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RE: Fog of War

Posted: Fri Apr 21, 2006 2:55 am
by Zorachus99
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"

I agree, fabulous idea for an air impulse or naval impulse, (maybe combined), but the land impulse is by far the most complex when you are balancing things in russia... you simply have inspect all your stacks, enemies stacks, plan attacks, and hope your plans can handle the possibilities that play out.

-----
This is a game to love, I've been ever so frustrated getting say +10/-10 air combat and promply rolled a 7 clearing through the single UNESCORTED enemy bomber. Crazy, yet somehow real world results creep in there. War is unpredictable regardless of plan, WIF simulates this excellently.

RE: Fog of War

Posted: Fri Apr 21, 2006 8:33 am
by Neilster
Just wanted to support the "Next Unit" button as it is getting some flak. I use it a lot and with a little familiarity with the maps I don't find the jumping around annoying. I tend to move several units in an area, cycle through all my movable units to get an overview, then concentrate on an area again. It's handy for not missing anything.

Having said that, a more powerful version with greater control would be fine.

Cheers, Neilster

RE: Uncertainty

Posted: Mon May 29, 2006 9:23 pm
by EZPkins
Igor made mention he had pc version of War in Europe anyone have a link on tht

RE: What Do You Think Needs to be in World In Flames PC Game

Posted: Mon May 29, 2006 9:59 pm
by EZPkins
Anyone out there have a link to War in Europe PC game.And whats the latest on WIF release date.

RE: What Do You Think Needs to be in World In Flames PC Game

Posted: Tue May 30, 2006 1:23 am
by YohanTM2
You can download a demo of the windows version and buy it at:
 
http://www.decisiongames.com/ 
 
You can read up on Doc's progress on CWiE2 here:
 
http://members.iinet.net.au/~nosacred99/cwie/
 
It should be released in June or maybe a little after.

RE: What Do You Think Needs to be in World In Flames PC Game

Posted: Wed Jun 07, 2006 4:06 am
by winky51
HOW ABOUT some fricken larger buttons.  May I suggest you all take notes on how to make a game playable.  Look at galactic civilizations 2.  Nice buttons, easy to navigate.  Make the game easy to play.  I bough War in the Pacific and I don't play it.  Why the fricken buttons are so tiny I spend half my time aligning my damn mouse so I don't make a mistake.
 
Include all optional rules
Ways to mod the game like altering counter values, end of turn chance per impulse, Air to Air combat results, combat charts, resourse values, factory values.  Many games now a days are making themselves moddable.  Gamers love that to make their own scenarios and change rules.
 
Make the system playable, as a live game converted to PC.... it wont be playable.
 
Player 1 "ok I attack 3 hexes and send up a these 3 bombers and 3 fighters as escort"  PBEmail
Player 2 "Hmm I intercept this air mission 1st with my fighter" PBEmail
Player 1" Ok I counter intercept with these 2 fighters" PBEmail COMBAT
Player 2" Ok you won that one, now I intercept with this fighter mission 2" PBEmail
Player 1" I counter intercept with my Me-109" PBEmail COMAT
Player 2" Ok Mission 3 I intercept with this night fighter" PBEmail
Player 1" I send up my night fighter" PBEmail COMBAT
Player 1" Ok I roll my ground stikes do you want to use emergency HQ support anywhere?" " PBEmail
Player 2" Nope I didnt" PBEmail
Player 2" Rolling ground strikes" PBEmail
 
Ok thats 10 fricken emails going back and forth for 3 simple ground strikes in one email.  See my point?  How long will it take to do a turn.  Think outside the box.  Make the game playable from mechanics and useability standpoint.  Note in point Master of Orion III had NEITHER of these qualities while Galactic Civ 2 has both.

RE: What Do You Think Needs to be in World In Flames PC Game

Posted: Wed Jun 07, 2006 5:25 am
by Shannon V. OKeets
ORIGINAL: winky51

HOW ABOUT some fricken larger buttons.  May I suggest you all take notes on how to make a game playable.  Look at galactic civilizations 2.  Nice buttons, easy to navigate.  Make the game easy to play.  I bough War in the Pacific and I don't play it.  Why the fricken buttons are so tiny I spend half my time aligning my damn mouse so I don't make a mistake.

Include all optional rules
Ways to mod the game like altering counter values, end of turn chance per impulse, Air to Air combat results, combat charts, resourse values, factory values.  Many games now a days are making themselves moddable.  Gamers love that to make their own scenarios and change rules.

Make the system playable, as a live game converted to PC.... it wont be playable.

Player 1 "ok I attack 3 hexes and send up a these 3 bombers and 3 fighters as escort"  PBEmail
Player 2 "Hmm I intercept this air mission 1st with my fighter" PBEmail
Player 1" Ok I counter intercept with these 2 fighters" PBEmail COMBAT
Player 2" Ok you won that one, now I intercept with this fighter mission 2" PBEmail
Player 1" I counter intercept with my Me-109" PBEmail COMAT
Player 2" Ok Mission 3 I intercept with this night fighter" PBEmail
Player 1" I send up my night fighter" PBEmail COMBAT
Player 1" Ok I roll my ground stikes do you want to use emergency HQ support anywhere?" " PBEmail
Player 2" Nope I didnt" PBEmail
Player 2" Rolling ground strikes" PBEmail

Ok thats 10 fricken emails going back and forth for 3 simple ground strikes in one email.  See my point?  How long will it take to do a turn.  Think outside the box.  Make the game playable from mechanics and useability standpoint.  Note in point Master of Orion III had NEITHER of these qualities while Galactic Civ 2 has both.
Read the thread on PBEM in the top section of the forum.

Re CWiF

Posted: Wed Jun 07, 2006 5:04 pm
by ess1
I have noticed that several times CWiF has been mentioned.   Presume that this is the earlier computer wargame.
Is it still available as I would like to have a look at it whilst waiting (!)
Thanks

RE: Re CWiF

Posted: Wed Jun 07, 2006 6:11 pm
by Froonp
ORIGINAL: ess1

I have noticed that several times CWiF has been mentioned.   Presume that this is the earlier computer wargame.
Is it still available as I would like to have a look at it whilst waiting (!)
Thanks

Short answer : No.
Look here : tm.asp?m=1100524
(CWiF thread)

This said, I personaly think that now that MWiF is so different than CWiF, CWiF should go back to the public.
But I'll stay faithfull to the word given to Matrix.

RE: Re CWiF

Posted: Wed Jun 07, 2006 6:44 pm
by lomyrin
ORIGINAL: Froonp
ORIGINAL: ess1

I have noticed that several times CWiF has been mentioned.   Presume that this is the earlier computer wargame.
Is it still available as I would like to have a look at it whilst waiting (!)
Thanks

Short answer : No.
Look here : tm.asp?m=1100524
(CWiF thread)

This said, I personaly think that now that MWiF is so different than CWiF, CWiF should go back to the public.
But I'll stay faithfull to the word given to Matrix.

I agree with that. It is a very good teaser and introducer to the system that MWiF will improve upon.

Lars

RE: Re CWiF

Posted: Wed Jun 07, 2006 9:13 pm
by ess1
Thanks for prompt reply.

RE: Re CWiF

Posted: Sat Jun 24, 2006 5:16 am
by freeboy
btw will road and rail developement over time, and fortified positions be included? How about how to direct an economy, ships planes or tanks type issues? just curious and totally ignorant of thge board game.... good luck

RE: Re CWiF

Posted: Sat Jun 24, 2006 5:37 am
by fuzzy_bunnyy
Roads and rails are never changed, they are fixed on the map. (one of the few additions WIF needs imho)
 
Forts may be built as detailed below, and several forts are printed on the map(the maginot line, singapore, etc.)
 
The wartime economy is controlled by the player. You decide what types of units to build(for example in fighters you can chose to build 1 engine interceptors that generally have short range and good combat factors, or twin engine fighter bombers that are generally non specialized, versatile, and longer ranged) and get a random unit of that type. As countries gear up for war they get increased "production multiple", which when multiplied by "production points"(actual resources going to factories) gives you "build points"(how much/many units you get to build). 
 
Ships, planes, and land units(tanks have special rules associated with them but they arent extremly complicated) are interlinked very well. Its my favorite feature of the game how seamlessly all the systems interact.
 
If your still interested, you can download the rules for free here.
 
http://www.a-d-g.com.au/download/WiF-RaW-7-aug-04.doc

RE: Re CWiF

Posted: Sat Jun 24, 2006 7:34 pm
by freeboy
great responce fb, but I was actually thinking in the new computer version, makes no sense to me to not be able to add a road, like the one in india/china built to help get supplies .. or rail lines.. as did the germans as they converted the tracks from the gauges used by the Reds to those used by their economy.. interesting project

RE: Re CWiF

Posted: Sat Jun 24, 2006 9:55 pm
by Shannon V. OKeets
ORIGINAL: freeboy
great responce fb, but I was actually thinking in the new computer version, makes no sense to me to not be able to add a road, like the one in india/china built to help get supplies .. or rail lines.. as did the germans as they converted the tracks from the gauges used by the Reds to those used by their economy.. interesting project

My contract is to recreate WIF FE (Final Edition) on the computer. My task is not to create a WIF development kit. The former is quite enough work, thank you very much. 80 optional rules, for example. Additional tasks are not required.

However, within the scope of MWIF, I am still looking for suggestions on how to implement the player interface so the game can be played with maximum enjoyment and minimal aggravation (as all games inevitably produce after you play them for a period of time). And there are other questions I pose to the forum members from time to time. Additions to the basic units, map, and rules are not usually in that category.

The China map is an exception because WIF FE and MWIF differ in regards to scale, so changes have to be made in China, Scandinavia, and elsewhere around the world. I am not sweating the details for most of those changes, but China is a very active and important theater of combat, that can have a dramatic impact on play in general and play balance in particular.

RE: Re CWiF

Posted: Sun Jun 25, 2006 2:12 am
by freeboy
ok, so I take it we are not going to see building, no a problem.. what is the scale for the turn time? Is there a faq, interested how naval combat is handled...

thanks again

RE: Re CWiF

Posted: Sun Jun 25, 2006 2:27 am
by Mziln
You can click this link: Australian Design Group

Select the "Downloads" button and get a copy of the WiF FE (World in Flames Final Edition) Rules and Sceanarios.

This is also known as the RAW (Rules As Written)

RE: Re CWiF

Posted: Sun Jun 25, 2006 5:19 am
by freeboy
ok, dont want to read a novel, just the cliff notes, is asking whatthe turn scale really such a tough ? give me a break here guys..

RE: Re CWiF

Posted: Sun Jun 25, 2006 8:08 am
by Shannon V. OKeets
ORIGINAL: freeboy
ok, dont want to read a novel, just the cliff notes, is asking whatthe turn scale really such a tough ? give me a break here guys..

Actually, it is not that easy to answer. Each turn is for 2 months, 6 per year. Within each turn are a variable number of impulses, which depends primarily on the weather - often more than 12 during the summer and as few as 5 or 6 during the winter. Die rolls decide when the turn is over but the players can influence it by being inactive (choosing to Pass). This is an oversimplification, but it should give you a sense of the time scale.

RE: Re CWiF

Posted: Sun Jun 25, 2006 2:59 pm
by Neilster
ORIGINAL: freeboy

ok, so I take it we are not going to see building, no a problem.. what is the scale for the turn time? Is there a faq, interested how naval combat is handled...

thanks again

You'll have to trust us that stuff like this is handled by the game mechanics and optional rules. Don't worry. It works. The game has a very broad sweep and a lot of details are abstracted.

Cheers, Neilster