MWIF Game Interface Design

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.

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RE: MWIF Game Interface Design

Post by Shannon V. OKeets »

ORIGINAL: Jimm

ORIGINAL: Shannon V. OKeets

ORIGINAL: Jimm

An in game way for all the members of a side to share plans & strategy is always good, especially if, as you suggest, you would have a message history to go back and review.
Yes. Although I think all I will provide on that is the ability to direct a text message to multiple people at once. The choices for addressees would be: everyone, everyone on my side, specific player(s). If people want to exchange JPGs, they would have to do that outside the game.

Quite so, or cc by tick boxes perhaps.

Yes. CC is a better idea.
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RE: MWIF Game Interface Design

Post by dale1066 »

Re Vichy code bugs

Not sure if this is now relevent but I was messing with Cwif just now and found an intersting feature that occurred when germany Vichy'ed france.

Belguim was a Frence minor ally and had not been conquored up till the same turn, slack i know.

When choosing new home country for Bel used the Belgian congo.
The intersting part was in the rebasing of the units since a hex of belguim became vichy controlled french units had to be rebased there as the nearest hex. Also belguims surviving units had to be rebased inside vichy. Oh and finally all the german units in belguim were isolated.


I suspect that it would be fixed during your rework of the vichy code you mentioned but thought I'd mentioned it as it seems an interesting edge effect that may require special testing?
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RE: MWIF Game Interface Design

Post by Shannon V. OKeets »

Thanks.
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RE: MWIF Game Interface Design

Post by lomyrin »

About CWiF bugs, I just noticed that if the Russians do not claim the Baltic States until after the US is in the war, but there is still a pact between Russia and Germany, the game just hangs up when the claim is made.
 
Lars
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RE: MWIF Game Interface Design

Post by Shannon V. OKeets »

ORIGINAL: lomyrin

About CWiF bugs, I just noticed that if the Russians do not claim the Baltic States until after the US is in the war, but there is still a pact between Russia and Germany, the game just hangs up when the claim is made.

Lars
Ok. I have rewriteen a lot of the code associated with that but will give it a look over to see if there is anything suspicious.
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RE: MWIF Game Interface Design

Post by Shannon V. OKeets »

I have upgraded the Opening screen by adding a button for joining a new NetPlay game, as shown below.

The person who starts a new game I am calling the Starter (duh, but sadly it took me some time to come up with that name). The Starter clicks on Start a new game and then chooses the scenario and optional rules. In the Start New Game form (not shown here) he fills in the names of the other players. That will have to have been determined in advance, off line, using email (or by phone, I guess). The other players will then fire up MWIF and click on the Join a New Game button. They will have to know the IP address of the Starter in order to establish the linkage to his computer.

I thought about writing code to create a special form to handle all the names, email addresses, and IP addresses but that seems like pointless extra work. The file is really simple and can be created/edited using NotePad or any other simple text editor. Within the same directory as the MWIF program, there needs to be NetPLay.txt.

The format for NetPlay.txt is:
Game Name, Real Name, Matrix Forum Name, email address, IP address.

This file will be used for both PBEM and Internet games. In PBEM games the IP address is not necessary.

An mocked up example of the file is:

wry, Steven Hokanson, Shannon V. OKeets, SHokanson@HawaiianTel.net, 4.3.2.1
cartographer, Patrice Forno, Froonp, xxx, 9.8.7.6

In the Start New Game form, the field for player names would contain wry and cartographer. The program would then use those names to find the IP address (e.g., 4.3.2.1) for the player's computer over the Internet.

So, when you click Join a New Game, you would merely type in the Starter's name (e.g., wry). The program would then do the rest, finding the Starter's IP address from the NetPlay.txt file, connecting to the Starter's computer and bringing over the Game Record Log entries he created when he chose the scenario and optional rules. Your computer would run through the same start of game sequence that the Starter's computer goes through. That is, the amount of information send over the Internet will be kept to a minimum - mainly just the decisions the players make as they play the game.

I have been using the name wry because I can type it with my left hand wwhile keeping my right hand on the mouse.

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RE: MWIF Game Interface Design

Post by Shannon V. OKeets »

I forgot to add. If you are restarting an internet game you simply click on restore a saved game. The stored game has the information about the mode of play (i.e., internet) and who the players are.
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RE: MWIF Game Interface Design

Post by Zorachus99 »

ORIGINAL: Shannon V. OKeets

I forgot to add. If you are restarting an internet game you simply click on restore a saved game. The stored game has the information about the mode of play (i.e., internet) and who the players are.

In multiplayer games, I've often seen a person miss a session, or have a position 'filled in' by a guest player.

Will the players be changeable after game start?
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RE: MWIF Game Interface Design

Post by Shannon V. OKeets »

ORIGINAL: Zorachus99

ORIGINAL: Shannon V. OKeets

I forgot to add. If you are restarting an internet game you simply click on restore a saved game. The stored game has the information about the mode of play (i.e., internet) and who the players are.

In multiplayer games, I've often seen a person miss a session, or have a position 'filled in' by a guest player.

Will the players be changeable after game start?
See the recent posts in the thread WhoDecides for comments on this subject.
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RE: MWIF Game Interface Design

Post by lomyrin »

Returning to CWiF Vichy implementation problems again:
 
I just found another problem with CWiF VIchy -  If Germany takes Paris but does not occupy it or is not in supply in Paris at the end of the turn, the game correctly does not allow Vichy to be declared.  If in a later turn the conditions to declare Vichy are fulfilled the Vichy declaration takes place as expected but the areas that by die roll should be Free French turn out to be conquered by Germany and any French ships in such an area are changed to CW ships and there is no Free French and no further French in the game. 
 
Not sure if this affects the MWiF Vichy by Code inheritance.
 
Lars
 
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RE: MWIF Game Interface Design

Post by Shannon V. OKeets »

ORIGINAL: lomyrin

Returning to CWiF Vichy implementation problems again:

I just found another problem with CWiF VIchy -  If Germany takes Paris but does not occupy it or is not in supply in Paris at the end of the turn, the game correctly does not allow Vichy to be declared.  If in a later turn the conditions to declare Vichy are fulfilled the Vichy declaration takes place as expected but the areas that by die roll should be Free French turn out to be conquered by Germany and any French ships in such an area are changed to CW ships and there is no Free French and no further French in the game. 

Not sure if this affects the MWiF Vichy by Code inheritance.

Lars
It definitely does. Thanks for discovering and reporting it.

I have been delaying writing the new module for Phase Vichy because I expect it to be difficult and I want to get some more experience writing new modules for phases that are simpler to do. However, its absence is gettting in my way, because I can't fully test the scenarios that start after Vichy has been declared (if the Metropolitan France portion of the map is in use). That's because the set up routine has to run through the Vichy process prior to placing Vichy units on the map. There's never enough time.[:(]
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RE: MWIF Game Interface Design

Post by Shannon V. OKeets »

I am now deep into the code for air missions and I came across a problem - for which I have a possible solution. What I am proposing is a different solution from the one used in CWIF, so I want to see what your opinion is.

The situation is that a player wants to perform an air mission for which activity limits are in effect. Now as long as a player controls all of his own units, there is no problem. But consider the case where a unit has been 'loaned' to another player. By loaned I am using the same meaning that CWIF has, which is that the unit's actual move is being made by a player other than the official owner. There are many examples of this: a German unit in north Africa, an Italian unit Russia, a US unit in the United Kingdom. What players are permitted to do, is to 'loan' units to each other.

Let's take the case of an Italian air unit in Russia. Italy has a limited number of air missions available for the impulse but the German player has 3 Italian bombers that he is moving in Russia. Now these are still Italian units and the Italian air mission limits still apply to them. Before the German player moves one of these units he has to make sure that there is still 1 Italian air mission remaining. Once he moves it, the number of available Italian air mission is decremented.

So, the problem is the timing. Potentially, both the Italian and German players could pick up an Italian air unit simultaneously and try to move it when there is only 1 air mission remaining. Who gets to move the unit they have in hand? How does the program prevent both air missions from being flown?

CWIF sends a message over the Internet and checks with all the other players' computers to bring the local computer up-to-date on the number of air missions remaining, only then does it permit the mission to be flown. I have problems with this solution for several reasons, one of which is that two messages may pass each other over the Internet and the same problem as before arises.

My solution is to require a player with a loaned unit to request limited actions from the owning player. That is, Germany would have to request X air missions from Italy. Italy either grants them to Germany or not. I would keep track of available air missions not only by major power, but also by player. What I like about this is that the German player can not fly air missions unless he has prearranged it with Italy. The solution is nice and clean, for once Italy has given away X air missions, both players' computers know exactly what missions they can and can not perform.

The same solution applies to land and naval moves, land combats, etc.

So long as no units have been loaned to other players, this problem never arises. Even then, if the owning player has unlimited air missions (land moves) available, the problem doesn't come up.

Since most of the time this is a non-problem, I want a solution that does not require sending messages over the Internet. That is another reason I was unhappy with how CWIF handled this situation.
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RE: MWIF Game Interface Design

Post by jesperpehrson »

ORIGINAL: Shannon V. OKeets

That is, Germany would have to request X air missions from Italy. Italy either grants them to Germany or not. I would keep track of available air missions not only by major power, but also by player. What I like about this is that the German player can not fly air missions unless he has prearranged it with Italy. The solution is nice and clean, for once Italy has given away X air missions, both players' computers know exactly what missions they can and can not perform.

The same solution applies to land and naval moves, land combats, etc.

As long as you change this during the turn, impulse, phase or moment it is fine. If you ask me before a turn if you can borrow activitylimits I might send you too **** but when I feel that I have done more or less what I want then I might be able to reconsider. Or if I borrow activitylimits my needs may change depending on the result of the dice or the reactions from the opponent.

So in all I like the solution as long as it is flexible. [:D]
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RE: MWIF Game Interface Design

Post by Shannon V. OKeets »

ORIGINAL: capitan
ORIGINAL: Shannon V. OKeets

That is, Germany would have to request X air missions from Italy. Italy either grants them to Germany or not. I would keep track of available air missions not only by major power, but also by player. What I like about this is that the German player can not fly air missions unless he has prearranged it with Italy. The solution is nice and clean, for once Italy has given away X air missions, both players' computers know exactly what missions they can and can not perform.

The same solution applies to land and naval moves, land combats, etc.

As long as you change this during the turn, impulse, phase or moment it is fine. If you ask me before a turn if you can borrow activitylimits I might send you too **** but when I feel that I have done more or less what I want then I might be able to reconsider. Or if I borrow activitylimits my needs may change depending on the result of the dice or the reactions from the opponent.

So in all I like the solution as long as it is flexible. [:D]
Any time the players want to after the Choose Action phase. It requires the players to be proactive, since it is not part of the sequence of play. Loaning units between players works the same way, though that has a # of turns element that is set when the unit is loaned.
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RE: MWIF Game Interface Design

Post by Froonp »

ORIGINAL: Shannon V. OKeets
My solution is to require a player with a loaned unit to request limited actions from the owning player. That is, Germany would have to request X air missions from Italy. Italy either grants them to Germany or not. I would keep track of available air missions not only by major power, but also by player. What I like about this is that the German player can not fly air missions unless he has prearranged it with Italy. The solution is nice and clean, for once Italy has given away X air missions, both players' computers know exactly what missions they can and can not perform.

The same solution applies to land and naval moves, land combats, etc.

So long as no units have been loaned to other players, this problem never arises. Even then, if the owning player has unlimited air missions (land moves) available, the problem doesn't come up.

Since most of the time this is a non-problem, I want a solution that does not require sending messages over the Internet. That is another reason I was unhappy with how CWIF handled this situation.
This is a good solution for me.
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RE: MWIF Game Interface Design

Post by c92nichj »

I like the solution as well.
As long as you can change your mind during an impulse, I think it is good.
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RE: MWIF Game Interface Design

Post by composer99 »

It seems like a good solution to me as well.

Edit: Especially since it mirrors how things often work on the table-top game.
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RE: MWIF Game Interface Design

Post by Froonp »

ORIGINAL: composer99

It seems like a good solution to me as well.

Edit: Especially since it mirrors how things often work on the table-top game.
Yes, that's right. We do it this way too.

German player talking : "Humm, dear Marcello, I would need at least 1 air mission and 2 land move from you this impulse in Russia, would you give me that ?"

Italian player answering : "Humm, let me think a second Hermann.... I would like to initiate naval searches in the Atlantic, so taking a combined action suits both our needs. On the other hand, I would have liked to unload a reinforcing unit in Egypt because this fucking bastard of Alexander grows threatening, so I'd need a land move, and I only have 2 of them in a Combined. What do you think ? Do you prefer to have both your Italian land moves, and no naval combat searches (if I take a Land) or naval combat searches and only 1 land move (if I take a combined) ?"

German player : "Oh well, I can get along with only 1 land move, but I'd need 1, maybe 2 air missions, if the first is successfull, so please take a combined."

Italian : "OK, we have a deal".
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RE: MWIF Game Interface Design

Post by Shannon V. OKeets »

ORIGINAL: c92nichj

I like the solution as well.
As long as you can change your mind during an impulse, I think it is good.
Yes. The program doesn't mind players modifying this to their hearts' content. I will make sure it doesn't offer a loophole for circumventing the rules though.
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RE: MWIF Game Interface Design

Post by amwild »

ORIGINAL: Shannon V. OKeets

I am now deep into the code for air missions and I came across a problem - for which I have a possible solution. What I am proposing is a different solution from the one used in CWIF, so I want to see what your opinion is.

The situation is that a player wants to perform an air mission for which activity limits are in effect. Now as long as a player controls all of his own units, there is no problem. But consider the case where a unit has been 'loaned' to another player. By loaned I am using the same meaning that CWIF has, which is that the unit's actual move is being made by a player other than the official owner. There are many examples of this: a German unit in north Africa, an Italian unit Russia, a US unit in the United Kingdom. What players are permitted to do, is to 'loan' units to each other.

[snip]...

CWIF sends a message over the Internet and checks with all the other players' computers to bring the local computer up-to-date on the number of air missions remaining, only then does it permit the mission to be flown. I have problems with this solution for several reasons, one of which is that two messages may pass each other over the Internet and the same problem as before arises.

My solution is to require a player with a loaned unit to request limited actions from the owning player. That is, Germany would have to request X air missions from Italy. Italy either grants them to Germany or not. I would keep track of available air missions not only by major power, but also by player. What I like about this is that the German player can not fly air missions unless he has prearranged it with Italy. The solution is nice and clean, for once Italy has given away X air missions, both players' computers know exactly what missions they can and can not perform.

The same solution applies to land and naval moves, land combats, etc.

So long as no units have been loaned to other players, this problem never arises. Even then, if the owning player has unlimited air missions (land moves) available, the problem doesn't come up.

Since most of the time this is a non-problem, I want a solution that does not require sending messages over the Internet. That is another reason I was unhappy with how CWIF handled this situation.

As long as one player can say "I don't really need all these moves, have some more/back," this would be good - as long as before ending the impulse both players can be sure that they have either used all available moves, or know that they have unused moves that they don't want to use (not that I can ever reasonably expect that to happen often...)
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