Auteur Sujet: Let's put the final polish on the English translation  (Lu 49013 fois)

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Re : Let's put the final polish on the English translation
« Réponse #75 le: 22 décembre 2009, 04:04:03 am »
Regiment 0:  Got it, thanks.

Hook

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Re : Let's put the final polish on the English translation
« Réponse #76 le: 22 décembre 2009, 05:57:00 am »
Here's the next section covering orders. This was a bit of a mess, again because in-game terms do not match the terms used in the manual.

{text starts here}
2.1.4 Orders (Immediate, or Delayed)
These options have a significant impact on the level of difficulty. If Delayed orders is enabled, two factors will determine how long it will take for
orders to be executed:

• The period of time needed by the aide-de-camp to deliver the orders
to your subordinate commander; and

• The period of time the commanding officer needs to send the orders
to his units. This time delay takes into account the commander
officer’s competence, the number of units under his command, as
well as the intermediate hierarchy (division or brigade). An additional
penalty will apply to units of a different nationality to that of the
commanding officer.

2.1.5 Delay of orders (Limited, or Historical)
These options determine how long the delay is when Delayed orders is enabled. This parameter triples the time taken to draft the orders. For example, even without taking into account the time necessary for the transmission of a message, the time necessary for executing an order can be as much as 2 hours for a corps at maximum strength (24 units) which is led by a Commanding Officer with little competence.

2.1.6 Interception of orders (Disabled, or Enabled)
Each dispatch travelling over the battlefield will be carried by only one aide-de-camp. When Interception of orders is enabled, your aides-de-camp can be captured while crossing a zone controlled by your adversary. If this happens, your opponent will have access to your orders . . . rest assured he will make good use of this information.

2.1.8 Orders in 3d view (Local zone, or Whole map)
These options cover how orders can be issued when in the 3D view.

Local zone: the camera cannot roam freely in the 3D view, so while playing as the Commander-in-Chief or Commanding Officer, you will only be able to issue orders with regard to units and locations within your field of view. This corresponds, for example, to a general designating a sector of deployment by pointing to objects on the landscape. To give orders involving areas beyond your field of view, you will have to use 2D overview map.

Whole map: this option makes it possible to move the camera to any location in the 3D view in order to issue orders.
{text ends here}


Notes
2.1.4/2.1.5 Both these headings are the same in the manual, so there is some confusion as to what 2.1.5 refers to. I am assuming it refers to the in-game ‘Delay of orders’ option

2.1.5
-Check that this section does correspond to the in-game option ‘Delay of orders’
-Check the first sentence is correct (if so, ideally the ‘Delay of orders’ option (2.1.5) should only become available when ‘Order’ (2.1.4) is set to delayed, but I guess that is a coding change)
-The two in-game sub-options, Limited and Historical, are not described in this section and it is not clear which option triples the delay and what this is relative to. I have thus not edited the part covering this and it still needs to be corrected to explain the in-game options

2.1.6
-In-game change to match manual: ‘Interception’ to ‘Interception of orders’
-In-game change to match manual: Interception of orders option ‘Off’ to ‘Disabled’
-In-game change to match manual: Interception of orders option ‘On’ to ‘Enabled’

2.1.7/2.1.8
-I think these sections should be swapped (2.1.8 should be 2.1.7 and vice versa) to match the in-game order. In the text above I have not yet changed the numbering.

2.1.8
I don’t know what to call this option: in-game it has to be short, so possibly ‘Orders in 3D view’. Whatever is chosen has to be changed in-game and in the manual
-Added introductory sentence in this section - check it is OK
-In-game change to match manual: ‘On local zone’ to ‘Local zone’
-In-game change to match manual: ‘On whole map’ to ‘Whole map’




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Re : Let's put the final polish on the English translation
« Réponse #77 le: 22 décembre 2009, 06:20:35 am »
Here's the last part of section 2.1

{text starts here}
2.1.7 Information (Precise, or Vague)
This option determines how information will be reported in real time during a battle.

Precise: information will be precise and up to date. For example, force size
reports will indicate the exact number of men in a unit. All information will precisely reflect the ‘realities’ of the present situation.

Vague: information will take the form of either imprecise numerical values or verbal descriptions. For example, a regiment of 1,513 men will be described as having a strength of between 1,000 and 2,000 men. Or the number of artillery pieces might be described in the following manner:

2.1.9 Loss of corps commanders (Disabled, or Enabled)
When this option is enabled, corps commanders can become casualties. When a commanding officer is removed from play, his aide-de-camp will take charge of his unit, but the new commander’s two principal attributes, ‘Skills’ and ‘Charisma’, will be at a low level.

The loss of a commanding officer will affect his force’s morale in one of two ways. For some regiments, the loss of their commanding officer will act as a stimulant, intensifying their hatred of the enemy and raising their morale along with their desire for revenge. Other regiments will become disheartened, and their morale will fall. To avoid excessive random variations and to maintain the overall balance between adversaries, the program will not allow an army to lose more than one commanding officer per game.

2.1.10 Ammunition (Unlimited, or Historical)
In Historical mode, infantrymen and guns are limited to a single day’s supply of munitions, so during a very intense fight, certain units may very well exhaust their munitions completely. As soon as they recognize this possibility, the units will decrease their rate of fire in order to conserve their munitions. At night-fall, the troops will be re-supplied, provided that their lines of operation are not strongly threatened or under enemy control.

In Unlimited mode, the provisioning is continuous and thus unlimited regardless of the state of an army’s supply lines.

2.1.11 Mode (Conscript, Regular, or Grognard)
As well as being able to set each option manually, these three modes provide preset options that determine increasing levels of difficulty:

{text ends here}


Notes
2.1.7/2.1.8
-As before, I think these sections should be swapped (2.1.8 should be 2.1.7 and vice versa) to match the in-game order

2.1.7
-Perhaps change the table heading “Qualitative” to ‘Description’ as it is easier to understand and repeats the text

2.1.9
-Check my change “will be at a low level”. The original stated “begin at a low level”, which would imply this can improve over the course of the battle - is this the case?
-I changed ‘army commander’ to ‘corps commander’ - OK?
-In-game change to match manual: ‘Loss of the chief of corps’ to ‘Loss of corps commanders’
-In-game change to match manual: Loss of corps commanders option ‘Prohibited’ to ‘Disabled’
-In-game change to match manual: Loss of corps commanders option ‘Authorised’ to ‘Enabled’

2.1.? Galvanised units
-This option is not described in the manual. According to the in-game order, it should be 2.1.10. I have no idea what it means.
-In-game change to match manual: Galvanised units option ‘Prohibited’ to ‘Disabled’
-In-game change to match manual: Galvanised units option ‘Authorised’ to ‘Enabled’

2.1.10
-Will become 2.1.11 if Galvanised units becomes 2.1.10
-In-game change to match manual: Ammunition option ‘Historical (limited)’ to ‘Historical’

2.1.11
-Will become 2.1.12 if Galvanised units becomes 2.1.10
-Check that edited sentence is OK
-Modified table attached as a doc

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Re : Re : Let's put the final polish on the English translation
« Réponse #78 le: 22 décembre 2009, 06:24:46 am »
2.1.5
-Check that this section does correspond to the in-game option ‘Delay of orders’
-Check the first sentence is correct (if so, ideally the ‘Delay of orders’ option (2.1.5) should only become available when ‘Order’ (2.1.4) is set to delayed, but I guess that is a coding change)
-The two in-game sub-options, Limited and Historical, are not described in this section and it is not clear which option triples the delay and what this is relative to. I have thus not edited the part covering this and it still needs to be corrected to explain the in-game options

As far as I know, the limited/historical setting could only affect the "delayed orders" option.  I could be wrong.

My understanding is that that the Limited setting limits the delay of execution to 40 minutes.  I haven't seen much effect in the game.

These two may be independent, with the first being the delivery delay and the second being the execution delay after the orders are received.

I'm going to write this as if the first turns on or off the delay, and the second determines how long the delay can be.  We can change it later if that's wrong.

Hook

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Re : Let's put the final polish on the English translation
« Réponse #79 le: 22 décembre 2009, 07:15:00 am »
Citer
2.1.? Galvanised units
-This option is not described in the manual. According to the in-game order, it should be 2.1.10. I have no idea what it means.

We'll need to add that one.  What it does is give a normal unit the attributes of a guard level unit.  I don't know how it's done.  Basically the commander giving a rousing speech before battle.

Edit:  Am I actually caught up?  Wow.

Hook
« Modifié: 22 décembre 2009, 07:24:54 am par Hook »

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Re : Re : Let's put the final polish on the English translation
« Réponse #80 le: 22 décembre 2009, 08:45:42 am »
Edit:  Am I actually caught up?  Wow.

For a little while, anyway :)

Here's the last of Chapter 2. I haven't changed much of the text here, more the organisation. The demo doesn't include all of these parameters though, so please check carefully against the full game.

{text starts here}
2.2 Setting the parameters for a game
The game begins with you selecting the mode, scenario, map and armies, and possibly also the weather conditions and the season.

2.2.1 Mode
There are four game modes which specify the role of the player:

• Command La Grande Armee, essentially meaning the French army and its allies

• Command the Coalition Army, fighting against the French
army.

• Command both sides, which places you in the role of commander of the two opposing sides. This option offers the possibility of analysing various past battles, whether historical or not.

• AI vs AI. In this case the player is a spectator observing a confrontation between two opposing sides commanded by the Grand Tactical AI. However, the player can become involved by taking charge of one of the army corps. If he does so, this army corps is no longer directed by the Grand Tactical AI. Chapter III details the procedure for this.

2.2.2 Scenario
Scenario opens a page containing a list of the available scenarios. A scenario defines all of the conditions for the battle. Once chosen, you can no longer modify these parameters.

2.2.3 Season (Summer, Autumn, Winter, Spring, or Historical)
The season determines the hours of sunrise and sunset. “HistWar: Les Grognards” does not allow for night engagements. When the last moments of twilight arrive, the AI will progressively take control from the player and gradually disengage the combatants as darkness falls.

Consequently, the game will be suspended, and your perspective will move towards the rear, where you will be behind the army corps and your unengaged units. The method is identical to the initial deployment, when only some of your units will be available for redeployment. During the night, your re-deployed and unengaged units will not fully recover from the previous day’s fighting, especially during the part of the summer when the nights are short.

Remember that the units disengaged by the AI cannot be moved.

2.2.4 Weather (Sun, Rain, Snow, Cold and Fog)
Weather plays an important part in “HistWar: Les Grognards”. It significantly affects visibility. Fog, in particular, can have a dramatic impact, even if it dissipates slowly during the day’s early hours.

Rain and snow affect the speed of movement, making the ground increasingly impracticable for hours at a time. In cold weather, frozen lakes and rivers become passable, but artillery rounds can break the ice to prohibit the passage of soldiers of any kind. When dampened by rain, the infantry’s musket cartridges lose effectiveness, especially at longer ranges. Thus, close combat (especially with the bayonet) will be more practical when the rain sets in.

2.2.5 Map room, La Grande Armee, and the Coalition Army
These three choices display a list of available maps and Orders of Battle.

2.2.6 Joining the battlefield
It’s time you went on to the battlefield.
{text ends here}


Notes
2.2
-This section is confusing for a new player because it does not say how you initially get to these parameters. In the demo you get to them by clicking on ‘Solo mode’, but can you also get to them through ‘Play be email’ and ‘Multi-player mode’? I think a sentence should be added explaining how to get to these parameters.
-I think the numbering needs to be changed so each option in the menu is numbered separately. I have done this in the text above but not all these parameters are available in the demo so check vs the full game

2.2.1
-The bulleting in the manual is messed up. I have modified above
-The manual states that four modes are possible but only three are available through the ‘Mode’ option in the demo. AI vs AI is not available through this menu under ‘Solo mode’ in the demo. I know it can be done but not how. If AI vs AI is going to be mentioned here, it should state how to do it.

2.2.2
-Scenario is not in the demo. Check this is correct in the full game.

2.2.3
-In-game change to match manual: Season option ‘Fall’ to ‘Autumn’
-The Season option ‘Historical’ is not described in the manual

2.2.4
-The options in the demo are ‘Hot and dry’, ‘Cold and foggy’, ‘Rain’ and ‘Historical’, which do not match what is described in the manual. Is the full game different?
-In-game change to match manual: ‘Meterology’ to ‘Weather’
-The option 'Historical' is not described in the manual

2.2.5
-In-game change to match manual: ‘Maps room’ to ‘Map room’

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Re : Let's put the final polish on the English translation
« Réponse #81 le: 22 décembre 2009, 09:34:59 am »
I'll answer the questions first, then try to fix the manual.

Citer
2.2
-This section is confusing for a new player because it does not say how you initially get to these parameters. In the demo you get to them by clicking on ‘Solo mode’, but can you also get to them through ‘Play be email’ and ‘Multi-player mode’? I think a sentence should be added explaining how to get to these parameters.

The same options are available in Play by email and Multiplayer mode, but you don't have AI vs AI or the option to command both sides in those.

Citer
2.2.1
-The manual states that four modes are possible but only three are available through the ‘Mode’ option in the demo. AI vs AI is not available through this menu under ‘Solo mode’ in the demo. I know it can be done but not how. If AI vs AI is going to be mentioned here, it should state how to do it.

AI vs AI is available under Solo mode.  The modes are in the order given in the manual with AI vs AI in the third position.

Citer
2.2.2
-Scenario is not in the demo. Check this is correct in the full game.

No problem.

Citer
2.2.3
-In-game change to match manual: Season option ‘Fall’ to ‘Autumn’
-The Season option ‘Historical’ is not described in the manual

I'm guessing Historical would be the season saved with the map from the map editor.  You would prefer Autumn over Fall?  If so, I'll change it.

Citer
2.2.4
-The options in the demo are ‘Hot and dry’, ‘Cold and foggy’, ‘Rain’ and ‘Historical’, which do not match what is described in the manual. Is the full game different?
-The option 'Historical' is not described in the manual

Same options in the game with the addition of Snow if it's not Summer.
‘Hot and dry’, ‘Cold and foggy’, ‘Historical’, ‘Rain’, ‘Snow’
Historical would be the weather saved with the map as season is above.

Hook

Note:  Regiment 0, check your messages.

« Modifié: 22 décembre 2009, 10:17:16 am par Hook »

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Re: Let's put the final polish on the English translation
« Réponse #82 le: 22 décembre 2009, 11:24:48 am »
2.2.3  :  yes, 'autumn' better than 'fall'.
"But I vil not divulge any furzer informazion!"

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Re : Re : Let's put the final polish on the English translation
« Réponse #83 le: 22 décembre 2009, 11:59:05 am »
A couple further suggestions with notes.

{text starts here}
2.2 Setting the battle parameters for a game
After choosing to play solo, to play by email, or to play a multi-player game, you will then need to define the battle parameters, including the command mode, scenario, map and armies, and possibly also the weather conditions and the season.

2.2.1 Command mode
There are four command modes which specify the role of the player:
{text ends here}


Notes
2.2
-A suggested introductory sentence that explains the sequence of events to get to the battle parameters
-I have called these 'battle parameters' because the title of the page with these parameters is 'Battles'
-Note the use of the term 'command mode' in this sentence (see first point under 2.2.1 below)

2.2.1
-'Modes' is fairly non-descriptive and the term 'mode' is used elsewhere (e.g. 'solo mode'). As these modes define the command position of the player, I wonder if they could be called 'Command modes'. If so, the in-game name for this option would also have to be changed


The same options are available in Play by email and Multiplayer mode, but you don't have AI vs AI or the option to command both sides in those

Perhaps then the manual should state for these: 'This command mode is not available in play by email or multi-player games'.


AI vs AI is available under Solo mode.  The modes are in the order given in the manual with AI vs AI in the third position.

It's odd, but I don't seem to be able to get the AI vs AI mode. If I click the 'Mode' option it just toggles through the other three modes.

RE fall vs autumn: Fall is a fairly US-based term. I think autumn is thus probably more understandable to more people.
« Modifié: 22 décembre 2009, 12:23:31 pm par Regiment 0 »

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Re : Let's put the final polish on the English translation
« Réponse #84 le: 22 décembre 2009, 12:08:09 pm »
It's odd, but I don't seem to be able to get the AI vs AI mode. If I click the 'Mode' option it just toggles through the other three modes.

Right.  It's not in the demo version.

Hook

PS.  Check your messages? :D

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Re : Let's put the final polish on the English translation
« Réponse #85 le: 22 décembre 2009, 19:16:40 pm »
Caught up.  Suggested changes made.  In game menus fixed.  Paragraphs renumbered.

Some of the menus did specify Autumn rather than Fall.  All have been changed to Autumn.

Hook

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Re : Re : Let's put the final polish on the English translation
« Réponse #86 le: 22 décembre 2009, 19:22:39 pm »
Caught up.  Suggested changes made.  In game menus fixed.  Paragraphs renumbered.

Some of the menus did specify Autumn rather than Fall.  All have been changed to Autumn.

Hook

Great job

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Re : Re : Re : Let's put the final polish on the English translation
« Réponse #87 le: 22 décembre 2009, 19:35:20 pm »
Great job

Thanks. Ain't near done yet. :D  Lots of questions still to be answered from previous posts, many things still unclear in various places.  I'm only caught up on what Regiment0 has posted.  But it's taking shape nicely.

Hook

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Re : Let's put the final polish on the English translation
« Réponse #88 le: 22 décembre 2009, 23:19:23 pm »
Hook, check your PMs.
"But I vil not divulge any furzer informazion!"

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Re : Let's put the final polish on the English translation
« Réponse #89 le: 23 décembre 2009, 02:20:12 am »
I've started on Chapter 3. As the changes are not so difficult as in Chapter 2, I'm submitting these as an edited Word doc. Let me know if you have any problems with this

-You can see the changes I have made by turning on View>Markup

-Text I have changed or added that may be contentious is highlighted in blue

-Comments are also highlighted in blue and in curly brackets as {Comment:} - please ensure these aren't copied into the final document