A Layman's Guide to Successfully Editing the MWiF Game File.
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- matrixdavidc
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Re: A Layman's Guide to Successfully Editing the MWiF Game File.
A man can never have too much red wine, too many books, or too much ammunition.
Re: A Layman's Guide to Successfully Editing the MWiF Game File.
Cool. Thanks!matrixdavidc wrote: Fri Nov 14, 2025 11:50 pm Hi Ronnie
It's a dry lake.
https://en.wikipedia.org/wiki/Lake_Eyre
Ronnie
- Joseignacio
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- Location: Madrid, Spain
Re: A Layman's Guide to Successfully Editing the MWiF Game File.
Every time we play the game, new and nastier bugs appear.
Today there were many naval searches and some combats.
First, I had the usual problems loading and transporting units, when more than one land unit and in the same naval move.
Then I selected one of the searches, and the game simply skipped it and didn't let me do it or my opponent send Navs to intercept.
In a naval combat a CR with 1 AA with no surprise (I had it, in fact) died but my NAV dissapeared, and couldnt be because of Flak.
So, I understand it probably is because the file is getting somewhat corrupted after so many edits, but I still have hopes that moving to 8.X could help...
Anyway, is there a way to try to debug it? I guess there is no tool or option in-game, but I cannot see any other way.
Today there were many naval searches and some combats.
First, I had the usual problems loading and transporting units, when more than one land unit and in the same naval move.
Then I selected one of the searches, and the game simply skipped it and didn't let me do it or my opponent send Navs to intercept.
In a naval combat a CR with 1 AA with no surprise (I had it, in fact) died but my NAV dissapeared, and couldnt be because of Flak.
So, I understand it probably is because the file is getting somewhat corrupted after so many edits, but I still have hopes that moving to 8.X could help...
Anyway, is there a way to try to debug it? I guess there is no tool or option in-game, but I cannot see any other way.
Re: A Layman's Guide to Successfully Editing the MWiF Game File.
We can try. Post the game file and enumerate what you need/wish. FYI - we'll have to switch it to single player mode (solitary) to edit; but hopefully you can switch it back?Joseignacio wrote: Thu Dec 11, 2025 5:22 pm Every time we play the game, new and nastier bugs appear.
Today there were many naval searches and some combats.
First, I had the usual problems loading and transporting units, when more than one land unit and in the same naval move.
Then I selected one of the searches, and the game simply skipped it and didn't let me do it or my opponent send Navs to intercept.
In a naval combat a CR with 1 AA with no surprise (I had it, in fact) died but my NAV dissapeared, and couldnt be because of Flak.
So, I understand it probably is because the file is getting somewhat corrupted after so many edits, but I still have hopes that moving to 8.X could help...![]()
Anyway, is there a way to try to debug it? I guess there is no tool or option in-game, but I cannot see any other way.![]()
Ronnie
- Joseignacio
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Re: A Layman's Guide to Successfully Editing the MWiF Game File.
Thanks a lot for trying, I will upload it tomorrow, after our saturday session
And yes, I can switch it back
And yes, I can switch it back
- Joseignacio
- Posts: 3138
- Joined: Fri May 08, 2009 11:25 am
- Location: Madrid, Spain
Re: A Layman's Guide to Successfully Editing the MWiF Game File.
Here it goes.
Today the Nav dissapeared again when searched. And went to the Destroyed pool. Since it seems the game wants it to be there, I let it there and brought instead the other version, which had been scrapped earlier. We'll see
The game has started to do very strange things, like not allowing to move a Mot Art to San Diego, from the adjacent hex. I used MAGIC with this.
Regards
Today the Nav dissapeared again when searched. And went to the Destroyed pool. Since it seems the game wants it to be there, I let it there and brought instead the other version, which had been scrapped earlier. We'll see
The game has started to do very strange things, like not allowing to move a Mot Art to San Diego, from the adjacent hex. I used MAGIC with this.
Regards
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- NP - 2025_12_13_2123 - Jabisbis.zip
- (1.49 MiB) Downloaded 28 times
- Joseignacio
- Posts: 3138
- Joined: Fri May 08, 2009 11:25 am
- Location: Madrid, Spain
Re: A Layman's Guide to Successfully Editing the MWiF Game File.
Here it goes.
Today the Nav dissapeared again when searched. And went to the Destroyed pool. Since it seems the game wants it to be there, I let it there and brought instead the other version, which had been scrapped earlier. We'll see
The game has started to do very strange things, like not allowing to move a Mot Art to San Diego, from the adjacent hex. I used MAGIC with this.
Regards
Today the Nav dissapeared again when searched. And went to the Destroyed pool. Since it seems the game wants it to be there, I let it there and brought instead the other version, which had been scrapped earlier. We'll see
The game has started to do very strange things, like not allowing to move a Mot Art to San Diego, from the adjacent hex. I used MAGIC with this.
Regards
- Attachments
-
- NP - 2025_12_13_2123 - Jabisbis.zip
- (1.49 MiB) Downloaded 27 times
Re: A Layman's Guide to Successfully Editing the MWiF Game File.
(1) Is it the CW NAV that was erroneously destroyed?Joseignacio wrote: Sun Dec 14, 2025 12:34 am Here it goes.
Today the Nav dissapeared again when searched. And went to the Destroyed pool. Since it seems the game wants it to be there, I let it there and brought instead the other version, which had been scrapped earlier. We'll see
The game has started to do very strange things, like not allowing to move a Mot Art to San Diego, from the adjacent hex. I used MAGIC with this.
Regards
(2) If so, I can place it where ever you wish.
(3) Do you wish that?
(4) If so, where?
Ronnie
- Joseignacio
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- Joined: Fri May 08, 2009 11:25 am
- Location: Madrid, Spain
Re: A Layman's Guide to Successfully Editing the MWiF Game File.
Yes. That plane is the one that I brought twice to the map and twice dissapeared.
Then I let it be and instead brought its "twin" to the location from the Scrap. Itwas the 2 box in the South China sea. Use this or the other as you like, the problem for me is not putting the plane in the map which I can do but keep it there because it always go when there is a search, even the first time when I had not tangled with it. And it is not the only counter with which this has happened, IIRW, a CR loaded with a div (I think that one was solved, we'll see if they have an interception later on...) and maybe more.
I would say better not touch that one, because I brought it back ... but in truth, maybe I did something wrong.
I deleted the number (449) from the ",stack" line,
changed the number of destroyed units 2 lines above
changed the -1 of the (I think) appropriate line to the 4 field (on map)
set the location in the usual line
set the field wrapped number to 0 because pooll 0 x 2048 = 0
Then I let it be and instead brought its "twin" to the location from the Scrap. Itwas the 2 box in the South China sea. Use this or the other as you like, the problem for me is not putting the plane in the map which I can do but keep it there because it always go when there is a search, even the first time when I had not tangled with it. And it is not the only counter with which this has happened, IIRW, a CR loaded with a div (I think that one was solved, we'll see if they have an interception later on...) and maybe more.
I would say better not touch that one, because I brought it back ... but in truth, maybe I did something wrong.
I deleted the number (449) from the ",stack" line,
changed the number of destroyed units 2 lines above
changed the -1 of the (I think) appropriate line to the 4 field (on map)
set the location in the usual line
set the field wrapped number to 0 because pooll 0 x 2048 = 0
- Joseignacio
- Posts: 3138
- Joined: Fri May 08, 2009 11:25 am
- Location: Madrid, Spain
- Joseignacio
- Posts: 3138
- Joined: Fri May 08, 2009 11:25 am
- Location: Madrid, Spain
Re: A Layman's Guide to Successfully Editing the MWiF Game File.
So that people know, the spanish Cartagena MIL doesn't deploy if you align the country.
The game shows it, and alleges there is no place to deploy, although Cartagena only hosts 1 div at the moment (plus a couple of ships), and it is not a city -but it wasnt either in the WIFFE map, and maybe it hasnt been noticed because aligning Spain is not frequent.
I am going to deploy it from the Pool
The game shows it, and alleges there is no place to deploy, although Cartagena only hosts 1 div at the moment (plus a couple of ships), and it is not a city -but it wasnt either in the WIFFE map, and maybe it hasnt been noticed because aligning Spain is not frequent.
I am going to deploy it from the Pool
Re: A Layman's Guide to Successfully Editing the MWiF Game File.
If there a bug that it can not be placed when it arrives as a reinforcement, I humbly suggest that it is posted as a bug along with a save.
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- Joseignacio
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- Joined: Fri May 08, 2009 11:25 am
- Location: Madrid, Spain
Re: A Layman's Guide to Successfully Editing the MWiF Game File.
I thought about that but since it is so atypical to align Spain...Orm wrote: Mon Feb 02, 2026 9:52 am If there a bug that it can not be placed when it arrives as a reinforcement, I humbly suggest that it is posted as a bug along with a save.
But ok, I will post it.
Re: A Layman's Guide to Successfully Editing the MWiF Game File.
Saved Oil – Changing the number of oil points saved.
(2) In the example below I'm going to reduce the number of saved oil in London from 2 to 3.
(3) Calculate the encode hex location (EHL) of where the oil is saved (e.g., London EHL = 25116) (4) Next, locate the oil point counter by searching on EHL (e.g. 25116 = London).
(5) EHL is the 8th value of the unit status record (i.e., USR(8)).
(6) If the oil counter is stacked with other game counters (in my case US HQ), you'll encounter this value in USR(8) a number of times before you'll run across the oil counter.
(7) The first record for the game records set for the oil counter will be of the form: ,CID,69,1936
(8) In this specific case, CW CID =201 so the first record for my oil counter of interest was: ,201,69,1936
(9) The number of oil points is defined in USR(12) = 256 x # Oil points.
(10) Use that formula to reduce/increase the number of oil points at that location; which in my example I set USR(12) = 512 (11) Load your edited game file to confirm.
(12) If you didn't get it right then you can continue editing until you do or screw up your game file beyond repair in which out of sheer frustration you'll just go back to your backup copy of your game file.
(1) As I always recommend making a backup copy of your game file before attempting any edits.
(2) In the example below I'm going to reduce the number of saved oil in London from 2 to 3.
(3) Calculate the encode hex location (EHL) of where the oil is saved (e.g., London EHL = 25116) (4) Next, locate the oil point counter by searching on EHL (e.g. 25116 = London).
(5) EHL is the 8th value of the unit status record (i.e., USR(8)).
(6) If the oil counter is stacked with other game counters (in my case US HQ), you'll encounter this value in USR(8) a number of times before you'll run across the oil counter.
(7) The first record for the game records set for the oil counter will be of the form: ,CID,69,1936
(8) In this specific case, CW CID =201 so the first record for my oil counter of interest was: ,201,69,1936
(9) The number of oil points is defined in USR(12) = 256 x # Oil points.
(10) Use that formula to reduce/increase the number of oil points at that location; which in my example I set USR(12) = 512 (11) Load your edited game file to confirm.
(12) If you didn't get it right then you can continue editing until you do or screw up your game file beyond repair in which out of sheer frustration you'll just go back to your backup copy of your game file.
Ronnie


