LuisGuzman wrote: ↑2023-08-19 18:52, Saturday
it looks to me like an extension of the campaign / scenario intro, as player needs to call the the scenario intro to click a new button to pop a new text panel, why not put the hints in same intro ?
Because it's about hints/spoilers, and some players will be strongly opposed to see them, so I rather prefer to put them in a separate panel you'd need to
voluntarily call up.
No accidental spoiling.
(Also, I would use this for hints, but somebody else could use it to display the historical background of that battle or some such. Keeping it separate makes it versatile and keeps the noise ratio down, since
the briefing panels (mine at least) tend to get very crowded...)
In my campaign intro panels there already is:
- the technical part (title, version, number of scenarios, difficulty, etc.)
- the blurb which advertises the campaign (why you should play it), mostly for the campaign selector
- the real intro, for when you decided to play it and want to know the details, like the historical background and so on.
Some hints come sometimes as a #4, where I break the 4th wall and address the player directly like "Be careful about..."
My scenario briefings have two parts:
- In-character briefing, written like if your superior officer briefs you. Like it was in reality, the information given about the enemy can be more or less inaccurate and/or misleading.
- a short "Instructions" section, which explains what the scenario expects from you, in OG-talk ("Take all VHs"), and notes any things an inattentive player might miss, like any MSU units and such.
While I add to this second section any important non-spoiler caveats, some players hate getting unsolicited help, so I try to avoid giving any real help there.
Which leaves those who are totally overwhelmed (usually because they've overlooked something I deemed obvious) and all they need is a mere hint about how they should tackle this scenario.
LuisGuzman wrote: ↑2023-08-19 18:52, Saturday

why that new "hint" panel would allow the player to find the hint easier ?
Because
help would be just one mouse click away... (Sounds like an ad, no?...

)
As opposed to having to open up File Explorer, navigate to x:\y\z\Open General\EFILE_NOKORP2\SCENARIO\! HINTS !\Some Campaign\, and locate the right .txt file among many... (Yes, you're a developer, you know your HDs like your living room, but OG players might not be that computer-savvy...)
LuisGuzman wrote: ↑2023-08-19 18:52, Saturday
Maybe using the turn-message feature you could help better rooky players
No, because the problem isn't tied to a specific turn. Which turn should I display it? Besides, turn messages appear as little yellow text inside the turn report panel, which is
definitely not enough space!
But most importantly, the whole point is to make it optional. If it appears as a turn message players wouldn't be able to avoid it, in this case I can as well cram it into the campaign/scenario panels...
I think you don't really understand what I'm going for: The kind of hints you find in game forums, where player A asks "I'm stuck in situation x, somebody help!" and player B answers "the secret is to do this and that". I already give player B's answer, in case you ever have to ask player A's question... See below for an example.
All that been said, don't worry, I can stay with my "manual" approach.
I just wondered if it wouldn't be easy to open up a specific .txt file in a window, since you did it for the Unitpedia. Looked like the same system to me, tying a specific object (unit/scenario) to a specific .txt file.
If you think it's too much work, forget about it. I'd rate it as "nice things to have", but since I'm probably the only one who will ever use it, I admit the effort/result ratio is very poor...
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Here is "NO2Russ45Scen03_HINTS.txt", an example of such a scenario hint:
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This is a *very* big map, moving from A to B in time will be the biggest problem. Keep an eye on the map, and plan well ahead where your units should head to, because the distances mean you can't change your mind.
Buy another couple "Panther F" tanks, given the surface to cover you'll need to split your forces into at least 3 groups.
Ideally you would send your "Deep Assault Group" (with a tank and an AT) south, to clear the western map border, till they reach the "Panzergruppe 1" HQ, then let them head SE. Call it the "Group South"
Send a mobile force with 2 or more tanks, the second AT, the "305mm M.11/16 Siege Mortar" and the two "Sturmhaubitze 42" clear the northern map border, all the way to the east. Call it the "Group North".
Your main force with the heavy "240mm K3" artillery should head SE till it joins with the "Panzergruppe 1", and then take the middle road east, cherry-picking the Victory hexes and only sending a couple units capturing any nearby towns for added prestige. Leave cleaning the small towns to the "Panzergruppe 1" auxilliary forces.
The Aux forces have few tanks, but lots of infantry, some light artillery and even some beefy 88mm AT guns. Don't leave them inactive: Once the enemy offensive is broken, move them and use them to conquer the simple towns (to gain more prestige!). Beware, some towns are protected by dangerous self-propelled AT guns: That's where those towed 88mm AT guns will come handy!
You'll eventually get some (Aux) reinforcements, and among them a bunch of "SdKfz 251/16" with flame throwers. Those will do great against towns defended by infantry. Create several small task groups consisting of one recon, a couple infantry units, one of those "SdKfz 251/16", and send them capture each and every isolated town. You'll make thousands of prestige, and trust me, you'll need it soon, you'll need to buy lots of expensive units if you're to survive the later scenarios...
And speaking of prestige, spend some of it right now, buying an additional fighter-recon ("Bf 109 G-8") and some more fighters, to get a grip on those incessant enemy bombing raids. The map is too big for your fighters to be able to be everywhere. (There is no point in buying any ground vehicles, since they will never be able to catch up with the moving front, the map is way too big.)
Hint: The "Me 410 B-2 Hornisse" is not too bad as a fighter (with the AA special), but also does great work as a bomber, so buy one of those for each of your more isolated groups (North and South). Build airports as you advance, prestige is plenty. You also have two Supply trains which can repair your units, so there is no reason to waste prestige in repairs.
Speaking of trains, the map is covered in railway tracks, use them to move your troops around! You'll also need them to move the Aux "Krupp K5" railway gun, which despite its long range won't cover the whole map. You'll have to decide which part of the map it should cover and move it in time, taking care it doesn't get destroyed, else it's game over (K5s are always MSU)!
I've said it, but I'll repeat it: This is a real terrain situation: The terrain is vast and you need to plan ahead, know for each unit where it will go (rename them if that helps keeping track).
Once the enemy offensive is stopped, and before you start your own counter-offensive, study the map, the Victory Hexes, and plan which force will take which area! At some point your units will be at several turns of distance from each other, and thus isolated. All groups need to be autonomous, and able to tackle any type of resistance, including enemy tanks coming for them (the enemy buys units, so you can guess where they will be coming from...). Don't waste time, you'll have plenty, but given the distances it is easily wasted.