Advanced Tactics Gold

Advanced Tactics Gold

 This topic has been pinned, so it's probably important
vic  [developer] May 24 @ 7:36am
ATG Open Beta v2.40.029 (23rd june 2022)
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 2.40.029:
-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,
Vic
Last edited by vic; Jun 23 @ 3:49am
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Showing 1-7 of 7 comments
fluidwill May 24 @ 12:59pm 
Excellent news, thanks Vic
Thanks.
Last edited by denethor61; May 27 @ 7:02am
Selecting the Set Production Button on a save game or new game caused Unhandled Exception.
vic  [developer] Jun 8 @ 3:02am 
@denethor61,
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 @ 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?
@vic
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 **************
mscorlib
Assembly Version: 4.0.0.0
Win32 Version: 4.8.4510.0 built by: NET48REL1LAST_B
CodeBase: file:/C:/Windows/Microsoft.NET/Framework64/v4.0.30319/mscorlib.dll
----------------------------------------
WindowsApplication1
Assembly Version: 1.0.8175.38063
Win32 Version: 1.0.8175.38063
CodeBase: file:///D:/Steam/steamapps/common/Advanced%20Tactics%20Gold/AdvancedTacticsGold.exe
----------------------------------------
System.Windows.Forms
Assembly Version: 4.0.0.0
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
----------------------------------------
System
Assembly Version: 4.0.0.0
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
----------------------------------------
System.Drawing
Assembly Version: 4.0.0.0
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
----------------------------------------
Microsoft.VisualBasic
Assembly Version: 10.0.0.0
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
----------------------------------------
System.Core
Assembly Version: 4.0.0.0
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
----------------------------------------
System.Configuration
Assembly Version: 4.0.0.0
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
----------------------------------------
System.Xml
Assembly Version: 4.0.0.0
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
----------------------------------------
irrKlang.NET4
Assembly Version: 1.0.6617.18847
Win32 Version:
CodeBase: file:///D:/Steam/steamapps/common/Advanced%20Tactics%20Gold/irrKlang.NET4.DLL
----------------------------------------
ICSharpCode.SharpZipLib
Assembly Version: 0.84.0.0
Win32 Version: 0.84.0.0
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 system.windows.forms section.
The application must also be compiled with debugging
enabled.

For example:

<configuration>
<system.windows.forms jitDebugging="true" />
</configuration>

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 @ 12:31am 
Bump! Very big new Open Beta Patch!
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