Page 3 of 4

Posted: Thu Jun 26, 2003 5:01 am
by Fallschirmjager
Not to be mean....but how the hell did you lose the tutorials?

You out number them like....100 to 1
If you didnt read the manual....I could maybe so how you could lose


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


Oh well...take the game disc to them then

Posted: Fri Jun 27, 2003 6:01 pm
by Mr.Frag
Not to be mean....but how the hell did you lose the tutorials?


General habit: get home, install game, promptly start playing, forget where box got tossed that still contains manual ... after a few days of struggle, resort to actually reading manual (only if required!)

That is how you loose a tutorial ;)

Anyone who works with computers develops an anti-manual attitude and only shrinks to the level of reading them when nothing else works :D

Posted: Sat Jun 28, 2003 12:24 am
by JeF
Originally posted by Fallschirmjager
Not to be mean....but how the hell did you lose the tutorials?


How to loose AA:RDOA Tutorial #1 and win your ticket to the East Front by JeF

1/ Don't read the manual !
2/ Choose Germans (don't be silly ;))
3/ Don't read the scenario briefing !
4/ Objective is Deelen Airfiled. Go there!
How ? Give a movement order with a nice looking 1km wide line formation, so that you can cover more ground.
5/ Hit the fast play button
6/ Don't look at game time !
7/ Watch your experienced mechanized SS troops, as they crawl into the woods on both sides of the road. Are you not a tactical genius ? A Fearless leader ?
8/ Scenario ends when they are at 2/3 of the objective. Decisive Defeat. Without firing a shot.
You won your ticket to the East Front. Congratulations.

:)

Cheers,

JeF.

Posted: Mon Jun 30, 2003 3:30 am
by Arjuna
:D :D :D

Posted: Mon Jun 30, 2003 6:21 am
by Fred98
I have only played the demo, not the full game.

I do not understand the game mechanics.

I do not have a manual.

The game is not available in Sydney.

Posted: Mon Jun 30, 2003 10:33 am
by Golf33
The demo package does come with a brief sort of manual that explains the demo, but it wasn't all that good - I know Dave is doing a lot of work on the tutorial scenarios that should help *a lot* in this area.

The second tutorial scenario in the demo is quite easy to lose or at least do poorly in, if you are experimenting to find out what makes the game tick.

Besides, I've found being able to win scenarios against the computer doesn't count for anything when playing against a skilled human - Yakstock for example, who always knocks my azz over with great ease, even on scenarios that I wrote!

Regards
33

Build 63

Posted: Wed Jul 09, 2003 4:17 am
by Arjuna
Hi All,

We put out beta build 63 last night. I actually got to bed before 1am, which must be a record.

New in this build:

1. Tracks are now displayed as dashed lines, making it much easier to distinguish these. See the attached screenshot below.

2. Added more details to the reinforcement list. Specifically, these now show how many units in the force and method of arrival ( if other than by ground/road ). See attached graphic below.

3. New Tutorials #1 and #2). These are semi-historical scenarios based loosely on the initial 82nd Div operations south of Nijmegen. The aim is to engage and involve the player while teaching them the mechanics of the game. In the first tutorial, lasting just one day, you only have the 505th Regiment plus one arty Bn and a few support units. You have to secure the southern defence line and fend off the arriving Germans. At the same time you must secure the crossings along the Maas-Waal Canal.

The second tutorial continues on with the arrival of the 325th Glider regiment and later the Grenadier Guards Group. It lasts for two days and you must continue to secure the southern defence line against increased German pressure, relieve the defenders at the Honinghutie crossing and drive on the southern suburbs of Nijmegen. It's a very good scenario - great fun to play.

4. First draft of the Tutorial Manual. Covers only Tutorial #1. Still working on Tutorial #2. Plenty of pictures and detailed steps on game mechanics. Includes introductory notes on command structure, command process and orders delay. Also includes a walk through of the commanders appreciation process whereby he reviews orders and the situation and develops his plan. Addresses factors such as enemy and friendly forces, terrain and time and space.

5. Revised the way Delay Orders work. Previously, the force would defend in its current location and withdraw to the next waypoint when threatened or bypased. Now they will advance to the first waypoint and defend there until threatened or bypassed. They will then withdraw back to the next waypoint and so on.

6. A swag of new scenarios were added with build 62, including reworks of the old Arnhem scenarios, using the new estabs and company level force structures. In most cases these are completely new scenarios. Other new ones include Ray Wolfe's "Horrocks Steamroller", a hypothetical breakout by 30th Corps from Joe's bridge with three full divisions and plenty of German defenders - a great schlag!

Well that's about all the new stuff for now. The Game is progressing very well, though as usual taking longer than scheduled. Currently running three weeks behind. Sorry. :(

But to end on a positive, Paul and I are having great fun testing the new scenarios. Last night we went head to head on Steve Long's "Guards Keep Going" based on the Drive on Deelen scenario. I played the Germans. Paul tried an outflanking move on the Velperberg position to the east of the highway. At the same time he struck hard in the centre. KG Harder gave as good as he got in the centre, despite starting undeployed ( Steve's going to make sure they start dug-in next time ;) ). But KG Spindler just couldn't cope with the avalanche of two Gds Arm Gps. I backstopped them with the 9th SS Recon Bn and six Tiger IIs, but alas my mortar unit was cut down as it tried to flee the Velperberg woods.

In the meantime, Harder's men were starting to crack. They had inflicted grievous casualties on the Welsh and Irish Gps plus destroyed the Mortar Pl of the Green Howards Inf Bn from 69th Bde. Unable to stand I was about to withdraw when we had to call it a night. I credit Paul with a good win, though I reckon I could have held if I had started dug-in. Next time then. :)

Screenshot from Tutorial #2

Posted: Wed Jul 09, 2003 4:19 am
by Arjuna
Check this out. It shows the new track graphics and the fire support tab in action.

Reinf Tab Example

Posted: Wed Jul 09, 2003 4:22 am
by Arjuna
This graphic shows the additional details on the Reinf Tab list.

Re: Build 63

Posted: Wed Jul 09, 2003 5:43 am
by Fallschirmjager
Originally posted by Arjuna

Well that's about all the new stuff for now. The Game is progressing very well, though as usual taking longer than scheduled. Currently running three weeks behind. Sorry. :(




Take your time

Posted: Wed Jul 09, 2003 8:25 pm
by Mr.Frag
Take your time


Easy for you to say, you've got the original!

Re: Build 63

Posted: Wed Jul 09, 2003 10:58 pm
by JeF
Originally posted by Arjuna
5. Revised the way Delay Orders work. Previously, the force would defend in its current location and withdraw to the next waypoint when threatened or bypased. Now they will advance to the first waypoint and defend there until threatened or bypassed. They will then withdraw back to the next waypoint and so on.
Good one ! The current implementation (i.e in AA:RDOA) was a bit confusing, and I never managed to master it. I usually end up with defend orders with low casualty threshold.
Nice to see this revised. The AI showed me it can be usefull.
But to end on a positive, Paul and I are having great fun testing the new scenarios.
If instead of playing games and having fun you would actually work, this game would be finished ! ;)

Keep up with the good work. But don't be too late, my birthday is Sept 4.

Cheers,

JeF.

Re: Re: Build 63

Posted: Thu Jul 10, 2003 3:13 am
by Arjuna
Originally posted by JeF
If instead of playing games and having fun you would actually work, this game would be finished ! ;)


All in the line of duty. ;)

Posted: Sat Jul 12, 2003 10:45 pm
by Uedel
Hi Arjuna,

fine that AA:HTTR now got the new Estabs with 1 Level for both sides (No more Giant "Flakbattalion Neumann" anymore :D ).

2 small Questions i have....

a) will there be a better modeling of Supply now ? i.e. Supply DropZones for Airborne Units with the ability to loose the Ground and with it the Supply line, and will there be supply lines ? so no more supply for encircled units ?

b) will i be finaly able to merge to companys down to 1/3 of there original strenght to 1 company ?

Would be fine if u have a small answer on these Questions :cool:

Else i have to Buy the Game (as i do anyway) and daunt you on the forums if these features are not in :D :D

Posted: Mon Jul 14, 2003 5:06 am
by Arjuna
We do have a feature which merges really small units ( ie those that get down to less than 10% of their estab size ) into other nearby compatible units. But this is done automatically by the AI. The player has no control of this.

With all the other changes, supply has not been remodelled. It is on our wish list. Hopefully for the next game.

An idea for making a Grand Campaign work

Posted: Sat Nov 15, 2003 12:18 pm
by Beery
Arjuna wrote:There will be separate campaign scenarios for the Arnhem, Nijmegen and Eindhoven maps plus there is the Breakout scenario for the Neerpelt map ( which is effectively the campaign for this map ).

Maybe this is a silly question, but would it not be possible to create a full Market Garden campaign by having the player play the full Neerpelt scenario, then having the game system automatically transfer the remaining units after the conclusion of the Neerpelt scenario and plugging them (with adjustments made for reorganization and the commitment of reserves, etc.) in as reinforcements on the Eindhoven map (with entry times based on how well the British player did at Neerpelt). Then the player plays the Eindhoven scenario, and the process continues (remaining units plus re-org and reserves plugged in, with time delay again calculated) on to the Nijmegen map, and so on until Arnhem. This process has been achieved in a few game systems where processing power was an issue. I believe it was added as a post-release patch to Battleground Prelude to Waterloo to allow players to make a grand campaign of Prelude to Waterloo and Waterloo.

Just a thought.

Posted: Sat Nov 15, 2003 12:22 pm
by Beery
Oh never mind. Hehe, it was already asked and answered. I guess I should read all of a thread before opening my big mouth (or should that be 'before exercising my impetuous typing finger'), hehe. I'm tired, it's 2:30. That's my excuse and I'm sticking to it. :)

One thing that could be added

Posted: Sun Feb 08, 2004 5:02 am
by Richmond516
Whenever a message appears like 2nd Para Bn routing or A Coy 1st Para Bn securing objective or 9th SS Recce Surrenders I'd personally like to be able to click on that message and have the map jump to wherever that unit is (or was) as it can be kinda difficult sorting through the piles of units and finding the right one. Just a thought :)

Thanks,
T.R.

101 ABN Coy Coms - Asked this in the other forums

Posted: Sun Feb 08, 2004 5:06 am
by Richmond516
Also, would it be possible to include the Company Commanders of the American Airborne divisions? I played the Eindhoven scenario and I was kinda disappointed that the Coy Commanders weren't represented. I mean it's not just colour - their fighting styles can influence a battle. I was doing a Band of Brothers marathon and I was inspired to try it out. Would be great to have Easy 506th led by Dick Winters or have the Robert Redford character Major Julian Cook assaulting Nijmegen bridge - by the way is this possible in game (using assault boats or DUKWs?)

THanks,
Tom

RE: An idea for making a Grand Campaign work

Posted: Thu Jul 28, 2005 5:54 pm
by Beery
Hmm. I guess not, LOL.