What Do You Think Needs to be in World In Flames PC Game

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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micheljq
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RE: What Do You Think Needs to be in World In Flames PC Game

Post by micheljq »

My friend trims the counters because this way they fit better in the counter magnets.
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Anendrue
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RE: What Do You Think Needs to be in World In Flames PC Game

Post by Anendrue »

I always use nail clippers and trim the corners. Pretty quick and easy.

For MWiF, I believe the counter shapes and sizes were fixed a few years ago.
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RE: What Do You Think Needs to be in World In Flames PC Game

Post by composer99 »

A lot of MWiF forum regulars (like, say, me) use MWiF counters for avatars. These are nicely rounded at the corners.
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Patience
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RE: What Do You Think Needs to be in World In Flames PC Game

Post by Patience »

Yea, lol,  this is what happens when your up late drinkin with friends .  you think you have a good idea and the next day you say to yourself.  that was dumb!   lol
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RE: What Do You Think Needs to be in World In Flames PC Game

Post by paulderynck »

A sales friend of mine had one like that. He had to write it down because it was such a great idea and he was afraid it would be all gone in the morning.

The next morning when he could get his eyes to focus on the scrap of paper, he read: "Say please to the customer."
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RE: What Do You Think Needs to be in World In Flames PC Game

Post by Anendrue »

ORIGINAL: paulderynck

A sales friend of mine had one like that. He had to write it down because it was such a great idea and he was afraid it would be all gone in the morning.

The next morning when he could get his eyes to focus on the scrap of paper, he read: "Say please to the customer."
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RE: What Do You Think Needs to be in World In Flames PC Game

Post by Zorachus99 »

ORIGINAL: paulderynck

A sales friend of mine had one like that. He had to write it down because it was such a great idea and he was afraid it would be all gone in the morning.

The next morning when he could get his eyes to focus on the scrap of paper, he read: "Say please to the customer."

Made me cough up coffee :)

Deep.
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RE: What Do You Think Needs to be in World In Flames PC Game

Post by Shannon V. OKeets »

ORIGINAL: Patience

Steve,
This may sound odd.  I trim the edges off my counters at the corners at a 45 degree angle.  I find the counter have a much cleaner look and fit better into the Hexes.  Not sure if this is something you want to do but it does make the counters look a lot cleaner.  The trim is about 1/16th of an inch in from the corner.  I can send you a scan if your need me too.  Its not that important but just a thought.
I am using a standard algorithm for rounding corners. I played around with different levels of rounding and settled on the slight rounding the you can see on many of the forum members' avatars.

My main motivation for keeping the rounding slight was because I wanted the extra room for the information displayed on the unit depiction. There are 8 levels of zoom and while only 6 of them contain enough pixels to be legible, I do use virtually all the space available. For instance, the names of the HQs use the maximum vertical space, the bitmaps for the naval units use the maximum horizontal space, and the bitmaps for the air units often use all the space: naval air units (diagonal), special air units (no paradrop, death's head, etc), long/multiple names.
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Patience
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RE: What Do You Think Needs to be in World In Flames PC Game

Post by Patience »

Thanks Steve,

It was a dumb thought and the counters in your JPGs look great!!. 
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RE: What Do You Think Needs to be in World In Flames PC Game

Post by Simulation01 »

the small 5 turn Barbarossa offensive in Russia and the 5 turn Guadalcanal battle in the Pacific, through to the 36 turn Global War campaign which spans all of Europe, Africa, the Middle East, Asia, the Atlantic, and the Pacific.


This troubles me to no end. 36 turns!!! WTF!!!! Please tell me that is a typo!! There absolutely MUST be at least an option to continue after the 36, 5 or however many turns limit there is for the scenario(s). Also, America must be able to be invaded. I'm not sure if it is already possible but seeing as how it's not in the scenario's and judging by how short the term limit states...I'm concerned that it isn't possible to do that. I must be able to invade my Homeland!! Also, I rather like Alternate history's!! Some alternate history scenarios would be incredibly fun and allowing for diplomatic changes would be awesome..as in say Stalin and Hitler allying or something( I'm not meaning in the same since as the Von Ribbentrop pact lol ).
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RE: What Do You Think Needs to be in World In Flames PC Game

Post by Shannon V. OKeets »

ORIGINAL: Simulation01
the small 5 turn Barbarossa offensive in Russia and the 5 turn Guadalcanal battle in the Pacific, through to the 36 turn Global War campaign which spans all of Europe, Africa, the Middle East, Asia, the Atlantic, and the Pacific.


This troubles me to no end. 36 turns!!! WTF!!!! Please tell me that is a typo!! There absolutely MUST be at least an option to continue after the 36, 5 or however many turns limit there is for the scenario(s). Also, America must be able to be invaded. I'm not sure if it is already possible but seeing as how it's not in the scenario's and judging by how short the term limit states...I'm concerned that it isn't possible to do that. I must be able to invade my Homeland!! Also, I rather like Alternate history's!! Some alternate history scenarios would be incredibly fun and allowing for diplomatic changes would be awesome..as in say Stalin and Hitler allying or something( I'm not meaning in the same since as the Von Ribbentrop pact lol ).
Are you familiar with World in Flames?[&:] Each turn is composed of multiple impulses (from 3 to 15+, with an average ~6). So, measured in impulses, we are talking 108 times that players move their units (54 per side). Patrice has better statistics than this - I am just working from my fragile memory cells.

As for invading the US, that is close to impossible in WIF. Or more precisely stated, if the Axis is so far ahead that invading the USA is possible, no one is interested in continuing to play the game (it beomes as challenging as coloring in book for 4 year olds)..
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RE: What Do You Think Needs to be in World In Flames PC Game

Post by Simulation01 »

I'm not sure what to think now.  I'm certainly disappointed with respect to invading the USA, however these impulses are not something I've heard of.  I was expecting WIF to be like Axis and Allies on steroids....

I am used to turn based games like Civilization IV and Galactic Civilizations II.  These "impulses" sound like turns within turns or "waves" of changes before actually hitting the turn button....I am certainly confused.  I have steered away from games like War in the Pacific because of their tendency to be simple rehashes of old battles, while I prefer to control the entire war instead.[:(]
"Tho' much is taken, much abides; and though we are not now that strength which in old days moved Earth and Heaven; that which we are, we are; One equal temper of heroic hearts, made weak by time and fate, but strong in will." -Tennyson
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RE: What Do You Think Needs to be in World In Flames PC Game

Post by warspite1 »

ORIGINAL: Simulation01

I'm not sure what to think now.  I'm certainly disappointed with respect to invading the USA, however these impulses are not something I've heard of.  I was expecting WIF to be like Axis and Allies on steroids....

I am used to turn based games like Civilization IV and Galactic Civilizations II.  These "impulses" sound like turns within turns or "waves" of changes before actually hitting the turn button....I am certainly confused.  I have steered away from games like War in the Pacific because of their tendency to be simple rehashes of old battles, while I prefer to control the entire war instead.[:(]
Warspite1

If you are desperate to attack the US then ADG have the game for you - America in Flames. I have never played this but I believe it assumes the Axis have won WWII and the battleground moves to North America. This add on is not part of MWIF - version 1 - so you will have to wait for a computer version.

Looking at your other points:

- WIF is a turn based game. Its just that no player knows in advance how many impulses or "goes" they will get within a turn. Turn length depends on a number of factors.

- If you want a game that gives the feel of WWII - that allows an historical setting and historical framework within which to play - but are then free to choose (within that framework) a million different strategies, then WIF is for you. Yes, you control all the armed forces and production of your country or side.

- This is not War In The Pacific - but this is not a "beer and pretzels" game either. ADG have found the perfect balance between playability, realism and plain old fashioned good fun, all wrapped up in a game that looks the part.

Hope that helps!
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RE: What Do You Think Needs to be in World In Flames PC Game

Post by Froonp »

ORIGINAL: Shannon V. OKeets
Are you familiar with World in Flames?[&:] Each turn is composed of multiple impulses (from 3 to 15+, with an average ~6). So, measured in impulses, we are talking 108 times that players move their units (54 per side). Patrice has better statistics than this - I am just working from my fragile memory cells.
My observation from my games is that each side plays about 21 impulse per year, for an average of about 125 impulses per side for the whole game (6 years, 36 game turns).
There is an average of 3.5 impulses per side per 2-months game turn.
Summer turns are longer with an average of 4-5 impulses per side per turn, and Winter shorter with an average of 2-3 impulses per side per turn, and Spring and Fall an average of 3 impulses per turn.

So you have about 34 production phases where you build you armies, air forces and navies, and 125 impulses where you actualy move your units. It's kind of like having 125 game turns, with a production phase each 3-4 turn.
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RE: What Do You Think Needs to be in World In Flames PC Game

Post by Shannon V. OKeets »

ORIGINAL: Simulation01

I'm not sure what to think now.  I'm certainly disappointed with respect to invading the USA, however these impulses are not something I've heard of.  I was expecting WIF to be like Axis and Allies on steroids....

I am used to turn based games like Civilization IV and Galactic Civilizations II.  These "impulses" sound like turns within turns or "waves" of changes before actually hitting the turn button....I am certainly confused.  I have steered away from games like War in the Pacific because of their tendency to be simple rehashes of old battles, while I prefer to control the entire war instead.[:(]
Maybe this will provide an overview of World in Flames. I wrote this to myself as the beginning of the specifications for the AI Opponent. I wanted to put down in writing the fundamental components of the game.
===
Background
1.1 MWIF Objectives
World in Flames is a game of conquest where the winner is determined based on victory hexes held at the end of the game. Indeed, the game ends early if one side controls a sufficient number of victory hexes. Since control of a hex is only achieved by having land units either traverse the hex or occupy the country’s capital, land units determine who wins.

1.2 Land Units
There are dozens of types of land units and they can be corps or division size. In order for land units to attack outside of their home country, they need to be able to trace a supply line back to a supply source, either in their home country or an occupied country. To do that, they need to be near a headquarters unit which can trace supply back to a primary or secondary supply source using rail lines. Because the only way to take enemy held victory cities and enemy capitals is by attacking in foreign lands, these lines of communication are crucial for making progress.

1.3 Naval Units
If the enemy is overseas, then supply/communication lines need to extend overseas. This is done by having convoys in contiguous sea areas stretching from the overseas location to the home supply source. To keep overseas units in supply, there must be at least one convoy per sea area, thereby forming a convoy pipeline. The convoys are extremely vulnerable to attack, so naval units are used to defend friendly and attack enemy convoy pipelines. If all supply lines could be land based, then the naval units would have very little value. This is why historically Germany and the USSR fought such a prolonged and bloody conflict with virtually no naval units involved.

1.4 Air Units
Air units enable a player to provide additional striking power at the point of attack. This can be done when attacking or defending, on land and at sea. Air units also have a limited ability to transport land units and supply. One unique role they perform is to attack enemy production through strategic bombing. In general though, air units are augmentations to land and naval forces, which respectively perform the primary tasks of taking territory and providing supply.

1.5 Transportation Lines
In addition to the rail lines and convoy pipelines providing supply, these same 2 transportation lines are used to transport resources to factories and reinforcements to the frontlines. The mechanism is so similar to those for maintaining supply, that for most purposes they can be thought of as the same. What has to be kept in mind is that the importance of the rail lines and convoy pipelines is multiple: (1) to provide supply, (2) to send reinforcements to the frontlines, and (3) to send resources to factories.

1.6 Production
Once resources have been delivered to a factory, production points are produced. Depending on the intensity of the war effort, production points are converted into a number of build points. Build points are used to create new land, naval, and air units. They can also be used for repairing naval units, generating supply depots, and creating new factories. Being unable to generate a substantial number of build points each turn means that a country is unable to replace losses to its army, navy, air force, and merchant marine, and eventually it is doomed to defeat.
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RE: What Do You Think Needs to be in World In Flames PC Game

Post by Joseignacio »

Humm...

Steve, ¿wan't it in the rules that you cannot end a turn until the second impulse of both players is over? We are playing with this "rule", I made a fast checkout of the RAW and I didn't see it but I wouldn't be surprised that it is, because this matter is explained in different parts of the RAW.

Anyway... ¿where did you leanrn maths? . An average of 6 muliplied by 36 turns is not 108 action fases, but 216!!! meaning 108 per side.[:-][:D]
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RE: What Do You Think Needs to be in World In Flames PC Game

Post by Zorachus99 »

Three impulse turns happen.

The number of impulses can be readily reduced during 39-42 if the allies 'minipass' regularly after impulse number 6 or so... (basically when the chance of turn ending is 10% or greater).
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RE: What Do You Think Needs to be in World In Flames PC Game

Post by Anendrue »

ORIGINAL: Simulation01

I'm not sure what to think now.  I'm certainly disappointed with respect to invading the USA, however these impulses are not something I've heard of.  I was expecting WIF to be like Axis and Allies on steroids....

I am used to turn based games like Civilization IV and Galactic Civilizations II.  These "impulses" sound like turns within turns or "waves" of changes before actually hitting the turn button....I am certainly confused.  I have steered away from games like War in the Pacific because of their tendency to be simple rehashes of old battles, while I prefer to control the entire war instead.[:(]
In my humble opinion (IMHO) comparing WiF to Axis and Allies on steroids is not even close. Although I may have used that expression myself from time to time to explain to new players that it is a very complex game although a heck of a lot more entertaining. I would rather compare it to chess. Chess has 32 pieces and 64 squares, a limited rule set for movement and combat. WiF on the other hand, from the ADG Annual 2008...

[blockquote]"is the most complicated war game there is. The MWIF map is 360 by 195 (70,200 hexes) with 8 major powers, 252 named geographic / political land areas, 83 sea areas, 12 types of terrain, and 6 weather zones. There are over 6,000 individual units, 68 unit types, plus many other odd pieces of unit data: divisions, elite, flying boats, night fighters, and so on. The sequence of play has over 50 ‘phases’ and there are 5 major subphases (air missions, land combat, naval combat, declaration of war, and declaring Vichy France)."[/blockquote]
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RE: What Do You Think Needs to be in World In Flames PC Game

Post by Skanvak »

A possibility to continue the game after the official end is interesting and should be added. The bottomline is that the game don't go far without extension (Patif).

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Skanvak
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RE: What Do You Think Needs to be in World In Flames PC Game

Post by Shannon V. OKeets »

ORIGINAL: Joseignacio

Humm...

Steve, ¿wan't it in the rules that you cannot end a turn until the second impulse of both players is over? We are playing with this "rule", I made a fast checkout of the RAW and I didn't see it but I wouldn't be surprised that it is, because this matter is explained in different parts of the RAW.

Anyway... ¿where did you leanrn maths? . An average of 6 muliplied by 36 turns is not 108 action fases, but 216!!! meaning 108 per side.[:-][:D]
As my mother use to say: "... getting old and decrepit (sp)"

===
EDIT: Making the number of impulses always come out even eliminates one of the key features of WIF, the opportunity to gain an extra impulse in a turn over your opponent. The rules are quite explicit that this can happen: the initiative marker moves towards the side that had fewer impulses when one side has both the first and last impulse in a turn.
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