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RE: AI for MWiF - Commonwealth

Posted: Mon Apr 18, 2011 3:58 pm
by Extraneous
[8|] Unfortunately the map doesn't show your rail lines. [8|]


RE: AI for MWiF - Commonwealth

Posted: Mon Apr 18, 2011 4:16 pm
by Shannon V. OKeets
ORIGINAL: Extraneous

[8|] Unfortunately the map doesn't show your rail lines. [8|]

The program works out the rail line connections. The player just needs to indicate which resource, which factory, and can then start putting in the sea areas.

EDIT: If you really want to know the full path, including rail lines, then there is a tabular listing for that. It can also be 'animated' in that the program will center the detailed map on each hex & sea area in the path in turn.

RE: AI for MWiF - Commonwealth

Posted: Mon Apr 18, 2011 7:04 pm
by Extraneous
ADG WiF also had the tabular listing of "Rail Lines". Personally I found it cumbersome with unnecessarily repetitive information, which could have been handled with an optional table sort.

Using the tabular display of “Rail Lines” doesn’t let you know if enemy units are about to cut your “Rail Lines” unless you know they are there.


Visually showing the "Rail Lines" at the same time with the "Convoy Lines" used would make setup easier without having to bounce back and forth between a tabular display and visual display.


I don’t expect you to make this kind of change at this late date. Like I said it is unfortunate the map doesn't show the “Rail Lines”.



RE: AI for MWiF - Commonwealth

Posted: Mon Apr 25, 2011 3:22 pm
by composer99
If the map you are referring to is the one used to display convoy lines, then I believe it is much too large-scale to show rail lines.

RE: AI for MWiF - Commonwealth

Posted: Mon Apr 25, 2011 7:27 pm
by Extraneous
ORIGINAL: composer99

If the map you are referring to is the one used to display convoy lines, then I believe it is much too large-scale to show rail lines.

So you’re saying that you can show the convoy connections between sea zones but are unable to show the connections through countries?

The countries could be handled exactly like a sea zone with a number in a box showing the number of resources shipped through the country in question.



Since “Rail Lines” are only notated on the tabular list here is another problem for you.
13.6.1 Resources
Transporting resources by sea

A side can only ship 5 resources a turn into, and/or out of, each minor port.

What if you attempt to more than 5 resources through a minor port? Is there a message advising that you are attempting to exceed capacity?

RE: AI for MWiF - Commonwealth

Posted: Mon Apr 25, 2011 7:37 pm
by Shannon V. OKeets
ORIGINAL: Extraneous

ORIGINAL: composer99

If the map you are referring to is the one used to display convoy lines, then I believe it is much too large-scale to show rail lines.

So you’re saying that you can show the convoy connections between sea zones but are unable to show the connections through countries?

The countries could be handled exactly like a sea zone with a number in a box showing the number of resources shipped through the country in question.



Since “Rail Lines” are only notated on the tabular list here is another problem for you.
13.6.1 Resources
Transporting resources by sea

A side can only ship 5 resources a turn into, and/or out of, each minor port.

What if you attempt to more than 5 resources through a minor port? Is there a message advising that you are attempting to exceed capacity?
Once a port's capacity has been reached, the port is no longer considered a possible node on the resource's path to its destination.

RE: AI for MWiF - Commonwealth

Posted: Mon Apr 25, 2011 7:58 pm
by Extraneous
ORIGINAL: Shannon V. OKeets

ORIGINAL: Extraneous

ORIGINAL: composer99

If the map you are referring to is the one used to display convoy lines, then I believe it is much too large-scale to show rail lines.

So you’re saying that you can show the convoy connections between sea zones but are unable to show the connections through countries?

The countries could be handled exactly like a sea zone with a number in a box showing the number of resources shipped through the country in question.



Since “Rail Lines” are only notated on the tabular list here is another problem for you.
13.6.1 Resources
Transporting resources by sea

A side can only ship 5 resources a turn into, and/or out of, each minor port.

What if you attempt to more than 5 resources through a minor port? Is there a message advising that you are attempting to exceed capacity?
Once a port's capacity has been reached, the port is no longer considered a possible node on the resource's path to its destination.


How do players know this has occured are they informed of this?

RE: AI for MWiF - Commonwealth

Posted: Mon Apr 25, 2011 10:49 pm
by Shannon V. OKeets
ORIGINAL: Extraneous

ORIGINAL: Shannon V. OKeets

ORIGINAL: Extraneous




So you’re saying that you can show the convoy connections between sea zones but are unable to show the connections through countries?

The countries could be handled exactly like a sea zone with a number in a box showing the number of resources shipped through the country in question.



Since “Rail Lines” are only notated on the tabular list here is another problem for you.



What if you attempt to more than 5 resources through a minor port? Is there a message advising that you are attempting to exceed capacity?
Once a port's capacity has been reached, the port is no longer considered a possible node on the resource's path to its destination.


How do players know this has occured are they informed of this?
Nothing special is done. How do players handle it in an over-the-board game?

RE: AI for MWiF - Commonwealth

Posted: Tue Apr 26, 2011 10:46 am
by Extraneous
You look at the map.

RE: AI for MWiF - Commonwealth

Posted: Tue Apr 26, 2011 4:22 pm
by Shannon V. OKeets
ORIGINAL: Extraneous

You look at the map.
Yep. Same in MWIF.

RE: AI for MWiF - Commonwealth

Posted: Tue Apr 26, 2011 6:32 pm
by michaelbaldur
ORIGINAL: Shannon V. OKeets

ORIGINAL: Extraneous

ORIGINAL: Shannon V. OKeets



Once a port's capacity has been reached, the port is no longer considered a possible node on the resource's path to its destination.


How do players know this has occured are they informed of this?
Nothing special is done. How do players handle it in an over-the-board game?

you know the rules ...

you will NEVER be able to play Mwif in a effect way, without knowing the rules ..


RE: AI for MWiF - Commonwealth

Posted: Wed Apr 27, 2011 12:19 am
by Extraneous
ORIGINAL: Shannon V. OKeets

ORIGINAL: Extraneous

ORIGINAL: Shannon V. OKeets



Once a port's capacity has been reached, the port is no longer considered a possible node on the resource's path to its destination.


How do players know this has occurred are they informed of this?
Nothing special is done. How do players handle it in an over-the-board game?
Yep. Same in MWIF.



Let me see if I have this right.


Once a minor port's capacity has been reached, the port is no longer considered a possible node on the resource's path to its destination.

Nothing special is done to notify the players when this occurs.

They have to look at the tactical map, which would be the only one showing the ports.

And some how know that the minor port has reached its capacity.



So basically I’m still going to need a spreadsheet or list to track my resources.



ORIGINAL: michaelbaldur

you know the rules ...

you will NEVER be able to play Mwif in a effect way, without knowing the rules ..


[&:] Huh [&:] I am having problems understanding what you are trying to explain to me.

Please do not take the following as insulting it is just an attempt to understand your post.

If you’re saying that I’m quoting the rules wrongly in some way? I’ll tell you I’m too lazy to type and I copy and paste from the RAW.

If you’re saying that I’m quoting the rules inaccurately? Please post what I am leaving out.


We really aren’t discussing rules at this point. What we are discussing how MWiF handles minor port capacity when shipping resources.

I realize that English is not everyone’s first language that posts here. Belive it or not I do try to be tolerant of others as I would hope they would be to me.




RE: AI for MWiF - Commonwealth

Posted: Thu Apr 28, 2011 2:36 am
by paulderynck
There is one place where this can be an issue. Murmansk. It just never comes up elsewhere because of the plethora of major ports in the major powers where the resources need to go.

So if you can keep track of what's happening with Murmansk there's no issue here.

RE: AI for MWiF - Commonwealth

Posted: Fri Jun 10, 2011 6:21 pm
by Centuur
I did miss something here for the CW (or I simply overlooked it in the massive number of posts here). The CW has to be especially carefull when to go on the offensive. To many CW players start to early, using units which should stay in defence positions just a couple of turns longer...
That can be very dangerous. Good CW play is always to assess the situation and take into account at that moment if the worst result possible on an attack leaves a serious hole in you're defence. I've seen an eager CW player do an 1941 invasion in Italy by using some units from Sardinia, rolled a terrible result (losing 1 unit and getting disrupted) and than loose Sardinia to an Italian/German counterattack with German PARA and MAR and some heavy fleetlosses due to the Italian Navy (and TRS) leaving port, supported by all the air to sea factors both countries could muster.

RE: AI for MWiF - Commonwealth

Posted: Mon Dec 31, 2012 4:17 pm
by Extraneous
Anyone ever use this rule?
4.2 Reinforcements
WHERE DO REINFORCEMENTS GO

Put your on-map naval reinforcements into a PORT you control in the unit’s home country. However, you can place 1 convoy point a turn in either a Commonwealth home country other than the United Kingdom or an aligned (not conquered) minor country [Note: this is only possible if you are playing with Ships in Flames].

RE: AI for MWiF - Commonwealth

Posted: Mon Dec 31, 2012 4:57 pm
by paulderynck
Yes. It is very handy for the CW (possibly the US too) to get a CP out to the pacific or asia maps in a hurry. Also for Germany to get a CP into the Black Sea after the one Rumania owns is destroyed.

Long ago we initially read that rule as applying only to the CW and then realized later it applies to everyone.

RE: AI for MWiF - Commonwealth

Posted: Tue Jan 01, 2013 1:36 pm
by Extraneous
ORIGINAL: paulderynck

Yes. It is very handy for the CW (possibly the US too) to get a CP out to the pacific or asia maps in a hurry. Also for Germany to get a CP into the Black Sea after the one Rumania owns is destroyed.

Long ago we initially read that rule as applying only to the CW and then realized later it applies to everyone.

So it should be read as follows.
4.2 Reinforcements
WHERE DO REINFORCEMENTS GO

Put your on-map naval reinforcements into a PORT you control in the unit’s home country.

However, you can place 1 convoy point a turn in an aligned (not conquered) minor country or a Commonwealth home country other than the United Kingdom [Note: this is only possible if you are playing with Ships in Flames].

RE: AI for MWiF - Commonwealth

Posted: Tue Jan 01, 2013 4:23 pm
by Shannon V. OKeets
ORIGINAL: Extraneous

Anyone ever use this rule?
4.2 Reinforcements
WHERE DO REINFORCEMENTS GO

Put your on-map naval reinforcements into a PORT you control in the unit’s home country. However, you can place 1 convoy point a turn in either a Commonwealth home country other than the United Kingdom or an aligned (not conquered) minor country [Note: this is only possible if you are playing with Ships in Flames].
In the game that Aaron played solitaire, he wanted the Germans to put a convoy in the Caspian Sea to keep his units moving east thereof in supply.

RE: AI for MWiF - Commonwealth

Posted: Tue Jan 01, 2013 6:25 pm
by paulderynck
ORIGINAL: Shannon V. OKeets

ORIGINAL: Extraneous

Anyone ever use this rule?
4.2 Reinforcements
WHERE DO REINFORCEMENTS GO

Put your on-map naval reinforcements into a PORT you control in the unit’s home country. However, you can place 1 convoy point a turn in either a Commonwealth home country other than the United Kingdom or an aligned (not conquered) minor country [Note: this is only possible if you are playing with Ships in Flames].
In the game that Aaron played solitaire, he wanted the Germans to put a convoy in the Caspian Sea to keep his units moving east thereof in supply.
He could only have done that if Persia had been aligned to an axis power (and would need cooperation from whichever power if it wasn't Germany).

I forget if that was the case.

RE: AI for MWiF - Commonwealth

Posted: Tue Jan 01, 2013 7:36 pm
by Extraneous
The other power would be Italy.
19.7 Axis minor countries
Persia and Iraq
Germany can declare that Persia or Iraq is aligning with it during any Axis declaration of war step if that minor is neutral and there are a total of at least 4 German corps in any adjacent countries (excluding the USSR and Turkey).

Italy can declare that Persia or Iraq is aligning with it during any Axis declaration of war step if that minor is neutral and there are a total of at least 4 Italian corps in any adjacent countries (excluding the USSR and Turkey).

Germany has first claim if both of them could make these declarations.