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RE: Still a problem with minor country reinforcements in full cities

Posted: Fri Feb 28, 2014 7:24 pm
by Centuur
ORIGINAL: michaelbaldur


come, join the dark side.

there are room over here
+1

RE: Still a problem with minor country reinforcements in full cities

Posted: Fri Feb 28, 2014 8:38 pm
by bo
ORIGINAL: CrusssDaddy

ORIGINAL: bo

ORIGINAL: CrusssDaddy




Maybe it's time to flip your mantra, start working smarter instead.

Hey Cruss how are you did you buy the game yet?

Bo

I'm so close, reading these threads really has me enthusiastic about the game and the competence of the fellas running the show. My credit card is halfway out my wallet!

You know Cruss if I were Steve and of course I am not and cannot speak for him, but I would offer you to come into the beta testing team, your knowledge of the game would be a great asset to us. No smileys Cruss I mean it, your not half as mean as you pretend to be.

Bo

RE: Still a problem with minor country reinforcements in full cities

Posted: Fri Feb 28, 2014 8:40 pm
by joshuamnave
ORIGINAL: AxelNL

ORIGINAL: Centuur

ORIGINAL: warspite1


warspite1

+1

+2. And may I say that I have the greatest respect on the way Mr. Zartacla is handling things... [&o]

+3. I am still his greatest AAR fan as well. Looking forward to his next, which I trust will come in time.

I'm waiting for the phantom convoy bug to get fixed, and then I'll do another one. For me, the best thing about MWIF is letting the computer handle all of the bookkeeping. As it stands, I either have to completely forgo the Battle of the Atlantic, or I have to manually compute the CW's production each turn, and then throw away the excess build points. Perversely, it's harder to do that on the computer than it is over a board, both because of the clunky production planner and because of limited fields of vision.

I'm considering writing up a few 1 turn tutorials in the mean time... but certainly won't do that until the current mess has been cleaned up. Write ups take long enough to do without having to wait a minute at a time for units to move.

RE: Still a problem with minor country reinforcements in full cities

Posted: Fri Feb 28, 2014 11:14 pm
by CrusssDaddy

You know Cruss if I were Steve and of course I am not and cannot speak for him, but I would offer you to come into the beta testing team, your knowledge of the game would be a great asset to us. No smileys Cruss I mean it, your not half as mean as you pretend to be.

Bo

I don't think your problem is insufficient testers. This is one of those rare occasions of too many indians, not enough chiefs.

RE: Still a problem with minor country reinforcements in full cities

Posted: Sat Mar 01, 2014 5:02 am
by AxelNL
ORIGINAL: Zartacla

ORIGINAL: AxelNL

ORIGINAL: Centuur




+2. And may I say that I have the greatest respect on the way Mr. Zartacla is handling things... [&o]

+3. I am still his greatest AAR fan as well. Looking forward to his next, which I trust will come in time.

I'm waiting for the phantom convoy bug to get fixed, and then I'll do another one. For me, the best thing about MWIF is letting the computer handle all of the bookkeeping. As it stands, I either have to completely forgo the Battle of the Atlantic, or I have to manually compute the CW's production each turn, and then throw away the excess build points. Perversely, it's harder to do that on the computer than it is over a board, both because of the clunky production planner and because of limited fields of vision.

I'm considering writing up a few 1 turn tutorials in the mean time... but certainly won't do that until the current mess has been cleaned up. Write ups take long enough to do without having to wait a minute at a time for units to move.

Looking forward reading them. I am probably going over the border of my NDA a couple inches here, but we just received a beta where supply calculations times are better, and the Bermuda Bug should be fixed!!!! Will start testing now,

Edit: my NDA is fine, I see Steve disclosed this info in another thread.