HTTR Dev Update
Moderator: Arjuna
- Fallschirmjager
- Posts: 3555
- Joined: Mon Mar 18, 2002 12:46 am
- Location: Chattanooga, Tennessee
Hi all,
Thanks for the update Dave.
Glad to hear it ! Keep up with the hard work everybody.

Cheers,
JeF.
Thanks for the update Dave.
Arjuna
At this stage all is progressing well. We're still on track for an August release.
Glad to hear it ! Keep up with the hard work everybody.

Very good. 2nd lift is one of my favorite scenario. Could it mean I will be able to win as the German then ?For instance giving a side more units gives them more options. In the original 2nd Lift scenario the Germans have a limited number of Bn sized units. Now they have a plethora of company sized units, albeit operating under Bn HQs. The German player can now easily detach a single company to perform an extra task that previously he could not have undertaken. Moreover, with subUnits, the Bn can cover a greater area on defence if the player chooses to.

If AA:HTTR approaches AA:RDOA in this regard, we should have good historical context with plenty of comments on the events in the game manual. Dave, a comment about it ?Jane Doe
You know what would be cool ?...
... To have an in-game (or out) written history of the market-garden operation, or at least of the different area of battles, like one for the 1st ab, one for the 82nd ab, 101st, 30 corps, etc .... Like in TAO2
Cheers,
JeF.
Rendez-vous at Loenen before 18:00.
Don't loose your wallet !
Conquest Of The Aegean Web Development Team
The Drop Zone
Don't loose your wallet !
Conquest Of The Aegean Web Development Team
The Drop Zone
Re: the Game Manual
At this stage we will be providing a printed Tutorial Guide with the Game, plus a Reference Manual in pdf format on disk. Steve Barnes is currently working on a Strategy Guide, which will cover the historical background, battle analysis, strategy and tactics for all of Operation Market Garden. This is a substanmtial body of work and will be a printed product sold separately through Matrix Games. I don't know what the price will be on this at this stage. I'll get back to you closer to release.
At this stage we will be providing a printed Tutorial Guide with the Game, plus a Reference Manual in pdf format on disk. Steve Barnes is currently working on a Strategy Guide, which will cover the historical background, battle analysis, strategy and tactics for all of Operation Market Garden. This is a substanmtial body of work and will be a printed product sold separately through Matrix Games. I don't know what the price will be on this at this stage. I'll get back to you closer to release.
Originally posted by Arjuna
Re: the Game Manual
At this stage we will be providing a printed Tutorial Guide with the Game, plus a Reference Manual in pdf format on disk. Steve Barnes is currently working on a Strategy Guide, which will cover the historical background, battle analysis, strategy and tactics for all of Operation Market Garden. This is a substanmtial body of work and will be a printed product sold separately through Matrix Games. I don't know what the price will be on this at this stage. I'll get back to you closer to release.
I'm glad to see that some kind of printed manual will be included, even if it is only a tutorial.
However, I must beg you to ensure that the pdf full-reference manual is still complete and well written. I will print it out as I regreteably did the UV manual. Despite UV being one of the best games ever produced, the manual was so worthless I spent far so much time just trying to figure out the basic game mechanics that it seriously lessened the value of the product.
Daniel
That Dan Guy
- David Heath
- Posts: 2529
- Joined: Wed Mar 29, 2000 5:00 pm
Very good. 2nd lift is one of my favorite scenario. Could it mean I will be able to win as the German then ?
Jef, if you're still having problems defeating the AI when playing as the Axis then I can refer to my reply to the 'I need some help' thead posted earlier. I would not presume to claim that my strategy is the 'definitive' guide to defeating the AI - only that it works for me!! Have fun!
Jef, if you're still having problems defeating the AI when playing as the Axis then I can refer to my reply to the 'I need some help' thead posted earlier. I would not presume to claim that my strategy is the 'definitive' guide to defeating the AI - only that it works for me!! Have fun!
Thankyou for using the World Wide Web. British designed, given freely to the World.
Originally posted by Kevinugly
Jef, if you're still having problems defeating the AI when playing as the Axis then I can refer to my reply to the 'I need some help' thead posted earlier. I would not presume to claim that my strategy is the 'definitive' guide to defeating the AI - only that it works for me!! Have fun!
Thanks Kevin. I don't remember that one. Maybe I skipped the thread in order not to spoil the fun of being beaten once again by the AI

But I might have a look anyway.
Cheers,
JeF.
Rendez-vous at Loenen before 18:00.
Don't loose your wallet !
Conquest Of The Aegean Web Development Team
The Drop Zone
Don't loose your wallet !
Conquest Of The Aegean Web Development Team
The Drop Zone
- Fallschirmjager
- Posts: 3555
- Joined: Mon Mar 18, 2002 12:46 am
- Location: Chattanooga, Tennessee
Hi All,
We got out Build 61 last night for our beta testers. This mainly fixed a swag of crash bugs introduced with changes in the previous build - the old two steps forward, one back syndrome.
The manual is taking significantly longer than planned. I just didn't realise how much new stuff has been added since the original game.
I have developed two new tutorial scenarios based on the Nijmegen map. This time the tutorials will have a lot more depth to them, with a lot more for the player to do - a better learning experience. It's looking good.
Bye for now,
We got out Build 61 last night for our beta testers. This mainly fixed a swag of crash bugs introduced with changes in the previous build - the old two steps forward, one back syndrome.
The manual is taking significantly longer than planned. I just didn't realise how much new stuff has been added since the original game.


Bye for now,
Originally posted by Arjuna
Hi All,
We got out Build 61 last night for our beta testers. This mainly fixed a swag of crash bugs introduced with changes in the previous build - the old two steps forward, one back syndrome.
The manual is taking significantly longer than planned. I just didn't realise how much new stuff has been added since the original game.I have developed two new tutorial scenarios based on the Nijmegen map. This time the tutorials will have a lot more depth to them, with a lot more for the player to do - a better learning experience. It's looking good.
![]()
Bye for now,
Glad to hear the game is progressing well. Everything sounds great. Looking forward to playing the game in August?

We aim to please, unless there is a clear headshot.
Dave,

Yakstock already gives some hints but I'd like to get the full picture.
Good. Will I still be able to loose on the tutorials then ? It was certainly there I learnt the most : to read the manual for example, or at least the scenario briefing.
Cheers,
JeF.
Very nice. So when are we gratified with a description of all the changes since 1.2.46Originally posted by Arjuna
The manual is taking significantly longer than planned. I just didn't realise how much new stuff has been added since the original game.![]()

Yakstock already gives some hints but I'd like to get the full picture.
I have developed two new tutorial scenarios based on the Nijmegen map. This time the tutorials will have a lot more depth to them, with a lot more for the player to do - a better learning experience. It's looking good.![]()
Good. Will I still be able to loose on the tutorials then ? It was certainly there I learnt the most : to read the manual for example, or at least the scenario briefing.

Cheers,
JeF.
Rendez-vous at Loenen before 18:00.
Don't loose your wallet !
Conquest Of The Aegean Web Development Team
The Drop Zone
Don't loose your wallet !
Conquest Of The Aegean Web Development Team
The Drop Zone
You guys must have been wus's ( is that how you spell it ? ).
The tutorials are based on a semi historical drop by the 82nd Div in the Nijmegen sector. You start Tutorial #1 with the Div HQ, one Arty Bn, one AT Tp, one Eng Coy and the 505th Para Regt. You must secure a defence line in the south running from Mook to Groesbeek while also trying to secure the crossings at Mook and along the Maas-Waal canal.
So there is a lot more to do than in the original RDOA tutorials. But this provided the opportunity to cover most aspects of the game. Tutorial #1 starts by explaining a bit about how the command system works, including org structure, the command process ( Orders -> Plan -> React -> Reassess ) and orders delay. Then it walks the user through the commander's appreciation - the process by which the commander reviews his orders, the situation and develops his plan. Then it starts the game running and the fun begins as the user is encouraged to keep his eye on the various actions as they unfold in different sectors of the map and to react with fire support and reassess and change the plan when a crossing is blown or an attack concluded.
Tutorial #1 lasts for just 16 hours, ending just prior to the second lift. It is played without orders delay and there is very much an emphasis on managing the details. So it should make it much easier for players used to micro-managing to settle in.
Tutorial #2 is played with realistic orders delay and continues the battle with strong German forces entering from the South threatening the DZ for the seconf lift. At the same time more German forces threaten the crossings. But with the arrival of the second lift and later with elements of Gds Arm Div the player will get the opportunity to manage brigade sized groups. We will walk the player through several situations, including a complex attack ( ie one involving two or more HQs ), and then leave them to WIN the battle.
How does that sound?

The tutorials are based on a semi historical drop by the 82nd Div in the Nijmegen sector. You start Tutorial #1 with the Div HQ, one Arty Bn, one AT Tp, one Eng Coy and the 505th Para Regt. You must secure a defence line in the south running from Mook to Groesbeek while also trying to secure the crossings at Mook and along the Maas-Waal canal.
So there is a lot more to do than in the original RDOA tutorials. But this provided the opportunity to cover most aspects of the game. Tutorial #1 starts by explaining a bit about how the command system works, including org structure, the command process ( Orders -> Plan -> React -> Reassess ) and orders delay. Then it walks the user through the commander's appreciation - the process by which the commander reviews his orders, the situation and develops his plan. Then it starts the game running and the fun begins as the user is encouraged to keep his eye on the various actions as they unfold in different sectors of the map and to react with fire support and reassess and change the plan when a crossing is blown or an attack concluded.
Tutorial #1 lasts for just 16 hours, ending just prior to the second lift. It is played without orders delay and there is very much an emphasis on managing the details. So it should make it much easier for players used to micro-managing to settle in.
Tutorial #2 is played with realistic orders delay and continues the battle with strong German forces entering from the South threatening the DZ for the seconf lift. At the same time more German forces threaten the crossings. But with the arrival of the second lift and later with elements of Gds Arm Div the player will get the opportunity to manage brigade sized groups. We will walk the player through several situations, including a complex attack ( ie one involving two or more HQs ), and then leave them to WIN the battle.
How does that sound?