Sequence of Play Tutorial - #10

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: Sequence of Play Tutorial - #10

Post by Shannon V. OKeets »

The sequence of play for the End of Turn is code that I have not looked at very much. And in the case of the Intelligence Phase, it is a brand new phase (CWIF did not have anything about it) and I haven't written any code for it yet.

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RE: Sequence of Play Tutorial - #10

Post by Shannon V. OKeets »

4th and last in the series.

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RE: Sequence of Play Tutorial - #10

Post by Froonp »

ORIGINAL: Shannon V. OKeets
I still have to go back and finish up some of the remaining pages on weather and hex control/stacking.
On page 17, penultimate you say :
"When the Oil rules are in effect, some oil will have to be spent on reorganizing the more expensive units."

It should be IMHO :
"When the Oil rules are in effect, some oil will have to be spent on reorganizing the oil dependant units."
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RE: Sequence of Play Tutorial - #10

Post by Froonp »

Page 18 you mention the Naval Repair Phase, that is just before Production Phase.
What's this ?
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RE: Sequence of Play Tutorial - #10

Post by Froonp »

Page 18, third para you write :
"Some BPs may have been lost to strategic bombing...."

Strategic bombing destroys PP, not BPs. You should change this as this will misslead people already well misslead about this rule.
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RE: Sequence of Play Tutorial - #10

Post by Mziln »

ORIGINAL: Froonp

Page 18, third para you write :
"Some BPs may have been lost to strategic bombing...."

Strategic bombing destroys PP, not BPs. You should change this as this will misslead people already well misslead about this rule.

Patrice is correct.

Steve would be correct if he was talking about "saved build points". But that is in another paragraph and nothing is mentioned about Strategic bombardment of them.
11.7 Strategic bombardment

Where there is more than one target in the hex, the order you apply results are: production points, oil resources, saved oil (see 13.5.1), saved build points (13.6.8), blue factories (22.2), red factories (22.2), synth oil (22.4.11), and then oil hexes (22.4.11).
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RE: Sequence of Play Tutorial - #10

Post by Shannon V. OKeets »

ORIGINAL: Froonp

Page 18 you mention the Naval Repair Phase, that is just before Production Phase.
What's this ?
I haven't figured this out yet, though I have spent several hours analyzing the CWIF code. As near as I can tell/remember, naval units that were repaired in an earlier turn are advanced closer to being a reinforcement. This is not how I would have coded naval unit repairs, but I am reluctant to make any changes until I fully understand what is going on.
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RE: Sequence of Play Tutorial - #10

Post by Shannon V. OKeets »

ORIGINAL: Froonp
ORIGINAL: Shannon V. OKeets
I still have to go back and finish up some of the remaining pages on weather and hex control/stacking.
On page 17, penultimate you say :
"When the Oil rules are in effect, some oil will have to be spent on reorganizing the more expensive units."

It should be IMHO :
"When the Oil rules are in effect, some oil will have to be spent on reorganizing the oil dependant units."
Ok.
Steve

Perfection is an elusive goal.
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RE: Sequence of Play Tutorial - #10

Post by Shannon V. OKeets »

ORIGINAL: Mziln

ORIGINAL: Froonp

Page 18, third para you write :
"Some BPs may have been lost to strategic bombing...."

Strategic bombing destroys PP, not BPs. You should change this as this will misslead people already well misslead about this rule.

Patrice is correct.

Steve would be correct if he was talking about "saved build points". But that is in another paragraph and nothing is mentioned about Strategic bombardment of them.
11.7 Strategic bombardment

Where there is more than one target in the hex, the order you apply results are: production points, oil resources, saved oil (see 13.5.1), saved build points (13.6.8), blue factories (22.2), red factories (22.2), synth oil (22.4.11), and then oil hexes (22.4.11).
Ok.
Steve

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RE: Sequence of Play Tutorial - #10

Post by Greyshaft »

uh... maybe you want to rename this step?
Imagine what would happen if they were being squeezed on both flanks...

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RE: Sequence of Play Tutorial - #10

Post by composer99 »

Perhaps for the final versions of the tutorials the "internal" names for the different phases can be omitted.
 
I assume your comment was at least partly in jest, though, given the puking smiley.
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RE: Sequence of Play Tutorial - #10

Post by koontz »

When you play an internet game, how does it work?

Is that all players are doing there moves attacks and so on at the same time?

And when everyone is ready they end their turn, there will be like an "combat turn"

Or will it work as axis&allies? [:)]
Amateurs study tactics, professionals study logistics.

"All warfare is based on deception. There is no place where espionage is not used. Offer the enemy bait to lure him."
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RE: Sequence of Play Tutorial - #10

Post by Shannon V. OKeets »

ORIGINAL: koontz

When you play an internet game, how does it work?

Is that all players are doing there moves attacks and so on at the same time?

And when everyone is ready they end their turn, there will be like an "combat turn"

Or will it work as axis&allies? [:)]
The WIF/MWIF sequence of play is highly interactive between the players. While there are phasing (proactive moves and combats) and non-phasing (reactive moves and combats) sides, it is rare during an impulse for the phasing side to make moves that the other side does not respond to.

Land moves are one place where the non-phasing side may spend the impulse sitting on their hands, but even there they may have to make decisions if some of their units are overrun. Land combat almost always requires players on both side to make decisions: choice of combat (assault or blitz) and which units suffer losses often up to the non-phasing/defending side.

Air missions typically have the two sides alternate who decides; for example, the attacker sends in bombers, the defender sends up fighter interceptors, and the attacker then send up his fighters to intercept the interceptors. Air-to-air combat is even more intense in alternating who decides which air unit suffers/is blessed by the result of a die roll.

Naval movement is even more interactive, with the possibility of the non-phasing side intercepting the phasing side's naval units multiple times during the movement of a stack of naval units.

So, to answer your question, in a NetPlay game, MWIF determines which major powers have decisions to make and waits until those players have made their moves/decisions, before advancing to the next phase/subphase in the sequence of play. For land moves, it is to be expected that one side will complete all their moves and then click on the end-of-phase button. Once all major powers have ended the Land Movement phase, then whatever comes next in the sequence of play is determined by the program.

MWIF keeps a set of buttons lit on each player's computer so everyone knows who is currently making decisions. The sequence of play form is dynamically maintained by the program, so even beginners will know what is going to happen next. Here is an example of the SOP form.

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RE: Sequence of Play Tutorial - #10

Post by Centuur »

ORIGINAL: Shannon V. OKeets

ORIGINAL: koontz

When you play an internet game, how does it work?

Is that all players are doing there moves attacks and so on at the same time?

And when everyone is ready they end their turn, there will be like an "combat turn"

Or will it work as axis&allies? [:)]
The WIF/MWIF sequence of play is highly interactive between the players. While there are phasing (proactive moves and combats) and non-phasing (reactive moves and combats) sides, it is rare during an impulse for the phasing side to make moves that the other side does not respond to.

Land moves are one place where the non-phasing side may spend the impulse sitting on their hands, but even there they may have to make decisions if some of their units are overrun. Land combat almost always requires players on both side to make decisions: choice of combat (assault or blitz) and which units suffer losses often up to the non-phasing/defending side.

Air missions typically have the two sides alternate who decides; for example, the attacker sends in bombers, the defender sends up fighter interceptors, and the attacker then send up his fighters to intercept the interceptors. Air-to-air combat is even more intense in alternating who decides which air unit suffers/is blessed by the result of a die roll.

Naval movement is even more interactive, with the possibility of the non-phasing side intercepting the phasing side's naval units multiple times during the movement of a stack of naval units.

So, to answer your question, in a NetPlay game, MWIF determines which major powers have decisions to make and waits until those players have made their moves/decisions, before advancing to the next phase/subphase in the sequence of play. For land moves, it is to be expected that one side will complete all their moves and then click on the end-of-phase button. Once all major powers have ended the Land Movement phase, then whatever comes next in the sequence of play is determined by the program.

MWIF keeps a set of buttons lit on each player's computer so everyone knows who is currently making decisions. The sequence of play form is dynamically maintained by the program, so even beginners will know what is going to happen next. Here is an example of the SOP form.

Image
This makes the game so very good. Even in your opponents impulses, you have to take actions and make decisions. No sir, you can't go to the toilet when your opponent is moving his units in MWIF, I'm afraid... [:D]
Peter
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