Search found 19 matches

by haromar
Fri Oct 26, 2007 5:28 pm
Forum: World in Flames
Topic: Build Ahead...
Replies: 33
Views: 537

RE: Build Ahead...

<t> Here some typical build aheads. This assumes a normal game. Obvioulsy if you are winning and have loads of BP left over, than build ahead anything [:D]<br/>
&nbsp;<br/>
China: none.<br/>
France: Maybe the 41 Garr at 1 BP if you survive the summer of 40.<br/>
Germany: Maybe Mannstein in 40 ...
by haromar
Fri Oct 26, 2007 10:05 am
Forum: AI Opponent Discussion
Topic: AI for MWiF - USA
Replies: 281
Views: 6630

RE: AI for MWiF - USA

<r>
<QUOTE><s>[quote]</s>ORIGINAL: Shannon V. OKeets<br/>
Well, I have summarized and organized them into strategic plans for each major power. They aren't as polished as I will need them for data entry, but they are getting closer. <br/>
<br/>
Pages for each major power:<br/>
China - 4 (very ...
by haromar
Thu Oct 25, 2007 2:22 pm
Forum: AI Opponent Discussion
Topic: AI (general): location v. destruction of enemy
Replies: 123
Views: 7430

RE: AI (general): location v. destruction of enemy

<r> Since this is the "general" AI section, here some general&nbsp;stuff that should apply to all nations.<br/>
&nbsp;<br/>
Is this the correct thread?<br/>
&nbsp;<br/>
Some of this stuff is obvious (not all though [:'(]), but it also has to be documented, correct?<br/>
&nbsp;<br/>
- In case ...
by haromar
Thu Oct 25, 2007 11:49 am
Forum: AI Opponent Discussion
Topic: AI for MWiF - USA
Replies: 281
Views: 6630

RE: AI for MWiF - USA

<r>
<QUOTE><s>[quote]</s>ORIGINAL: Neilster<br/>
<br/>
There's already been heaps of discussion. Check out pages 2,3 etc for a general AI discussion as well as ones specific to each major power (and partisans).<br/>
<br/>
Cheers, Neilster<br/>

<e>[/quote]</e></QUOTE>
<br/>
Oh God[&o] I ...
by haromar
Thu Oct 25, 2007 8:22 am
Forum: AI Opponent Discussion
Topic: AI for MWiF - USA
Replies: 281
Views: 6630

RE: AI for MWiF - USA

<t> When commenting this post I assumed that sooner or later in the development process, the designers will put up&nbsp;their AI&nbsp;strategies, tactics etc to discussion.<br/>
&nbsp;<br/>
At that stage, the strategic bombing discussion will be very interesting [:D]<br/>
&nbsp;<br/>
Its a never ...
by haromar
Thu Oct 25, 2007 8:09 am
Forum: World in Flames
Topic: MWIF Game Interface Design
Replies: 2154
Views: 24027

RE: MWIF Game Interface Design

<r>
<QUOTE><s>[quote]</s>ORIGINAL: Shannon V. OKeets<br/>
<br/>
<br/>
<br/>
Right now I amplanning on showing the movement numbers that reflect moving the TF as an entity. So, minus 1 if units from two major powers are included.<br/>
<br/>

<e>[/quote]</e></QUOTE>
<br/>
Since in a ...
by haromar
Wed Oct 24, 2007 6:05 pm
Forum: World in Flames
Topic: MWIF Game Interface Design
Replies: 2154
Views: 24027

RE: MWIF Game Interface Design

<r>
<QUOTE><s>[quote]</s>ORIGINAL: Shannon V. OKeets<br/>
<br/>
<br/>
I disagree. It is not the purpose of the TF display to interpret all the ways the TF might be used. By your logic, showing the total bombardment strength should be eliminated too, since there may be other units in the sea box ...
by haromar
Wed Oct 24, 2007 5:43 pm
Forum: World in Flames
Topic: MWIF Game Interface Design
Replies: 2154
Views: 24027

RE: MWIF Game Interface Design

<t> Your MWIf definition of&nbsp;a task force is actually pretty similar to the TF markers in WiF that we place on the wiF board substituting a bunch of ships that we then place on the&nbsp;SiF board. At least some players do that.<br/>
&nbsp;<br/>
I'm still not sure whether in the "Naval Review ...
by haromar
Wed Oct 24, 2007 4:57 pm
Forum: World in Flames
Topic: MWIF Game Interface Design
Replies: 2154
Views: 24027

RE: MWIF Game Interface Design

<r> <QUOTE><s>[quote]</s>ORIGINAL: Froonp<br/>
<br/>
I'll let the designer decide, as IMO for a WiF player this is plain evident that this is 12.5 and not 17. This is the rules.
<e>[/quote]</e></QUOTE>
<br/>
<br/>
yes its the rules.<br/>
<br/>
The point I was trying to make is that once you ...
by haromar
Wed Oct 24, 2007 4:14 pm
Forum: World in Flames
Topic: MWIF Game Interface Design
Replies: 2154
Views: 24027

RE: MWIF Game Interface Design

<t> Of course, you could also take the 6 max AtA value from teh TF diplay and add +5 for the 5 LBA giving you a total of 11. In which case you underestimated yourself by 1,5. Better than overestimating by 4,5 [:D]<br/>
<br/>
LBA will usually have higher AtA then CVP, thus going front. From 1941 on ...
by haromar
Wed Oct 24, 2007 4:08 pm
Forum: World in Flames
Topic: MWIF Game Interface Design
Replies: 2154
Views: 24027

RE: MWIF Game Interface Design

<r> <QUOTE><s>[quote]</s>ORIGINAL: Froonp<br/>
When you play WiF, if you know that you have a TF with an air to air rating of 6-7, it's not very hard to calculate ytour air to air rating given the LBA already at sea. Same for the Air to Sea factors.<e>[/quote]</e></QUOTE>
<br/>
The issue is not ...
by haromar
Wed Oct 24, 2007 3:46 pm
Forum: World in Flames
Topic: MWIF Game Interface Design
Replies: 2154
Views: 24027

RE: MWIF Game Interface Design

<t> Yes, these issues are independent of whether they are grouped in TF markers or not.<br/>
<br/>
However, if you do give a Task Force overview / summary like we are discussing, the data there might be misleading since it shows a "Task Force" grouping which has a WiF definition associated to it ...
by haromar
Wed Oct 24, 2007 12:28 pm
Forum: World in Flames
Topic: MWIF Game Interface Design
Replies: 2154
Views: 24027

RE: MWIF Game Interface Design

<r> <QUOTE><s>[quote]</s>ORIGINAL: Shannon V. OKeets<br/>
5 - Air to air and and naval air will be maximums. Obviously setting one of them to the maximum is likely to change the other number significantly - but for the summary page this doesn't matter a whole lot.
<e>[/quote]</e></QUOTE>
<br ...
by haromar
Wed Oct 24, 2007 11:25 am
Forum: World in Flames
Topic: MWIF Game Interface Design
Replies: 2154
Views: 24027

RE: MWIF Game Interface Design

<t> OK, I don't want ot be nittpicking here, but the whole Task Force issue opens up a lot of questions. <br/>
<br/>
Essentially, you will have to work with Pop Ups telling the player why he cannot do certain things.<br/>
<br/>
<br/>
Examples:<br/>
<br/>
- RTB a CW task forces with an ...
by haromar
Wed Oct 24, 2007 10:56 am
Forum: World in Flames
Topic: MWIF Game Interface Design
Replies: 2154
Views: 24027

RE: MWIF Game Interface Design

<r>
<QUOTE><s>[quote]</s>ORIGINAL: Shannon V. OKeets<br/>
<br/>
First let me thank you for these ideas. As you know already, there are a lot of rules involved with moving groups of naval units and I want the task force implementation to not mess things up. I am trusting that the readers of this ...
by haromar
Tue Oct 23, 2007 4:49 pm
Forum: World in Flames
Topic: MWIF Game Interface Design
Replies: 2154
Views: 24027

RE: MWIF Game Interface Design

<t> Pertaining to the screenshot about Belgium, while that set up with the&nbsp;Belgian&nbsp;CAV in Liege to ZOC out the PZRs,&nbsp;Brussels empty, the 2 Infantry in Antwerpen and the Belgian Fighter in Belgian Congo is a standard&nbsp;WiF set-up, its probably not very&nbsp;historical. So for&nbsp;a ...
by haromar
Tue Oct 23, 2007 4:38 pm
Forum: World in Flames
Topic: MWIF Game Interface Design
Replies: 2154
Views: 24027

RE: MWIF Game Interface Design

<t> Also consider following points (ignore them if already discussed):<br/>
&nbsp;<br/>
- While in port, a ship or Task Force could be OOS or stacked with another Major Power ships&nbsp;thus decreasing its movement. Indicate this so the player is not confused as to why you are substracting him 1 ...
by haromar
Mon Oct 22, 2007 3:32 pm
Forum: World in Flames
Topic: MWIF Game Interface Design
Replies: 2154
Views: 24027

RE: MWIF Game Interface Design

<t> Irregardelss of the frequency of such a possible case, the flyout should start withe the 3 land units followed by the AC. These are the most relevant inspected units. In the board game&nbsp;we also tend to put ships besides (not in) the hex so as to get them out of the way. Since with oil ...
by haromar
Mon Oct 22, 2007 12:07 pm
Forum: World in Flames
Topic: MWIF Game Interface Design
Replies: 2154
Views: 24027

RE: MWIF Game Interface Design

<t> you can also have a fyling boat which stack for free on coastal hexes etc. I suggest to start the flyout with land units (where the maximum per hex is always at most 3 units), then ac, where together with the 3 land units you could theoretically exceed the total 9 units limit. then go to either ...

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