Noticed a minor irritation when checking the Production Form while looking for available units to build. The form lists all available units in force pools and among other things units off the map (already in production for example).
Here now the line for Motorized Units (corps) is missing despite the fact that there are 2 MOTs off map in production line arriving in 1942 Jan/Feb. In comparison the line for MECs is visible, showing 1 MEC available (in Force Pool) and one Off Map (in production line arriving the same time as the 2 MOTs).
Not much of a problem but could be misleading when using the form for quickchecking what units are possibly available for set up in the near future.
with kind regards
PS: Also the line for pilots (not visible in this attachment for scrolling reasons) shows 2 On Map and Two Off Map; in fact there are 2 German pilots in the reserve pool and 2 arriving 1941 Nov/Dec.
PPS: It would be nice if the sort order of this table (and others) would be changeable (at least I was not able to change it).
Attachments
Production..Missing.jpg (718.58 KiB) Viewed 164 times
And it is also my belief that there has to be CAP for the active player during Ground Support.
I believe if there are zero units of that type currently in the Force Pool or on the map, it skips showing the associated line. If it were to show because of units arriving in future years, then it you'd expect it to show the net for all future years. Pilots are unlimited as long as BPs and gearing are available to build them.
Yes indeed, I noticed in the meantime that the moment you build the last unit of a type the line disappears.
Still I think that this is no good solution and showing the line with a zero in the Available column would be better.
The Off Map column doesn't show what's arriving in future years but due to the description in the help panel (and looking at the numbers shown in the example this seems to fit, except for the pilots):
The Off Map column shows what is in Production, Interned, Reserve, or Repair pools.
So it shows what is available or arriving in the (near) future (leaving Interned Pool aside) and gives at a quick glance an help to decide if building of this unit type deems necessary or not.
with kind regards
And it is also my belief that there has to be CAP for the active player during Ground Support.
I think what could be done is only to have that line disappearing if there aren't any "build ahead" units available too. Sure, it is a cosmetic issue, but if it could be put into the game, it would be an asset to have, I believe.
I believe that if a change were made to show all possible unit types, you wouldn't like it. There are many unit types that would then appear in the list with zero available units to build. That would clutter up the list of possible units to build and cause almost every major power to have to scroll to the bottom of the list to see all the units that could be built. Right now, the omission of unit types where there are none available, makes it easier to find those can be built.
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Here are the unit types as the program sees them. Note that the Production form splits out multiple lines for some unit types depending on how much they cost to build (e.g., fighters).
Well, my idea was not to show all units which are availabe in the game for everyone to everyone in this table, but not to delete from the table the lines which were already shown before, the moment the last avaiable unit of this type is built when there are still units of the same type on the production line (i.e. visible in the Off Map column of the table were the line not deleted).
In general force pool management in this game is a art in itself, I know that as I spent years playing WIF as a boardgame.
And lots of players came up with truely ingenious methods of sorting out this myriads of counters, only to mention the use of opaque plastic trays from hardware stores or ringbinders for coin collection for example.
Important is that you get an overview at a glance what is there to build and what is there already built.
In a computer game this should be possible to manage I suppose. Just start with making the table sortable by every column, or/and pool them to land, air, and naval type at the top sort level, or/and show only summary lines per gearing class when the table opens, with the possibility to allow to zoom in to the different unit types where wanted. That would help a lot!
with kind regards
And it is also my belief that there has to be CAP for the active player during Ground Support.
And lots of players came up with truely ingenious methods of sorting out this myriads of counters, only to mention the use of opaque plastic trays from hardware stores or ringbinders for coin collection for example.
Important is that you get an overview at a glance what is there to build and what is there already built.
What I do now for the boardgame is use the Vassal force pools, take a screen cap, convert it to jpg and get it printed (5 x 7) at the one hour photo for ten cents each. Better prints than most people's home printer and you can probably do all the countries for less than $2.
With a bit of magic like WarHunter does, the ones from MWiF would probably look even better done this way.