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Some of the scenarios that are being translated have been around for decades and played many thousands of times. There's an implied balance with many of them (at least when using the ASL ruleset), and I think the presumption is that that balance will carry forward. There's actual balance data for every ASL scenario created, at least those who choose to report a result: https://www.jrvdev.com/ROAR/VER1/RecordByName.asp
But this presumed balance probably isn't really true as the SF ruleset is a little different, and dependent on the AI for things to happen.
BUT translating the geography incorrectly just adds the potential of additional imbalance ... significant imbalance in some cases. For example, the scenario "Hill 621" is very depending on Russians approaching through as much blocked LOS as possible. If you use SF 2 level trees all over the map, it probably breaks the scenario even more.
See the thread on the scenario where the point unit is a M7 Priest. We are are on top of this type of stuff. On experience: You are correct. But here is an interesting quote for perspective,
"Certainly, there was little in the American military experience to condition Americans to conceive of operations as large as those occurring in the East, and what is not experienced cannot be fully appreciated. " (Glantz, 1987)
Some people want to play Second Front for historical authenticity, others for solving tactical puzzles, while still others just want to move soldiers and vehicles around a map and blow stuff up. I am getting tired of people who see it as their duty to tell the community how this game should be enjoyed.
Thradar, thanks for the head-up on the birch/woods issue. I may keep using woods when it doesn't matter for LOS purposes because I like the look of it better, but I'll keep this issue in mind when doing future conversions.
"Gavin Take ASL 181" (in workshop) does a good job of making this translation and adjustment. It could do more (could have widened the map to fit the 12 hex minimum instead of sticking to ASL 10 hexes) - but it isn't essential, since gehrig38 made other adjustments to get the right feel out of the scenario.
For a start, differences in maps between SF and ASL include:
- Buildings are inherent - they fill the entire hex. Similarly for any other in-hex terrain.
- You can't have walls in building hexes
- as mentioned above, there are multiple tree heights.
- you can't use the roof nor sewers
- vehicles can't move through woods without a road
- shell holes are different (they provide more protection in ASL)
There are others. This means that a direct copy usually can't be made, and that you will have to adjust the map to make the scenario work. This can also be somewhat accomplished by adjusting forces and/or setup locations.
One thing I have tried to do for these conversions is always include a change list that indicates how I modified the scenario from the original.
Think "ASL T1 Gavin Take" in the workshop is the better one <grin>, anyway trees=orchard and woods = eeeuh , woods :-)