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RE: What Do You Think Needs to be in World In Flames PC Game
Posted: Mon Sep 26, 2005 5:41 am
by Janet Reno
Another thing you may want to consider is jet aircraft. And the ability to control your own production and research. Also the type XXI U-Boats.
RE: What Do You Think Needs to be in World In Flames PC Game
Posted: Mon Sep 26, 2005 10:00 am
by Froonp
ORIGINAL: Janet Reno
Sealion is a must. And maybe "the bomb"
Both are in WiF FE.
Sealion is a possibility amongst many others, and is very possible. The game give you the tools you may need to achieve this, all you need to do is plan, and then conquer.
The A-Bomb is a new weapon available in early 45, and the USA can do what they want with it.
In regular WiF FE games, it is rarely dropped on strategic objectives, but rather on military concentrations. I've seen it dropped on Karlsruhe, Paris, Milan, Shanghai, Canton or Tokyo (on the fleet).
There are no rule for "inventing the A-Bomb" as there is in American in Flames.
Maybe this will be for a future version
Cheers !
RE: What Do You Think Needs to be in World In Flames PC Game
Posted: Mon Sep 26, 2005 10:05 am
by Froonp
ORIGINAL: Janet Reno
Another thing you may want to consider is jet aircraft. And the ability to control your own production and research. Also the type XXI U-Boats.
All this is regular WiF FE things, except SUBs which are not detailled up to having the model specified.
Jet Aircrafts are part of the force pool each country has, which is enlarged each year by new units. The CW, the USA, Japan, the USSR and Germany all have jet aircrafts at one time or another.
Here too, there is no specific rule to control and manage the "invention of Jet aircrafts", but there are some rules mechanisms that allow their appearance to be linked to some player will (advance built).
About the production, WiF has a solid rule mechanisms to built virtualy anything military.
There are no research rule, except the advance built rule (which is not a research rule, but has some effects on the appearance of new technologies on the battlefield).
Cheers !
Patrice
RE: Fog of War
Posted: Mon Sep 26, 2005 3:08 pm
by Private_Paula
Will be PoliF a part of MWIF?
RE: Fog of War
Posted: Tue Sep 27, 2005 8:34 am
by Froonp
ORIGINAL: Private_Paula
Will be PoliF a part of MWIF?
To make it short, yes, and no.
Please see the "Units, Scenarios, Options, and Add-ons" thread, posts 114 & 117 for the complete answer.
RE: Fog of War
Posted: Wed Jan 18, 2006 7:28 pm
by Peeking Duck?
Hi,
Don't know if this suggestion has already been posted - if so please ignore.
Would it be possible to allow for a full screen map by using one hot key?
I could never see enough of the map on CWiF and always wished there could be a simple button, like tab, to dispense with all the toolbars and other accoutrements so that I may see one giant map.
Hope thats not too muddled of a request. Of course, this also brings into question whether MWiF will support higher resolutions - I certainly hope it will.
Thanks to all those participating in making this game happen as I've been waiting on it for roughly 10 years.
cheers,
Peek
RE: Fog of War
Posted: Thu Jan 19, 2006 3:30 am
by Neilster
I've been waiting on it for roughly 10 years
Bah! Only 10! [:D]
Cheers, Neilster
RE: Fog of War
Posted: Thu Jan 19, 2006 6:45 pm
by YohanTM2
You would probably need a hi-res 42" monitor to be able to see anything worthwhile Peek [:D]
RE: Fog of War
Posted: Sun Feb 12, 2006 7:08 pm
by Shannon V. OKeets
ORIGINAL: Peeking Duck?
Hi,
Don't know if this suggestion has already been posted - if so please ignore.
Would it be possible to allow for a full screen map by using one hot key?
I could never see enough of the map on CWiF and always wished there could be a simple button, like tab, to dispense with all the toolbars and other accoutrements so that I may see one giant map.
Hope thats not too muddled of a request. Of course, this also brings into question whether MWiF will support higher resolutions - I certainly hope it will.
Thanks to all those participating in making this game happen as I've been waiting on it for roughly 10 years.
cheers,
Peek
Sorry, I missed this post when it was originally made.
Part of the interfacae design it to let players have different 'views' that they define. Then a list of these definitions, each with a unique name that the player has assigned, will be available on screen. It will either be persistent (always on top) or as a drop down menu. My internal debate continues on that particular decision. In any event, the player clicks on a predefined 'view' and the program displays it.
The primary purpose of this feature is to be able to jump from Russia to North Africa, to China, to London with single mouse clicks.
There are several possible secondary purposes, one of which you mentioned. Others are to view: only air units, only tactical bombers and fighter escorts/interceptors, only armor/mechanized, only out of supply units, only units that are still available for movement during the turn, ...
My goal is to remove the need to reposition and reconfigure (which units are displayed,
what level of zoom) the detailed map when switching from one theater of operations to another.
RE: Fog of War
Posted: Mon Apr 17, 2006 3:14 am
by Zorachus99
ORIGINAL: Shannon V. OKeets
My goal is to remove the need to reposition and reconfigure (which units are displayed, what level of zoom) the detailed map when switching from one theater of operations to another.
Would i be possible to:
1) If next unit to be viewed is on the screen maintain screen position, and set it as default for that unit.
2) If unit to be viewed is within a margin (say 4 hexes) the screen recenters without affecting zoom.
3) If the unit to be viewed is not on the screen, then go to last screen setting used with that unit.
Implement a stack of screen positions... arbitrarily say 255, and pop old entries from the stack as they disassociate over time.
Great Work!!!
After so many years of waiting you give me and freinds hope [&o]
RE: Fog of War
Posted: Mon Apr 17, 2006 8:35 am
by Shannon V. OKeets
ORIGINAL: Zorachus99
ORIGINAL: Shannon V. OKeets
My goal is to remove the need to reposition and reconfigure (which units are displayed, what level of zoom) the detailed map when switching from one theater of operations to another.
Would i be possible to:
1) If next unit to be viewed is on the screen maintain screen position, and set it as default for that unit.
2) If unit to be viewed is within a margin (say 4 hexes) the screen recenters without affecting zoom.
3) If the unit to be viewed is not on the screen, then go to last screen setting used with that unit.
Implement a stack of screen positions... arbitrarily say 255, and pop old entries from the stack as they disassociate over time.
Great Work!!!
After so many years of waiting you give me and freinds hope [&o]
Thanks.
Designing how to cycle through the units needs a lot of thought, in my opinion. CWIF (the legacy code I started with) has a fairly simple approach, which is to center the screen on the next unit automatically.
I find this very disconcerting because I usually want to move one group of units before moving on to the next group. For example, if I am building an attack on a hex, then I fill up all the available stacking room in each of the adjacent hexes. Or, if I am forming a defensive line, then I start at the top and work my way down to the bottom, maximizing the strong points, or striving for even strength throughout the line. In both cases, I have a fairly good idea of which unit I want to move next.
I do not see a way to anticipate which unit I will want to select next. More to the point, I do not see a way to automatic/program which unit should be next in line.
CWIF permits the player to set a unit to "sentry mode". All that means is that the unit is skipped over when cycling through the list of units "yet to be moved".
Obviously I can put the units in any sorted order the player might specify: by unit type, by year built, closest to last moved unit, next strongest, etc.. but that doesn't seem quite right to me though. I would like something that is very functional/practical.
As it is now, I turn off the automation of selecting the 'next' unit, because it keeps jumping me around on the board and gets in the way of me moving a set of units that are performing a related task.
RE: Fog of War
Posted: Mon Apr 17, 2006 8:45 am
by Froonp
As it is now, I turn off the automation of selecting the 'next' unit, because it keeps jumping me around on the board and gets in the way of me moving a set of units that are performing a related task.
I agree that the automation of selecting the "next" unit is wrong.
I for one am used to move the units in the order that I like, that I prefer, and then, to use the keyboard keys that allow me to cycle through all available units, very rapidly, just to check that I did not forget some unit in some far corner of the world. This is very convinient and very quick for me, and I'm quite sure of achieving all I wanted to achieve during the privious impulses / turns.
You can also use the "note" function to put some text on a unit if you want to remember in a few turns in the future what you intended this unit to perform.
RE: Fog of War
Posted: Mon Apr 17, 2006 2:33 pm
by SamuraiProgrmmr
It would be nice to :
1) have a list of units that have movment points left.
2) be able to remove units from that list for this impulse (i.e. 'I am not going to move this unit, now show me the rest that I might move)
This could be done both by having a list that when you doubleclick on it, it displays the map with that unit selected and also by making the units in question a lighter color upon request.
These are just ideas. As much thought as you are putting into this, I am sure you will come up with something at least as good.
RE: Fog of War
Posted: Mon Apr 17, 2006 3:58 pm
by lomyrin
Having played CWiF for a long time, the method of selecting units and canvassing the entire map for any forgotten units to move that I use is exactly the same as Patrice describes.
I find it very easy to use and indeed the 'select next unit ' function is one I never use and I have noted it to be jumping around in an annoying fashion.
Lars
RE: Fog of War
Posted: Mon Apr 17, 2006 5:45 pm
by Shannon V. OKeets
ORIGINAL: SamuraiProgrammer
It would be nice to :
1) have a list of units that have movment points left.
2) be able to remove units from that list for this impulse (i.e. 'I am not going to move this unit, now show me the rest that I might move)
This could be done both by having a list that when you doubleclick on it, it displays the map with that unit selected and also by making the units in question a lighter color upon request.
These are just ideas. As much thought as you are putting into this, I am sure you will come up with something at least as good.
Thank you for your ideas. I like them.
Coming up with something "at least as good" is because I shamelessly take ideas from other people and incorporate them into how the game works. So it is not so much "my thought" as it is a distillation of the best thoughts from experienced players.
RE: Fog of War
Posted: Mon Apr 17, 2006 5:47 pm
by Shannon V. OKeets
ORIGINAL: lomyrin
Having played CWiF for a long time, the method of selecting units and canvassing the entire map for any forgotten units to move that I use is exactly the same as Patrice describes.
I find it very easy to use and indeed the 'select next unit ' function is one I never use and I have noted it to be jumping around in an annoying fashion.
Lars
Ok. So I will take the current CWIF functionality, as employed by Patrice and yourself, as the minimum requirements for reviewing unit moves. And now see if I can find improvements.
RE: Fog of War
Posted: Tue Apr 18, 2006 12:48 am
by Zorachus99
Perhaps the 'jump to next unit' function should select the 'next available unmoved unit on the current screen' (pretty fast routine even with sloppy programming),
Then a 'recenter map on unmoved unit offscreen' function if no unmoved units are on the screen (or marked as not moving)?
That would make the 'next unit' function much more useable... Yes I dislike the current method jumping between units by enumeration... as a result I consistantly forget to move units because I bypass the 'next unit' function altogether.
RE: Fog of War
Posted: Tue Apr 18, 2006 2:32 am
by Shannon V. OKeets
ORIGINAL: Zorachus99
Perhaps the 'jump to next unit' function should select the 'next available unmoved unit on the current screen' (pretty fast routine even with sloppy programming),
Then a 'recenter map on unmoved unit offscreen' function if no unmoved units are on the screen (or marked as not moving)?
That would make the 'next unit' function much more useable... Yes I dislike the current method jumping between units by enumeration... as a result I consistantly forget to move units because I bypass the 'next unit' function altogether.
What I have created for the Setup Units Form, (used when placing units on the map at the start of a scenario), is a list of units and some buttons for selecting subsets. I think something similar might be useful (as an option) when moving units.
Say, you had all your units displayed as small counters in a column at the side of the screen, or as a row at the top or bottom of the screen. The units shown would only be those that could move during the phase. So, during air phases it would contain only air units, and so forth for other types of phases. Each unit could be marked as: fully moved, partially moved, "in sentry mode", "ignore for this phase", or yet to be moved. If there were a lot of units eligible for moving during the phase, the subset buttons could reduce the list to something that fits on the screen. For example, just armor, strategic bombers only, carriers only. That would let the player move all of one unit type and then go on to another type. I see this as especially helpful during phases involving tactical bombers, since they are often hard to locate on the map when playing.
We have also been considering having groups of naval units placed into task forces for ease of play. No changes or effect on the rules, just a convenient way to 'grab' a bunch of naval units and place them in the North Sea (for example). The compositions of the task forces would remain intact from impulse to impulse and turn to turn, unless the player decided to change them. Again, the whole idea would be convenience, it would be optional, and hopefully, players would find it a feature that helps them complete a turn in less time (always a bonus - when you are playing on the opposite side).
So, one of the ways to sort units would be by task group. I vaguely see possibilities for having this apply to air and land units too. This gets back to cycling through the units. If you have assigned some fighters to the defense of Germany from strategic bombing, then those fighters would be grouped together and cycled through in order. I am somewhat ambivalent about this, because the pain of bookkeeping might exceed the benefit that would be derived. However, ideas need to be explored, not stifled at birth.
Anyway, back to the list of units that are eligible to move during the turn. They could be dynamically sorted by the player - with one of the choices for how to sort them being such that those that haven't moved are listed first. My vision is the player first sorts the list in whatever form is best for placing the units. At the end of the turn, he sorts them so those that haven't moved are at the front of the list. Indeed, if some units haven't been moved, then the program could not only prompt the player to confirm the end of phase, but also do that sort automatically at the same time.
Drifting along, letting the mind create possible interface designs.
RE: Fog of War
Posted: Tue Apr 18, 2006 10:08 am
by YohanTM2
I really like the task force option for naval, it will save both time and aggravation. I would not likely use the unit function you describe (except perhaps during an air phase or then again maybe naval). Being able to move a stack of land units is great. I like the idea of just moving to the next closest unit on the screen when you click "next unit"
RE: Fog of War
Posted: Tue Apr 18, 2006 4:57 pm
by Shannon V. OKeets
ORIGINAL: Yohan
I really like the task force option for naval, it will save both time and aggravation. I would not likely use the unit function you describe (except perhaps during an air phase or then again maybe naval). Being able to move a stack of land units is great. I like the idea of just moving to the next closest unit on the screen when you click "next unit"
Ok. By closest unit I assume you mean closest unit that hasn't moved yet. I'll include that as one of the choices for sequencing through all eligible units. I also will make it so that the screen doesn't refresh/recenter on the unit automatically, unless the unit is not currently on the visible portion of the map. What I found most annoying with the CWIF "cycle through units" feature (i.e., next unit) was the continual screen refreshes.