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Re: How to prevent a unit from assaulting?
Imp, how many MPs exactly must a unit have in order to assault?
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Re: How to prevent a unit from assaulting?
More often than not, you'll want to assault for better payoff in destroying the tank. So I don't really find a special key just to fire off all your weapons as very useful.
I think at least 3 points remaining to assault? With higher probability of success depending on higher movement points available. |
Re: How to prevent a unit from assaulting?
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Re: How to prevent a unit from assaulting?
We put out the changes on each release in the "Release History" section of the Game Guide.
This section really should be perused for any changes to the game mechanism, new rules etc. Under: WinSPWW2 version 6.0 Upgrade patch go down the bullet points till you get to: Quote:
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Re: How to prevent a unit from assaulting?
So the conclusion of the majority of posters in the thread is that a separate command for assault is largely useless because assault is presumably (almost) always preferable.
Thank you for the reference, Mobhack. The need to read the change log to learn about the current rules of the game is, however, rather inconvenient. Would you consider describing assaults in a more appropriate section of the manual, where you could provide all the relevant information in a single place:
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Re: How to prevent a unit from assaulting?
The change log is the only sensible way to document changes.
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Re: How to prevent a unit from assaulting?
Whereas the change log is helpful for a user that has just upgraded and wonders what has changed, it is colossally inconvenient for a new user interested in learning the current version of the program rather than the history of its evolution from version 1.0. For an example, when learning Photoshop 7.0, I am not forced to read the change logs of 1.0 to 2.0, 2.0 to 3.0 &c up to 7.0 in order cumulatively to understand the functionality of 7.0. When learning LaTeX, I am not required to read the change logs starting from the original 1983 release.
The change log cannot replace good documentation describing the current state of the program. |
Re: How to prevent a unit from assaulting?
Let me put it this way......if I had to integrate every change made from every patch into the main body of the Game guide as well as the patch change log ( for TWO GAMES )two things would have happened about a decade ago........ we would have made far fewer changes and more likely stopped upgrading the game yearly ( or more likely stopped altogether )so if you think it's "colossally inconvenient" to read the release notes for every release to keep up-to date with the changes that pales in comparison to having to essentially re-write the game guide every release all the while knowing most people don't even bother to read the damn thing anyway let alone the release notes but show up here and expect to be spoon fed the answers.......
.......and if that sound "harsh"....so be it. The game guide gives a good general overview and the release notes fill in the details and all we ask is people put in the effort to read it. |
Re: How to prevent a unit from assaulting?
The way the game documentation goes right now. It's pretty difficult for a new player to learn the game. He probably has to be quite experienced in Ctrl-F keywords to find the relevant sections.
However, I do think that for the existing player base, it's actually quite easy, as we just need to read up the changelog for any major points of interests. At some point, it's good to better integrate the documentation, but that remains a time and space consideration. |
Re: How to prevent a unit from assaulting?
I have found the GG quite useful and it’s really not a stretch to ctlr F and the double check the release notes for all four guides.
The in game help for the editor is also valuable but the most useful learning comes from playing, experimenting and playing a lot. One of the easiest games to learn but one that takes time to master. The beauty is in replay ability! |
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