some manual questions, info missing, etc.

Moderators: Hubert Cater, BillRunacre

gwgardner
Posts: 7303
Joined: Fri Apr 07, 2006 1:23 pm

some manual questions, info missing, etc.

Post by gwgardner »

It's been a while since I played SC2, so I don't recall some of the details of play. The manual is darned good already, but a relative newbie to the system like me is going to find some things missing. I'll list some in this thread. If others wish to add to the list, please do so.

example:
The only mention in the manual of 'difficulty' is in determining plunder. An explanation of the difficulty levels at game setup time would be useful.

For example the 'intermediate' level, in the screenshot - what are the effects?



Image
Attachments
snap001.jpg
snap001.jpg (40.73 KiB) Viewed 415 times

gwgardner
Posts: 7303
Joined: Fri Apr 07, 2006 1:23 pm

RE: some namual questions, info missing, etc.

Post by gwgardner »

unit properties needs more detailed info, for example in the screenshot, concerning the values as opposed to those in parentheses or brackets.



Image
Attachments
snap002.jpg
snap002.jpg (120.14 KiB) Viewed 415 times

n0kn0k
Posts: 490
Joined: Fri Jun 22, 2007 10:59 pm

RE: some namual questions, info missing, etc.

Post by n0kn0k »

I agree on all the points. Although i can appreciate a good manual, there are other ways to provide all the information in the UI of the game.
User avatar
rjh1971
Posts: 5140
Joined: Tue Dec 13, 2005 3:33 pm
Location: Madrid, Spain

RE: some namual questions, info missing, etc.

Post by rjh1971 »

I do agree, there will be new potentials players that have not played before due to lack of hexes, drm protection that will surely get the game now.
And those values need to be explain in more detail. I understand the ones shown but always had trouble with the attack/defense ones as shown in the picture:
HA hard attack, +25% due to being adjacent before the attack.
HD hard defense
But no idea as to what does +1.5DB stand for??? double something don't know

Image
Image
GG's AWD, GG's WBTS, GG's WitE Beta Tester
Beta Tester: Panzer Corps, Time of Fury, CtGW, DC CB, DC3 Barbarossa, SC WWII WiE, SC WWII WaW, SC WWI
User avatar
rjh1971
Posts: 5140
Joined: Tue Dec 13, 2005 3:33 pm
Location: Madrid, Spain

RE: some namual questions, info missing, etc.

Post by rjh1971 »

I would also like the manual to explain in detail if there is a specific way to recover moral, rather than not moving the unit and have it in a good supply level.
Image
GG's AWD, GG's WBTS, GG's WitE Beta Tester
Beta Tester: Panzer Corps, Time of Fury, CtGW, DC CB, DC3 Barbarossa, SC WWII WiE, SC WWII WaW, SC WWI
User avatar
BillRunacre
Posts: 6890
Joined: Mon Jul 22, 2013 2:57 pm
Contact:

RE: some namual questions, info missing, etc.

Post by BillRunacre »

In coming weeks I will be working on a new chapter for the Manual which will be a Guide to the Interface, to show things like you've mentioned above.

These suggestions are very useful as they help to show me what are the most important things to include in it, so please keep them coming. [:)]
Follow us on Twitter: https://twitter.com/FurySoftware

We're also on Facebook! https://www.facebook.com/FurySoftware/
User avatar
Ostwindflak
Posts: 667
Joined: Thu Jan 23, 2014 5:36 pm
Location: New Hampshire

RE: some namual questions, info missing, etc.

Post by Ostwindflak »

I always understood DB to be Defense Bonus. Could be wrong though.
User avatar
sPzAbt653
Posts: 10158
Joined: Thu May 03, 2007 7:11 am
Location: east coast, usa

RE: some namual questions, info missing, etc.

Post by sPzAbt653 »

I agree with all of the above, plus there is no Index so I was scrolling all over the place looking for Combat Odds explanations. I am making attacks but have no idea what '+25% HA=3 ; HD=2(+1SDB)' is supposed to mean, lol.
gwgardner
Posts: 7303
Joined: Fri Apr 07, 2006 1:23 pm

RE: some manual questions, info missing, etc.

Post by gwgardner »

...

gwgardner
Posts: 7303
Joined: Fri Apr 07, 2006 1:23 pm

RE: some manual questions, info missing, etc.

Post by gwgardner »

The manual states that turn lengths are variable based upon time of year. It would be helpful if the player had a better idea of when the transition from longer to shorter turns would take place.

Example in my current game, I seriously misjudged the turns I had available to get my army from Poland to the West. I was not ready by May 10!

n0kn0k
Posts: 490
Joined: Fri Jun 22, 2007 10:59 pm

RE: some manual questions, info missing, etc.

Post by n0kn0k »

The manual states that turn lengths are variable based upon time of year. It would be helpful if the player had a better idea of when the transition from longer to shorter turns would take place.

+1 for that idea.

Bill could you make some event popups for the seasonal turnpoints?
One of them must contain "Winter is coming!" [;)]
Ason
Posts: 383
Joined: Fri Nov 29, 2013 11:14 am

RE: some manual questions, info missing, etc.

Post by Ason »

What's the reasoning behind having different turn lenghts?
User avatar
BillRunacre
Posts: 6890
Joined: Mon Jul 22, 2013 2:57 pm
Contact:

RE: some manual questions, info missing, etc.

Post by BillRunacre »

Hi

The reason is that in winter combat effectiveness is less due to the weather, and from my experience of testing it this has two side effects:

1) The game becomes much longer
2) The winter turns aren't very exciting and a bit of a turn off. They should be the time for reinforcing, upgrading, repositioning, and of course, some offensives, but nothing like what tended to happen during the summers.
Follow us on Twitter: https://twitter.com/FurySoftware

We're also on Facebook! https://www.facebook.com/FurySoftware/
User avatar
BillRunacre
Posts: 6890
Joined: Mon Jul 22, 2013 2:57 pm
Contact:

RE: some manual questions, info missing, etc.

Post by BillRunacre »

ORIGINAL: n0kn0k
The manual states that turn lengths are variable based upon time of year. It would be helpful if the player had a better idea of when the transition from longer to shorter turns would take place.

+1 for that idea.

Bill could you make some event popups for the seasonal turnpoints?
One of them must contain "Winter is coming!" [;)]

LOL, but isn't winter always coming? [;)]

Seriously, I'm not sure about pop ups as many would be required, but I'll see about adding a clear explanation somewhere.
Follow us on Twitter: https://twitter.com/FurySoftware

We're also on Facebook! https://www.facebook.com/FurySoftware/
Ason
Posts: 383
Joined: Fri Nov 29, 2013 11:14 am

RE: some manual questions, info missing, etc.

Post by Ason »

ORIGINAL: Bill Runacre

Hi

The reason is that in winter combat effectiveness is less due to the weather, and from my experience of testing it this has two side effects:

1) The game becomes much longer
2) The winter turns aren't very exciting and a bit of a turn off. They should be the time for reinforcing, upgrading, repositioning, and of course, some offensives, but nothing like what tended to happen during the summers.

1. is all good, I've only played 1 weekend and I'm soon in 1944.. Would really like a game like this to last longer..

2.But you miss 3 turns of income/month if you compare it to summer so we're missing the refitting. Shouldn't the weather by itself create the situation of slow progress which then creates the situation of refitting, forming a line and planing your next move etc? I mean it's a big part of war and I don't see the reason why we should miss it :/ I think all of us like to plan and strategize, so I don't think anyone will mind some more weeks of winter with slower progress..
To skip invasion of Norway is acceptable (although would like option for it) but to skip multiple turns of winter is pretty bad imo.

There was stuff happening in winter also, battle of the bulge, battle of budapest, stalingrad, moscow..
I really don't want winter to just fly by like this..

Would it be possible to have it as an option before starting a game?
n0kn0k
Posts: 490
Joined: Fri Jun 22, 2007 10:59 pm

RE: some manual questions, info missing, etc.

Post by n0kn0k »

Delete doublepost
n0kn0k
Posts: 490
Joined: Fri Jun 22, 2007 10:59 pm

RE: some manual questions, info missing, etc.

Post by n0kn0k »


LOL, but isn't winter always coming? [;)]

https://www.google.nl/search?q=winter+i ... 60&bih=512

[:D]

User avatar
Hubert Cater
Posts: 6097
Joined: Mon Jul 22, 2013 11:42 am
Contact:

RE: some manual questions, info missing, etc.

Post by Hubert Cater »

ORIGINAL: Mrslobodan
ORIGINAL: Bill Runacre

Hi

The reason is that in winter combat effectiveness is less due to the weather, and from my experience of testing it this has two side effects:

1) The game becomes much longer
2) The winter turns aren't very exciting and a bit of a turn off. They should be the time for reinforcing, upgrading, repositioning, and of course, some offensives, but nothing like what tended to happen during the summers.

1. is all good, I've only played 1 weekend and I'm soon in 1944.. Would really like a game like this to last longer..

2.But you miss 3 turns of income/month if you compare it to summer so we're missing the refitting. Shouldn't the weather by itself create the situation of slow progress which then creates the situation of refitting, forming a line and planing your next move etc? I mean it's a big part of war and I don't see the reason why we should miss it :/ I think all of us like to plan and strategize, so I don't think anyone will mind some more weeks of winter with slower progress..
To skip invasion of Norway is acceptable (although would like option for it) but to skip multiple turns of winter is pretty bad imo.

There was stuff happening in winter also, battle of the bulge, battle of budapest, stalingrad, moscow..
I really don't want winter to just fly by like this..

Would it be possible to have it as an option before starting a game?

There would also be extra income over longer winter turns that would then also have to be taken into account which could change some of the fine tuned balance we have set for the current campaign.

One nice thing with the Editor is that you could create a custom version of the campaign, i.e. use Save As to save it as a custom named campaign and adjust the turn lengths as desired with very little effort.

User avatar
sPzAbt653
Posts: 10158
Joined: Thu May 03, 2007 7:11 am
Location: east coast, usa

RE: some manual questions, info missing, etc.

Post by sPzAbt653 »

Hungary has joined the Axis a few turns ago [I don't recall getting any notification, I may have missed it somehow, but I noticed that there were Hungarian units on map]. My question is, does Germany gain MPP's from Hungary [and other Minors] and are these included in the 'Germany & Minors' line at the top of the below screen shot ? I noticed that the Allies display contains entries for their Minors, such as Iraq and Egypt. It might be nice if Axis Minors were also separate entries.

Image
Attachments
SC3f.jpg
SC3f.jpg (20.2 KiB) Viewed 415 times
User avatar
xwormwood
Posts: 898
Joined: Mon Aug 28, 2000 8:00 am
Location: Bremen, Germany

RE: some manual questions, info missing, etc.

Post by xwormwood »

What we need is a message log, where all messages are filed, if the player wants to check, even if the message came 5 turns before.
"You will be dead, so long as you refuse to die" (George MacDonald)
Post Reply

Return to “Strategic Command WWII War in Europe Public Beta”