Who Makes Decisions

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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Froonp
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RE: Who Makes Decisions

Post by Froonp »

ORIGINAL: bj_rohde
ORIGINAL: Shannon V. OKeets

Note that the phasing player is commited to moving the naval units to the new sea area if the non-phasing player(s) say Ignore. There is no opportunity to retract the move once even 1 non-phasing player has decided.

But according to RAW, you can choose to intercept when enemy naval unit(s) enters the sea area, with no requirement of continuing regardless of the intercept attempt. I have several times "tricked" the other player into intercepting a force that was going to end there anyways, possibly preventing him from having face-up units there at the return to base step, and thus not being able to intercept units with cargo, for example.

So unless I interpret RAW wrong (it has happened), I don't think the player should be forced to continue the move.
bj_rohde is right, and I use the same trick very often.
amwild
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RE: Who Makes Decisions

Post by amwild »

ORIGINAL: Shannon V. OKeets

ORIGINAL: Zorachus99

True UPnP works in many cases, however it's not a solution for everyone, and Steve has to learn how to program a UPnP aware application...
Ahh, if you forum members with expertise in this area can reach agreement on the preferred design solution, that will make my life easier.[:)]

What development tool are you using? Delphi, wasn't it? I don't use it myself, but I just googled "upnp delphi" and came up with some free sample code at http://www.whitebear.ch/ on the first line. It seems to be general utility code, but basically what is required is to find the router, find what services it offers, and use the appropriate service to open the appropriate ports to the player's PC.

I found another - probably better - example in C++ in The Code Project that demonstrates UPnP router port forwarding. I think I read that you'd used a C variant at some point in your career.

Just ask whoever is doing the net code what incoming ports need to be opened, adapt the appropriate bits of this code, and voila! Of course, since not everyone has a UPnP router, and I read somewhere that only XP and Vista are UPnP enabled, not everyone will be able to use it, so you'd have to do an OS version check and if XP or Vista, give the users the option of using UPnP. Otherwise, they'll have to open a router port manually like everyone else.

All I need now is my own working UPnP router...
Shannon V. OKeets
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RE: Who Makes Decisions

Post by Shannon V. OKeets »

ORIGINAL: bj_rohde
ORIGINAL: Shannon V. OKeets

Note that the phasing player is commited to moving the naval units to the new sea area if the non-phasing player(s) say Ignore. There is no opportunity to retract the move once even 1 non-phasing player has decided.

But according to RAW, you can choose to intercept when enemy naval unit(s) enters the sea area, with no requirement of continuing regardless of the intercept attempt. I have several times "tricked" the other player into intercepting a force that was going to end there anyways, possibly preventing him from having face-up units there at the return to base step, and thus not being able to intercept units with cargo, for example.

So unless I interpret RAW wrong (it has happened), I don't think the player should be forced to continue the move.
Welcome to the forum.

Ok. I'll move the check to when a naval unit enters a sea area. [Though I might change that to when they leave for PBEM.]

My only purpose here was to enable game play to progress a little faster. If the phasing player knows he is ending his move in a sea area, he could immediately go on to his next naval move. By having the check at the time of entry, players will be waiting for their opponents to say Intercept or No Intercept a lot more often. If there are naval units belonging to multiple players on the non-phasing side in the sea area, then all of them have to say No Intercept (or one of them say Intercept) before things progress. Remember, the program enforces the rules pertaining to sequence of play quite strickly. Nobody on the phasing side is going to be able to do anything until the non-phasing player(s) (with the capability to intercept) decides one way or another.
Steve

Perfection is an elusive goal.
bj_rohde
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RE: Who Makes Decisions

Post by bj_rohde »

ORIGINAL: Shannon V. OKeets
Welcome to the forum.

Thanks!

I realize the issue with having as few necessary "stop" steps as possible, but I also think this is a step that needs to be there (thanks, Patrice, for making me certain of my interpretation of the rule). At least when I play as CW or Italy, I really would risk a cruiser being intercepted that may end the move there anyways, if that means my transport reinforcing wherever is less likely to be intercepted when it is forced to fight its way through.

Anyways - haven't really played WiF for more than a year (have owned WiF FE for more than five years), but I really look forward to MWiF!
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RE: Who Makes Decisions

Post by Froonp »

ORIGINAL: bj_rohde
ORIGINAL: Shannon V. OKeets
Welcome to the forum.

Thanks!

I realize the issue with having as few necessary "stop" steps as possible, but I also think this is a step that needs to be there (thanks, Patrice, for making me certain of my interpretation of the rule).

11.4.6 Interception says :
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You can try to intercept a task force of enemy naval units as soon as it enters a sea area containing at least one of your face-up naval or aircraft units.
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So do not thank me, the rules are that way whatever.
At least when I play as CW or Italy, I really would risk a cruiser being intercepted that may end the move there anyways, if that means my transport reinforcing wherever is less likely to be intercepted when it is forced to fight its way through.
Be careful though, because a unit who have been flipped face-down to intercept your cruiser, will be allowed to intercept all future shipping across this sea area as well (during that impulse) without any other unit flipping face down.

11.4.6 Interception says :
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As long as that face-down unit remains in the sea-box, you can make further interception attempts in that sea area against other task forces during the same impulse without having to turn over another unit. If that unit is in the sea-box during naval combat, it also allows you to attempt to start a naval combat there without having to turn another unit face-down (see 11.6).
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bj_rohde
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RE: Who Makes Decisions

Post by bj_rohde »

I know it can continue to intercept during that impulse, but if it's late in a turn and the turn ends, a transport at sea (or a CV in poor weather for that matter) may be able to sneak past that all-flipped task force much more easily during the return to base step.
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RE: Who Makes Decisions

Post by Froonp »

ORIGINAL: bj_rohde

I know it can continue to intercept during that impulse, but if it's late in a turn and the turn ends, a transport at sea (or a CV in poor weather for that matter) may be able to sneak past that all-flipped task force much more easily during the return to base step.
Yes, this is what can be achieved by luring the enemy to intercept ships that would have not gone more far anyway.
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