Mother Russia

World in Flames is the computer version of Australian Design Group classic board game. World In Flames is a highly detailed game covering the both Europe and Pacific Theaters of Operations during World War II. If you want grand strategy this game is for you.

Moderator: Shannon V. OKeets

Shannon V. OKeets
Posts: 22165
Joined: Wed May 18, 2005 11:51 pm
Location: Honolulu, Hawaii
Contact:

RE: Mother Russia

Post by Shannon V. OKeets »

In most cases the players will be able to change the names themselves if they so desire. The data file is in comma separated values format (CSV) and can be edited using any spreadsheeet or database package.

The exception is that some city/port names are used internally in the program. This is true for all cities referred to in the scenario setups (e.g., Sian, Honolulu).
Steve

Perfection is an elusive goal.
Fishbed
Posts: 1827
Joined: Mon Nov 21, 2005 1:52 am
Location: Henderson Field, Guadalcanal

RE: Mother Russia

Post by Fishbed »

WIF uses variants of old Wade-Giles, which was most common in WW2, but isn't consistent. We tried to make it more uniform. There seemed to be consensus to stick to Wade-Giles just for historical flavor.
No problem, I understand perfectly the idea of using the Wade-Giles for a better "vintage" look and flavour [:)]
 
Thanks to you two for your answers, this game is gonna rock [&o]
User avatar
doctormm
Posts: 67
Joined: Fri May 28, 2004 3:52 am

RE: Mother Russia

Post by doctormm »

Steve -

You mentioned that the program uses some port/city names internally.  Will there be any way for someone who is editing the name file to know that a city name is "reserved"?  Why not just use a unique key internally, instead of the editable name?
Shannon V. OKeets
Posts: 22165
Joined: Wed May 18, 2005 11:51 pm
Location: Honolulu, Hawaii
Contact:

RE: Mother Russia

Post by Shannon V. OKeets »

ORIGINAL: doctormm

Steve -

You mentioned that the program uses some port/city names internally.  Will there be any way for someone who is editing the name file to know that a city name is "reserved"?  Why not just use a unique key internally, instead of the editable name?
The reserved names comes from the fact I am working with the code I inherited from CWIF. What you are asking for falls into the category of making a WIF game design kit, which is not part of my project task list. Where things fall out with little or no additional effort on my part, I will make them available to the players to modify. I have no philosophical difficulty with that. But I do not really need an expanded scope of work.
Steve

Perfection is an elusive goal.
User avatar
Froonp
Posts: 7998
Joined: Tue Oct 21, 2003 8:23 pm
Location: Marseilles, France
Contact:

RE: Mother Russia

Post by Froonp »

ORIGINAL: Shannon V. OKeets

In most cases the players will be able to change the names themselves if they so desire. The data file is in comma separated values format (CSV) and can be edited using any spreadsheeet or database package.

The exception is that some city/port names are used internally in the program. This is true for all cities referred to in the scenario setups (e.g., Sian, Honolulu).
Well, for having had an experience in editing MWiF's CSV files, I can say that when you are modifying a city name that the program don't like, you know it when you start the game again after having finished editing the file. The game will tell you that "old name" is not found.

So you can go back to your changes and put back the original name.
amwild
Posts: 105
Joined: Mon Feb 09, 2004 9:31 am

RE: Mother Russia

Post by amwild »

ORIGINAL: Shannon V. OKeets

ORIGINAL: doctormm

Steve -

You mentioned that the program uses some port/city names internally.  Will there be any way for someone who is editing the name file to know that a city name is "reserved"?  Why not just use a unique key internally, instead of the editable name?
The reserved names comes from the fact I am working with the code I inherited from CWIF. What you are asking for falls into the category of making a WIF game design kit, which is not part of my project task list. Where things fall out with little or no additional effort on my part, I will make them available to the players to modify. I have no philosophical difficulty with that. But I do not really need an expanded scope of work.

As a database programmer, I prefer to use numeric keys to refer to records, since numeric-data keys take less memory, are much faster for a PC to handle, and are not typically broken by changing related text in the record, though I do understand that text-data keys are more informative when writing code.

Perhaps, if you didn't want to change your key data from text to numeric, you could keep your text-datatype key and add a separate city/port name field that is identical to the key field (at least to start with), but changing the city/port name wouldn't break the key reference.

I hope I don't sound too much like I'm trying to tell you how to do your job...
Shannon V. OKeets
Posts: 22165
Joined: Wed May 18, 2005 11:51 pm
Location: Honolulu, Hawaii
Contact:

RE: Mother Russia

Post by Shannon V. OKeets »

ORIGINAL: amwild
ORIGINAL: Shannon V. OKeets
ORIGINAL: doctormm

Steve -

You mentioned that the program uses some port/city names internally.  Will there be any way for someone who is editing the name file to know that a city name is "reserved"?  Why not just use a unique key internally, instead of the editable name?
The reserved names comes from the fact I am working with the code I inherited from CWIF. What you are asking for falls into the category of making a WIF game design kit, which is not part of my project task list. Where things fall out with little or no additional effort on my part, I will make them available to the players to modify. I have no philosophical difficulty with that. But I do not really need an expanded scope of work.

As a database programmer, I prefer to use numeric keys to refer to records, since numeric-data keys take less memory, are much faster for a PC to handle, and are not typically broken by changing related text in the record, though I do understand that text-data keys are more informative when writing code.

Perhaps, if you didn't want to change your key data from text to numeric, you could keep your text-datatype key and add a separate city/port name field that is identical to the key field (at least to start with), but changing the city/port name wouldn't break the key reference.

I hope I don't sound too much like I'm trying to tell you how to do your job...
There are several solutions. The easiest would be to leave the code as is and add a supplemental translations file that the players could edit. To start with, all the translations would be Berlin = Berlin, London = London, and so on. if the player wanted to change a reserved name, then he would have to change the second name in this file - besides changing the one in the map labels file.

Like this one, many of the tasks for transforming MWIF into a WIF design kit would be fairly simple, I just have other fish to fry.
Steve

Perfection is an elusive goal.
SemperAugustus
Posts: 257
Joined: Sun Jan 09, 2005 9:34 am

RE: Mother Russia

Post by SemperAugustus »

Shouldn't Perm be Molotov in this time period? Its a bit tricky since the name was switched to Molotov in 1940.
Earl Uhtred
Posts: 9
Joined: Sun Oct 15, 2006 1:59 pm
Location: United Kingdom

RE: Mother Russia

Post by Earl Uhtred »

Consider renaming 'Mecca' Jiddah.
User avatar
SLAAKMAN
Posts: 2556
Joined: Wed Jul 24, 2002 9:50 am
Contact:

RE: Mother Russia

Post by SLAAKMAN »

Wow Baku is two seperate oil fields now. Looks like Ill have more fun taking them both!!!
Germany's unforgivable crime before the Second World War was her attempt to extricate her economy from the world's trading system and to create her own exchange mechanism which would deny world finance its opportunity to profit.
— Winston Churchill
User avatar
Froonp
Posts: 7998
Joined: Tue Oct 21, 2003 8:23 pm
Location: Marseilles, France
Contact:

RE: Mother Russia

Post by Froonp »

ORIGINAL: Earl Uhtred

Consider renaming 'Mecca' Jiddah.
I for one prefer to leave it as it is, because it is this way on the WiF FE maps.
I saw that Mecca is not a port in reality, and that Jiddah seems to be the port that the port symbol in the hex represent, but I think that Mecca is far much famous to prevail on the map.
User avatar
Froonp
Posts: 7998
Joined: Tue Oct 21, 2003 8:23 pm
Location: Marseilles, France
Contact:

RE: Mother Russia

Post by Froonp »

ORIGINAL: SemperAugustus

Shouldn't Perm be Molotov in this time period? Its a bit tricky since the name was switched to Molotov in 1940.
Well, I was about to make the label being "Perm (Molotov)", and then I saw how convoluted the hex already was, with the river around it also, and I dropped the idea.
SemperAugustus
Posts: 257
Joined: Sun Jan 09, 2005 9:34 am

RE: Mother Russia

Post by SemperAugustus »

Perhaps besides the point but...

Should the Hejaz railway really extend all the way to Medina? The route within Saudi Arabia has been out of use since the 1920s if not 1910s, it wasn't functional in WW2

The southern-most working portion of the railroad should be to the Gulf of Aqaba within the Transjordanian borders.
SemperAugustus
Posts: 257
Joined: Sun Jan 09, 2005 9:34 am

RE: Mother Russia

Post by SemperAugustus »

Rub al'Khali by the way means Empty Quarter not Arabian Desert
Shannon V. OKeets
Posts: 22165
Joined: Wed May 18, 2005 11:51 pm
Location: Honolulu, Hawaii
Contact:

RE: Mother Russia

Post by Shannon V. OKeets »

This set of screen shots shows the rest of Russia - well almost all of the rest. There is still some more hexes yet farther north.

From Balkal to Vladivostok by rail. You can take the northern (TranSiberian) or southern (TransMachurian) route. Chita is important.

Image
Attachments
Kamchatka..620061.jpg
Kamchatka..620061.jpg (369.49 KiB) Viewed 450 times
Steve

Perfection is an elusive goal.
Shannon V. OKeets
Posts: 22165
Joined: Wed May 18, 2005 11:51 pm
Location: Honolulu, Hawaii
Contact:

RE: Mother Russia

Post by Shannon V. OKeets »

A closer view of the TransManchurian route.

Image
Attachments
Kamchatka..620062.jpg
Kamchatka..620062.jpg (420.64 KiB) Viewed 450 times
Steve

Perfection is an elusive goal.
Shannon V. OKeets
Posts: 22165
Joined: Wed May 18, 2005 11:51 pm
Location: Honolulu, Hawaii
Contact:

RE: Mother Russia

Post by Shannon V. OKeets »

The NW sector of the Okhotsk Sea.

Image
Attachments
Kamchatka..620063.jpg
Kamchatka..620063.jpg (237.4 KiB) Viewed 450 times
Steve

Perfection is an elusive goal.
Shannon V. OKeets
Posts: 22165
Joined: Wed May 18, 2005 11:51 pm
Location: Honolulu, Hawaii
Contact:

RE: Mother Russia

Post by Shannon V. OKeets »

The island chain from northern Japan to Kamchatka (Risk anyone?).

Image
Attachments
Kamchatka..620064.jpg
Kamchatka..620064.jpg (137.45 KiB) Viewed 452 times
Steve

Perfection is an elusive goal.
Shannon V. OKeets
Posts: 22165
Joined: Wed May 18, 2005 11:51 pm
Location: Honolulu, Hawaii
Contact:

RE: Mother Russia

Post by Shannon V. OKeets »

The Bering Strait.

Image
Attachments
Kamchatka..620065.jpg
Kamchatka..620065.jpg (239.95 KiB) Viewed 450 times
Steve

Perfection is an elusive goal.
Shannon V. OKeets
Posts: 22165
Joined: Wed May 18, 2005 11:51 pm
Location: Honolulu, Hawaii
Contact:

RE: Mother Russia

Post by Shannon V. OKeets »

The Aleutian Island Chain.

Image
Attachments
Kamchatka..620066.jpg
Kamchatka..620066.jpg (164 KiB) Viewed 450 times
Steve

Perfection is an elusive goal.
Post Reply

Return to “World in Flames”