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RE: Very nice so far

Posted: Fri Jan 21, 2022 1:55 am
by devoncop
ORIGINAL: theWombat

I do find the unit data a bit confusing, as for instance there does not seem to be a convenient way to find out what specific weapons a unit is using, or their fire values? Most of it is pretty logical though, as the units are not that exotic.

Select the unit then hit F2

Gives you all the data you need on the unit/weapons/effective ranges etc.


RE: Very nice so far

Posted: Fri Jan 21, 2022 3:26 am
by devoncop
ORIGINAL: Jason Petho

Aww, that's great you're enjoying it!

Hahahah, yes, I swear all the bootcamps are winnable, I have achieved Major's in all of them.

But the randomness makes it a challenge!


I can confirm that for Bootcamp 2 at least ! 2nd attempt went from Major Defeat to Major victory. [:)]

Getting those trenches dug and those Claymores placed early made a big difference as well as actually maaging to navigate my howitzers to the firebase in time :-)

I will say the tutorials are so far doing a really great job of helping me learn the nuances.

RE: Very nice so far

Posted: Fri Jan 21, 2022 3:27 am
by Jason Petho
I'm happy to hear that!! YAY! See, they are winnable! hahaha..

I finished the Bootcamp 3 video tonight with a major victory, so that's an easy one! I'll be posting it in a couple hours.

RE: Very nice so far

Posted: Fri Jan 21, 2022 5:14 am
by gregb41352
Jason I have a very strange problem in that when I either press control (to fire) or click the 'change from movement to fire' icon and then
try to place the cross-hairs on an enemy unit, the map jumps away from that hex. I hope I'm describing it well enough. Very strange.
I can upload my save file (playing any scenario is the same). I have applied the day 1 patch. If I'm not being clear please let me know.

RE: Very nice so far

Posted: Fri Jan 21, 2022 5:16 am
by Jason Petho
Yes, it seems that is an issue with the "Windows Edge" option, try using either the Scroll bars or the Screen Edge option.. you can find these under OPTIONS - SCROLLING


RE: Very nice so far

Posted: Fri Jan 21, 2022 7:26 am
by Zap
Decided to get into this war. Made my purchase 2:00am Vegas time. the town that never sleeps. Looking forward to some satisfying gaming.

RE: Very nice so far

Posted: Fri Jan 21, 2022 7:41 am
by Crossroads
ORIGINAL: Zap

Decided to get into this war. Made my purchase 2:00am Vegas time. the town that never sleeps. Looking forward to some satisfying gaming.
Thank you for your support, Zap!

RE: Very nice so far

Posted: Fri Jan 21, 2022 9:41 am
by Phoenix100
Where are these video playthroughs, Jason? Can't find them in here, though I guess they're here somewhere...

RE: Very nice so far

Posted: Fri Jan 21, 2022 9:43 am
by Crossroads
ORIGINAL: Phoenix100

Where are these video playthroughs, Jason? Can't find them in here, though I guess they're here somewhere...
Hi @Phoenix100, you can find the links to our Twitch and YouTube videos in the War Room subforum.

RE: Very nice so far

Posted: Fri Jan 21, 2022 9:46 am
by Phoenix100
Ok. Thanks.

RE: Very nice so far

Posted: Fri Jan 21, 2022 10:42 am
by Massattack
I killed a civvie or two too many, and took some casualties, so lost my first bootcamp one go.....

To paraphrase the famous Hans Solo....."I have a --GOOD--- Feeling about this"....!

I can see myself sinking a lot of time in to this title in the coming weeks...congrats!

RE: Very nice so far

Posted: Fri Jan 21, 2022 10:51 am
by Crossroads
ORIGINAL: Massattack

I killed a civvie or two too many, and took some casualties, so lost my first bootcamp one go.....

To paraphrase the famous Hans Solo....."I have a --GOOD--- Feeling about this"....!

I can see myself sinking a lot of time in to this title in the coming weeks...congrats!
Thank you @Massattack, I am glad you are enjoying it [:)]

RE: Very nice so far

Posted: Fri Jan 21, 2022 10:53 am
by Crossroads
ORIGINAL: budd

Was going to wait until this weekend to pick this up, but couldn't resist. won't get much time to play the grand kid is visiting, but there is always nap time[:D]

The install went fine, opened up the biggest scenario and everything moved fine, scrolling, zoom both were fine. Whoever did the map graphics did a damn fine job, especially the 2d looks real good.

Vietnam isn't my favorite, but neither was CSME but it's one of my favorites now. Maybe because all the armor. I am really looking forward to the CSME upgrade.

Just popped in to say thanks for all your work and good luck and success on the launch, well done guys.

Thanks @budd, I am glad to hear you are enjoying the game, and yes: the 2D map upgrade with added details for Vietnam is on its way to Middle East as well

RE: Very nice so far

Posted: Fri Jan 21, 2022 11:49 am
by theWombat
ORIGINAL: devoncop

ORIGINAL: theWombat

I do find the unit data a bit confusing, as for instance there does not seem to be a convenient way to find out what specific weapons a unit is using, or their fire values? Most of it is pretty logical though, as the units are not that exotic.

Select the unit then hit F2

Gives you all the data you need on the unit/weapons/effective ranges etc.


The info is a bit wonky though, in that I don't see any specific weapons listed, the range table is a bit cryptic (the different colors are not labeled for instance IIRC), and much of the combat data refers to things that themselves need to be explained, such as the stuff under the capabilities section. I mean, it works ok, but it could be a lot more friendly and clear cut IMO.

RE: Very nice so far

Posted: Fri Jan 21, 2022 12:00 pm
by Crossroads
ORIGINAL: theWombat

The info is a bit wonky though, in that I don't see any specific weapons listed, the range table is a bit cryptic (the different colors are not labeled for instance IIRC), and much of the combat data refers to things that themselves need to be explained, such as the stuff under the capabilities section. I mean, it works ok, but it could be a lot more friendly and clear cut IMO.
Alas, with 12 nations and hundreds upon hundred unit and platoon types, the Unit text portion of unit data is now automatically generated based on unit data itself. That said, you raise a good point with unit capabilities, for instance. While those are found in Manual, we do not in general want to RTFM. But I can instead explain those in the unit description text portion instead.

Maybe even for 1.01 UPDATE already... Would that be helpful?

Edit: Red graph is Hard Attack value, blue graph is Soft Attack value. X-axis is range, which is a dynamic range, as ranges in various weapons systems vary greatly. Oh, and Y-axis is dynamic as well, for the same reason.

Image

RE: Very nice so far

Posted: Fri Jan 21, 2022 1:32 pm
by TomWalton
Only had time for one Bootcamp so far but, wow! Amazing! Big thanks to all involved in developing it -- you've done a really terrific job!

One request: I think we're going to need an automatic shut down and mandatory R&R for anyone who has played for 12 hours straight ;-) !

RE: Very nice so far

Posted: Fri Jan 21, 2022 1:35 pm
by Crossroads
ORIGINAL: TomWalton

Only had time for one Bootcamp so far but, wow! Amazing! Big thanks to all involved in developing it -- you've done a really terrific job!

One request: I think we're going to need an automatic shut down and mandatory R&R for anyone who has played for 12 hours straight ;-) !
Thank you, @TomWalton! Ha, I wish!

RE: Very nice so far

Posted: Fri Jan 21, 2022 1:56 pm
by Jason Petho
Thank you so much, Tom!

RE: Very nice so far

Posted: Fri Jan 21, 2022 3:47 pm
by theWombat
Thanks for the info! I figured the range graph was dynamic, though that's its own set of issues of course. No perfect solution. Again, it's not a serious "flaw" more like I tend to like a bit more specificity. There isn't much space for explaining stuff for sure, and I don't have a problem with going to the manual. I think maybe rethinking the use of programmer-speak like "CanDigIn" or XFireHeloShort," which read like variable names in code might help. As it is it reads like it was pulled directly from the database, which it probably was!

RE: Very nice so far

Posted: Fri Jan 21, 2022 3:52 pm
by Jason Petho
ORIGINAL: theWombat

Thanks for the info! I figured the range graph was dynamic, though that's its own set of issues of course. No perfect solution. Again, it's not a serious "flaw" more like I tend to like a bit more specificity. There isn't much space for explaining stuff for sure, and I don't have a problem with going to the manual.

The range provides you detail on how far you can attack against soft and hard targets.

The values themselves are calculated with a formula based on the weapons that each unit will have, as the game is platoon based, you don't have access to the individual weapons in the platoons or the . The infantry list will typically show you what weapons that particular platoon has under the nickname.
ORIGINAL: theWombat
I think maybe rethinking the use of programmer-speak like "CanDigIn" or XFireHeloShort," which read like variable names in code might help. As it is it reads like it was pulled directly from the database, which it probably was!

Yes, it was pulled right from the database. Keep in mind there are thousands of platoons, literally, so creating something specific for each particular unit is far beyond our scope.

Additional information can be modded later, of course.