suggestions for the AWD upgrade

Gary Grigsby’s World at War is back with a whole new set of features. World at War: A World Divided still gives complete control over the production, research and military strategy for your side, but in this new updated version you’ll also be able to bring spies into the mix as well as neutral country diplomacy, variable political events and much more. Perhaps the largest item is the ability to play a special Soviet vs. Allies scenario that occurs after the end of World War II.

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WanderingHead
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RE: suggestions for the AWD upgrade

Post by WanderingHead »

ORIGINAL: GKar
The bug is - if I got that right - that population points (can) get lost although they shouldn't, judging from the impression you get when reading the manual.

I think that the manual is accurate, so far as it goes. It tells you that a region can only store population points up to its population value.

What it doesn't tell you is where the unused pop points will end up, or how to move them yourself.
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kondor
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RE: suggestions for the AWD upgrade

Post by kondor »

ORIGINAL: WanderingHead
ORIGINAL: GKar
The bug is - if I got that right - that population points (can) get lost although they shouldn't, judging from the impression you get when reading the manual.

I think that the manual is accurate, so far as it goes. It tells you that a region can only store population points up to its population value.

What it doesn't tell you is where the unused pop points will end up, or how to move them yourself.

I must agree with WanderingHead... But guys these kind of things can be easily set by "house rules". Good thing to know, but should it be utilised... or it falls to the "dishonest" category... I don´t think so...
WanderingHead
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RE: suggestions for the AWD upgrade

Post by WanderingHead »

ORIGINAL: kondor

ORIGINAL: WanderingHead
ORIGINAL: GKar
The bug is - if I got that right - that population points (can) get lost although they shouldn't, judging from the impression you get when reading the manual.

I think that the manual is accurate, so far as it goes. It tells you that a region can only store population points up to its population value.

What it doesn't tell you is where the unused pop points will end up, or how to move them yourself.

I must agree with WanderingHead... But guys these kind of things can be easily set by "house rules". Good thing to know, but should it be utilised... or it falls to the "dishonest" category... I don´t think so...

House ruling it is kind of silly, if you ask me. It is not at all dishonest to use it (there is no untruth involved here).

If it is house ruled, and you know it works this way, what are you supposed to do if you start a militia, then change your mind? How do you classify whether this was a "dishonest exploit" or an honest change of mind? It is ludicrous to put a player in that position.

I just think it would be silly to allow for the accidental optimization of population points but disallow the intentional optimization of population points.

If you want a house rule for this issue, I would suggest this:

If you are aware of this issue and capability, it would be polite to make sure that your opponent is also aware of it and aware of how to use it. Whether it is used or not is up to the player.

If you are aware of how to do it, it is quiet easy to do. And in my mind it merely accomplishes exactly what should have been accomplished automatically.
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coralsaw
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RE: suggestions for the AWD upgrade

Post by coralsaw »

Hi WanderingHead.

Let me try to describe the bug. The rationale behind having a population pool (and only be able to build units from this pool) in a region, is that a region has a maximum ('inherent') internal ability to accommodate x units per game turn. What you are doing is in effect bending the rule to accommodate more units than the intended ones. In real terms, such a movement of massive population (for instance to build another army in a region), could not and AFAIK has not happened in the era we are talking about.

I never said that what you do is 'dishonest'. I said 'to each one their own'. Meaning, I'm more interested in 'feasible' alternate WW2 realities, rather than playing the way I could possibly play a space exploration game, where everything goes. But I'm sure this is just a point of view, and nothing more. Image

Still, I'd like to see this tiny issue patched.

/coralsaw
A soldier will fight long and hard for a bit of colored ribbon. - Napoleon Bonaparte, 15 July 1815, to the captain of HMS Bellerophon.
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christian brown
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RE: suggestions for the AWD upgrade

Post by christian brown »

I guess the real problem here is that a player must perform an exra ritual in order to have a realistic expectation of having population points accrue normally (yes; normally, because even WanderingHead [and most others;
, doubtless,
; myself included] assumed pop points would be saved in the most efficient way.)  So, here we have it:
Is it worth spending programming time (somewhere down the road, as Joel has already indicated quite clearly) in order that the player need not go around counting pop, starting and then cancelling militia builds?

All things being equal, yes, I think so.
Is this a bug?
No.
Could the system be improved in order not to give an advantage to those who understand the implications of this fairly obscure mechanic?
Yes.
"Those who would give up a little liberty for a little security deserve neither and will lose both."
~ Thomas Jefferson
Bubble
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RE: suggestions for the AWD upgrade

Post by Bubble »

No idea if this is the right place to be posting this -- if it should be elsewhere, please suggest where. It's a quickish AI suggestion, although I have no idea how to implement it. I know it's hard to make good AI, so please take it as a friendly suggestion rather than a rant about "dumb AI". I also know that REAL players play against humans, and so on, but I'm still learning. [:)]

So: I was playing the Allies, and as Germany got lined up to go into Russia, he left only two militia plus a flak in the Low Countries. After clearing a couple of subs I easily dropped about a dozen infantry and a couple of artillery there. So I thought "he's not at war with Russia yet; he'll turn around with all those guys and planes in W Poland and smash me, then get ready for Barbarossa again in Spring '42."

Wrong. He attacked Russia, and did reasonably well. But he still only left 3 inf and a couple of other random bits in W Germany. So I walked into there. THEN he decided to come back to E Germany and try to stop me. But of course to do that he had to abandon all of Russia, and on the next round, central and E Europe, to the Russians. To make matters worse, once he got 30 or so pieces into E Germany, Japan took off to the DEI, bringing the US into it. So then I could bring over an extra 10 bits and pieces, plenty to walk into Austria the next round, and since Russia had already taken E Prussia, it was so long Germany.

So the suggestion is, maybe it would be possible to put in an AI thought process (whatever programmers call those) that prevents Germany from leaving its front door wide open while simultaneously inviting Russia to come play in its back yard? I almost felt bad, like taking candy from a baby. I suppose I could have just sat in the Low Countries and coaxed him into coming back and defending himself, but....

Anyway, it'll soon be time for human opponents.
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Lebatron
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RE: suggestions for the AWD upgrade

Post by Lebatron »

ORIGINAL: Bubble

So: I was playing the Allies, and as Germany got lined up to go into Russia, he left only two militia plus a flak in the Low Countries. After clearing a couple of subs I easily dropped about a dozen infantry and a couple of artillery there.

Two Mil and Flak. Way to weak. That little bit of Axis positioning could be improved by scripting it so that at least one Inf replaces a Mil in addition to adding an Arty. And if the WA's are at amphib level 4 the script should change it to 2 Inf at the least.
Jesse LeBreton, AKA Lebatron
Development team- GG's WAW A World Divided
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