
Originally Posted by
Akmatov
The auto-deployment option allows for divisions to be deployed automatically based on a loaded scenario's pre-determined tactical map positions or semi-random placement for newly generated scenarios.
I changed it to this; "
The auto-deployment option allows for divisions to be deployed automatically based on the pre-determined tactical map positions of a loaded scenario or semi-random placement for a newly generated scenario. "
This section made it clear to me that I didn't understand the difference between a 'generated' and an "auto-deployed" battle, as neither seems to be a battle based on a previously written scenario.
Starting Range The range at which generated and, not auto-deployed, battles will begin will be based on
Actually, it can be both. The auto-deploy option will automaticaly deploy the divisions of a re-loaded custom scenario or a randomly generated scenario. If you turn the option off the divisions can be manually placed on the tactical map (randomly generated scenario) or re-positioned before the battle starts (if you re-load a custom designed scenario). The starting range is auto-determined IF you start a randomly generated scenario and use the auto-deploy option. Let me know if that makes more sense to you.
One option not explained is " limited shell ammo", I'd bet this indicates you are limited to the amount of ammo historically available. But I don't know that, just assume it, why not tell us?
I figured it was pretty self-explanatory.. but if you insist ;-).. I added this,
"Limited Shell Ammo: Toggles between unlimited and limited shell ammunition. "
I am not adding the word "historically" intentionally because at some point I will be adding the ability to edit ammo loads in the scenario TXT files.
Ship Class Reference Chart
This is an example of the type of tightly packed, computer code-like, blocks of information that needs to be unpacked and listed as a table, it is not like you are saving printing costs. This is the kind of thing that motivated me to spend a hour or so re-formatting the WCDB rules so I could actually read it rather than decrypt it. You have done this for some information, but not for all of it. For example:
Hmm.. I will look at this.. your the first to recommend breaking that part of the manual up.. anyone else think that would help? If so.. I will see what I can do with that.
Something I just noticed is this:
: Not Illuminated
Is there a graphic to show that a ship is illuminated?
Yep.. these ,
: Capital Ship
: Cruiser
: Destroyer
Note: Top left = Superstructure damage, Top right = Hull damage, Bottom = Floatation damage.
First of all, is this correct? I thought the order for the top row was Hull/SS - ofc I could be completely wrong.
Your not wrong.. my oops,, I just fixed it to this,
Note: Top right = Hull damage, Top left = Superstructure damage, Bottom = Floatation damage.
Second, this is an example of where you NEED an annotated ship graphic - it would be much, much more clear.
I will see what I can do with that idea.