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  #21  
Old January 24th, 2014, 12:00 PM
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Default Re: winSPWW2: Japanese localization project

Section 32 japanized completely and the the game manual in HTML translated into Japanese partly (version 2.5).
(The following is for japanese users)SPWW2取扱説明書日本語訳版です。 下のAttached Filesの「Game Notes localized partly ver.2.5.zip」をクリックするとダウンロ ードされます。ダウンロードしたzip ファイルを解凍すると「Game Notes」というファイルが現れます。こ れを開き、その中の「spww2guide.htm」を クリックするとSPWW2 取扱説明書日本語版を閲覧できます
Attached Files
File Type: zip 32 Game Play Notes.zip (17.8 KB, 104 views)
File Type: zip Game Notes localized partly ver.2.5.zip (17.51 MB, 111 views)

Last edited by tokiedian; January 24th, 2014 at 12:13 PM..
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  #22  
Old January 27th, 2014, 02:30 AM

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Default Re: winSPWW2: Japanese localization project

Hi, tokiedian

I'm a Chinese and I am busy promoting WinSP in China. It's nice to see someone else doing the same thing here
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  #23  
Old January 27th, 2014, 10:10 PM

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Default Re: winSPWW2: Japanese localization project

Good luck to both of you, tokiedian and RedGuard. Steel Panthers is a classic that should be shared with interested people from all cultures. Thanks for helping to overcome the barrier of language, so more can enjoy this wonderful game. Cheers!
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  #24  
Old February 1st, 2014, 11:13 PM
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Default Re: winSPWW2: Japanese localization project

Well... I have a section I can't understand.

From Section 13 "Deploying Units"
It also means you need to revise the way you co-ordinate tanks and infantry carriers because now the carriers cannot hang back then charge across the open ground and dump the infantry right in the enemy positions quite like had been the case in the past.

I can't understand the underlined section. Please help me!
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  #25  
Old February 1st, 2014, 11:39 PM
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Default Re: winSPWW2: Japanese localization project

I am very new to this game however, I may be able to help you understand the underlined statement that you question.

If I am understanding the statement correctly, they are trying to say that the infantry carriers can not stay back, in the clear where it is safer from enemy fire, and later on move very quickly across the battle field, and unloading their own infantry units in the same hex as the enemy positions.

The underlined statement also says that a game player was able to use this game tactic in the past however, they can not use this same game tactic now.

I hope you now understand.
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  #26  
Old February 2nd, 2014, 01:25 AM

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Default Re: winSPWW2: Japanese localization project

Actually it refers to load/unload movement point (MP) charges to vehicles and passengers. Previously there had been no charge at all, and you could load or unload units in the same hex without losing MP's or firing opportunities (shots). So you could load an engineer (for example) into a halftrack (HT), drive right up to the enemy position, unload the engineer, then have the engineer use its full panoply of weapons to blast away against one or more targets. The HT could also fire, penalized only for hexes moved. Loading and unloading were treated as occurring at lightning speed, as if no time would be lost getting on or off the vehicle. Most unrealistic, no?

Not anymore. Now both vehicle and passengers pay MP's to load or unload. Even if you managed to get infantry loaded, transported, then unloaded next to (or on) an enemy in the same turn, they would most likely have hardly any (or no) shots left to take advantage of their proximity. So you must plan ahead; better have your guys ALREADY loaded from the previous turn before charging forward, and expect that when they dismount they'll have fewer shots remaining. While dismounted attacks are still possible--I've employed them frequently enough--one should be careful to ensure the intended victim(s) is heavily suppressed, preferably retreating or routed, before doing so.

Bear in mind that vehicles and passengers can ALWAYS load/unload if they're in the same hex, regardless of MP, unless they're retreating or routed. (This exception to the rule is oftentimes very helpful.) It's just that their combat and movement abilities will be compromised as noted previously.

Last edited by jivemi; February 2nd, 2014 at 01:46 AM..
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  #27  
Old February 2nd, 2014, 09:53 AM
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Default Re: winSPWW2: Japanese localization project

The explanation in Post 26 is correct.

The change also eliminated " taxiing" which I know won't translate...... "taxiing" was when an APC ( or any vehicle with a carry capacity ) could pick up a unit, run to it's maximum MP limit, unload the passenger then that same passenger could load into another APC which could then move it to the limit of it's movement points. etc. etc. In some cases, if the player had really planned well, you could move re-enforcements to an area very quickly by handing them off from APC to APC.

The changes we introduced to the code stopped all of that

Don
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  #28  
Old February 10th, 2014, 12:56 AM
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Default Re: winSPWW2: Japanese localization project

Section 13, 22, 29 and 31 and the the game manual in HTML translated into Japanese partly (version 3.0).
(The following is for japanese users)SPWW2取扱説明書日本語訳版です。 下のAttached Filesの「Game Notes localized partly ver.3.0.zip」をクリックするとダウンロ ードされます。ダウンロードしたzip ファイルを解凍すると「Game Notes」というファイルが現れます。こ れを開き、その中の「spww2guide.htm」を クリックするとSPWW2 取扱説明書日本語版を閲覧できます
Attached Files
File Type: zip 13 Deploying Units.zip (7.9 KB, 110 views)
File Type: zip 22 Maps and Terrain Types.zip (6.8 KB, 98 views)
File Type: zip 29 Preferences Screen.zip (7.2 KB, 99 views)
File Type: zip 31 Mines and Field Engineering.zip (3.4 KB, 94 views)
File Type: zip Game Notes localized partly ver.3.0.zip (17.51 MB, 132 views)
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  #29  
Old February 13th, 2014, 03:48 AM
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Default Re: winSPWW2: Japanese localization project

Now... I have a section I can't understand.

From section 26 "Playing a Campaign"
Be careful not to use an enemy or friendly force beyond or before it historically appears. This generator does not perform much of a 'sanity check' as it is for what ifs or for fighting in a specific small sub section of the war, really, or to play 'what if' campaigns.

This sounds paradoxical to me. Please help me!
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  #30  
Old February 13th, 2014, 06:21 AM
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Default Re: winSPWW2: Japanese localization project

I give the 29 post of mine some additional explanation.

I feel the section paradoxical because the first sentence seems to tell you to play only with historically correct combination of friends and enemies but the second sentence says to play "what if" battles. Additionally, I feel it no sense the section of "This generator does not perform much of a 'sanity check'". OK, the generator doesn't do that...so what?

Revise my understanding!
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