Page 2 of 4
RE: Tutorial #3
Posted: Sat Oct 21, 2006 8:58 pm
by Incy
ORIGINAL: Shannon V. OKeets
How about if I change it to "almost always"?
Something along that line would be better [:)]
RE: Tutorial #3
Posted: Sun Oct 22, 2006 12:24 pm
by Neilster
I know I've mentioned it before but I didn't get a reply so I will again. The "touching" textboxes looks clumsy and having no separation between them tends to link them when that isn't really what is intended. Separating the buttons from the RHS textbox really improved the look of these pages and I think we should do the same thing here.
I mention this stuff because I've studied human-computer interaction formally.
Cheers, Neilster
RE: Tutorial #3
Posted: Sun Oct 22, 2006 1:12 pm
by Missouri_Rebel
In ya'lls opinion will it be possible to learn the entire game through the tutorials? They seem to be very informative but, as a newb are they all inclusive?
Mo Reb
BTW...I kind of like the numbers NOT spelled out but the digit instead. Helps me to look quickly and spot it out of the text. Just my opinion.
RE: Tutorial #3
Posted: Sun Oct 22, 2006 4:37 pm
by Incy
In my opinion (I'm not writing the tutorials) the tutorials will teach you enough to get started, and to understand most of what's going on. The game engine will also help make sure you stay within the rules and remind you what to do when.
But for a complete understanding (and for specific details in special cases) you will probably need to read the full WiF rulebook.
RE: Tutorial #3
Posted: Sun Oct 22, 2006 7:08 pm
by Shannon V. OKeets
ORIGINAL: Incy
In my opinion (I'm not writing the tutorials) the tutorials will teach you enough to get started, and to understand most of what's going on. The game engine will also help make sure you stay within the rules and remind you what to do when.
But for a complete understanding (and for specific details in special cases) you will probably need to read the full WiF rulebook.
Yes.
...
But philosophically, does anyone really have a "complete understanding"? Besides the rules (of which there are many), how to play WIF well/knowledgeably is a constant learning experience - for everyone.
RE: Tutorial #3
Posted: Mon Oct 23, 2006 1:24 pm
by CBoehm
- About page 10 :
The last paragraph gave me the impression that naval units based in Honolulu could be able to intercept enemy units passing in the adjacent sea areas. This is impossible, intercepting naval units have to be at sea to intercept, so you should maybe reformulate it "That would give it the ability to fight enemy units with a suprise advantage".
Dont know if this is too much nitpicking ...but
The advantage of Honolulu being a tripple port is not only that its easier to reach a high box in those areas ...but not the least that:
- "surprise advantage" ...double & tripple ports in general effectively extends the range/movement of ships !!
- defensively it is much easier to keep in supply since it can draw supply from 3 different seaareas ...
- a navy based in Honolulu has a "backdoor" in case a superior fleet is trying force it to "come out and play" by positioning itself for a portstrike...
RE: Tutorial #3
Posted: Mon Oct 23, 2006 4:36 pm
by Shannon V. OKeets
ORIGINAL: CBoehm
- About page 10 :
The last paragraph gave me the impression that naval units based in Honolulu could be able to intercept enemy units passing in the adjacent sea areas. This is impossible, intercepting naval units have to be at sea to intercept, so you should maybe reformulate it "That would give it the ability to fight enemy units with a suprise advantage".
Dont know if this is too much nitpicking ...but
The advantage of Honolulu being a tripple port is not only that its easier to reach a high box in those areas ...but not the least that:
- "surprise advantage" ...double & tripple ports in general effectively extends the range/movement of ships !!
- defensively it is much easier to keep in supply since it can draw supply from 3 different seaareas ...
- a navy based in Honolulu has a "backdoor" in case a superior fleet is trying force it to "come out and play" by positioning itself for a portstrike...
I will try to work these ideas in elsewhere.
RE: Tutorial #3
Posted: Mon Oct 23, 2006 6:09 pm
by Ballista
As a personal aside, I used to live in that hex that is just south of Oran (sidi-bel-abbes). The hex to the left would have the city of Tlemcen, where I also spent some time. Neat stuff...
Riddle me this batman!!
Posted: Mon Oct 23, 2006 8:06 pm
by CBoehm
I live in the city w. the minor port two hexes north of the southern border ...in page in page 4 of this tutorial - can you guess which city ? [;)]
RE: Riddle me this batman!!
Posted: Mon Oct 23, 2006 8:18 pm
by Froonp
Aarhus, sure [:D]
RE: Riddle me this batman!!
Posted: Mon Oct 23, 2006 8:23 pm
by CBoehm
u win a beer ! ...pickup in Aarhus ofcause

RE: Riddle me this batman!!
Posted: Mon Oct 23, 2006 8:30 pm
by Froonp
ORIGINAL: CBoehm
u win a beer ! ...pickup in Aarhus ofcause
Hey man, this was really too simple, look : [:D] [:D] [:D]
[8D]

RE: Riddle me this batman!!
Posted: Mon Oct 23, 2006 8:45 pm
by CBoehm
yeah well I didnt want to challenge your intellect too much ....thats what WIF is for! [:)]
RE: Riddle me this batman!!
Posted: Tue Oct 24, 2006 9:32 am
by Norden_slith
Regarding invadable Hexes. I assume that the AI needs a proper definition of these hexes as well. If thats the case, they would be a welldefined group, so couldnt they be shown as some kind of on/off overlay without too much effort? This would help a great deal, I imagine.
RE: Riddle me this batman!!
Posted: Tue Oct 24, 2006 11:49 am
by YohanTM2
I think Steve said he was going to do this, and for other toggles as well.
ORIGINAL: Norden
Regarding invadable Hexes. I assume that the AI needs a proper definition of these hexes as well. If thats the case, they would be a welldefined group, so couldnt they be shown as some kind of on/off overlay without too much effort? This would help a great deal, I imagine.
RE: Riddle me this batman!!
Posted: Tue Oct 24, 2006 4:56 pm
by Shannon V. OKeets
ORIGINAL: Yohan
I think Steve said he was going to do this, and for other toggles as well.
ORIGINAL: Norden
Regarding invadable Hexes. I assume that the AI needs a proper definition of these hexes as well. If thats the case, they would be a welldefined group, so couldnt they be shown as some kind of on/off overlay without too much effort? This would help a great deal, I imagine.
Yes
RE: Tutorial #3
Posted: Thu Nov 02, 2006 9:30 pm
by composer99
The paragraph on red and blue factories on the 7th page does not seem to be entirely correct regarding their normal/damaged/destroyed status. I might recommend re-wording it entirely, thusly (also correcting what I think is the error):
"There are 2 types of factories in WIF, denoted by their color: red and blue. For example, Berlin has 3 red factories while Hanover has 1 blue factory. Red factories are indestructible and may be used by anyone who owns the hex containing them. Blue factories can be destroyed by strategic air bombing or by hostile land units, and may only be used by the major or minor power that owned them in 1939. Any factory can be damaged by strategic bombing. Damaged [...]"
RE: Tutorial #3
Posted: Thu Nov 02, 2006 10:09 pm
by Shannon V. OKeets
ORIGINAL: composer99
The paragraph on red and blue factories on the 7th page does not seem to be entirely correct regarding their normal/damaged/destroyed status. I might recommend re-wording it entirely, thusly (also correcting what I think is the error):
"There are 2 types of factories in WIF, denoted by their color: red and blue. For example, Berlin has 3 red factories while Hanover has 1 blue factory. Red factories are indestructible and may be used by anyone who owns the hex containing them. Blue factories can be destroyed by strategic air bombing or by hostile land units, and may only be used by the major or minor power that owned them in 1939. Any factory can be damaged by strategic bombing. Damaged [...]"
I am not sure what you see wrong with the text as written. An error or an omission?
RE: Tutorial #3
Posted: Thu Nov 02, 2006 11:22 pm
by Mziln
ORIGINAL: composer99
The paragraph on red and blue factories on the 7th page does not seem to be entirely correct regarding their normal/damaged/destroyed status. I might recommend re-wording it entirely, thusly (also correcting what I think is the error):
"There are 2 types of factories in WIF, denoted by their color: red and blue. For example, Berlin has 3 red factories while Hanover has 1 blue factory. Red factories are indestructible and may be used by anyone who owns the hex containing them. Blue factories can be destroyed by strategic air bombing or by hostile land units, and may only be used by the major or minor power that owned them in 1939. Any factory can be damaged by strategic bombing. Damaged [...]"
You have combined 2 dissimilar instances.
From the RaW
A blue factory is usable if you control it in the production step and
it is either in your (current and/or 1939) major power’s home country or
in an aligned (not conquered) minor country.
Germany could control Poland and use the factories there according to your statement but not according to the RaW.
RE: Tutorial #3
Posted: Fri Nov 03, 2006 12:06 am
by Shannon V. OKeets
ORIGINAL: Mziln
ORIGINAL: composer99
The paragraph on red and blue factories on the 7th page does not seem to be entirely correct regarding their normal/damaged/destroyed status. I might recommend re-wording it entirely, thusly (also correcting what I think is the error):
"There are 2 types of factories in WIF, denoted by their color: red and blue. For example, Berlin has 3 red factories while Hanover has 1 blue factory. Red factories are indestructible and may be used by anyone who owns the hex containing them. Blue factories can be destroyed by strategic air bombing or by hostile land units, and may only be used by the major or minor power that owned them in 1939. Any factory can be damaged by strategic bombing. Damaged [...]"
You have combined 2 dissimilar instances.
From the RaW
A blue factory is usable if you control it in the production step and
it is either in your (current and/or 1939) major power’s home country or
in an aligned (not conquered) minor country.
Germany could control Poland and use the factories there according to your statement but not according to the RaW.
There are many more rules pertaining to factories and I was not attempting to explain them all in this tutorial (all I'm really trying to say here is: "See, these are factories!"). Mziln points out one of the troubles with expanding on the explanation to make it more complete. Another is that there are 2 types of blue factories: those on the printed map and those built by the player during the game. The big difference being that the later can not be repaired.
As long as the text in the tutorials is accurate and not misleading, then I'm happy with it. When introducing Jack to Jane, it is best to leave out all the details of her dental history if you ever want him to ask her out.