Suggestions for improving the manual (Full Version)

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Hoplite1963 -> Suggestions for improving the manual (1/3/2022 2:47:08 PM)

Having now had the opportunity to work my way through the manual I think this would benefit from a new Section (11.1 Fortifications, obstacles & defences) that would come immediately after. (11.0 Vietnam Terrain)

This would be laid out in very much the same way and would have the advantage of collecting all the information on a particular structure (such as tunnels) into one place). The sort of topics I was thinking of here would include improved positions, trenches, bunkers, pillboxes, tunnels, minefields, IED’s, and blocks.

This section could also pick up any issues not explicitly resolved elsewhere, such as exactly how Allied forces can destroy tunnels from above.

Kind regards
Ian




devoncop -> RE: Suggestions for improving the manual (1/3/2022 3:07:16 PM)

+1

Excellent suggestion. I also found some of the details re the new tunnel mechanics a bit opaque.




Jason Petho -> RE: Suggestions for improving the manual (1/3/2022 7:05:54 PM)

Good suggestions.

Too late to update that section now, but will do so for 1.01.




Hoplite1963 -> RE: Suggestions for improving the manual (1/3/2022 7:10:24 PM)

Thanks Jason.




Jason Petho -> RE: Suggestions for improving the manual (1/3/2022 8:05:36 PM)

You're most welcome!




Hoplite1963 -> RE: Suggestions for improving the manual (1/4/2022 4:00:51 PM)

Hi Jason
One more question if you don’t mind. How do free world forces destroy tunnels from above ?

Kind regards
Ian




Jason Petho -> RE: Suggestions for improving the manual (1/4/2022 4:12:17 PM)

They use an engineer. There is an option in the unit menu to destroy the tunnel.




Hoplite1963 -> RE: Suggestions for improving the manual (1/4/2022 4:24:04 PM)

Thanks Jason




Jason Petho -> RE: Suggestions for improving the manual (1/4/2022 4:27:56 PM)

My pleasure, of course!




Hoplite1963 -> RE: Suggestions for improving the manual (1/4/2022 4:37:09 PM)

Hi Jason
Yes I see this in the screenshot of the menu bar on page 37 of the manual now. When this is revised you might want to expand the relevant explanatory text on that page as well that at the moment only refers to bridges and walls ?

Kind regards
Ian




Jason Petho -> RE: Suggestions for improving the manual (1/4/2022 4:40:34 PM)

Yes, good idea. I'll do so, thank you!!!




Jason Petho -> RE: Suggestions for improving the manual (1/4/2022 4:55:07 PM)

We handoff in two days!




devoncop -> RE: Suggestions for improving the manual (1/4/2022 6:10:59 PM)

Hope you have a nice bottle of something lined up to celebrate....its been quite a journey [:)]




berto -> RE: Suggestions for improving the manual (1/4/2022 6:17:32 PM)


Yeah, a nice bottle of ... aspirin! [:D]




devoncop -> RE: Suggestions for improving the manual (1/4/2022 6:32:41 PM)

[:D]




Jason Petho -> RE: Suggestions for improving the manual (1/5/2022 6:41:52 AM)

The manual was updated, link in the previous thread.

I updated the Engineering section, 3.6




Hoplite1963 -> RE: Suggestions for improving the manual (1/5/2022 8:39:13 AM)

Hi Jason
Thanks for that downloaded the undated version and had a look. This is very clear.

Looking forward to the next episode of Operation Starlight later today.

Kind regards
Ian





Hoplite1963 -> RE: Suggestions for improving the manual (1/10/2022 1:02:31 PM)

Having watched the latest gameplay video, I wonder if this had been started in 3D mode if we would have seen the French paratroopers drifting down as happens with the CSME and JTCS games ?

If not was this a design decision and can the delivery of airborne reinforcements still be plotted in the scenario editor as it is in CSME and JTCS ?

Also comparing both the manuals for CSME and CSVN to that for the 2.02 version of JTCS I wonder if both need expanding somewhat to incorporate some of the more detailed explanatory text and screen shots in that earlier document on how to use the scenario editor.
For example, both the CSME and CSVN manual could do with more details on how to set up off map artillery while CSVN also needs details of how to set up reinforcements in the scenario editor.

Perhaps down the line instead of having a separate all inclusive manual for each and every CS series title that has to be individually updated you might want to have separate players and scenario designers manuals covering the series as a whole and move things like the boot camp scenarios for a particular game to a game specific “Gamers Guide” for that title that could also include scenario listings, book recommendations and hints and tips for that particular conflict.

Kind regards
Ian




Jason Petho -> RE: Suggestions for improving the manual (1/10/2022 3:05:22 PM)


quote:

ORIGINAL: Hoplite1963

Having watched the latest gameplay video, I wonder if this had been started in 3D mode if we would have seen the French paratroopers drifting down as happens with the CSME and JTCS games ?


Yes, you still see this.
quote:

ORIGINAL: Hoplite1963
If not was this a design decision and can the delivery of airborne reinforcements still be plotted in the scenario editor as it is in CSME and JTCS ?



Yes, the editors function much the same.


quote:

ORIGINAL: Hoplite1963
Also comparing both the manuals for CSME and CSVN to that for the 2.02 version of JTCS I wonder if both need expanding somewhat to incorporate some of the more detailed explanatory text and screen shots in that earlier document on how to use the scenario editor.
For example, both the CSME and CSVN manual could do with more details on how to set up off map artillery while CSVN also needs details of how to set up reinforcements in the scenario editor.

Perhaps down the line instead of having a separate all inclusive manual for each and every CS series title that has to be individually updated you might want to have separate players and scenario designers manuals covering the series as a whole and move things like the boot camp scenarios for a particular game to a game specific “Gamers Guide” for that title that could also include scenario listings, book recommendations and hints and tips for that particular conflict.

Kind regards
Ian



Good suggestions!

I'll be creating a series of YouTube videos on how to make scenarios.

I think that will be easier to show rather than tell.

Jason Petho





carll11 -> RE: Suggestions for improving the manual (1/12/2022 2:09:40 PM)

J, section 2.2.3, Map labels, your missing a word in a sentence, "will keep the _____ on the map while you play"....




carll11 -> RE: Suggestions for improving the manual (1/12/2022 2:54:47 PM)

I read this and am not sure if its a clarification issue, or it means exactly what it says, a D unit cannot move closer to the nearest enemy unit,here to fore, my understanding was the D restriction meant the unit cannot engage in assault/close combat...


page 66-
"Disruption: A Disrupted unit (a “D” icon is displayed at the top of the icon bar) suffers a movement penalty of requiring double the Action Points required to move, to a maximum of 65 Action Points. The Disrupted unit may not use Double Time nor may the Disrupted unit advance towards the closest opposing unit. In the case of the Disrupted unit being surrounded, even at a distance, the unit may not be able to move at all."




Jason Petho -> RE: Suggestions for improving the manual (1/12/2022 3:05:10 PM)

A Disrupted unit can fire, but no, it cannot participate in an assault.

It can defend against an assault though.




Hoplite1963 -> RE: Suggestions for improving the manual (1/14/2022 2:05:09 PM)

I see from the latest instalment of the Operation Starlight play through that engineer units can lay smoke in their own hex that takes effect in their player turn. Could the “Engineering Tasks and Special Abilities” section of version 1.1 of the manual be amended to explain how this is done please ?

Kind regards
Ian




Jason Petho -> RE: Suggestions for improving the manual (1/14/2022 3:45:12 PM)

Yes, for sure. Can do!





carll11 -> RE: Suggestions for improving the manual (1/19/2022 5:48:54 PM)


quote:

ORIGINAL: Jason Petho

A Disrupted unit can fire, but no, it cannot participate in an assault.

It can defend against an assault though.



got it thx.... just that moving 'closer to an enemy unit' doesn't mean I want to assault, if my unit is 3 hexs away and I want move my 'D' unit one hex closer, can I?




devoncop -> RE: Suggestions for improving the manual (1/19/2022 6:40:36 PM)


quote:

ORIGINAL: carll11


quote:

ORIGINAL: Jason Petho

A Disrupted unit can fire, but no, it cannot participate in an assault.

It can defend against an assault though.



got it thx.... just that moving 'closer to an enemy unit' doesn't mean I want to assault, if my unit is 3 hexs away and I want move my 'D' unit one hex closer, can I?



I don't think you can as remember the scale is only 250 metres per hex so you are asking a disorganised, disrupted unit to move from 750 metres to within 500 metres of the enemy.




Crossroads -> RE: Suggestions for improving the manual (1/19/2022 6:43:00 PM)

A Disrupted unit can't go towards an enemy at all, no.




Twotribes -> RE: Suggestions for improving the manual (1/19/2022 8:40:05 PM)

If they cant see it?




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