View Full Version : Manual
Boorsook
01-28-2010, 22:17
I see that in the version labeled as Space Hulk there was a pdf manual. Is there an updated version for AA? And if not, is there some summary of what e.g. all the medals do etc. etc?
alex3337
01-28-2010, 22:26
I understand it's just an example question, but ... medals (awards) don't do anything. They ere there just for show, and some ambient ... so you get attached to the poor guys, and actually feel sorry when the guy with 6 medals gets killed :'(
Boorsook
01-28-2010, 22:33
I understand it's just an example question, but ... medals (awards) don't do anything. They ere there just for show, and some ambient ... so you get attached to the poor guys, and actually feel sorry when the guy with 6 medals gets killed :'(
Thanks for the answer! And what about the ranks? I assume from the options that they in turn can play a role?
the_Fifth_Horseman
01-28-2010, 23:29
Yes. The Sergeant's rank sets the minimum Command Point value, and the melee/ranged combat bonuses kick in after the soldier in question reaches a specific rank (one-time deal, they don't increase after that).
That's of course if you enable the options...
I see that in the version labeled as Space Hulk there was a pdf manual. Is there an updated version for AA? And if not, is there some summary of what e.g. all the medals do etc. etc? I wrote the original Space-Hulk game manual back then, and really felt the game needed a new manual when we changed it to Alien Assault instead. However a manual take an enormous amount of time to write so when discussing this with Niklas we finally agreed that most people playing Alien Assault had either played TDSH or the board game before and knew all the basics. Also Horseman did a stellar job writing new tutorials so that th players learned the game that way.
Sure we might still need a manual but instead of spending a week writing such a piece we answer any questions fans might have here instead.
Ghazkhull_thraka
06-14-2010, 01:08
So is there a list of all keyboard shortcuts? I looked around and found out for example that L shows dice throw results on screen but havent figured out yet the most important feature: Screen capturing! It 's not "Prnt Scrn",not "Ctrl-P",what,where? I have come up with a rather time and sweat consuming way: Print Screen and then paste the whole picture in MS Paint and then save it as BMP in the normal folder.I hold captures of the team after each mission, one as the show in debriefing,one for the statistics and one for the marks!Again, very addictive game, excellent job!
A list of all keyboard shortcuts is available here: http://www.teardown.se/forum/showthread.php?t=852&highlight=shortcuts
the_Fifth_Horseman
06-14-2010, 09:45
So is there a list of all keyboard shortcuts? I looked around and found out for example that L shows dice throw results on screen but havent figured out yet the most important feature: Screen capturing! It 's not "Prnt Scrn",not "Ctrl-P",what,where? I have come up with a rather time and sweat consuming way: Print Screen and then paste the whole picture in MS Paint and then save it as BMP in the normal folder.I hold captures of the team after each mission, one as the show in debriefing,one for the statistics and one for the marks!Again, very addictive game, excellent job!
It is PrintScreen. You have to hold the button for half a second or so to trigger the capture, though.
Horseman: That totally depends on the computer, it is more or less instant when I play on all my computers.
Killgore85
07-02-2010, 19:30
I've been working on updating and expanding the Space Hulk manual for Alien Assault. No pics in it yet, but the info is considerably more complete than SH's.
<removed old manual link>
I've been doing it using wordpad, so any IBM clone can check it out without additional software like Office, although Word will open it also. :)
There are a couple things I need to verify about it:
1 check weapon stats
2 check rank stats
3 check vulcan reloads
4 check backstory
5 check CP turn off overwatch
6 check combat bonuses are what I think
7 check seargent bonuses are what I think and whether they all need options turned on.
Any input would be appreciated ;)
the_Fifth_Horseman
07-02-2010, 21:39
1 check weapon statsOnly the flamethrower differs from the source material, IIRC. The "section effect" weapons instead have an area of effect (which may vary depending on the weapon)
2 check rank stats
Rank-based stat bonuses - if turned on - give +1 to the given type of combat rolls for any soldier with rank 3 ("Veteran") or above.
3 check vulcan reloadsVulcan Cannons always have one reload. The Flamer reload is optional depending on the mission.
4 check backstoryWe had a post with an outline of it somewhere, IIRC.
5 check CP turn off overwatchRegardless what combination of AP and CP you used to turn on Overwatch, if you cancel it before ending your turn - all points used are returned in the correct type.
7 check seargent bonuses are what I think and whether they all need options turned on.
Only one of these bonuses needs an option turned on - the CP bonus (if you roll less CP than your Sergeant's rank, you get a number of CP equal to the Sergeant's rank).
All Sergeants get +1 to Close Combat regardless of the weapon used. This bonus stacks together with the experience-based combat bonus.
All Sergeants increase the time allotment by a certain value.
Killgore85
07-03-2010, 04:12
1 Only the flamethrower differs from the source material, IIRC. The "section effect" weapons instead have an area of effect (which may vary depending on the weapon).
It was already written that way in the SH manual so no change needed.
I just found the WEAPON REFERENCE TABLE for the Genestealer supplement at http://spacehulk.barsoom.cc/mirrors/shc/ and will adjust my stats list accordingly.
2 Rank-based stat bonuses - if turned on - give +1 to the given type of combat rolls for any soldier with rank 3 ("Veteran") or above.
Gotcha- I removed the inccorect bonuses
3 Vulcan Cannons always have one reload. The Flamer reload is optional depending on the mission.
Gotcha- that's the way I have it
Also, are vulcan explosions exclusive to when you are using reloaded ammo? I thought I saw it happen using normal fire as well as overwatch, but I might have forgotten about reloading it. It wouldn't surprise me for full auto, but I haven't seen any explosions using it yet.
4 We had a post with an outline of it somewhere, IIRC.
I found it and bookmarked it previously, but for now I want to get the rules/example pics hammered out first. Several of the missions add noteable info also.
At this point I've done little more than name substitution and cutting out some of the more SH/GW specific details for the background.
5 Regardless what combination of AP and CP you used to turn on Overwatch, if you cancel it before ending your turn - all points used are returned in the correct type.
Valuable confirmation - worth noting is that unlike normal action undos, you will always get your AP/CP back. Even if you select another Marine, then go back to the first one.
7 Only one of these bonuses needs an option turned on - the CP bonus (if you roll less CP than your Sergeant's rank, you get a number of CP equal to the Sergeant's rank).
All Sergeants get +1 to Close Combat regardless of the weapon used. This bonus stacks together with the experience-based combat bonus.
All Sergeants increase the time allotment by a certain value.
I was being lazy (not checking the options) and trying to get my 1st draft of the manual out for people to check out for errors.
What I was actually trying to find out was if seargents had a melee & ranged bonus. I know I saw the melee bonus somewhere but don't know for sure about a ranged bonus.
Unless I hear otherwise, I'm switching the manual to just mentioning a melee bonus.
I totally forgot about the time bonus. I don't play with the timer myself, since I get clipped half the time.
==========================
Here's a couple more:
8 correct me if I'm wrong, but the activity stat has no actual bearing on gameplay. I do know it's generated by the number of movements made (it's not based on AP)
9 More Vulcan stuff- does full auto always use 5 ammo or is that the minimum, using more ammo after 5 shots? I rarely use it because it's an ammo hog and haven't had the opportunity to use it with more than 5 targets available. Seal the Outpost is one of the few missions that I've found it to be highly useful in so far.
=====================
I'll try to have a revised version of the manual out on Sunday (with pics!)
Killgore85
07-03-2010, 12:08
another one:
10 Can hard blips (the ones that definitely show an alien and have a white dot in the middle on the main map/bright red dot on the mini-map) convert to fuzzy blips (the amorphous ones without the white dot/dark red on the mini-map)?
I think I have seen it happen, but can't remember for sure.
the_Fifth_Horseman
07-03-2010, 12:17
Also, are vulcan explosions exclusive to when you are using reloaded ammo? I thought I saw it happen using normal fire as well as overwatch, but I might have forgotten about reloading it. It wouldn't surprise me for full auto, but I haven't seen any explosions using it yet.Correct. Reloading the Vulcan enables the possibility of malfunction.
What I was actually trying to find out was if seargents had a melee & ranged bonus. I know I saw the melee bonus somewhere but don't know for sure about a ranged bonus.
Unless I hear otherwise, I'm switching the manual to just mentioning a melee bonus.
Melee only.
8 correct me if I'm wrong, but the activity stat has no actual bearing on gameplay. I do know it's generated by the number of movements made (it's not based on AP)Correct.
9 More Vulcan stuff- does full auto always use 5 ammo or is that the minimum, using more ammo after 5 shots? I rarely use it because it's an ammo hog and haven't had the opportunity to use it with more than 5 targets available. Seal the Outpost is one of the few missions that I've found it to be highly useful in so far.Always 5 ammo.
10 Can hard blips (the ones that definitely show an alien and have a white dot in the middle on the main map/bright red dot on the mini-map) convert to fuzzy blips (the amorphous ones without the white dot/dark red on the mini-map)?From what I know, they shouldn't - best ask Niklas, though, since he's the one in the charge of the engine.
Killgore85
07-03-2010, 14:54
Good info :thumbsup:
still more questions:
11 does rolling a 1 always miss (VC with sustained fire + with or without rank bonus, AC with sustained fire + rank bonus). I believe so, but I'd like to verify.
12 does the rank bonus apply to flamethrowers. I think it's treated as an attatck by the flame (no bonus) and not the flamethrower.
13 are explosions auto-kills/detructions for everything other than the exploding Marine as well? I know that's the way SH did it, but that might have changed
14 sustained fire- does a move+fire action count as the first shot also, or does it only start with firing that uses AP
Also is this table correct or does it stop increasing on the 3rd or 4th shot:
1st shot no modifier
2nd shot +1 to the roll
3rd shot +2 to the roll
4th shot +3 to the roll
5th shot +4 to the roll
6th shot +5 to the roll
15 firing at hybrids and Swarm Leader- are there modifiers/hard coding involved (like in SH).
Possibly leave this one as a mystery to be discovered by the player.
16 hybrid and Swarm Leader stats- leave as a mystery?
I know checking out the ingame logs will indirectly give me a number of the answers I've been looking for, but it's considerably quicker and easier to just ask.
Killgore85
07-05-2010, 14:12
New version of the manual (v1.6)
Nearly all rules covered and fixed as appropriate- some might surprise you like defining hard/fuzzy blips, sustained fire, Flamethrower operations, and Vulcan operations
Many pics added including a couple for examples
Tactics section added
Keyboard shortcuts added
Options listed
Stuff still to do:
add door pics (already put in opening example)
add doorways/bulkheads stats for destruction
add entryway rules/notes + pics
add tunnel rules/notes + pics
add more example pics + fix example texts to work with new pics
add section on adding content (mods/campaigns/mission) + multiple installs
revise backstory more to what the game and teardown have said it is.
===== edit ======
I removed the link to the v1.6 manual since I just released v1.7
check this thread http://www.teardown.se/forum/showthread.php?t=1677
the_Fifth_Horseman
07-05-2010, 14:32
Error
The file is not fully saved at RapidShare yet. This file is possibly still being uploaded.
Please try again later.
~.-
Killgore85
07-05-2010, 14:41
The file was bigger than I realized and I might have clipped it before it was done.
I just zipped it and replaced the link. It should work now
CATAFRACTO
07-05-2010, 22:24
The game deserved a manual, and here we have it.
As a suggestion, when it's a definitive version, perhaps we could turn it into a pdf with nice graphic design.
Great work, Killgore.
Killgore85
07-05-2010, 22:37
I'd be more than happy if someone else did that when I'm done working on it (probably next week). I've never dealt with or had the software for creating pdfs myself. Correction, I think gimp deals with them clumsily, but I'd rather stick to what I know how to deal with. Admittedly that's limited. :blushing:
It probably won't be quite as pretty as what someone else might do, but it should be pretty solid as far as explaining things, giving examples and general completeness. I The one thing I definitely don't have any intention to put in is the cheat codes. As far as I'm concerned, they kill the fun of games and are only really good for development work. :tongue:
CATAFRACTO
07-06-2010, 10:51
The one thing I definitely don't have any intention to put in is the cheat codes. As far as I'm concerned, they kill the fun of games and are only really good for development work. :tongue:
I have to disagree with you. I've played very few videogames, but for people like me (really bad at playing this kind of stuff), cheat codes are a essential. I don't understand why cheat codes can kill the fun. You know, you don't have to use them. Think about those people that are unable to pass the first stage of their favourite videogame. It's not a matter of competition; I'm talking about a need to explore a whole videogame.
That said, I think Alien Assault doesn't need cheat codes (although there are one or two missions impossible to pass without them, I can't remember the campaigns). So I use them once in a blue moon (and I really dislike to use them), but I think they should be there for the people.
Killgore85
07-06-2010, 11:08
Call it a preference for the cheat codes. As far as I've seen, most people that use them, live by them. Commonly they won't develop their playing skills, because it's easier to just use the code or they are addicted to the high kill ratios. I also know several people that complain about games being too easy because they only like playing with cheat codes. Obviously the problem there isn't with the games, but the players. That being said, you do have a point about particularly tough missions. And it can be fun to go on a killing spree in a game, occasionally. The codes are here on the forum if anyone needs them.
Why thank you Niklas, but it's certainly not as impressive as the game itself. I do have a certain retentive streak about details and completeness. :rolleyes:
work done on the v1.7 manual so far:
DONE- add door pics (already put in opening example)
DONE- adjusted Vulcan full auto target # to 4 (I haven't verified ingame application)
DONE- added note that melee attacks must be edge to edge
DONE- add entrypoints rules/notes + pics
DONE- add ventilation shafts/air ducts rules/notes + pics
DONE- add tunnel rules/notes + pics
DONE- add pillar rules/notes + pic
DONE- Combine Alien and blip notes/rules into one section (better organization)
DONE- add roofs (no rule- just an observation + pics)
still need:
1 add doorways/bulkheads/crates/items stats for destruction- The SH info I've found is contradictory, incomplete and doesn't always apply to AA.
2 add more example pics + fix example texts to work with new pics- especially for LOS and LOF
3 add rules+pics for Hybrids and Swarm Leader?? probably leave as a mystery.
4 add section on adding content (mods/campaigns/mission) + multiple installs
5 add section on Ghost Recordings (I haven't tried these yet, so I need research & might need help with this one)
6 revise backstory more to what the game and teardown have.
CATAFRACTO
07-06-2010, 12:35
Call it a preference for the cheat codes. As far as I've seen, most people that use them, live by them. Commonly they won't develop their playing skills, because it's easier to just use the code or they are addicted to the high kill ratios.
People don't play so they can develop their playing skills, people play (or should play) just for fun. ;)
I also know several people that complain about games being too easy because they only like playing with cheat codes.
Those people are completely stupid. :blink:
Anyway, it's your work and of course it's up to you. :)
Killgore85
07-06-2010, 21:07
Ah, but when your skills increase, your enjoyment increases.
awesomeshotdude
07-07-2010, 09:16
Excellent work on the manual, Killgore85. Thanks for sharing :thumbsup:
alex3337
07-07-2010, 09:46
3 add rules+pics for Hybrids and Swarm Leader?? probably leave as a mystery.
Rules for hybrids are fairly well known. While in blip form, they behave as normal blips (6AP). Once they have converted, they don't quite behave as SH hybrids ...
The rules governign the alien leader are indeed a mystery. I explicitly asked for them, and Niklas left me blank.
I agree with him: it's better if we don't know everything.
One note regarding Hybrids, if it is a "only hybrids" map all blips move with 4 APs but if there are hybrids and normal aliens a blip with a hybrid will move with 6 AP to prevent the player from understanding that it is a hybrid before it has converted.
Orgetorix
07-07-2010, 17:39
Here's the .rtf converted to a .pdf.
http://www.mediafire.com/file/4yz3ymzym1m/Alien_Assault_Manual_v1_6.pdf
Good job on the manual, it still needs a little work, mainly a section on making maps and campaigns. Otherwise it's pretty complete.
Killgore85
07-07-2010, 21:35
Cool! And, yep, very nearly done. v1.6 is 9,298 KB, v1.7 is currently 14,472 KB, just about as big as it will get. I would recommend waiting to put any significant time into it until 1.7 is done. v1.8/2.0 will deal with any problems people find in v1.7, so that won't be for a while. I'll start a new thread with the 1.7 release.
My only requests are first to try to have sections start on new pages when it's not a major space hog, and second, add a table of contents. If you want to make it 'prettier', feel free.
work done on the v1.7 manual so far
DONE- add door pics (already put in opening example)
DONE- adjusted Vulcan full auto to say +2 bonus. Target # stays 5, the same as firing normally (verified)
DONE- added note that melee attacks must be edge to edge
DONE- add entrypoints rules/notes + pics
DONE- add ventilation shafts/air ducts rules/notes + pics
DONE- add tunnel rules/notes + pics
DONE- add pillar rules/notes + pic
DONE- expanded Alien and blip notes/rules and revised placement for better organization
DONE- add roofs (no rule- just an observation + pics)
DONE- add LOS+ LOF pics
DONE- revise backstory more to what the game and teardown have.
------ pulled back story from the post by the_Fifth_Horseman at http://www.teardown.se/forum/showthread.php?t=854
------ pulled stuff here and there from the tutorial missions
DONE- explanation for false blips opening doors
DONE- add Swarm Leader pic- rules will stay a mystery for game atmosphere
still need:
1 AWAITING STAT CONFIRMATION- add doorways/bulkheads/crates/items stats for destruction- Have them, awaiting confirmation of stats. They are listed here: http://www.teardown.se/forum/showthread.php?t=1670 if you want to check them out.
2 NEARLY DONE- add a couple more example pics + fix example texts to work with new pics
3 NOT STARTED- add section on adding content (mods/campaigns/mission) + multiple installs. I'm mainly looking at a couple notes on how to install existing addon material.
4 NOT STARTED- add section on Ghost Recordings (I haven't tried these yet, so I need research & might need help with this one)
5 NEARLY DONE- add Hybrid pics + rules (pics done, rules nearly done- I need to figure out some stats)
- - - - - - - - - -
Creating missions/campaigns should probably be their own manual. I won't be able to touch that until next month.
On to researching Hybrids stats...
4 NOT STARTED- add section on Ghost Recordings (I haven't tried these yet, so I need research & might need help with this one)This feature stores the current location, rotation and weapon of your soldiers when ending your turn. When replaying the mission and showing the ghost recording you will see semi transparent ghosts of where you were standing previous time you played the mission that specific round.
It is a good way of sharing your playthroughs with friends and even better to help players through a tough mission.
When feature is activated you will get a popup asking you if you want to record a new ghost file when starting a mission. If such ghost file already exist it will ask you if you want to show it while playing.
Since the feature has not been tested (much?) but the dev team nor the community I cannot promiss that it is 100% working as intended but the times I've tested it it has worked just fine.
alex3337
07-08-2010, 10:10
I must admit I have not checked the manual. I'm just too busy these days, sorry.
But there's one other thing about AA specific rules that is worth checking out: what happens to surviving aliens in a flamer burst.
- If they take no action, they survive the flames, and you have to face them the next turn.
- For every action that they take, they have another 5 in 6 chance of dying.
What I'm not sure about is if an alien standing at the edge of a flamer effect can exit the area without rolling to die. That is, if the 5 in 6 roll in taken only if the action "ends" in a flamed section, or also if the action "starts" in a flamed section.
Note that turning 90deg. takes no AP cost, but is still considered an action.
Killgore85
07-08-2010, 11:47
Niklas- thanks :thumbsup:
Alex- no problem about your time, there's no reason to apologize. For the flames, I need to verify the numbers ingame. There's conflicting data that I've encountered from various sources (SH rulebook / SH manual / AA tutorials / AA ingame)
If I ever mention that something is verified, I'm talking about AA ingame.
Added some notes about the round timer and ingame menu.
What are some missions with just hybrids? I don't think I've seen any yet. I tried using the option to only spawn ranged aliens on a couple different missions, but all the aliens have only done melee attacks.
No such mission in the campaigns released with the game, but some custom missions do have this setting. If you are interested check Alien's latest campaigns under Modifications. I know there is atleast one mission with this setting.
Killgore85
07-08-2010, 12:04
Thanks, will do.
the_Fifth_Horseman
07-08-2010, 13:19
The Swarm Leader can survive multiple "kills" - I believe up to 5 - and has same action points as normal aliens.
IIRC it also has some kind of close combat bonus along with being more resilient to ranged attacks, but my memory's a little fuzzy about that (we went through like three or four versions of the rules for it)
and has same action points as normal aliens.Nope... ;)
Killgore85
07-08-2010, 18:16
Swarm Leader stats aren't going to be in the manual, but it defintely has more AP than standard aliens. Try the 'rule of 20' :scared: (OK, so it's not that scary)
I must admit I have not checked the manual. I'm just too busy these days, sorry.
But there's one other thing about AA specific rules that is worth checking out: what happens to surviving aliens in a flamer burst.
- If they take no action, they survive the flames, and you have to face them the next turn.
- For every action that they take, they have another 5 in 6 chance of dying.
What I'm not sure about is if an alien standing at the edge of a flamer effect can exit the area without rolling to die. That is, if the 5 in 6 roll in taken only if the action "ends" in a flamed section, or also if the action "starts" in a flamed section.
Note that turning 90deg. takes no AP cost, but is still considered an action.
I just tried checking out a relevant situation to nail the numbers down, but found out the log doesn't list those rolls. Any way to confirm them? It seems like the survival rate is better after the initial flaming roll is made.
I did notice that fuzzy blips don't automatically make rolls when you flame them. I expect it depends on whether or not the number of aliens in it can fit in the remaining unflamed fuzzy blip area. == edit == It could be a hidden roll too.
Killgore85
07-10-2010, 19:33
Final question before I release v1.7
How many missions can you have in the stand alone missions folder? Is it 29 like campaigns?
the_Fifth_Horseman
07-10-2010, 19:53
Correct.
Killgore85
07-10-2010, 21:38
V1.7 of the manual is out so you can probably close this thread.
v1.7 thread http://www.teardown.se/forum/showthread.php?t=1677
alex3337
07-12-2010, 11:32
I did notice that fuzzy blips don't automatically make rolls when you flame them. I expect it depends on whether or not the number of aliens in it can fit in the remaining unflamed fuzzy blip area.
Unconverted blips have a "center" square, and they are shown as extending 1 square away from that center in all directions. When using the flamer, you have to hit the center square, or the blip is not affected.
This is specially tricky when there are multiple blips overlapping in range.
Killgore85
07-12-2010, 19:28
A very good point that brings up another question, which I'm putting in the v1.7 thread. I'm quoting you there so it's easier to keep track of what's going on.
Alien Assault Manual v1.7 thread http://www.teardown.se/forum/showthread.php?t=1677
This is why I mentioned it would be a good idea to close this one.
That way people don't need to bounce between threads to know what's going on. ;)
PLEASE CLOSE THIS THREAD :)
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