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RE: Fascist Tide
Posted: Mon Dec 28, 2015 5:02 am
by juntoalmar
ORIGINAL: bo
I have an idea juntoalmar or just a suggestion, if the Bali you mention on your post is the island of Bali I would be glad to visit your home there and down load Fascist Tide for you [;)]
Bo
Remember to invade from a high section box... [;)]
My time in the Island of Gods (Bali) may come to an end soon, so hurry up! You can dive/snorkel in a USAT Liberty wreck in Bali too, if you are interested. It was torpedoed by a Japanese sub, and now it is at 20m from the shore.
By the way, reading a book about the Pacific War recently, I discovered that the Japanese landed in Bali through Sanur (where I'm living). If they tried nowadays they would immediately asked if they wanted a massage or transport... [:D]
RE: Fascist Tide
Posted: Mon Dec 28, 2015 5:25 am
by aspqrz02
They were probably asked the same back in the day ... just in Dutch?
Phil
RE: Fascist Tide
Posted: Tue Dec 29, 2015 2:28 am
by juntoalmar
You can still find old people here who learned Japanese in the school. Which is quite surprising. I didn't expect the Japanese to introduce Japanese language in the schools of the conquered territories (at least with the war unfinished.)
RE: Fascist Tide
Posted: Tue Dec 29, 2015 7:01 pm
by Numdydar
Well they really did not expect to lose did they [:D]
RE: Fascist Tide
Posted: Wed Dec 30, 2015 2:33 pm
by Orm
ORIGINAL: Numdydar
Well they really did not expect to lose did they [:D]
I am pretty sure that Isoroku Yamamoto expected that.
RE: Fascist Tide
Posted: Tue Jan 05, 2016 4:49 am
by Joseignacio
ORIGINAL: bo
ORIGINAL: Joseignacio
You are not a clam, but a claim. [:D][:'(]
Claim? this is the first time in years I do not know what El Cid is saying [:D]
Please explain claim [:(] and put my soul to rest[;)]
Bo
[:D]
claim (klām)
tr.v. claimed, claim·ing, claims
1. To demand, ask for, or take as one's own or one's due
n.
1. A demand for something as rightful or due.
http://www.thefreedictionary.com/claim
RE: Fascist Tide
Posted: Tue Jan 05, 2016 4:52 am
by Joseignacio
ORIGINAL: bo
ORIGINAL: juntoalmar
+1, I think I´m more interested in Fascist Tide than NetPlay or AI (at the moment...)
I have an idea juntoalmar or just a suggestion, if the Bali you mention on your post is the island of Bali I would be glad to visit your home there and down load Fascist Tide for you [;)]
Bo
One of Juntoalmar Blogs, re Bali:
http://edusinfronteras.blogspot.com.es/
RE: Fascist Tide
Posted: Tue Jan 05, 2016 12:12 pm
by brian brian
Serious question - has anyone determined to not play MWiF until Fascist Tide is available considered just playing the game without it?
Start up a game of Global War and simply have the Chinese and Japanese select a Pass option every impulse.
Keep the USA (and the CW) committed to supplying roughly the historical units to the Pacific, maybe use the various Pacific scenarios and a knowledge of history to figure out how much to just drop in non-Fascist-Tide countries and then never move the units again.
Keep the USSR and Japan neutral but make the USSR start using every rail move after Jan/Feb 1945 to send a unit off the "European" maps.
Ding the CW production on the turns the historical Japanese raided the Bay of Bengal and block access to the Malaya resources on the right turn, maybe even the resource in the Coral Sea on certain turns. Ding the USA production some amount for the amount of American effort expended propping up China (not even fully represented in the game where the Burma Road is constructed for free and there is no Leto Road, nor flying "The Hump"). One Build Point / turn should be a minimum here.
Require the USA to take a naval impulse once / turn and for each impulse starting with the first that they don't, increase the die roll chance that they have to take an emergency Combined Impulse to respond to some invisible-but-critical Japanese surprise move. Make this a strong possibility in 1942 with decreasing chances in the following years.
Would this really be so hard?
If your response is that you want the bonus rule structures involving the Transfer Pool, etc., to see some distant effects of the Pacific War on the campaigns in Europe ... then why are you so insistent on only playing Fascist Tide? One of the great triumphs of playing World in Flames is the way events in Europe or the Pacific influence each other. OMG, the Russians are massing on the Persian border - should the Japanese still send reinforcements to Manchuria? Or, the IJN has appeared in force off Capetown, can the CW still commit to entering the Italian Coast Zone to Shore Bombard the Olbia hex this turn?
Like most things in life, you might want to consider Doing It Yourself rather than waiting for someone else to do it for you. Along the way you might learn a great deal about the choices the historical Allies made with their Europe-First main Grand Strategy, and that is part of what playing World in Flames is all about.
I truly believe it would just not be that very difficult to do this.
RE: Fascist Tide
Posted: Tue Jan 05, 2016 1:52 pm
by pzgndr
ORIGINAL: brian brian
Serious question - has anyone determined to not play MWiF until Fascist Tide is available considered just playing the game without it?
Since I started this thread, I'll provide a serious answer. Of course I have considered this. But, I want to play an ETO game. I do not want to play a PTO or Global War game. It's that simple. I've been waiting two years for Fascist Tide and I'll keep on waiting, looking at my MWiF manuals still in plastic wrapping on the shelf, until this game is ready to be played. Until then, I have better things to do with my time. I'll probably have my Advanced Third Reich mod, with challenging AI scripting for both sides, for Strategic Command 3 up and running before I see Fascist Tide, without any AI in sight.
My OP regarded the fact that Fascist Tide is in fact available for internal playtesting, although incomplete, and my modest request was to get this out sooner rather than later, warts and all, so I and others who are holding out for this ETO scenario can start playing the game we want to play. Release it already. Like Yogi Berra said, if folks are determined to not play MWiF until Fascist Tide is available then nobody's gonna stop them.
RE: Fascist Tide
Posted: Tue Jan 05, 2016 2:19 pm
by Shannon V. OKeets
The half map scenario special rules are all exceptions to the standard rules. That means new code has to be inserted into the implementation of the standard rules to handle those exceptions.
For supply in Fascist Tide I am thinking of simply making 3 sea areas part of the viable map: Arabian Sea, Azanian Sea, and Madagascar Channel. But no naval units would be allowed to enter those sea areas. Instead, there would be one Commonwealth convoy assigned (free) to each sea area. Those convoys would have to stay in those sea areas and could never leave. This would enable the Commonwealth (and allies) to trace supply for units in Egypt, say, to a city in South Africa. The benefit of this solution is that I wouldn't have to modify any of the supply rules for Fascist Tide. There is still the issue of USSR units getting supply from Siberia (which is off the eastern edge of the Fascist Tide playing area, but that should be easy too: I'll just make a couple of cities in Siberia primary supply sources for the USSR. If HQs can trace a railway supply path to either of them, then those HQs would be in supply.
This just leaves the special production rules and moving units into/out of the Transfer Pool to figure out easy-to-code solutions. And of course coding the Japanese attacks in the Transfer Pool require some serious thinking.
I plan on making the Transfer Pool also appear in the Western Indian Ocean for easy viewing by the players. It would still be accessible using the Pools form (as it is currently coded), but having it visible in the zero section box of the Western Indian Ocean would be a visible reminder to the players of it existence.
RE: Fascist Tide
Posted: Tue Jan 05, 2016 2:28 pm
by paulderynck
ORIGINAL: pzgndr
My OP regarded the fact that Fascist Tide is in fact available for internal playtesting, although incomplete, and my modest request was to get this out sooner rather than later, warts and all, so I and others who are holding out for this ETO scenario can start playing the game we want to play. Release it already. Like Yogi Berra said, if folks are determined to not play MWiF until Fascist Tide is available then nobody's gonna stop them.
You were given the wrong impression. We beta testers can only play Fascist Tide the same way you can play it right now - without all the special rules.
RE: Fascist Tide
Posted: Tue Jan 05, 2016 3:40 pm
by brian brian
ORIGINAL: pzgndr
Since I started this thread, I'll provide a serious answer. Of course I have considered this. But, I want to play an ETO game. I do not want to play a PTO or Global War game. It's that simple. I've been waiting two years for Fascist Tide and I'll keep on waiting, looking at my MWiF manuals still in plastic wrapping on the shelf, until this game is ready to be played. Until then, I have better things to do with my time. I'll probably have my Advanced Third Reich mod, with challenging AI scripting for both sides, for Strategic Command 3 up and running before I see Fascist Tide, without any AI in sight.
My OP regarded the fact that Fascist Tide is in fact available for internal playtesting, although incomplete, and my modest request was to get this out sooner rather than later, warts and all, so I and others who are holding out for this ETO scenario can start playing the game we want to play. Release it already. Like Yogi Berra said, if folks are determined to not play MWiF until Fascist Tide is available then nobody's gonna stop them.
So basically you will do heavy personal lifting of writing a mod for another game, but you won't consider some simple work-arounds for another game? (If I am reading you correctly that you are personally writing a mod somehow involving two other games).
I think you should fire up Global War and play through the French campaign at least to see how feasible my idea is. Allow the Sydney MIL to arrive at Suez in exchange for two turns of not using the Queens, starting them anywhere on the map and ending it at Suez on the 2nd turn. Allow one Indian INF to do the same in 1940 in exchange for one turn of a CW TRS starting in an any east African port and ending in Suez. Add the Indian MOT in 1941 via the same process. Do not allow them to be replaced if lost in Europe.
Just skipping Asian activities in this game seems easier than writing a mod for another game. Maybe just use the production rules from Fascist Tide to create a total to spend on European units and have the CW and USA build Forts with the excess Build Points available during Global War (minus whenever the CW draws an Australian counter), and drop them in obscure Australian and USA desert hexes. Use the published scenarios to decide which Royal Navy ships must sit in CapeTown doing nothing. Only a very few USN ships moved between the major theaters (Wasp was one, possibly Yorktown), shouldn't be hard to sort out.
Play it already. What is completed and being tested will require just as many work-arounds ultimately as just doing it yourself, though quite possibly with more bugs than the DIY approach.
Steve I think you might want to consider just leaving Africa (and probably India) as it is in the game in it's entirety, including allowing normal naval use of the sea zones on the east coast of Africa. Maybe the No-Go limit could be the Bay of Bengal and the Indian Ocean zones below it. That sounds easier to set-up in programming code than the paper game's construct of the Transfer Pool which is mostly there to save the players from having to use the paper Asian map.
RE: Fascist Tide
Posted: Tue Jan 05, 2016 5:58 pm
by brian brian
I am a little intrigued now by how to approach this. In the paper game, there has to be the Transfer Pool work-arounds for the missing paper - extra maps. Not an issue at all on the computer. But ultimately a Fascist Tide scenario has to allow the CW the historical option of reinforcing Egypt by sailing around the Cape.
I am now curious if another approach has been considered - instead of going through a lot of work to recreate a paper work-around, could the following approach work? A lot would depend on the set-up of the data structures in MWiF.
Instead of coding extra rules - units may not enter, locked-in place convoy points, etc., how about just remove any incentive to go certain places? Make all the Asian countries neutral (unless aligned to a 1939 or 1941 Major Power), and remove them from the Declaration of War menu. Also simply delete any resource or factory not on the official maps used for Fascist Tide, or not listed in the special "Off Map Resources list" = keep the ones closest to the Europe maps. Can a MWiF scenario use a modified data file for the map? Even this may not be as simple as I describe it as really Fascist Tide is a bit generous in giving the CW off-map oil and a little special fudging might still be required.
And delete entries from the Partisan table as required.
I mean the Fascist Tide scenario is in and of itself a work-around to start with, and can only be solved by more special work-arounds to make an electronic version. Lines have to be drawn on where a unit can go or not go, but that begs the question - why? Just so players can simulate War in Europe without the Pacific? What I'm saying is, just delete countries and force pools rather than add as much special code. I mean there are existing scenarios with and without whole Major Powers (France in Global War but not mid-game scenarios).
Also delete the CW units not allowed, which are only the low-end infantry class units, and let the CW pick up the others in their home country as normally, without special coding. Or perhaps special coding that those units alone disappear once built, as the intent of Fascist Tide seems to be to let the CW have off-map sourced resources but not 100% of the units from there, though they would still be a drain on CW production. And the USN units not available at-start can never appear either.
This would leave just two things requiring new code (though I could well be forgetting something) - the Victory Point calculations for the decisions the CW makes on how much naval the CW commits to the Pacific, and the appearance of Japanese raiding units. Just making over-ride / special exception type code for those units alone will be enough work in and of itself.
RE: Fascist Tide
Posted: Tue Jan 05, 2016 10:02 pm
by pzgndr
ORIGINAL: paulderynck
You were given the wrong impression. We beta testers can only play Fascist Tide the same way you can play it right now - without all the special rules.
Paul, I understand the special rules still need coding. But the scenario is still not available to general players. I would like to start a game from scratch with my custom set of optional rules, the game I would like to play, and not a copy of a FastStart.
I assume you beta testers have a version of the Fascist Tide scenario, without all the special rules, that you can start from scratch? All I'm respectfully asking is for this to be officially released. I'll wait.
RE: Fascist Tide
Posted: Wed Jan 06, 2016 7:04 am
by paulderynck
It may be that we can choose that scenario with the beta version and you cannot - I don't know for sure because I'm traveling this week and don't have access to a beta copy and a public copy like I do at home. Have you tried launching MWiF and choosing the Fascist Tide scenario?
If you can, then what you see is the same as what we see.
RE: Fascist Tide
Posted: Wed Jan 06, 2016 11:03 am
by pzgndr
ORIGINAL: paulderynck
It may be that we can choose that scenario with the beta version and you cannot
Exactly, and that is my point. All I'm asking is that since it is available in the beta version, then why not make it available for the rest of us? Yes, I got it that it's beta and does not have all the special rules coded yet, etc. Regardless, whenever it gets released would be a plus for several of us still waiting patiently for Fascist Tide...
RE: Fascist Tide
Posted: Wed Jan 06, 2016 1:09 pm
by brian brian
You know you could even simulate the Japanese raids into the Transfer Pool manually in Global War by still ignoring the Chinese and Japanese counters completely but moving just enough of the specific Japanese counters to the Andaman Islands in Nov/Dec 41 to carry out the raid results dictated by a web-based die roll somewhere. One DOW, one surprise invasion of an empty hex from the base at Canton, a Convoy Point move, a pair of TRS moves with the 2 land-based air counters and a Return to Base for a squadron of ships and it is ready to go whenever the German player rolls that special single die once per turn. Then give that base the Fascist Tide rules invulnerability and don't allow the CW to Port Strike it, or mess with it's supply connections.
That would leave just a manual calculation of Victory Points based on how many ships the CW player puts in park somewhere as per the scenario rules. And definitely some US Entry fudging also, maybe via moving Japanese into Chinese cities at a pace to keep up with the special doubled value of the US Entry chits. A bit of a pickle there. Oh dear, more user heavy lifting or special coding, there goes the project further down the calendar.
I expect the special coding (and then the inevitable bug finding and fixing) to play Fascist Tide as written by ADG is 6 months to a year out, though I see little reason why the war with Germany can't be generally played out right now, if desired - one could even just go historical and have Germany DOW the USA in Nov/Dec 41 for convenience (and recall to dump the excess US Build Points into pointless Fort construction). I'm sure someone would be wiling to save a "Fast Start" scenario that dumps just the Chinese, Japanese, and Pacific USN into about 8 hexes each so even that terrible bit of heavy lifting could be skipped and there you have it - a beta version of Fascist Tide, already sitting inside of every copy of MWiF already sold.
RE: Fascist Tide
Posted: Wed Jan 06, 2016 1:27 pm
by Centuur
ORIGINAL: pzgndr
ORIGINAL: paulderynck
It may be that we can choose that scenario with the beta version and you cannot
Exactly, and that is my point. All I'm asking is that since it is available in the beta version, then why not make it available for the rest of us? Yes, I got it that it's beta and does not have all the special rules coded yet, etc. Regardless, whenever it gets released would be a plus for several of us still waiting patiently for Fascist Tide...
It's not for us to decide, if an unfinished scenario can be made available for all customers. That's for Matrix and the programmer to do so.
However: imagine what could happen with your not fully coded Fascist Tide game, when Steve suddenly introduces the fully coded scenario in a patch? I don't think you would be happy as a customer if you find out things are not working anymore, because you didn't have a Transfer pool and the special production rules at the time you've started a not fully coded half map scenario...
I don't think Steve wants to spend time for additional coding to prevent this from happening (I surely don't want to have Steve spending time for this).
If you want to spend time on a "Fascist Tide" thing, use Global War, read the rules book and simulate things the way Mr. Brian Brian has stated.
RE: Fascist Tide
Posted: Wed Jan 06, 2016 2:03 pm
by pzgndr
ORIGINAL: Centuur
It's not for us to decide, if an unfinished scenario can be made available for all customers. That's for Matrix and the programmer to do so.
Again, exactly, that is my point. It's up to Matrix and Steve to decide when to release this. Sooner rather than later would be nice.
And it is NOT for you or Brian Brian or anyone else to decide how anyone else should play their games, which scenarios they should play, which optional rules they should play with, etc. etc. You guys are missing a very simple point. That is all. OK fine, I will continue to wait, for another two years if needed.. . [8|]
RE: Fascist Tide
Posted: Wed Jan 06, 2016 2:37 pm
by brian brian
I am not deciding for you, merely suggesting some fairly simple ways you could fast-forward through those additional two years, which could be likely. And kicking around ideas on how to reduce that period of time, for you and everyone else. I think junking the Transfer Pool concept could speed it up considerably; writing additional Victory Point calculation and US Entry code shouldn't be too difficult to add on top of existing structure, but the mechanics of using specific Japanese ships to participate in a war, minus the rest of their Major Power, will be quite a challenge for Steve at numerous points in the hard code.
I don't get your point, which seems to be akin to most critics of this project. And that is that the game is not 100% perfected the way someone wants it to be, so they categorically reject any alternative route to get to where they want it to be, even though those exist. Call the Waaaaaaahmbulance and keep waiting in the meantime and play some other game since you are essentially refusing to compromise in any way to just play this one.
What you are asking for in the beta-scenario is essentially already in the product available though it would take, I don't know, 5 whole minutes to drop Pacific units on the map and then never touch them again? 10? After that a beta tester of Fascist Tide is on their own anyway, though I guess they wouldn't suffer the indignity of another 5 minutes / turn selecting Pass impulses and saving build points until an Offensive Chit could be built without ever having to put it on the map even.