Enhanced officers mod for Advanced Tactics Gold

Cameron Harris (aka lancer) has uploaded yet another intricate mod for Advanced Tactics Gold that provides a lot more depth and character to the new officers feature. It works seamlessly with the previous enhanced resources, AI and logistics mods. It can be downloaded from the VR Designs scenariobank.

The Enhanced officers mod features:

Leaders no longer have random stats.
Every officer starts with identical base stats (25 Combat, 25 Morale, 50 Staff) but can have individual ‘traits’ that create variations from the standard. There is now a reason for different stats. For example an officer can have the trait ‘Risen from the Ranks +12 (com)’ which raises his combat stat to a higher level. Traits can be positive or negative.

Officers now have a rank and derive from a service (Army, Air Force, Navy or Support).
Most of your officers will come from the Army service (Infantry, Armour, Artillery, Command) but a number will come from other services. I’ve standardised on the British system so your army officers will commence duty as ‘Acting Major’, your Air Force officers as ‘Acting Squadron Leader’, etc.

Officers are more focused
Officers can come with previous training in a specific area so you will know what they are best suited for right from the start. The first action card they receive will be directly related to their training. Eg. The officer from the Armour Academy will always receive ‘Blitz’ as his first card.

The Types of Officers available have been widened
There are now Air Force, Naval, Command, Logistical, Intelligence and Engineering officers. Each has their own dedicated action card that they are guaranteed to receive first up.

There is a defined hierarchy of command
The officer at your Supreme HQ is considered to be your Commander in Chief (‘CIC’). All other officers at other HQ’s are his subordinates. Your CIC answers to High Command.

There is a dynamic relationship system
Your subordinates have a relationship with your CIC which models how effective they are at working together. Bad relationships can result in ‘command friction’, good ones in bonuses. Your CIC’s overall relationship with all his subordinates reflects how he is viewed by High Command.

Your CIC gains experience from the act of command
You subordinate officers can also gain experience from their day to day interactions with your CIC.

Your CIC can only command a certain number of HQ’s in proportion to his rank
An Acting Major can’t be expected to effectively run half a dozen subordinate HQ’s. You can no longer spam HQ’s everywhere, they are a limited, precious commodity.

There is a lot more information feedback
For example, officer cards now show the base risk of injury and death as a percentage rather than ‘medium’.

There is plenty of immersive detail but minimal ‘colour’
There are no random officer events. Officers are treated as serious military individuals.

‘Realistic Officers’ option.
You can no longer recruit endless officers and cherry pick the very best. Like every other Commander in the world, you have to work with what you’ve got (there are reasonable limits placed on the number of Officers). This restriction is, as indicated, optional.

Click here for more information.

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1 Response to Enhanced officers mod for Advanced Tactics Gold

  1. Majgen says:

    Sorry to ask a question that is only tangentially related to the above topic, but are the newer, more DC-like alternative gfx included in a patch, or does one have to DL them from a mod site?

    BTW: Your games are works of art, Victor, both from a design and an aesthetic perspective. Great work! Let no one say Grognard games can’t be beautiful!

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