Because you guys first need to tell me what I need to put in it.
The answer to that is: Everything.
They aren't unclear. They are lacking context, breadth, and a coherent structure. They're just random bits of info.
I wonder though. Would people who don't look at the hints section ever look in the Datalinks for a 'Planetfall concepts' section? The advantage of hints is that they show up during game loading, so the player would have to try really hard to miss those!
Well, I personally didn't think to look for the information I needed in "hints," and chose instead to look in the Datalinks for some kind of "concepts" page. I also looked for a thread in the several forums that host Planetfall discussions, and in the Mod directory for readme files.
It's not hard to miss "hints." Playing Civ IV for years has taught me that they are mostly frivolous, and that all information they contain that does have any value can easily be gotten someplace else. Additionally, I tend to alt+tab away from the game while it's making maps and displaying hints, so I never even saw one for the first couple of hours I was screwing with the mod. I didn't look at them until explicitly told that that's where to find information.
The disadvantage of hints is that they are displayed infrequently and at random. Knowing that Doctrine: Air Power lets me build an air force does not in any way help me on turn 1.
For this reason I'm a bigger fan of hints and context help.
Context help is great, but nothing beats reference material.
Yes, getting the 'big picture' across is of course an issue. Not sure how to do that. Have you looked at the F6 screen? Does that help?
It doesn't help. The tech tree is too spread out and abstract to be used as anything more than a reference until one reaches the point where they've internalized it. I think that the only way to communicate the big picture is write up a thorough readme. The SMAC manual is over 50 pages
Yes, this is very useful.
Glad to help.
I could add a context (mouse-over) help that states "These Supplies from the UNS Unity can be upgraded to a Former, Unity Foil or Unity Rover"? That's just restating what can be seen from the upgrade buttons, but perhaps it'll dissuade the question "can I use this to hurry a project?"
I don't know, do you have ideas?
Perhaps. In my case, the fact that the unit looks just like the supply crawler from SMAC colored my perception. A person unfamiliar with SMAC wouldn't have the same thought.
How do you try to find information about what a tech is?
For instance, if I don't know what a tech is, I look in the Datalinks or in the F6 screen.
So do I, but it amounts to shining a tiny flashlight around in gigantic, densly packed museum. I can look at any one thing I want to examine, but I don't know what it's next to or how they all fit into the bigger picture.
Have you read the hint on 'cliffs'? Should that hint be made more clear?
I have now, but was utterly baffled before being pointed at "hints."
I could expand this hint:
...
I can add a hint saying:
...
Anything else about hints that you said
Anything done to clarify hints is gravy. Can't hurt you. But an entirely hint-based documentation is never going to cut it for a project this complex. You need an instruction manual that covers all of the basic concepts, and familiarizes the player with the landscape. A hint about units moving from ridges to lowlands doesn't tell me anything I need to know about fungus, forests, terrain improvements, and any of the other things that make up the map.
I'll see about expanding the datalinks to mention on what terrain types an improvement can be built.
That'd be great.
I understand how difficult it could be to assess what a new player is going to need to know to play a game that you've so thoroughly internalized. If you still have a copy of the Alpha Centauri manual someplace, I suggest giving it a read through to get a clear idea of what you need in a readme. You can get away with leaving out stuff that's intuitive after playing BTS, but you can't get away with leaving out stuff that's intuitive after playing SMAC for years. A brief outline of the TOC looks like this:
Getting Started:
Installing the game and stuff. You should talk about where to download the mod and find updates. Also, this is a great place to talk about the scope and direction of your mod. Introduce the players to Chiron and the factions here, just like the manual did.
Welcome to Planet:
Real basic stuff about how to play the game. This can safely be skipped.
Planet:
20 pages. The subheadings are great: Resources, Native Life, Terrain, How Terrain effects movement, How Terrain Effects Combat, Terraofrming.... Ecological Risks.... A great deal of information that your mod users will need.
Colonizing the Planet:
This is a lot of basics. How to manage bases and units. How combat works. That level of basic info is not needed (your players are modding Civ IV, they should know how to play Civ IV at least). But describing the kinds of Base Improvements, Special Projects, and so on -- which isn't similar to Civ IV -- could go here.
Controlling Society:
Discussions about the tech system, diplomacy, economies, social engineering, and winning. Over thirty pages of information.
There are then several Appendices, including:
Notes and Tips:
You know. Hints.
Now that a reader is familiar with broad concepts, hints are helpful both to send their thinking in the right direction and to remind them of very important items that bare repeating.
Tables:
Lots of spreadsheets with info about technologies, units, terraforming improvement yields, and so on. Good stuff.
I'd add to that a section of "What's different from Civ IV," and one of "What's different from SMAC." Both of those will help players understand which systems are related to others that they already understand, and will give them a big leg up in learning what's new.