Battlefield Academy Language Test Version

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IainMcNeil
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Battlefield Academy Language Test Version

Post by IainMcNeil »

Hi guys

if you can read this you have applied for the BA beta and have been granted access to the language test version. We need native speaksers of French, German, Italian & Spanish to give us feedback on this version.

Download from http://www.slitherine.com/files/bbc_ba/ ... _1.5.2.rar
Password slitherine_06_04_11

This is a full new installer and you should install to the default path. It will overwrite your previous beta. You should use the same serial number for your original version of Battlefield Academy. This version is not compatible with other versions so any multiplayer games you start will only be visible to other users in the beta test. You can also continue your current games in the full version of BA without any problems. When you are finished with the beta you can uninstall it.

This version is the final German language version. Other languages have not been updated yet and will come soon but the time pressure was on the retail German release. If you can check and give us feedback ASAP we woudl appreciate it!

Please post all feedback to this beta forum.
If you have any problems or questions please let us know through the forum.

Thanks for playing

The Slitherine Team
Last edited by IainMcNeil on Thu Apr 07, 2011 12:26 pm, edited 2 times in total.
junk2drive
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Post by junk2drive »

English works. Took me a while to figure out the scouts. Good deal.
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Post by IainMcNeil »

We'll need to explain them probably. The editor has a bunch of new stuff too.
junk2drive
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Post by junk2drive »

It's going to take a while to play with the editor and revise my tutorials.

I see new terrain too.
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Post by IainMcNeil »

It wont be availabel until the next expansion releases so no rush!
junk2drive
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Post by junk2drive »

Some of the objects are oversized.
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Post by junk2drive »

Carryover not working yet?
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Post by pipfromslitherine »

You'll need to be a little more specific than "some of the objects are oversized" ;).

Carryover requires specially built campaigns, and so you won't just see it working on older campaigns, if that is what you mean.

Cheers

Pip
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Post by junk2drive »

I started to make a new campaign and used the carryover checkbox. When selecting units, a popout appears to set where units go in future battles, or something like that. Clicking the map didn't do anything so I quit.

Arnhem bridge is 7x3 squares and barges are 3 squares long. Gliders seemed a bit large too but may be ok.
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Post by IainMcNeil »

To use carryover you have to specify which units carryover using C.

Then in the next mission you have to select the missions units carryover from and use the pop out to paint arrival tiles from that map. You can have multiple maps feeding to it so need to paint arrival tiles for each map.
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Post by junk2drive »

I went to bed last night and got thinking that I probably needed to have a second battle to use the carryover.

C specifies core unit or carryover?
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Post by pipfromslitherine »

Unit do not carryover by default, you need to C them to make them carryover units.

A tutorial popup is something that didn't make this beta version.

Cheers

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Post by junk2drive »

I assume that carryover will only work with units place on the map with the editor so that you can use the C key.

Or is there something I can put in the bsf for reinforcements?

I'm using Merr's paradrop and it is random the troops that you receive. I think I will have to place the carryover force on the map and the drop units will not carry over.
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Post by pipfromslitherine »

We've been dealing with this issue too. I had hoped people could place them offmap, but the UI isn't set up to deal with that really. So if you place them in the BSF you can just set their system attrib (which is System_Carryover) to 1 and they will then carryover to the next mission.

Cheers

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Post by junk2drive »

What I would like to do is drop a number of units and carry over the survivors.

What I will probably do is place a percentage of the total force on the map with C and advise the player to protect those for the next battle. The drop units can then be expendable.

i.e. C force is in position out of LOS of the enemy. Drop force comes on in the hot spot. Once the drop force secures the hot spot the C force can advance to finish the battle.
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Post by junk2drive »

I created a carryover campaign, first battle placed some units with C. Get popout, click icon, cannot paint the map. Save battle and create the next, still can't paint the map.
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Post by adrianoku »

Reverse is a great introduction, I think it's good permit it of only one tile ! The scout order instead is still a mistery to me, I didn't get any advantage in using it ....
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Post by junk2drive »

Select a scout. Press 1 to see his range of sight. Right click the scout to see the eye action button. Right click the eye uses all the action points and increases the range of sight by 2 or 3 squares. Press 1 again to see the difference.
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Post by pipfromslitherine »

junk2drive wrote:I created a carryover campaign, first battle placed some units with C. Get popout, click icon, cannot paint the map. Save battle and create the next, still can't paint the map.
You need to select the battle to carryover from before you are able to paint anything on the map.

Cheers

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junk2drive
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Post by junk2drive »

I didn't get any text in the selection box before but after reading this I loaded the campaign in the editor, clicked the carryover icon and had the battles listed. Then I was able to paint the blue outlines on the second map.
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