MWIF Game Interface Design
Moderator: Shannon V. OKeets
RE: MWIF Game Interface Design
Don't forget round 1 is not on the screen. The screen starts at round 2 you would have to scroll up to see round 1.
RE: MWIF Game Interface Design
The map above shows a plane over Brisbane on the left of the map and on the right of the map it looks like a flame on the same plane over Brisbane, has it been destroyed, what does that yellow mark mean?
Willy
Willy
RE: MWIF Game Interface Design
ORIGINAL: willycube
The map above shows a plane over Brisbane on the left of the map and on the right of the map it looks like a flame on the same plane over Brisbane, has it been destroyed, what does that yellow mark mean?
Willy
The yellow mark mean that they are bombing in that hex.
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RE: MWIF Game Interface Design
OK, I did not notice that.ORIGINAL: gridley
Don't forget round 1 is not on the screen. The screen starts at round 2 you would have to scroll up to see round 1.
So the SBD-3 is in the right position.
There are just the Axis / Allies planes that are in reversed positions in the bottom display compared to the table above.
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RE: MWIF Game Interface Design
This is a ground strike so all the US air units are flying as fighters (their range is in yellow). Results are always applied to the front unit, so the Japanese player does not get to choose which US air unit to abort/destroy.ORIGINAL: Froonp
I think that there is a problem with the bottom list.ORIGINAL: Froonp
Just a remark here.ORIGINAL: Shannon V. OKeets
The list at the bottom shows all the units that had a die roll result (chronologically from left to right; the first two units were aborted in the first round of the combat)
The order shown in the form above is not really chonologic.
First the Axis rolls a 9 which achieve a DA result on the Allies. The allies then choose to abort their F4F-4.
Next the Allied rolls a 5 which achieve an AA result on the Axis. The allies then choose to abort the Axis A6M6.
etc...
In the list of counters, if it was really chronological, you'd see the US CVP before the Japanese CVP, they are reversed.
I know that the rolls are considered simultaneous, so in reality, both the F4F-4 and the A6M6 were aborted simultaneously, but since you display them sequencially in the small table above, maybe it would be good to show them sequencially inthe bottom display in the same order as in the table.
You say that it is displayed chronologically, but this would mean that when the Axis rolled a 18 and got an AX + PX, that they chose the crappy F3F ? This is not true, as the F3F is shown as Aborted. The only unit that is destroyed is the SBD-3, so it must be the unit that the Japanese have chosen. It is far from its chronological position then. It is displayed at the 6th place, when it was destroyed during the second round on the Axis roll. So it should be at the 3rd place, shouldn't it ?
Steve
Perfection is an elusive goal.
Perfection is an elusive goal.
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RE: MWIF Game Interface Design
No.. The order is correct. The US is defending so it rolls its dice first. This means the Japanese units appear in the affected units table first.ORIGINAL: Froonp
OK, I did not notice that.ORIGINAL: gridley
Don't forget round 1 is not on the screen. The screen starts at round 2 you would have to scroll up to see round 1.
So the SBD-3 is in the right position.
There are just the Axis / Allies planes that are in reversed positions in the bottom display compared to the table above.
Steve
Perfection is an elusive goal.
Perfection is an elusive goal.
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RE: MWIF Game Interface Design
Those are flames. If you put your hand up to the computer screen, you can feel the heat.[:D]ORIGINAL: willycube
The map above shows a plane over Brisbane on the left of the map and on the right of the map it looks like a flame on the same plane over Brisbane, has it been destroyed, what does that yellow mark mean?
Willy
Steve
Perfection is an elusive goal.
Perfection is an elusive goal.
RE: MWIF Game Interface Design
Yes, but what I meant is that in the table above you show the Axis as rolling the dice first, and then the allied.
So the results, if shown in the same order, should be : the result on the allied plane (from the axis roll) and then the result on the axis plane (from the allied roll).
They are simultaneous, but as the table above shows the axis first, it would be logical to show the allied plane first in the bottom display.
So the results, if shown in the same order, should be : the result on the allied plane (from the axis roll) and then the result on the axis plane (from the allied roll).
They are simultaneous, but as the table above shows the axis first, it would be logical to show the allied plane first in the bottom display.
RE: MWIF Game Interface Design
Yes, the US is defending, so he rolls first.ORIGINAL: Shannon V. OKeets
No.. The order is correct. The US is defending so it rolls its dice first. This means the Japanese units appear in the affected units table first.ORIGINAL: Froonp
OK, I did not notice that.ORIGINAL: gridley
Don't forget round 1 is not on the screen. The screen starts at round 2 you would have to scroll up to see round 1.
So the SBD-3 is in the right position.
There are just the Axis / Allies planes that are in reversed positions in the bottom display compared to the table above.
So the table should show them rolling first. It looks like it show them as rolling second.
RE: MWIF Game Interface Design
ORIGINAL: Shannon V. OKeets
Those are flames. If you put your hand up to the computer screen, you can feel the heat.[:D]ORIGINAL: willycube
The map above shows a plane over Brisbane on the left of the map and on the right of the map it looks like a flame on the same plane over Brisbane, has it been destroyed, what does that yellow mark mean?
Willy
What a great sense of humor for an ex south Phila. guy, I liked you better when you were dry and morbid.[:D]
Willy
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RE: MWIF Game Interface Design
I had trouble with the table and decided that I would always show the Axis and then the Allied die rolls.ORIGINAL: Froonp
Yes, the US is defending, so he rolls first.ORIGINAL: Shannon V. OKeets
No.. The order is correct. The US is defending so it rolls its dice first. This means the Japanese units appear in the affected units table first.ORIGINAL: Froonp
OK, I did not notice that.
So the SBD-3 is in the right position.
There are just the Axis / Allies planes that are in reversed positions in the bottom display compared to the table above.
So the table should show them rolling first. It looks like it show them as rolling second.
Who is doing what is extremely confusing when you are down in the depths of the code.
For instance, during a land combat resolution phase, the attacking player (phasing side) advances after combat and overruns some naval units. The "player to decide" changes to the player who controls the naval units and he excutes an overrun digression to rebase his naval units. While moving his naval units they enter a sea area where the phasing side can intercept them. The interception succeeds and a naval combat ensues. A naval air combat is chosen and one of the subphases of that is an air-to-air combat. The question is: which side is the attacking side in the air-to-air combat? The program figures this out, but when I was writing the code to build the table, I foulnd it much simlper to just always put the Axis die rolls in the odd rows and the Allies in the even rows.
By the way, I simplified my example enormously and left out a half dozen other places in that little sequence of play where the person who decides can change (e.g., naval air support, surprise points, choosing sea box sections included, ...).
Steve
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Perfection is an elusive goal.
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RE: MWIF Game Interface Design
Page 1 of 2.
I spent some time this afternoon spiffing up the Production form.
Here is the US at the start of the war. They have 10 build points available and their gearing limit is 1 per type - because they are still neutral.

I spent some time this afternoon spiffing up the Production form.
Here is the US at the start of the war. They have 10 build points available and their gearing limit is 1 per type - because they are still neutral.

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Steve
Perfection is an elusive goal.
Perfection is an elusive goal.
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RE: MWIF Game Interface Design
Page 2 of 2.
Germany just entered the war this turn, so they can build as many as they want - no gearing limits.
However they only have 16 build points, and look at all those lovely units they could build!

Germany just entered the war this turn, so they can build as many as they want - no gearing limits.
However they only have 16 build points, and look at all those lovely units they could build!

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Steve
Perfection is an elusive goal.
Perfection is an elusive goal.
RE: MWIF Game Interface Design
During the first prod step of a scenario, the gearing limits are infinite IIRC.ORIGINAL: Shannon V. OKeets
Here is the US at the start of the war. They have 10 build points available and their gearing limit is 1 per type - because they are still neutral.
RE: MWIF Game Interface Design
ORIGINAL: Froonp
During the first prod step of a scenario, the gearing limits are infinite IIRC.ORIGINAL: Shannon V. OKeets
Here is the US at the start of the war. They have 10 build points available and their gearing limit is 1 per type - because they are still neutral.
From 13.6.6 :
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Exceptions
On the first turn of any scenario or campaign there are no gearing limits.
Major powers are not subject to gearing limits on the turn that a major power declares war on it.
******************************
- composer99
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RE: MWIF Game Interface Design
Also, should the US not have 11 build points on the first turn of a Global War game? They usually produce 10 and get an extra one from their trade with Japan. Unless they are saving a lot of oil, I suppose.
~ Composer99
RE: MWIF Game Interface Design
NVM.
Michel Desjardins,
"Patriotism is a virtue of the vicious" - Oscar Wilde
"History is a set of lies agreed upon" - Napoleon Bonaparte after the battle of Waterloo, june 18th, 1815
"Patriotism is a virtue of the vicious" - Oscar Wilde
"History is a set of lies agreed upon" - Napoleon Bonaparte after the battle of Waterloo, june 18th, 1815
RE: MWIF Game Interface Design
Why forts are unlimited under the column available for US screenshot? They should not.
In GE screenshot there are no fort to be built !
Santi
In GE screenshot there are no fort to be built !
Santi
RE: MWIF Game Interface Design
Again, very nice form.
From your german screen, lets say I were to click build for a random mech unit. Then I were to change my mind and click unbuild. Then...change my mind again and decide I actually want a Mech Unit. The second time I click Build is it random again or do I get the same unit that was built initially?
'cause, you know, I don't trust anyone...especially my Buddies[;)]
From your german screen, lets say I were to click build for a random mech unit. Then I were to change my mind and click unbuild. Then...change my mind again and decide I actually want a Mech Unit. The second time I click Build is it random again or do I get the same unit that was built initially?
'cause, you know, I don't trust anyone...especially my Buddies[;)]
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RE: MWIF Game Interface Design
To be completely fair, would it not be best if the actual unit does not get chosen until the end of the selections? (That is to say, when they can no longer be undone.)
This would prevent someone building a Mech, getting a crappy one, and saying 'I think I will build the armor after all'.
Just thinking out loud.....
This would prevent someone building a Mech, getting a crappy one, and saying 'I think I will build the armor after all'.
Just thinking out loud.....
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