RE: MWIF Game Interface Design
Posted: Mon May 04, 2009 12:45 pm
I'm embarrassed to ask. but how does the game display flipped units?. I notice the little brown square above the piece too. Would anyone mind explaining me what that means?
What's your Strategy?
https://forums.matrixgames.com:443/
I have posted this screen shot before (June 2008), but doing so again doesn't hurt. This screen can be called up from the help menu during a game. The key point with status indicators is that if a unit has no status indicators 'lit', then it is "doing fine". The top 3 status indicators are the important ones:ORIGINAL: macgregor
I'm embarrassed to ask. but how does the game display flipped units?. I notice the little brown square above the piece too. Would anyone mind explaining me what that means?

ORIGINAL: Shannon V. OKeets
When this screen shot was taken, the combat result was determined incorrectly. It should be a die roll of 4, modified to 19 (with a 67% chance of going to 20). The correct result is 2 attacker losses and 2 defender losses. And that was rolling a 4 as the sum of two 10-sided dice. 94% of the time the sum should be better than that.
EDIT: I show a lot of stuff in development - warts and all.
Option 41: (Fractional odds) Round to a whole number in favour of the defender, then work out how far to the next odds ratio you are. Round this in favour of the defender to the next 10%. Roll a die just before rolling the combat die (you could roll it with the combat die if you want), to see if you find the result on the lower odds or the higher odds. If you roll the percentage or less, you resolve it on the next higher odds, otherwise on the lower odds.
MWIF rounds to the nearest 100th (why not?).ORIGINAL: csharpmao
ORIGINAL: Shannon V. OKeets
When this screen shot was taken, the combat result was determined incorrectly. It should be a die roll of 4, modified to 19 (with a 67% chance of going to 20). The correct result is 2 attacker losses and 2 defender losses. And that was rolling a 4 as the sum of two 10-sided dice. 94% of the time the sum should be better than that.
EDIT: I show a lot of stuff in development - warts and all.
Hello,
You're saying there is 67% chance of going to 20, but if I'm referring to the correct version of the rules, the fractional odds option rounds to the next 10% in favour of the defender, so it would be 60% of going 20.
But maybe this has been decided to not round this number for MWif.
Option 41: (Fractional odds) Round to a whole number in favour of the defender, then work out how far to the next odds ratio you are. Round this in favour of the defender to the next 10%. Roll a die just before rolling the combat die (you could roll it with the combat die if you want), to see if you find the result on the lower odds or the higher odds. If you roll the percentage or less, you resolve it on the next higher odds, otherwise on the lower odds.
ORIGINAL: Shannon V. OKeets
MWIF rounds to the nearest 100th (why not?).ORIGINAL: csharpmao
ORIGINAL: Shannon V. OKeets
When this screen shot was taken, the combat result was determined incorrectly. It should be a die roll of 4, modified to 19 (with a 67% chance of going to 20). The correct result is 2 attacker losses and 2 defender losses. And that was rolling a 4 as the sum of two 10-sided dice. 94% of the time the sum should be better than that.
EDIT: I show a lot of stuff in development - warts and all.
Hello,
You're saying there is 67% chance of going to 20, but if I'm referring to the correct version of the rules, the fractional odds option rounds to the next 10% in favour of the defender, so it would be 60% of going 20.
But maybe this has been decided to not round this number for MWif.
Option 41: (Fractional odds) Round to a whole number in favour of the defender, then work out how far to the next odds ratio you are. Round this in favour of the defender to the next 10%. Roll a die just before rolling the combat die (you could roll it with the combat die if you want), to see if you find the result on the lower odds or the higher odds. If you roll the percentage or less, you resolve it on the next higher odds, otherwise on the lower odds.
I believe that RAW is that way because we guys are not computers, and we prefer to have it simple.ORIGINAL: csharpmao
It's not a problem for me. In fact, I prefer this solution.
I was just pointing a difference between RaW and RaC, and asking if it was on purpose or not.


Those are final graphics (from over 3 years ago).ORIGINAL: Greywolf
Hum, it just hit me but, if you consider their game impact aren't city name too big and ressource and factory icon too small ? are thoses final graphics or will they be adjusted back to their ancient shape ? The Oil is very blending in his surrounding I didnt even noticed it at first sight...
I suppose that as an option we can mod/substitute the .png .gif of the ressources or are they drawn on the map ?

Fine.ORIGINAL: Shannon V. OKeets
I have just added all the Vichy subphases to the Sequence of play form. The French flag indicates the current place in the sequence of play.
The label is poorly chosen. This is the processing (i.e., who goes where) of French units that were in Production at the time of Vichification.ORIGINAL: Froonp
Fine.ORIGINAL: Shannon V. OKeets
I have just added all the Vichy subphases to the Sequence of play form. The French flag indicates the current place in the sequence of play.
But I wonder about the Vichy Production subphase. Vichy production is done, as all other productions, during the production phase. Is there a reason for it to be here ?

ORIGINAL: Shannon V. OKeets
I've just revised how the Vichy French air and naval units are shown. Because these use bitmapped images, I can't change the color behind the graphics for the air and naval units. Therefore, I have colored in the portion that does not use the bitmapped image. For the land units, there are no bitmapped images, so they are easy to do. The same is true for convoy units.
This isn't ideal, but it should be good enough for you to instantly know which units are Freen French and which are Vichy French.
![]()
I think that this is great. It shows them nicely.ORIGINAL: Shannon V. OKeets
I've just revised how the Vichy French air and naval units are shown. Because these use bitmapped images, I can't change the color behind the graphics for the air and naval units. Therefore, I have colored in the portion that does not use the bitmapped image. For the land units, there are no bitmapped images, so they are easy to do. The same is true for convoy units.
This isn't ideal, but it should be good enough for you to instantly know which units are Freen French and which are Vichy French.
![]()