For this new tutorial, I am beginning with the most easy...
Order to an unit ... (move, formation...)
Second step : order to a small corps ... (deploy...)
Third step : order to an army...
Four step : learning interface.. (why in the last step.. I hope this new GUI is very friendly!) hovewer there are a lot of informations and I have to show all.
Your scenario is for the step 2... and I can use it
I am waiting for your next tutorial.
Best Regards, JMM
Hello JMM!
In that case let me change my first tutorial scenario.
Voice acting would be great to guide the player along. But considering the time and energy it takes to integrate good voice tracks into a tutorial it might be too costly. I sincerely believe that with clever guidance using pop-up screens and flashing GUI buttons, a tutorial even without voice acting could go a long way.
I would assume that anybody who buys Les Grognards would be primarily interested in moving the troops on the battlefield and thrashing the enemy. The initial scenarios should have the sole aim of getting the player up to speed on these two facets of troop control: moving and attacking. I would go so far as to say that in the initial scenarios, any GUI buttons / panels not going to be used in the scenario should not even be drawn on the screen!
Tutorial #1 :
A regiment of Old Guard Foot Grenadiers attacks a regiment of Austrian Landwehr.
Even with a novice player the result is pretty much decided and thus gives a morale boost to a new player who could fumble with the game mechanics a bit.
I would strongly suggest that the scenario starts in the 3D mode straightaway.
A pop-up screen asks the user to click the designated button to select the regiment. The appropriate button on the UI should flash and /or change colour. Once the user has selected the regiment, another pop-up screen asks the user to select the LINE formation for the regiment. (Let us assume that we are going to firefight with the enemy.)
Once line formation has been selected, another pop-up screen asks the user to move the regiment close to the enemy and engage it by firefight. The appropriate buttons should flash and the user should be guided through the steps by text boxes that inform him about the progress of the battle.
For example :
-a text box that tells the user that the range (between the player regiment and the enemy regiment) is now 120 yards and that the firefight would begin soon.
-another text box that tells the user midway through the firefight about the morale for the player regiment and the enemy regiment.
Let us say that the Austrians have had a bellyful and are wavering. A text box should come up to point this fact to the player. Another pop-up screen now tells the user to put the Guard regiment in attack column formation (colonne de division). The correct formation button flashes. Once the user has selected the column formation for the Guardsmen, another pop-up tells the player how to give the charge command. The correct button flashes and after the player has ordered the bayonet charge the Guard regiment rushes in with the cold steel.
The above scenario is for manual control. The same could be repeated, this time with AI control.
Tutorial #2 :
Command of an infantry brigade under AI control.
The 2D screen comes up. A pop-up screen comes up explaining the composition of the 2 regiments in the infantry brigade.
The screen asks the user to click the appropriate button to activate the AI. The corresponding button on the UI should change colour and flash.
Once the AI control is selected by the user, another pop-up screen should come up explaining about the following choices:
Formation commands : Attack column or line of battle.
Organization commands : Brigades in line abreast or one after another.
Movement commands : Deployment, diversion, march etc.
Brigade reserve : Percentage of reserve etc.
It should clearly explain how to make the infantry brigade execute the movement and attack the enemy, assumed to be an Austrian infantry brigade.
(Just to make the matters easy for the beginners, one could let the 1st and the 2nd battalion of the Grenadiers of the Guard attack a brigade of Austrian Landwehr!)
The same attack under manual control.
This time clear instructions for moving one regiment ahead for a frontal pinning attack. The other regiment is commanded to execute a flanking movement using the waypoints set up by the user.
Tutorial #3 :
Command of an infantry division under AI control with a company of foot artillery in support.
Clear explanation of the following commands:
Formation commands: Attack column or line of battle.
Organization commands: Left flank refused, right flank refused, checker board etc
Movement commands: Deployment, diversion, march etc.
Divisional reserve: Percentage of reserve etc.
The opposing enemy formation should be much stronger than the player’s division but should not have arty support. This would let the AI halt the division out of enemy’s musket range and let the arty soften up the enemy a bit.
The same scenario under player control. But this time with clear instructions to deploy the arty coy in front of the player division so that the enemy division could be softened up a bit before we close in.
Cavalry and combined arms scenarios coming up soon.