Advanced Tactics for $19.99, only this week!

ATMy publisher Matrix Games is having a special deal. You can buy Advanced Tactics Gold for only $19.99 for the duration of the week. Want to know more? hop over to Matrix Games!
The current version 2.15 includes many additions to the original release like improved AI, map generation and random officers and officer cards.

Posted in ATG: Advanced Tactics Gold | 2 Comments

August development progress report

Hi guys. Well I’ll be able to keep this posting short. I took a few weeks of vacation with my significant other half and there is not so much to report.

There was finally after a long testing period a new gold patch for Advanced Tactics and the Decisive Campaigns series. Among others (a lot of small bug fixes) ATG has improved AI production resulting in more challenging performance and the DC Case Blue AI is now more capable in finishing off encircled units. Also the high command orders for long running games in Case Blue have been much improved and will naturally let the initiative pass from the Germans to the Soviets when the Germans get stuck in the fall/winter of 1942. Also with this patch I am quite confident all Windows7 microsoft graphics upgrade and Windows8 issues have been resolved.

On the workname Empire front I am making progress. Have the first chapter of the campaign running and working on designing the GUI for the first screen (scenario setup). Its quite a challenge to design everything so it will work well and pixel precise on big monitor screens and small tablet screens at the same time and in a diversity of resolutions.

Kind regards,
Vic

Posted in ATG: Advanced Tactics Gold, DC:Blitzkrieg, DC:Case Blue | 3 Comments

July development progress report

I finished up my initial beta build of the DC3 Engine. I am now going to test it over the coming months with one or two potential new designers who are interested in teaming up with VR Designs to make their own Decisive Campaigns games. We’ll have to see how this will be going since it is unexplored territory for me, but this might very well result in having a new Decisive Campaigns quicker than previously planned. Will keep you all posted on if this new teamwork approach is working well. It will probably be a few months before we can say if this will work out for everybody involved.

I am spending most of my time on the new mystery project “workname Empire”. This is proceeding nicely and an artdirector has just been signed on. Work on the GUI and the campaign should occupy me the coming months here. I already wrote the storyline for the first 5 scenarios (of about 18) and will now implement them first for some internal alpha testing and seeing if it works, is fun and is interesting. It was nice to do some story writing for a change, but will have to see if my internal and business partners agree here. Let’s just say that I am aiming to make the campaign an interesting blend between a wargame and an interactive story.

Furthermore I hope to soon promote the public beta’s for Warsaw To Paris, Case Blue and Advanced Tactics Gold to gold status. If you are playing one of the beta’s, especially on windows8, please report your findings here or on the Matrix Games forums.

Enjoy the summer all!

Best regards,
Vic

Posted in DC:Barbarossa, Game Design | Leave a comment

June development progress report

Doesn’t time just fly by? Well in game development it defenitely seems to do so. In June I mostly worked on the “new mystery project”. We are currently in the phase that I have started recruiting an art director and will probably commence work on the final GUI soon. The whole plan is fleshed out, all mechanics are already working in alpha state, now it just needs to be made easy to play and tested, played and tested again. Also the writing of the campaign story is something I am really enjoying.

I still cannot say much due to various reasons but I can say something about the mechanics: I am working on giving the player 3 seperate play modes: a campaign game, random world games and stand-alone scenarios. The random world game will be playable with simple rules and advanced rules to be enjoyable by both veteran wargamers and less hardcore players at the same time. Since this blog is mostly read by the first category of gamers I can disclose as well that this game in advanced mode will feature quite an intricate supply and logistics system. For example it will be possible to cut of enemy strongholds and starve the troops there to dead or for troops beyond your supply network to run out of ammunition. As always I conclude with saying I really hope to tell a bit more next month :)

Furthermore I am putting quite some effort in to getting the DC3 new simple and intermediate editors up and running and stable. Its proving quite a headache to make things easier to design games with the DC engine and allow modular design, but I am defenitely making progress. All the editors are up and running and I am working on debugging them now and making them easier to use.

That about wraps it up. Happy gaming all!

Kind regards,
Vic

Posted in Uncategorized | 3 Comments

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.

Posted in ATG: Advanced Tactics Gold | 1 Comment

May development progress report

I am a bit late with this report, but I do have some news!

I have found a publisher for the new mystery title. So soon the veil of mystery will be lifted and some more information will then be forthcoming.

I have mostly been working on this game, but also finished 2 new public beta versions. Both are now downloadable from Matrix Games.

First of all Decisive Campaigns v1.06 which brings a big balancing improvement for long running games. The problem that a number of German players encountered was that at a certain point their offensive would come to an hold but their high command kept considering the player on the offensive because the Soviets were not making gains. In v1.06 failing to attain high command orders will result in high command taking a less offensive posture and eventually going to a defensive mindset. The Soviet high command will on the other hand become more offensive minded as its player keeps succeeding in holding their defensive objectives. Also 2 hardcore variants are added to the campaign scenarios (hardcore recon and constrained oil), the historical reinforcement schedule especially for SS in 1943 has been improved and a number of other small finetunings have been made. Last but not least quite an improvement has been made to the offensive AI and it should finish off encircled troops more aggresively now.

Secondly Advanced Tactics v2.15 which brings quite a number of fixes and finetunings, but also some considerable AI improvements.

Furthermore Small General and Small General : Eastern Front have been updated as well.

Some progress has also been made with DC3. But nothing new to report on this front for now.

Kind regards and happy wargaming!

Vic

Posted in ATG: Advanced Tactics Gold, DC:Case Blue | 1 Comment