of the NATO symbols available(Though very lacking).

I figured this bit out. All good.
vic  [developer] Jul 21, 2022 @ 2:49am 
Bump! Big thanks to Phoenix Team once more
Daskal Jul 21, 2022 @ 6:33am 
+1 Thank you
stcrispin Sep 30, 2022 @ 4:40pm 
Hey Vic, LONG time fan of yours and player since PT. Have a question for the Beta team, not sure if you can answer or relay it. Are there plans to address the issue where the AI is not restricted to Resource use like a player? I love the Resource Use games but hate getting tank spammed by the AI. Would be nice if it had to play by the same rules as the humans
ormand Oct 5, 2022 @ 9:29am 
I'd have to dig in deep to see how it works and what is doing, but there is an exec function for the editor for quite some time that is supposed to make the AI production resource compliant. It is ExecAIProductionResourceCompliant. It is called in the various events in the Anewdawn and RisingDawn scenarios that set up the AI production. But I haven't done a deep dive into this part of the code, so I can't say for certain what it actually does or how it works.
I can say that things could be made better with the AI, although it is somewhat challenging given the random nature of the games. Sometimes in order to be sure that the AI can put up a fight, it is given some bonuses as it is hard to code it make full use of the system. For example, upgrading resource centers with engineers and PP. Or larger starting reserves.
But I understand where you are coming from, and I'll eventually get into that part of the code.
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