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Posted: Fri Jun 20, 2003 7:47 am
by Fallschirmjager
CC2 was the only game in the series that gave me a challenge
I rolled over the AI in 3, 4 and 5
Posted: Fri Jun 20, 2003 10:20 am
by Fred98
Of course playing against a human is very tough in all editions of CC.
Posted: Fri Jun 20, 2003 8:07 pm
by Mr.Frag
Yea Joe, no debate there, spent millions of hours in CC1 hiding that Flak 88 in just the right place.
CC4/5 really lost out on multi player aspects due to survivability rates compared to earlier versions.
Posted: Fri Jun 20, 2003 11:34 pm
by JeF
Hi all,
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.
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.
Very good. 2nd lift is one of my favorite scenario. Could it mean I will be able to win as the German then ?
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
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 ?
Cheers,
JeF.
Posted: Sat Jun 21, 2003 2:36 am
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.
Posted: Sat Jun 21, 2003 3:36 am
by Mr.Frag
Perhaps as part of the strat guide (if it is a separate product), you could include the printed (vs pdf) ref manual as well, making it a single source for all info (great for on the go reading).
Posted: Sat Jun 21, 2003 11:58 pm
by danielr_g
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
Posted: Sun Jun 22, 2003 2:04 am
by David Heath
Hi Daniel
We will do I best to improve the manuals we make, We have gone through a few writers already and we trying out some new ones as well. Remember we also have the Kinkos Doc center were they will print and let you pick up or have mailed to you.
David
Posted: Sun Jun 22, 2003 6:42 am
by Kevinugly
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!
Posted: Sun Jun 22, 2003 1:17 pm
by JeF
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.
Posted: Mon Jun 23, 2003 11:35 am
by Fred98
I have discovered that Kinkos hve offices in the major cities across Australia.
I have no idea whether they are included in the Matrix-Kinkos agreement.
Posted: Mon Jun 23, 2003 9:37 pm
by Fallschirmjager
Just put the PDF on a Cd and ask them to print it for you
For a nominal fee they will do it up for you....just make sure you get the price up front
Posted: Wed Jun 25, 2003 3:38 am
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,
Posted: Wed Jun 25, 2003 2:55 pm
by Tbone3336
Posted: Wed Jun 25, 2003 7:44 pm
by Mr.Frag
Just put the PDF on a Cd and ask them to print it for you
Up here they will refuse to print it if the PDF is not on the original CD ... something about not wanted to be charged with copyright violations

Posted: Wed Jun 25, 2003 11:26 pm
by JeF
Dave,
Originally 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.
Very nice. So when are we gratified with a description of all the changes since 1.2.46

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.
Posted: Thu Jun 26, 2003 12:23 am
by Mr.Frag
Will I still be able to loose on the tutorials then ?
I thought I was the only person on the planet who actually lost playing the tutorials

Posted: Thu Jun 26, 2003 2:32 am
by Golf33
It took me a few goes to win Tutorial 2, back when I first downloaded the demo.
Cheers
33
Posted: Thu Jun 26, 2003 2:54 am
by Fred98
When I play the tutorials in the demo - I too lose

Posted: Thu Jun 26, 2003 3:03 am
by Arjuna
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?