MWIF Game Interface Design

World in Flames is the computer version of Australian Design Group classic board game. World In Flames is a highly detailed game covering the both Europe and Pacific Theaters of Operations during World War II. If you want grand strategy this game is for you.

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macgregor
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RE: MWIF Game Interface Design

Post by macgregor »

This to me is the money thread. I'm sorry I took so long to find it. So much detail. As one who has played the board game I can surmise what all the screens are for. WiF was no doubt a first-class boardgame, and now it looks like Steve is serving it up in 5-star restaurant. I can only describe this interface as, luxurious. The way all this information is displayed, I actually feel like a general or head of state.I can see myself enjoying this game immensely. I only get nervous when I don't hear anything from the developer, which then causes an overall lack of interest in the forum. That's not happening here as Steve took that option off the table and reports every month. So I know stuff is getting done. Nobody knows how much work this thing will eventually take to finish, but work is constantly being done, and that's the main thing.
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RE: MWIF Game Interface Design

Post by Centuur »

ORIGINAL: Red Prince

ORIGINAL: lomyrin

The pools have submenus that show production arrival turns, repair pool and construction pool contents, reserve pool units and pilots, a breakdown pool showing which units have been broken down and a scrapped units pool and a destroyed units pool for the present turn. Also the force pools for all countries can be examined.

Lars
I forgot about the Destroyed Pool. [>:] This shot is from a Barbarossa game I've been running.

Image
I like the result of this screen, if I'm Germany. Especially if it isn't the first turn result. Timoshenko gone and some nice guns and armor too... Antonescu gone is a small setback, but should be rebuild soon, I gather.

Nice, very nice these type of screens. It looks very, very good... [&o]
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RE: MWIF Game Interface Design

Post by Red Prince »

I like the result of this screen, if I'm Germany. Especially if it isn't the first turn result. Timoshenko gone and some nice guns and armor too... Antonescu gone is a small setback, but should be rebuild soon, I gather.
Yeah, it was turn #2, and I goofed as Germany in leaving Antonescu dangling in the wind. So, as the USSR I had to take advantage of that error. An unforgiving opponent. Bah!
Always listen to experts. They'll tell you what can't be done and why. Then do it!
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RE: MWIF Game Interface Design

Post by Centuur »

ORIGINAL: Red Prince
I like the result of this screen, if I'm Germany. Especially if it isn't the first turn result. Timoshenko gone and some nice guns and armor too... Antonescu gone is a small setback, but should be rebuild soon, I gather.
Yeah, it was turn #2, and I goofed as Germany in leaving Antonescu dangling in the wind. So, as the USSR I had to take advantage of that error. An unforgiving opponent. Bah!
I see. Good German play to sacrifice Antonescu in exchange for you're armour...
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RE: MWIF Game Interface Design

Post by gridley »

ORIGINAL: macgregor

This to me is the money thread.

Yes, it is. One of the few giant threads I have read start to finish.

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RE: MWIF Game Interface Design

Post by Shannon V. OKeets »

I created a new form today - for US Entry Actions. Originally I intended this to include a column for whether the action had occurred or not. But that would be a ton of work and rather impractical given the number of minor countries that the Axis declares war on.

So this is merely informative. It is a companion form to the US Entry Options and US Entry Pools forms. I consider this much easier to read than the version in the WIF FE charts and tables - and that is important for newcomers to WIF.

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RE: MWIF Game Interface Design

Post by Shannon V. OKeets »

Here are the two companion forms. Since Germany is the decision maker (grey background) they are not seeing the values of the US chits.

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RE: MWIF Game Interface Design

Post by Red Prince »

Just to be clear, the US Entry Options form Steve posted is from a Solitaire game, so the pool values are shown on the right. This is how it looks (minus the new Entry Actions button) in Hot-Seat mode:

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RE: MWIF Game Interface Design

Post by Joseignacio »

ORIGINAL: bo

I probably did not phrase the question properly [;)] Will the game have a program in it that will show me the ships that have been sunk the air units that have lost and the ground unit that have been destroyed any time during the game that I could check on for what purpose I don't know just like the idea. Or, big or, does every destroyed unit go back into the force pool therefore no need for a destroyed count? Would still like a destroyed report.

Bo

No, you can always build units that have been destroyed. Unless you scrap them; you can scrap them in the interphase, when they are old enough, or (inmediately? at turtn's end?) after being destroyed in battle no matter age.
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RE: MWIF Game Interface Design

Post by Froonp »

ORIGINAL: bo

I probably did not phrase the question properly [;)] Will the game have a program in it that will show me the ships that have been sunk the air units that have lost and the ground unit that have been destroyed any time during the game that I could check on for what purpose I don't know just like the idea. Or, big or, does every destroyed unit go back into the force pool therefore no need for a destroyed count? Would still like a destroyed report.

Bo
I too would like a global losses report.
How many INF, ARM, FTR2, LND3, BB, CL, etc, etc... destroyed turn per turn per major power and globaly.
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RE: MWIF Game Interface Design

Post by Shannon V. OKeets »

ORIGINAL: Froonp
ORIGINAL: bo

I probably did not phrase the question properly [;)] Will the game have a program in it that will show me the ships that have been sunk the air units that have lost and the ground unit that have been destroyed any time during the game that I could check on for what purpose I don't know just like the idea. Or, big or, does every destroyed unit go back into the force pool therefore no need for a destroyed count? Would still like a destroyed report.

Bo
I too would like a global losses report.
How many INF, ARM, FTR2, LND3, BB, CL, etc, etc... destroyed turn per turn per major power and globaly.
The Game Record Log is a detailed list of "what happened?". Eventually I'll modified some of the GRL entries so they include additional information (e.g., who killed whom, where, and with what weapon). But for the initial release it will just provide stark obituary notices: "We note with sorrow the passing of the USSR 3rd infantry corps, ...".
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RE: MWIF Game Interface Design

Post by Red Prince »

Colonel Mustard, in the Balkans, with the 3rd Armor Division [;)]

That global losses report would be real nifty. I like the idea, and also the fact that there is a way to eventually get it done.
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RE: MWIF Game Interface Design

Post by Centuur »

Nice screenshots of the US entry and entry choices. One question about these. Suppose I want to see what is exactly meant by for example "Embargo on strategic materials". Is it than possible to click on the line and see the rule in detail? Would be a really nice feature in both lists for starting players.


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RE: MWIF Game Interface Design

Post by Shannon V. OKeets »

ORIGINAL: Centuur

Nice screenshots of the US entry and entry choices. One question about these. Suppose I want to see what is exactly meant by for example "Embargo on strategic materials". Is it than possible to click on the line and see the rule in detail? Would be a really nice feature in both lists for starting players.


No. This falls into the category "Wouldn't it be loverly, ..." with Liza Doolittle twirling around the room.

The Help button brings up the general information on US Entry Options/Actions from the RAC document. It references section 13.3.2 (or whatever) for the details on specific US Entry items. The player can access the RAC PDF by clicking on F2 (Players Manual PDF is F1).

---

I did do something similar to what you suggested for the optional rules. Right clicking on any of their names in the Start New Game form or the Selected Optional Rules form (during a game) generates a help page for the specific optional rule. That seemed to me to be essential for several reasons:
- the text describing all the optional rules runs to 47 pages.
- the Start New Game form is one that new players need to deal with almost immediately, and deciding on which of the 80 optional rules to use is daunting enough.
- during a game players will want to be able to read the finer points on some optional rules without having to search for a specific one among the 80.
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RE: MWIF Game Interface Design

Post by bo »

ORIGINAL: Shannon V. OKeets

ORIGINAL: Froonp
ORIGINAL: bo

I probably did not phrase the question properly [;)] Will the game have a program in it that will show me the ships that have been sunk the air units that have lost and the ground unit that have been destroyed any time during the game that I could check on for what purpose I don't know just like the idea. Or, big or, does every destroyed unit go back into the force pool therefore no need for a destroyed count? Would still like a destroyed report.

Bo
I too would like a global losses report.
How many INF, ARM, FTR2, LND3, BB, CL, etc, etc... destroyed turn per turn per major power and globaly.
The Game Record Log is a detailed list of "what happened?". Eventually I'll modified some of the GRL entries so they include additional information (e.g., who killed whom, where, and with what weapon). But for the initial release it will just provide stark obituary notices: "We note with sorrow the passing of the USSR 3rd infantry corps, ...".
I get that weird feeling that Steve and Froonp are pulling my chain [;)] Oh well, if I don't ask questions they would have nothing to do but work on the game and everyone needs a break once in a while[:@]

Bo
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RE: MWIF Game Interface Design

Post by Shannon V. OKeets »

ORIGINAL: bo

ORIGINAL: Shannon V. OKeets

ORIGINAL: Froonp


I too would like a global losses report.
How many INF, ARM, FTR2, LND3, BB, CL, etc, etc... destroyed turn per turn per major power and globaly.
The Game Record Log is a detailed list of "what happened?". Eventually I'll modified some of the GRL entries so they include additional information (e.g., who killed whom, where, and with what weapon). But for the initial release it will just provide stark obituary notices: "We note with sorrow the passing of the USSR 3rd infantry corps, ...".
I get that weird feeling that Steve and Froonp are pulling my chain [;)] Oh well, if I don't ask questions they would have nothing to do but work on the game and everyone needs a break once in a while[:@]

Bo
Not at all (well ,ok, the Obit might be a somewhat wordy).

Here are some of the Game Record Log record definitions (there are over 550 of these):

TRL_UDes = record // Destroy unit by placing it in DestroyedPool.
MsgID: Integer;
EntryNum: Integer;
TransNum: Integer;
By: Byte; // Who recorded the entry = PlayerNum or 0 (MWIF).
CNum: Byte; // Country number.
UNum: Word; // Unit #.
Reason: String; // The reason the unit is being destroyed.
ShowMess: Boolean; // Whether a message should be shown.
end;

TRL_URel = record // Place unit in RelocateStack.
MsgID: Integer;
EntryNum: Integer;
TransNum: Integer;
By: Byte; // Who recorded the entry = PlayerNum or 0 (MWIF).
UNum: Word; // Unit #.
end;

TRL_URbs = record // Place unit in RebaseStack.
MsgID: Integer;
EntryNum: Integer;
TransNum: Integer;
By: Byte; // Who recorded the entry = PlayerNum or 0 (MWIF).
UNum: Word; // Unit #.
end;

TRL_URet = record // Place unit in RetreatStack.
MsgID: Integer;
EntryNum: Integer;
TransNum: Integer;
By: Byte; // Who recorded the entry = PlayerNum or 0 (MWIF).
UNum: Word; // Unit #.
end;

TRL_URTB = record // Place unit in ReturnToBase.
MsgID: Integer;
EntryNum: Integer;
TransNum: Integer;
By: Byte; // Who recorded the entry = PlayerNum or 0 (MWIF).
UNum: Word; // Unit #.
end;
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RE: MWIF Game Interface Design

Post by brian brian »

ORIGINAL: Shannon V. OKeets

This afternoon I got the Search and Seizure form displaying information correctly. There is only one entry (sea area) that is enough for testing its basic functionality.

I still have to write code that actually executes the effects of search and seizure when that button is clicked on.

Hi Steve, not sure if you keep up with the Yahoo list, but if not, I thought you might be interested in a new question on there this morning about Search & Seizure....

1st Answer:

The rule says that you can't execute a search and seizure unless "the major
power you are not at war with must have convoy points there
that ARE transporting resources (or build points)...".
So reasonably the allies must decide on the transportation pattern first,
otherwise you don't know if it is possible to execute a search and seizure at
all.

Original Post:



Here is the scenario:

1 - Axis desperately trying to prevent France from building its Mech in '39.

2- Italy at war with France, not at war with Commonwealth

3- Italy can Search and Seize 1 resource in the Med (Indochinese res)

4- France & CW can allocate different resource pathways, e.g., either ship the
New Calidonian resource to France or ship an Australian resource to England.



Question: when does the CW/French have to decide which resources are taking
which path? We currently have a situation where the CW can either lose a BP by
not accepting the Australian resource, or they have to spend a saved oil in
France to get the Mech.



Does the Allies have to make their decision before the USE roll is made for
searching & seizing, or can they make up their mind afterwards?



Rule doesn't say, as far as I can tell. Thanks! (Rule quote below)

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RE: MWIF Game Interface Design

Post by Shannon V. OKeets »

ORIGINAL: brian brian

ORIGINAL: Shannon V. OKeets

This afternoon I got the Search and Seizure form displaying information correctly. There is only one entry (sea area) that is enough for testing its basic functionality.

I still have to write code that actually executes the effects of search and seizure when that button is clicked on.

Hi Steve, not sure if you keep up with the Yahoo list, but if not, I thought you might be interested in a new question on there this morning about Search & Seizure....

1st Answer:

The rule says that you can't execute a search and seizure unless "the major
power you are not at war with must have convoy points there
that ARE transporting resources (or build points)...".
So reasonably the allies must decide on the transportation pattern first,
otherwise you don't know if it is possible to execute a search and seizure at
all.

Original Post:



Here is the scenario:

1 - Axis desperately trying to prevent France from building its Mech in '39.

2- Italy at war with France, not at war with Commonwealth

3- Italy can Search and Seize 1 resource in the Med (Indochinese res)

4- France & CW can allocate different resource pathways, e.g., either ship the
New Calidonian resource to France or ship an Australian resource to England.



Question: when does the CW/French have to decide which resources are taking
which path? We currently have a situation where the CW can either lose a BP by
not accepting the Australian resource, or they have to spend a saved oil in
France to get the Mech.



Does the Allies have to make their decision before the USE roll is made for
searching & seizing, or can they make up their mind afterwards?



Rule doesn't say, as far as I can tell. Thanks! (Rule quote below)

Here is the raw informatiojn on the sequence of play in MWIF. Your question (or the one from Yahoo to be more precise) is about the long, wide column that is second from the right: End of Turn phases. The 4 phases that relate to the question are: Prod. Planning Preliminary, Prod. Planning Final, Search & Seizure, and Build Units. The last is also known as Production.

MWIF has/lets the players figure out which resources & build points go where, using what routes in the Prod. Planning phases. The Preliminary is there to let you decide on which unit stay at sea and how you are going to use oil to reorganize units. The Final is so you can deal with any changes do to naval combat in the return to base phases (you might have lost some convoys).

So, Search & Seizure occurs after each resource/build point that is going overseas has been allocated a specific set of convoys to get it from point A to point B. Production happens after all those issues have been resolved.

Image

EDIT: I'll leave it as a WIF guru puzzle to assemble the complete SOP using all these component parts.[;)] Hey, I could have just made each one a single line entry instead of 19 nicely arranged lists.[:D] FOr extra credit, can you find the mistake in this SOP? Beta testers should not reply, since the item is on my todo list.
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RE: MWIF Game Interface Design

Post by brian brian »

so basically, MWiF will force the players to designate which CPs are carrying which resources where, somethine WiF:FE fails to do explicitly in the rules, leading to lots of confusing situations when it comes to Search & Seizure. That sounds good.

But wouldn't Production Planning/Final have to be after Search & Seizure? The Enemy side could Seize some of your resources, and you could cover them with an expenditure of Saved Oil, for example... ???
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RE: MWIF Game Interface Design

Post by Red Prince »

Now, this is sad. [:(] I really should be able to find the error, but I can't! [&:]
Always listen to experts. They'll tell you what can't be done and why. Then do it!
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