Production Phase

A sub-forum for players new to WIF, containing information on how to get started and become an experienced player.

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Platon
Posts: 135
Joined: Fri May 16, 2014 10:01 am

Production Phase

Post by Platon »

Barbarossa Final Production Phase at end of first turn. Looking at Production Summary & Details Form of Germany it shows the 3 resources from Sweden are used in production in German factories. But none of them are marked as convoyed like in the video tutorial concerning this phase despite ten German convoys it the Baltic sea area. In the scenario description it states that these three resources have to be shipped through the Baltic. What am I missing here?

PS: Another interessting point: A look into the reserve pool shows USSR having 18(!) pilots in the reserve pool. That can't possibly be true. Germany shows 1. The latter could be correct as far I remember how the aircombat results were this round.

And it is also my belief that there has to be CAP for the active player during Ground Support.
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AxelNL
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RE: Production Phase

Post by AxelNL »

ORIGINAL: Platon

Barbarossa Final Production Phase at end of first turn. Looking at Production Summary & Details Form of Germany it shows the 3 resources from Sweden are used in production in German factories. But none of them are marked as convoyed like in the video tutorial concerning this phase despite ten German convoys it the Baltic sea area. In the scenario description it states that these three resources have to be shipped through the Baltic. What am I missing here?

PS: Another interessting point: A look into the reserve pool shows USSR having 18(!) pilots in the reserve pool. That can't possibly be true. Germany shows 1. The latter could be correct as far I remember how the aircombat results were this round.


Can you post a savegame for one of us to look at?
Platon
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Joined: Fri May 16, 2014 10:01 am

RE: Production Phase

Post by Platon »

I hope I got the save file right.

Edit: Found one more weird fact in this save file. Playing a hot seat session, after several restores the names of the players suddenly switched. Adolf is now the ruler of the russian hordes and Josef wants to destroy communism :)

EditEdit: Found an older save version of this gme right after finishing setup for both sides. The 18 russian pilots were already there when looking into the Reserve Pool.
Attachments
Barbarossa..oltsBug.zip
(1.44 MiB) Downloaded 6 times
And it is also my belief that there has to be CAP for the active player during Ground Support.
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AxelNL
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RE: Production Phase

Post by AxelNL »

I looked at your file. I think I remember that for the Barbarossa scenario the Swedish resource transportation is hardcoded. This scenario is not about naval operations, therefor managing convoys is done by the scenario. No worries here.

18 pilots in the reserve pool is indeed strange. The fast start savegame starts with 1 each. But how to reproduce this happening is the question. Without that, it is very difficult to prevent a bug from repeating itself.

Same goes for the name switching. Can't remember this being reported earlier as well. Did you restore every time from the Main Form? That might be a cause. You can't restore more than 3 times from that menu because there is a memory bug which Steve has not been able to squash yet. There might be already a problem appearing in the third restore, causing the strange behaviour. Better to restore from the first "splash screen".

Some advice: you are playing with almost all options on. The learn this game it is better to take a minimum set.
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Courtenay
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RE: Production Phase

Post by Courtenay »

There is some bug in the set up that randomly gives extra pilots to countries. In my game the US somehow got eight extra pilots. Since it is an intermittent bug, it is not easy to figure out what causes it. Since all it does is give extra pilots at setup, one can just ignore the bug by not using the extra pilots.
I thought I knew how to play this game....
Platon
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Joined: Fri May 16, 2014 10:01 am

RE: Production Phase

Post by Platon »

Yes, I restored often from the Main Form, so that could be a good explanation. Will avoid that in the future. Don't worry about me having to much Options on. I started playing WIF as boardgame half a liftime ago and am eager to see how this computer game handles all this stuff. I myself am fine with all of Harrys rules :)
And it is also my belief that there has to be CAP for the active player during Ground Support.
Platon
Posts: 135
Joined: Fri May 16, 2014 10:01 am

RE: Production Phase

Post by Platon »

This brings me to another point. Is there some kind of gameeditor with which one can override such things or generally make changes of the game data?
And it is also my belief that there has to be CAP for the active player during Ground Support.
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paulderynck
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RE: Production Phase

Post by paulderynck »

No. There is a Debug tool, but it is limited in functionality, and it's been found that there are times when changes made with it can "ripple down" into an unrecoverable bug later in the same game.

So it was decided that the Debug tool would not be made available as part of the game.
Paul
Platon
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Joined: Fri May 16, 2014 10:01 am

RE: Production Phase

Post by Platon »

Ok, thanks.
And it is also my belief that there has to be CAP for the active player during Ground Support.
Shannon V. OKeets
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RE: Production Phase

Post by Shannon V. OKeets »

ORIGINAL: Platon

This brings me to another point. Is there some kind of gameeditor with which one can override such things or generally make changes of the game data?
The appendices give details on the data files and you can edit them to change many of the values for units. See the subforum on Mods, where some players have changed all the unit colors.
Steve

Perfection is an elusive goal.
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