When?
Moderator: Shannon V. OKeets
- composer99
- Posts: 2931
- Joined: Mon Jun 06, 2005 8:00 am
- Location: Ottawa, Canada
- Contact:
RE: When?
If it weren't for me wanting to go to WiFCon I'd consider burning some vacation time. Ohio's not that far away... sort of... maybe not...
~ Composer99
-
Shannon V. OKeets
- Posts: 22165
- Joined: Wed May 18, 2005 11:51 pm
- Location: Honolulu, Hawaii
- Contact:
RE: When?
December 1, 2007 Status Report for Matrix Games’ MWIF Forum
Accomplishments of November
Project Management
Origins 2008 is still the planned release date. To accomplish this I had to move a few features I really wanted from MWIF product #1 to MWIF product #2: Preplanned Moves and Game Replay. Neither of those are part of my contract with Matrix; but as a player, they sure would be nice to have.
Communications
Rob Armstrong finished the map graphics and the last Theme Engine graphics patch. All he has left are splash screens (2) and box art. David Heath and Harry Rowland discussed box art for MWIF this past month but I do not know what conclusions they reached. I assume that the two of them will work with Rob on that, and that the splash screens will match. None of this requires much participation by me.
It looks good for us hiring another programmer early in December to work on the technical code for NetPlay and PBEM. He and I believe we can get both of those done by February 1st, 2008.
Dean Drummy replaced the screen shots on the Matrix web site description of World in Flames with the 11 new ones I sent him (one by Patrice).
Patrice reports that he is in contact with Harry Rowland who has gone through roughly half of the rules questions we would like to get clarified for coding MWIF.
I monitored all the threads in the MWIF World in Flames forum daily and uploaded versions 6.00 and 6.01 to the beta testers.
Robert Nebel (Nebert) and Graham Dodge (Greyshaft) continue to work on a test plan for the beta testers.
Graf Zeppelin has taken over coordination of naval unit writeups. Both he and Capitan (land) provided me with their latest versions which I included in 6.01 for the beta testers to check out.
No communications with Chris Marinacci or Richard Dazeley (AIO language).
Software Development Tools
I have not installed ThemeEngine July/2007 yet. I will likely wait until after we get the NetPlay and PBEM code working.
Beta Testing
Version 6.00 included revised formats for saving and restoring games. In 6.01 I added the ability to save and restore setups.
Most of the bugs continue to relate to the player interface .
The game stops in the middle of Port Attacks still. After Patrice pointed out that CWIF had a simple (an good) system for deciding about fighter/bomber status and night attacks, I went back and ripped out some of the new code I had added for air missions.
Units
I decided to not add low resolution bitmap images for the units. The addition of Flyouts and the Naval Review Detail form provide easy ways to see what is in each hex when the map is zoomed way out.
Work continues on unit writeups. There is a good chance that we will have a fairly complete set when the product releases.
Map
Done. All the items on Patrice’s list of things to fix have been taken care of (or at least I surely hope so).
I compressed the river/lake bitmaps into a single large file which cuts the start time for a game to roughly 1/5th of what it had been previously. I can probably cut that some more by compressing the coastal bitmaps (5000+) and unit bitmaps (3000+); but doing so is not a pressing problem.
Scenario Setup
Scenario data seems stable (finally). The beta testers found a few more items during the early part of the month but nothing over the past couple of weeks.
I added the ability of players to set the weather during setup when the weather is unknown (i.e., when it is rolled for after all units have been placed on the map). This will let players place a land unit in a lake and a boat plane in a lake coastal hex. Either of those actions may result in a unit being destroyed if they guess the weather wrong; but that is a risk the players can decide to take or not. More importantly, the ability to set the weather during setup enables players to see which units may be out of supply if the weather turns bad.
I added the ability for players to save and restore setups. This only applies to non-random units, which means named units and generic units. All capital ships are named and so are HQs and Warlords. Generic units are forts, factories, saved oil points, and, most importantly, convoys. By saving a setup after you have placed all your capital ships and convoy pipelines on the map, you avoid having to redo them each time you start a scenario. Simply click on Restore Saved Setup and all the units you placed earlier go into the saved locations immediately. This will be a big help for newcomers to WIF, letting them simply use default placements for convoy pipelines and the large navies (e.g., for the Commonwealth, Japan, and the USA).
Optional Rules
I spent a few odd hours on these but not a lot of time.
Player Interface
I had Flyouts (for examining individual hexes on the map) working well, but then I added the Naval Review Details form and the interaction between the two has some bugs. The way this works is that double left clicking in an empty Land hex activates the Flyouts. Then whenever the cursor is over a hex with units in it, up to 9 units are shown, with preference given to the land and air units. If more than 9 units are in the hex, a little text message is added to the bottom of the Flyouts saying that.
Double left clicking on an empty All Sea hex activates the Naval Review Details form. That display shows all the units in a sea area, sea box section, or port. The display takes up half the screen (540 by 768) but it lets you clearly see, all at once, 36 naval units and the units they are transporting (e.g., carrier air units), with additional units available for review by scrolling.
I haven’t implemented the design for the form to display Hex & Unit Lists yet. The purpose of that form is to list the air units that can move and the targets they can move to.
I redesigned the opening screen in response to suggestions from the beta testers. It now gives the details concerning a saved game when a file name is clicked on: date last played, mode of play, players, turn, impulse, and so on. This makes it easy to go through the saved games directory and see what is there, without having to actually restore the game.
I reworked the save and restore menu items from the main form, adding the save and restore setups dialogs and converting them all to Theme Engine style (from standard Windows style). With version 6.01 the beta testers have been identifying some odd quirks given different combinations of restoring and starting new games in series. The code works hard to avoid having to reload bitmaps and standard data files more than once per session. To accomplish that requires some carefully written code (i.e., vulnerable to bugs).
Internet - NetPlay
My major accomplishment here was to line up another programmer to do this work. We expect to get started on it the first week in December.
CWIF Conversion
Nothing new on the supply line routines.
MWIF Game Engine
I converted more game play decisions to Game Record Log entries to support NetPlay.
Saved Games
I got this working again. To get save and restore to function correctly, every little variable in the game has to be written out and read back in. I improved on this code from what CWIF did, in that the program now permits saving a game in the middle of setting it up. Previously, you had to wait until you were done setting up all the major powers. As it is now, you can set up a couple of the major powers and then take a break, coming back to do the rest the next time you sit down to play.
Player’s Manual
Matrix Games’ sent me a copy of one of their product manuals and I have begun to convert what I have accumulated so far for the MWIF Player’s Manual into a structure that matches. This will let me avoid reinventing the wheel for things like the epilepsy warning about flickering monitors, how to contact Matrix, WIF web sites, and the like.
I am close to having the Table of Contents done which will let me list each section as a task item to be completed. Some of those sections are already done.
PBEM
Nothing new.
Historical Detail, Animations, and Sound
Nothing new.
Help System and Tutorials
I have designed the help system for MWIF. Basically there will be a separate entry (several paragraphs) for each form and each phase/subphase in the sequence of play. Those descriptions will be accessible using a help button on each form or by clicking on a phase/subphase in the sequence of play display. Additionally, they will automatically pop up the first time you see a form or enter a new phase/subphase in the sequence of play. A check box at the bottom of the form will let you disable the ‘automatic’ pop up part, and that information will be stored in the INI file so the ones you disabled will be remembered the next time you play.
The help content will come pretty much straight out of the Rules as Coded (RAC), which in turn will be a slightly modified rewrite of the Rules as Written (RAW) from WIF FE. As much as possible I will have each paragraph of explanation appear in the Help descriptions, Player’s Manual, and RAC. Write once, use 3 times.
Artificial Intelligence (AI)
I worked on the language specifications for the LAIO (Language for AI Opponent) for a few hours but I need to find more time for this.
Other
My quartet did well at our 30 minute gig for a school fund raiser. Of more interest to you might be that my chorus performed on the USS Missouri, for the twilight ceremony Veterans Day. We’ve been doing that for free the last 4 or 5 years and this time they gave us a plaque in appreciation - a nicely engraved inscription on a piece of teak taken from the deck of the Missouri.
The guys next door continue to work on the foundations for the 5 story children’s hospital they are building (Shriners). What I have learned is that there is a lot of preparation required for the first concrete pour.
====================================================================
November summary: It’s good that save and restore games and setups are now in place and the structure for the Player’s Manual and the help system defined. But it’s past time to continue through the sequence of play though, and get NetPlay code written and out to beta testers.
====================================================================
Tasks for December
Communications
Continue monitoring the forum threads.
Map and Units
Call Fernando now that the map is done, to see about getting the whole thing printed.
Beta Testing
Upload versions weekly. [est. 2 hours]
Redesign of MWIF Game Engine
Continue to work through the sequence of play giving each phase its own module. [est. 50 hours]
CWIF Conversion
Continue converting from CWIF style internet formats to Game Record Log Formats. [est. 50 hours]
Test the new random number generator. [est. 1 hour]
Player Interface
Finish the code for determining and displaying supply lines. [est. 20 hours]
Create the Task Forces and Naval Review forms. Implement Task Forces as a new “unit type”. [est. 40 hours]
Create Unit and hex lists for air missions. [est 5 hours]
Display the sequence of play (SOP) on the screen so the player knows where he is within the SOP and what is coming up next. [est. 30 hours in January]
NetPlay
Test the bidding capability using NetPlay. [est. 5 hours]
Incorporate the Indy10 code for the two player system into MWIF. [est. 10 hours]
Incorporate the multi-player (more than 2) system into MWIF. [est. 10 hours]
AI Opponent
Finish the syntax for the LAIO language. Define LAIO variables with their supporting functions. Write a parser for LAIO. Create a few rules as text and encode them for testing the parser. [est. 85 hours]
Help System and Tutorials
Finish the form for displaying Help Information. [est. 2 hours]
Player’s Manual
Finish revising the Table of Contents. [est. 3 hours]
Historical Detail, Animations, and Sound
Nothing planned for December.
Other
The chorus has a lot of gigs for the Christmas season: one last night, one on Tuesday, two performances of the Xmas show next weekend and after that 3 more gigs for hotels and country clubs. At roughly $400 a pop, that will put some money in our coffers.
================================================================
December summary: Keep the beta testers busy and respond to their bug reports. Work with the other programmer on NetPlay. Continue work on Game Record Log conversions to support NetPlay for entire sequence of play. Finish coding unit supply. Finish the revisions to the player interface for Task Forces.
================================================================
Accomplishments of November
Project Management
Origins 2008 is still the planned release date. To accomplish this I had to move a few features I really wanted from MWIF product #1 to MWIF product #2: Preplanned Moves and Game Replay. Neither of those are part of my contract with Matrix; but as a player, they sure would be nice to have.
Communications
Rob Armstrong finished the map graphics and the last Theme Engine graphics patch. All he has left are splash screens (2) and box art. David Heath and Harry Rowland discussed box art for MWIF this past month but I do not know what conclusions they reached. I assume that the two of them will work with Rob on that, and that the splash screens will match. None of this requires much participation by me.
It looks good for us hiring another programmer early in December to work on the technical code for NetPlay and PBEM. He and I believe we can get both of those done by February 1st, 2008.
Dean Drummy replaced the screen shots on the Matrix web site description of World in Flames with the 11 new ones I sent him (one by Patrice).
Patrice reports that he is in contact with Harry Rowland who has gone through roughly half of the rules questions we would like to get clarified for coding MWIF.
I monitored all the threads in the MWIF World in Flames forum daily and uploaded versions 6.00 and 6.01 to the beta testers.
Robert Nebel (Nebert) and Graham Dodge (Greyshaft) continue to work on a test plan for the beta testers.
Graf Zeppelin has taken over coordination of naval unit writeups. Both he and Capitan (land) provided me with their latest versions which I included in 6.01 for the beta testers to check out.
No communications with Chris Marinacci or Richard Dazeley (AIO language).
Software Development Tools
I have not installed ThemeEngine July/2007 yet. I will likely wait until after we get the NetPlay and PBEM code working.
Beta Testing
Version 6.00 included revised formats for saving and restoring games. In 6.01 I added the ability to save and restore setups.
Most of the bugs continue to relate to the player interface .
The game stops in the middle of Port Attacks still. After Patrice pointed out that CWIF had a simple (an good) system for deciding about fighter/bomber status and night attacks, I went back and ripped out some of the new code I had added for air missions.
Units
I decided to not add low resolution bitmap images for the units. The addition of Flyouts and the Naval Review Detail form provide easy ways to see what is in each hex when the map is zoomed way out.
Work continues on unit writeups. There is a good chance that we will have a fairly complete set when the product releases.
Map
Done. All the items on Patrice’s list of things to fix have been taken care of (or at least I surely hope so).
I compressed the river/lake bitmaps into a single large file which cuts the start time for a game to roughly 1/5th of what it had been previously. I can probably cut that some more by compressing the coastal bitmaps (5000+) and unit bitmaps (3000+); but doing so is not a pressing problem.
Scenario Setup
Scenario data seems stable (finally). The beta testers found a few more items during the early part of the month but nothing over the past couple of weeks.
I added the ability of players to set the weather during setup when the weather is unknown (i.e., when it is rolled for after all units have been placed on the map). This will let players place a land unit in a lake and a boat plane in a lake coastal hex. Either of those actions may result in a unit being destroyed if they guess the weather wrong; but that is a risk the players can decide to take or not. More importantly, the ability to set the weather during setup enables players to see which units may be out of supply if the weather turns bad.
I added the ability for players to save and restore setups. This only applies to non-random units, which means named units and generic units. All capital ships are named and so are HQs and Warlords. Generic units are forts, factories, saved oil points, and, most importantly, convoys. By saving a setup after you have placed all your capital ships and convoy pipelines on the map, you avoid having to redo them each time you start a scenario. Simply click on Restore Saved Setup and all the units you placed earlier go into the saved locations immediately. This will be a big help for newcomers to WIF, letting them simply use default placements for convoy pipelines and the large navies (e.g., for the Commonwealth, Japan, and the USA).
Optional Rules
I spent a few odd hours on these but not a lot of time.
Player Interface
I had Flyouts (for examining individual hexes on the map) working well, but then I added the Naval Review Details form and the interaction between the two has some bugs. The way this works is that double left clicking in an empty Land hex activates the Flyouts. Then whenever the cursor is over a hex with units in it, up to 9 units are shown, with preference given to the land and air units. If more than 9 units are in the hex, a little text message is added to the bottom of the Flyouts saying that.
Double left clicking on an empty All Sea hex activates the Naval Review Details form. That display shows all the units in a sea area, sea box section, or port. The display takes up half the screen (540 by 768) but it lets you clearly see, all at once, 36 naval units and the units they are transporting (e.g., carrier air units), with additional units available for review by scrolling.
I haven’t implemented the design for the form to display Hex & Unit Lists yet. The purpose of that form is to list the air units that can move and the targets they can move to.
I redesigned the opening screen in response to suggestions from the beta testers. It now gives the details concerning a saved game when a file name is clicked on: date last played, mode of play, players, turn, impulse, and so on. This makes it easy to go through the saved games directory and see what is there, without having to actually restore the game.
I reworked the save and restore menu items from the main form, adding the save and restore setups dialogs and converting them all to Theme Engine style (from standard Windows style). With version 6.01 the beta testers have been identifying some odd quirks given different combinations of restoring and starting new games in series. The code works hard to avoid having to reload bitmaps and standard data files more than once per session. To accomplish that requires some carefully written code (i.e., vulnerable to bugs).
Internet - NetPlay
My major accomplishment here was to line up another programmer to do this work. We expect to get started on it the first week in December.
CWIF Conversion
Nothing new on the supply line routines.
MWIF Game Engine
I converted more game play decisions to Game Record Log entries to support NetPlay.
Saved Games
I got this working again. To get save and restore to function correctly, every little variable in the game has to be written out and read back in. I improved on this code from what CWIF did, in that the program now permits saving a game in the middle of setting it up. Previously, you had to wait until you were done setting up all the major powers. As it is now, you can set up a couple of the major powers and then take a break, coming back to do the rest the next time you sit down to play.
Player’s Manual
Matrix Games’ sent me a copy of one of their product manuals and I have begun to convert what I have accumulated so far for the MWIF Player’s Manual into a structure that matches. This will let me avoid reinventing the wheel for things like the epilepsy warning about flickering monitors, how to contact Matrix, WIF web sites, and the like.
I am close to having the Table of Contents done which will let me list each section as a task item to be completed. Some of those sections are already done.
PBEM
Nothing new.
Historical Detail, Animations, and Sound
Nothing new.
Help System and Tutorials
I have designed the help system for MWIF. Basically there will be a separate entry (several paragraphs) for each form and each phase/subphase in the sequence of play. Those descriptions will be accessible using a help button on each form or by clicking on a phase/subphase in the sequence of play display. Additionally, they will automatically pop up the first time you see a form or enter a new phase/subphase in the sequence of play. A check box at the bottom of the form will let you disable the ‘automatic’ pop up part, and that information will be stored in the INI file so the ones you disabled will be remembered the next time you play.
The help content will come pretty much straight out of the Rules as Coded (RAC), which in turn will be a slightly modified rewrite of the Rules as Written (RAW) from WIF FE. As much as possible I will have each paragraph of explanation appear in the Help descriptions, Player’s Manual, and RAC. Write once, use 3 times.
Artificial Intelligence (AI)
I worked on the language specifications for the LAIO (Language for AI Opponent) for a few hours but I need to find more time for this.
Other
My quartet did well at our 30 minute gig for a school fund raiser. Of more interest to you might be that my chorus performed on the USS Missouri, for the twilight ceremony Veterans Day. We’ve been doing that for free the last 4 or 5 years and this time they gave us a plaque in appreciation - a nicely engraved inscription on a piece of teak taken from the deck of the Missouri.
The guys next door continue to work on the foundations for the 5 story children’s hospital they are building (Shriners). What I have learned is that there is a lot of preparation required for the first concrete pour.
====================================================================
November summary: It’s good that save and restore games and setups are now in place and the structure for the Player’s Manual and the help system defined. But it’s past time to continue through the sequence of play though, and get NetPlay code written and out to beta testers.
====================================================================
Tasks for December
Communications
Continue monitoring the forum threads.
Map and Units
Call Fernando now that the map is done, to see about getting the whole thing printed.
Beta Testing
Upload versions weekly. [est. 2 hours]
Redesign of MWIF Game Engine
Continue to work through the sequence of play giving each phase its own module. [est. 50 hours]
CWIF Conversion
Continue converting from CWIF style internet formats to Game Record Log Formats. [est. 50 hours]
Test the new random number generator. [est. 1 hour]
Player Interface
Finish the code for determining and displaying supply lines. [est. 20 hours]
Create the Task Forces and Naval Review forms. Implement Task Forces as a new “unit type”. [est. 40 hours]
Create Unit and hex lists for air missions. [est 5 hours]
Display the sequence of play (SOP) on the screen so the player knows where he is within the SOP and what is coming up next. [est. 30 hours in January]
NetPlay
Test the bidding capability using NetPlay. [est. 5 hours]
Incorporate the Indy10 code for the two player system into MWIF. [est. 10 hours]
Incorporate the multi-player (more than 2) system into MWIF. [est. 10 hours]
AI Opponent
Finish the syntax for the LAIO language. Define LAIO variables with their supporting functions. Write a parser for LAIO. Create a few rules as text and encode them for testing the parser. [est. 85 hours]
Help System and Tutorials
Finish the form for displaying Help Information. [est. 2 hours]
Player’s Manual
Finish revising the Table of Contents. [est. 3 hours]
Historical Detail, Animations, and Sound
Nothing planned for December.
Other
The chorus has a lot of gigs for the Christmas season: one last night, one on Tuesday, two performances of the Xmas show next weekend and after that 3 more gigs for hotels and country clubs. At roughly $400 a pop, that will put some money in our coffers.
================================================================
December summary: Keep the beta testers busy and respond to their bug reports. Work with the other programmer on NetPlay. Continue work on Game Record Log conversions to support NetPlay for entire sequence of play. Finish coding unit supply. Finish the revisions to the player interface for Task Forces.
================================================================
Steve
Perfection is an elusive goal.
Perfection is an elusive goal.
RE: When?
And give you a deserved good fun far from the computer for one time !Other
The chorus has a lot of gigs for the Christmas season: one last night, one on Tuesday, two performances of the Xmas show next weekend and after that 3 more gigs for hotels and country clubs. At roughly $400 a pop, that will put some money in our coffers.
Cheers !
-
bredsjomagnus
- Posts: 114
- Joined: Sun Oct 22, 2006 1:26 pm
- Location: Sweden
RE: When?
What´s a Hoax?
RE: When?
ORIGINAL: Tagwyn
Is this game a Hoax? Was there ever such a game for the PC?
What would be the purpose of such a hoax?
Original game:
http://www.a-d-g.com.au//cgi/product_details?pr_id=110
- composer99
- Posts: 2931
- Joined: Mon Jun 06, 2005 8:00 am
- Location: Ottawa, Canada
- Contact:
RE: When?
ORIGINAL: Tagwyn
Is this game a Hoax? Was there ever such a game for the PC?
The answer to both questions is no.
~ Composer99
RE: When?
ORIGINAL: composer99
ORIGINAL: Tagwyn
Is this game a Hoax? Was there ever such a game for the PC?
The answer to both questions is no.
Actually, there was such a game, it just never made it out of Beta. See my link in post #446.
RE: When?
ORIGINAL: mlees
ORIGINAL: composer99
ORIGINAL: Tagwyn
Is this game a Hoax? Was there ever such a game for the PC?
The answer to both questions is no.
Actually, there was such a game, it just never made it out of Beta. See my link in post #446.![]()
[:D] But according to Patrice Looking for the (old) CWiF beta ~ 5/10/2005 ~ Post #8 there never was a CWiF Beta [:D]
RE: When?
There was a working copy and I believe it was a beta, it limited the playing area if I recall and a few turns only. I have it....somewhere. Anyway, too buggy, and the graphics were nothing like the Matrix stuff... Let's all wait and get the kick ass version. [:D]
JUST SAY NO... To Hideous Graphics.
RE: When?
I didn't say that.ORIGINAL: Mziln
[:D] But according to Patrice Looking for the (old) CWiF beta ~ 5/10/2005 ~ Post #8 there never was a CWiF Beta [:D]
I said :
Hello Mzlin, and sorry to contradict you but a Freeware or an open product it never was.
It was freely downloadable because it was an Open Alpha version, it was neither a Demo as I read here & there, it was an Open Alpha Version. Moreover, the source code never was freely downloadable on the website, you only got the compiled version.
It is simply owned by MatrixGames now, and MatrixGames decided it was no longer an open alpha version. It was history.
RE: When?
ORIGINAL: Froonp
I didn't say that.ORIGINAL: Mziln
[:D] But according to Patrice Looking for the (old) CWiF beta ~ 5/10/2005 ~ Post #8 there never was a CWiF Beta [:D]
I said :Hello Mzlin, and sorry to contradict you but a Freeware or an open product it never was.
It was freely downloadable because it was an Open Alpha version, it was neither a Demo as I read here & there, it was an Open Alpha Version. Moreover, the source code never was freely downloadable on the website, you only got the compiled version.
It is simply owned by MatrixGames now, and MatrixGames decided it was no longer an open alpha version. It was history.
If it was an Alpha then it wasn't a Beta.
RE: When?
ORIGINAL: Shannon V. OKeets
Project Management
Origins 2008 is still the planned release date. To accomplish this I had to move a few features I really wanted from MWIF product #1 to MWIF product #2: Preplanned Moves and Game Replay. Neither of those are part of my contract with Matrix; but as a player, they sure would be nice to have.
I did a search for "MWiF product #2" and found no additional information. Perhaps the engine did not like my search term(s) as I tried other similiar searches.
Will this be a 3rd party add-on or a Matrix Games addon?
What is the projected content and availability?
Is this an actual production item or will it be based on sales of the current product for MWiF?
Integrity is what you do when nobody is watching.
RE: When?
I see nowhere that Steve has outlined the details of a 'MWiF product #2' nor do I think they exist in any comprehensive form. What I believe he's trying to say is that by June they will not be ready for the release of MWiF product #1. Preplanned Moves and Game Replay are options he's tinkering with, however on a lower priority than the release of MWiF product #1. perhaps there will be yet more options added with MWiF product #2. Or perhaps there will be no MWiF product #2 at all, as there is yet no contract for such a release.
-
Shannon V. OKeets
- Posts: 22165
- Joined: Wed May 18, 2005 11:51 pm
- Location: Honolulu, Hawaii
- Contact:
RE: When?
100% accurate.[:)]ORIGINAL: macgregor
I see nowhere that Steve has outlined the details of a 'MWiF product #2' nor do I think they exist in any comprehensive form. What I believe he's trying to say is that by June they will not be ready for the release of MWiF product #1. Preplanned Moves and Game Replay are options he's tinkering with, however on a lower priority than the release of MWiF product #1. perhaps there will be yet more options added with MWiF product #2. Or perhaps there will be no MWiF product #2 at all, as there is yet no contract for such a release.
My verbal conversations with David Heath have been for there to be MWIF products 2 and 3, to pick up the ADG Add-ons to WIF that are already published in paper form but are not part of MWIF Product 1. But there is no contract , nor any formal definition of what will be in those products.
Steve
Perfection is an elusive goal.
Perfection is an elusive goal.
RE: When?
Well in my heart of hearts I was hoping for product #2 to be a reality with DoDIII rolled in and perhaps a startdate around 1900 and a no holds bar end date of say 2008. Modifying DoDIII to start and stop different World Wars and regional conflicts through the success or failure of The League of Nations and United Nations type entities. Oh well time to stop dreaming and face reality. Unless I win big in the lottery in which case I will fund Steve to make addons galore[:D]
(edited spelling)
(edited spelling)
Integrity is what you do when nobody is watching.
RE: When?
Same for me. If I win big at the lottery, Steve you're a rich man ! [:D]ORIGINAL: abj9562
Well in my heart of hearts I was hoping for product #2 to be a reality with DoDIII rolled in and perhaps a startdate around 1900 and a no holds bar end date of say 2008. Modifying DoDIII to start and stop different World Wars and regional conflicts through the success or failure of The League of Nations and United Nations type entities. Oh well time to stop dreaming and face reality. Unless I win big in the lottery in which case I will fund Steve to make addons galore[:D]
(edited spelling)
-
Shannon V. OKeets
- Posts: 22165
- Joined: Wed May 18, 2005 11:51 pm
- Location: Honolulu, Hawaii
- Contact:
RE: When?
Ah, thanks.[:)]ORIGINAL: Froonp
Same for me. If I win big at the lottery, Steve you're a rich man ! [:D]ORIGINAL: abj9562
Well in my heart of hearts I was hoping for product #2 to be a reality with DoDIII rolled in and perhaps a startdate around 1900 and a no holds bar end date of say 2008. Modifying DoDIII to start and stop different World Wars and regional conflicts through the success or failure of The League of Nations and United Nations type entities. Oh well time to stop dreaming and face reality. Unless I win big in the lottery in which case I will fund Steve to make addons galore[:D]
(edited spelling)
My theory on lottery tickets is that the odds are so low I do not buy any - figuring that the chance of me finding a winning lottery ticket on the ground is pretty close to the same chance if I buy one. Hey, I found a 5 pound note once outside a betting parlor (I forget the British term) in London, and then there was the ATM that when I drew $100 out of my account gave me 9 tens and 1 hundred dollar bill.[8D]
Steve
Perfection is an elusive goal.
Perfection is an elusive goal.
RE: When?
Actually, you can look at buying lottery tickets as an ultra high-risk/ultra high-return investment. You probably won't miss the small amount a ticket costs but if you win, you're set for life. Only entering the big, special draws is an extreme version of this, which I do. Still waiting... [:'(]ORIGINAL: Shannon V. OKeets
Ah, thanks.[:)]ORIGINAL: Froonp
Same for me. If I win big at the lottery, Steve you're a rich man ! [:D]ORIGINAL: abj9562
Well in my heart of hearts I was hoping for product #2 to be a reality with DoDIII rolled in and perhaps a startdate around 1900 and a no holds bar end date of say 2008. Modifying DoDIII to start and stop different World Wars and regional conflicts through the success or failure of The League of Nations and United Nations type entities. Oh well time to stop dreaming and face reality. Unless I win big in the lottery in which case I will fund Steve to make addons galore[:D]
(edited spelling)
My theory on lottery tickets is that the odds are so low I do not buy any - figuring that the chance of me finding a winning lottery ticket on the ground is pretty close to the same chance if I buy one. Hey, I found a 5 pound note once outside a betting parlor (I forget the British term) in London, and then there was the ATM that when I drew $100 out of my account gave me 9 tens and 1 hundred dollar bill.[8D]
Cheers, Neilster
Cheers, Neilster






