First 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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Angeldust2
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RE: First game

Post by Angeldust2 »

My guess: There is a form hidden somewhere beneath the main map, probably just a confirmation box for placement of the partisan? If you find and close such a form, you will be able to progress.
wobbleguts
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RE: First game

Post by wobbleguts »

It was getting late so I decided to save the game and post the problem tomorrow (ie, today). Saved it, loaded the game today and the problem is magically fixed. No idea why, but the end phase button is now green!
Strange fix but it worked for me.
wobbleguts
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RE: First game

Post by wobbleguts »

having got past that problem, I went to the production phase. Am now completely lost in the MWIF universe. I watched both video tutorials again about this and they really don't make any sense. The one thing I picked up was that saved oil resources could re-organise units. ie, don't use oil for production. Is that right? If so do do I have to position saved oil close to the units which need re-organising?
Angeldust2
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RE: First game

Post by Angeldust2 »

No, the oil to reorganise oil-dependant units does not need to be near to those units, just a supply path of any length is required.
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rkr1958
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RE: First game

Post by rkr1958 »

ORIGINAL: Angeldust2

No, the oil to reorganise oil-dependant units does not need to be near to those units, just a supply path of any length is required.
1 exception. Ships at sea can be reorganized using any oil, even an oil point that's completely surrounded by the enemy. Hint: In such a case, reorg those ships first using that oil point; otherwise they'll reorg using whatever oil point you're currently using for other units.
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rkr1958
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RE: First game

Post by rkr1958 »

ORIGINAL: rkr1958

ORIGINAL: Angeldust2

No, the oil to reorganise oil-dependant units does not need to be near to those units, just a supply path of any length is required.
1 exception. Ships at sea can be reorganized using any oil, even an oil point that's completely surrounded by the enemy. Hint: In such a case, reorg those ships first using that oil point; otherwise they'll reorg using whatever oil point you're currently using for other units.
Here's a specific (and current game) example of what I'm talking about. I used the French held, but completely cutoff, AUT oil at 56,40 to reorg the French BB Bretagne remaining at sea in the West Med. For the remainder of the French units needing reorg, which weren't ships at sea, I had to use the saved oil Paris. Unfortunately in this specific example being able to use the capture AUT oil to reorg the Bretagne didn't save me enough oil not to have to expend the saved oil in Paris.


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Courtenay
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RE: First game

Post by Courtenay »

You will want to use some oil for production. Some countries (Axis, France) are very short of oil. Others (US, Russia) have lots. China doesn't have any. So you don't use China's one precious oil point for production. Because of rounding, China can reorganize 0.4 points of oil (one HQ) a turn without using up its oil.

Everyone can use that trick. Reorganizing units with a cost of 1.4 points of oil uses the same one point of oil as reorganizing units with a cost of 0.6 points of oil. (Assuming you have 2 points of oil to begin with.)

Russia and the US and the CW will all use oil in production. The Axis will, too, but more reluctantly. Don't expect to get it right the first time you play.
I thought I knew how to play this game....
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rkr1958
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RE: First game

Post by rkr1958 »

ORIGINAL: Courtenay
Don't expect to get it right the first time you play.
I've been playing this game since Feb 2014 and I still don't expect to get it right. Not sure I ever will. [:D]
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Courtenay
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RE: First game

Post by Courtenay »

ORIGINAL: rkr1958

ORIGINAL: Courtenay
Don't expect to get it right the first time you play.
I've been playing this game since Feb 2014 and I still don't expect to get it right. Not sure I ever will. [:D]
Well yes, of course. No one does. But keep that a secret. I don't want to discourage the new player. [:)]
I thought I knew how to play this game....
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Centuur
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RE: First game

Post by Centuur »

ORIGINAL: Courtenay

ORIGINAL: rkr1958

ORIGINAL: Courtenay
Don't expect to get it right the first time you play.
I've been playing this game since Feb 2014 and I still don't expect to get it right. Not sure I ever will. [:D]
Well yes, of course. No one does. But keep that a secret. I don't want to discourage the new player. [:)]

Why keep that a secret. It's what make this game so very good. [:D]
Peter
wobbleguts
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RE: First game

Post by wobbleguts »

ORIGINAL: Angeldust2

My guess: There is a form hidden somewhere beneath the main map, probably just a confirmation box for placement of the partisan? If you find and close such a form, you will be able to progress.

Hi,

Reached the next turn and hit the exact same problem. ie, I had to put a partisan unit on the map as requested but cannot progress any further after I do so (end phase grayed out). I minimized all the windows but there is no hidden form. Please refer to screenshot above.

As before I saved the game, restarted and can now progress, but the phase information field is empty when I do so. It's a work around that works but a messy one.







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Joseignacio
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RE: First game

Post by Joseignacio »

Which version are you using? I had these problems earlier, while using 3.2 or 4.0, not sure. but now using 4.1.2 not happenning by now.
wobbleguts
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RE: First game

Post by wobbleguts »

ORIGINAL: Joseignacio

Which version are you using? I had these problems earlier, while using 3.2 or 4.0, not sure. but now using 4.1.2 not happenning by now.

Currently running v3.2.0 (upgraded from v3.0.2) I saw there is a v4x available for download, but you need to install a beta version of a file before it will work. At this stage I don't want the added complexity of possibly buggy beta updates so settled for v3.2.0 instead.
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Joseignacio
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RE: First game

Post by Joseignacio »

Yes I am wary of beta versions, beta versions are for beta testers, not a stable version yet, that's why they are called betas. You are right.

However, I had evaluated with my opponent whether to upgrade to 4 or not, and because of a misundertanding, he did, although we still had not agreed completely. After some installation problems, we are playing now with 4.1.2, the most recent hotpatch version. We have only played one afternoon but it seems to go well, in some hours we'll have another and we'll know better.

Only problem is the production phases which are a serious pain in the ass no matter which version, because the AI keeps trying stupid routes that it will not let you change. I change them and compute and it simply does the same stupid thing in some other route. Like this, all the time.
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RE: First game

Post by Shannon V. OKeets »

ORIGINAL: Joseignacio

Yes I am wary of beta versions, beta versions are for beta testers, not a stable version yet, that's why they are called betas. You are right.

However, I had evaluated with my opponent whether to upgrade to 4 or not, and because of a misundertanding, he did, although we still had not agreed completely. After some installation problems, we are playing now with 4.1.2, the most recent hotpatch version. We have only played one afternoon but it seems to go well, in some hours we'll have another and we'll know better.

Only problem is the production phases which are a serious pain in the ass no matter which version, because the AI keeps trying stupid routes that it will not let you change. I change them and compute and it simply does the same stupid thing in some other route. Like this, all the time.
I have examined hundreds of saved games where players complain that the program is not letting them do what they want to do with routing resources overseas.

In 90+% of the cases the problem is that the player does not have enough convoys to fulfill his desired routes. Try looking as Unused Convoys in the Production Planning form (global insert map). If there are zero convoys unused in a sea area, then the program has tapped out all the convoys there with the routes is has found. To identify which resources are going through a sea area, use the Route Layout of the Production Planning form and right click on a sea area (Unused Convoys NOT checked). The program will then display just the resources that are going through that sea area. This often helps identify what is happening that you did not expect to happen.

For example, I saw one game where the program was routing a Russian resource in the Caucasus through the Med and up to Murmansk to get it to a factory in Moscow (no overland route was possible). That messed up a lot of stuff that the Commonwealth wanted to do. Setting the resources in the Caucasus to a Default of Idle, reduced the amount that the USSR could produce, but it let the Commonwealth use a lot of convoys for its own purposes.
Steve

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Joseignacio
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RE: First game

Post by Joseignacio »

I believe this is not the case.

Routing the 2 Australians to Canada was easy.

Cannadians were messed up but with one or two hours of fighting an swearing I could make them six be part of the 10 I allotted through East Coast- North Athlantic- Feroes

There were still 4 more in that route, that corresponded to 3 from Mene Grande (venezuela) and one from Port of Spain, Trinidad, that have 4 in the Caribbean and then follow the East Coast route.

The one from British Guyana I opted to send it through Central Athlantic- Cape St Vincent - Gulf of Biscay.

There are enough CONV for all, the ones coming from South Africa and Rhodesia have their 3 conv along, all the same. French are not "stealing" one of them to carry the one from Senegal, because this resource is idle.

So, the 3 african CW resources should reach easily because they have 3 convoys all the way to St Vincent, where they join with one from Persia and the other from Guyana (the Cyprus one is sent to Southern france as a Trade agreement).

So, my 10 resources from Caribbean+ Canada should reach to feroes, and the 3 African + 1 Persian + Guyana reach through the 6 in Cape St VIncent and Bay of Biscay to UK.

But they don't, sometimes I have been able to have deliver 15 (14+1 Fr) but the game keeps sending one of the Mene Grande to Caribbean- Central Ath- North Ath- Feroes, and when everything else is optimized, everytime I correct that obvious inefficiency, it keeps disarranging another of Mene Grande or Port of Spain, which could only be understandable if the route I am proposing is too busy and out of conv, and in the game it is because of the IA arrangements, but in truth there are enough convoys to carry the resources as I planned.


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Joseignacio
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RE: First game

Post by Joseignacio »

One of the Caribbean routes keeps vampirizing the central atlantic conv reserved for the Guyana resource like they didn't have a proper way through the east coast- north atlantic line and uses up without a reason and without efficiency the Central atlantic one. And if i change this, then another caribbean route changes to the inefficient path, using up the conv.

The canadian conv go well, all of them:



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Joseignacio
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RE: First game

Post by Joseignacio »

But the caribbean ones keep on trying to use the central atlantic, which they dont need, blocking the pass to other resources and if i change it following the indicated steps it just disarranges another caribbean route so that it will use caribbean + central atlantic + north atlantic instead of just caribbean + East Coast (free conv there) + north atlantic. Without a reason I can guess, since this is a detour not needed at all.

I am showing the step of the red edition to show I know how to do it.



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