Maps for MWIF

World in Flames is the computer version of Australian Design Group classic board game. World In Flames is a highly detailed game covering the both Europe and Pacific Theaters of Operations during World War II. If you want grand strategy this game is for you.

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Ballista
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RE: Maps for MWIF

Post by Ballista »

At the low level (eg the Greece picture) the resource is fine. They do seem to vanish a bit at the higher level (eg Spain). Maybe this is also coming from something with the .JPG compression ? I heartily dislike the WIFE maps- counters seem to vanish from time to time and the glossyness seems to ruin the whole thing. I guess I'm just old school- I liked the old paper maps from Pre-WIFE, but that puts me in the minority I'm sure. Just another old wargaming crank crackpot voicing his opinion...... [:D]

As a purely theoretical discussion, if we could print the map out with 5/8" hexes, how big would this map be ? Just curious...
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RE: Maps for MWIF

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#5 - I see your point, but just barely. There are two opposing goals: maintaining a consistent ambience versus making things noticeable. You are saying the resources are not noticeable enough, I do not want to lose the consistency. But we are just 2 viewers. I would like to hear more opinions on this.

The part of the new icons I am least happy with are the resource icon, the oil looks really great. Getting rid of the '1' sign from the resource wil make it look better.

I don't say it is a big issue, but if you want an opinion I side with Dan.
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RE: Maps for MWIF

Post by Shannon V. OKeets »

ORIGINAL: Ballista

At the low level (eg the Greece picture) the resource is fine. They do seem to vanish a bit at the higher level (eg Spain). Maybe this is also coming from something with the .JPG compression ? I heartily dislike the WIFE maps- counters seem to vanish from time to time and the glossyness seems to ruin the whole thing. I guess I'm just old school- I liked the old paper maps from Pre-WIFE, but that puts me in the minority I'm sure. Just another old wargaming crank crackpot voicing his opinion...... [:D]

As a purely theoretical discussion, if we could print the map out with 5/8" hexes, how big would this map be ? Just curious...

360 hexes across, 195 hexes high. Because it is a hexgrid, and given the orientation of the hexes in the grid, you should count the vertical as 3/4 due to nesting.

That gives you 18 feet 9 inches wide and 7 feet 8 inches high. My living room is 26 feet long, so it would fit on one wall - but we wouldn't be able to go out on the lanai.

If you want another image, imagine placing it on a cylinder that is 8 feet high and 6 feet in diameter. After all, the map wraps around horizontally.
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RE: Maps for MWIF

Post by Shannon V. OKeets »

ORIGINAL: c92nichj
#5 - I see your point, but just barely. There are two opposing goals: maintaining a consistent ambience versus making things noticeable. You are saying the resources are not noticeable enough, I do not want to lose the consistency. But we are just 2 viewers. I would like to hear more opinions on this.

The part of the new icons I am least happy with are the resource icon, the oil looks really great. Getting rid of the '1' sign from the resource wil make it look better.

I don't say it is a big issue, but if you want an opinion I side with Dan.

How about simply changing the outline for the non-oil resource icon? Right now it is somewhere between an light brown and an orange. If we went to something brighter (e.g. white), it would stand out from the mountains quite well. A lot of the resources are in mountain terrain. It should also help seeing those in the clear terrain too.

Or are you looking for more dramatic changes?
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RE: Maps for MWIF

Post by Ballista »

360 hexes across, 195 hexes high. Because it is a hexgrid, and given the orientation of the hexes in the grid, you should count the vertical as 3/4 due to nesting.

That gives you 18 feet 9 inches wide and 7 feet 8 inches high. My living room is 26 feet long, so it would fit on one wall - but we wouldn't be able to go out on the lanai.

If you want another image, imagine placing it on a cylinder that is 8 feet high and 6 feet in diameter. After all, the map wraps around horizontally.

I may just have to get some time on a HP Plotter after the game comes out and try printing something like that.... [:D]

A 8 by 6 foot cylinder would make quite a conversation piece in the wargame room, no ?..... [;)]
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RE: Maps for MWIF

Post by dhatchen »

ORIGINAL: Shannon V. OKeets

ORIGINAL: c92nichj
#5 - I see your point, but just barely. There are two opposing goals: maintaining a consistent ambience versus making things noticeable. You are saying the resources are not noticeable enough, I do not want to lose the consistency. But we are just 2 viewers. I would like to hear more opinions on this.

The part of the new icons I am least happy with are the resource icon, the oil looks really great. Getting rid of the '1' sign from the resource wil make it look better.

I don't say it is a big issue, but if you want an opinion I side with Dan.

How about simply changing the outline for the non-oil resource icon? Right now it is somewhere between an light brown and an orange. If we went to something brighter (e.g. white), it would stand out from the mountains quite well. A lot of the resources are in mountain terrain. It should also help seeing those in the clear terrain too.

Or are you looking for more dramatic changes?

I mentioned in an earlier post that I really prefer the orange background on the non-oil resource, but I could live with these. My issue here is simply visibility. You mentioned a different coloured outline. Lets try this against the Spanish mountains at the same resolution before anything more dramatic. If everyone likes, then I will too.

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RE: Maps for MWIF

Post by tigercub »

i am like a kid in a candy store waiting for the owner to say its all free!This is going to be good!
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RE: Maps for MWIF

Post by mlees »

ORIGINAL: Ballista
360 hexes across, 195 hexes high. Because it is a hexgrid, and given the orientation of the hexes in the grid, you should count the vertical as 3/4 due to nesting.

That gives you 18 feet 9 inches wide and 7 feet 8 inches high. My living room is 26 feet long, so it would fit on one wall - but we wouldn't be able to go out on the lanai.

If you want another image, imagine placing it on a cylinder that is 8 feet high and 6 feet in diameter. After all, the map wraps around horizontally.

I may just have to get some time on a HP Plotter after the game comes out and try printing something like that.... [:D]

A 8 by 6 foot cylinder would make quite a conversation piece in the wargame room, no ?..... [;)]

hehe. 8 feet high. A lot of rooms have ceilings at that level.

If you look at the map as a whole, A lot of action occurs in the Northern Hemisphere. You'll need a step ladder (at least I would, being only 5'3'' and all...) most of the time.

Even spreading this out on the floor makes reaching the central areas a bit of a pain. (My arms and legs are stubby, too...) Things seem to leap out of your pockets when you are leaning over a game board.
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RE: Maps for MWIF

Post by Ballista »

ORIGINAL: mlees

ORIGINAL: Ballista
360 hexes across, 195 hexes high. Because it is a hexgrid, and given the orientation of the hexes in the grid, you should count the vertical as 3/4 due to nesting.

That gives you 18 feet 9 inches wide and 7 feet 8 inches high. My living room is 26 feet long, so it would fit on one wall - but we wouldn't be able to go out on the lanai.

If you want another image, imagine placing it on a cylinder that is 8 feet high and 6 feet in diameter. After all, the map wraps around horizontally.

I may just have to get some time on a HP Plotter after the game comes out and try printing something like that.... [:D]

A 8 by 6 foot cylinder would make quite a conversation piece in the wargame room, no ?..... [;)]

hehe. 8 feet high. A lot of rooms have ceilings at that level.

If you look at the map as a whole, A lot of action occurs in the Northern Hemisphere. You'll need a step ladder (at least I would, being only 5'3'' and all...) most of the time.

Even spreading this out on the floor makes reaching the central areas a bit of a pain. (My arms and legs are stubby, too...) Things seem to leap out of your pockets when you are leaning over a game board.


I was thinking of mouting it like a Budhist prayer wheel- you can spin it around and chant cryptic things like the WIF Naval Interception rules as written..... [;)]
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RE: Maps for MWIF

Post by Shannon V. OKeets »

ORIGINAL: mlees

hehe. 8 feet high. A lot of rooms have ceilings at that level.

If you look at the map as a whole, A lot of action occurs in the Northern Hemisphere. You'll need a step ladder (at least I would, being only 5'3'' and all...) most of the time.

Even spreading this out on the floor makes reaching the central areas a bit of a pain. (My arms and legs are stubby, too...) Things seem to leap out of your pockets when you are leaning over a game board.

Give the cylinder a hydraulic jack for the base so it can be raised and lowered at the push of a button.
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RE: Maps for MWIF

Post by Shannon V. OKeets »

ORIGINAL: Shannon V. OKeets
ORIGINAL: dhatchen

This just a thought, but I really like the active/inactive factory icon idea. Would it maybe be possible to port the same idea to the resource/oil icons? Also, even more off the wall, to show partial usage, ie, one stack smoking if only one is in use. This would make a real nice visual feedback touch.

The partial usage of the factories (one smoking and two not smoking) is already part of the code for the game (compliments of Chris).

These screen shots do not show damaged factories and resources. They look like functioning ones but with a diagonal red line across the icon. Individual factories can be damaged while others in the hex are not. When oil resources are damaged, I will have the program add another icon to the hex if necessary. For example, the polesti oil fields could be providing 3 oil resources with the 4th one damaged. There would be a icon of 3 good and a second icon of 1 damaged.

Ports can also be damaged and they are also shown with a diagonal red line across the icon.

Someone asked about factories in a hex that have moved. I can't seem to find the actual post, but here is one on the same topic.

The rules concerning factories are scattered about in the text, with some optional rules affecting them too.

The difference between printed blue factories and blue factories created by the player during the game ("new blue factories" or what I am calling here 'green' factories) are not real clear. There are a few points that I have not been able to nail down, so I am going with my best understanding. The items in blue I am not completely certain about.

1 - green factories that arrive as reinforcements can be placed in any home city. I have a vague recollection that there had to be an existing factory in the hex. That may be an old rule that is no longer applicable. I can't find it in the current rules.

2 - blue factories that are moved can be placed in any home city. Same comment as for #1. For both #1 and #2, there is a maximum of 2 non-red factories in a hex.

3 - when factories are destroyed, the blue factories are destroyed before the red ones. Nothing is said about printed versus created blue factories. I am going with the understanding that the newer factories are destroyed first.

4 - printed blue factories are merely damaged, not destroyed. They can be repaired. The green factories are completely destroyed, they are never merely damaged.

5 - hexes that have printed blue factories (even if all the factories have been moved out of the hex) need to be captured for complete conquest. Cities with factories, but not printed factories, do not need to be captured for complete conquest.

For presentation of #5 I will leave an empty factory frame in the hex, if all the factories have been moved out. For example, in Kiev.
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RE: Maps for MWIF

Post by lomyrin »

The only limitation on point #1 is that CW new factories must be placed in Britain unless it is conquered.

Point #5 is also true for voluntary surrender of a Power.

At least the above is what I also see in the latest rules.

Lars
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RE: Maps for MWIF

Post by Shannon V. OKeets »

ORIGINAL: lomyrin

The only limitation on point #1 is that CW new factories must be placed in Britain unless it is conquered.

Point #5 is also true for voluntary surrender of a Power.
At least the above is what I also see in the latest rules.

Lars


I don't understand. Voluntary surrender requires who to control what hexes?
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RE: Maps for MWIF

Post by lomyrin »

A Major Power can voluntarily surrender if it controls less than half of it's printed factory stacks.
(Paris has 3 printed factory stacks). para 13.7.6.

It does not say to which Power it surrenders if more than one enemy Power controls factory stacks, so I would leave that to be decided by the participating enemy Powers.

This was not implemented in CWiF.

Lars


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RE: Maps for MWIF

Post by Shannon V. OKeets »

Thanks.
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RE: Maps for MWIF

Post by c92nichj »

A Major Power can voluntarily surrender if it controls less than half of it's printed factory stacks.
(Paris has 3 printed factory stacks). para 13.7.6.

If the chineese is badly hurt it might be a good idea to surrender as:
- The as the amount of USentry chit's is huge
- Japan will become inactive inactive (unless at war with USSR) and be restricted to combined moves
- killing off all japaneese militia units and the reserve units are withdrawn.
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RE: Maps for MWIF

Post by Neilster »

No-one replied when I complained that the railways looked like tape-worms so I'm posting this image that I've flogged from Andrew Brown on the Unit Depictions On Screen thread. I think the railways on it look far superior. They actually look like railways for start, and not something that one unfortunately finds hanging out of one's back-passage several months after eating poorly cooked pork.

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RE: Maps for MWIF

Post by pak19652002 »

I think the railways on it look far superior. They actually look like railways for start, and not something that one unfortunately finds hanging out of one's back-passage several months after eating poorly cooked pork.

Are you saying that the rail lines look like tape worms? I can't recall ever seeing one so I looked it up. I'll let all of you be the judge.

More to the point, I'm not thrilled about the rail lines from the other game. They seem too big relative to the map scale.

Still, the tapeworm image is hard to get out of one's head...

Peter



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RE: Maps for MWIF

Post by Neilster »

Are you saying that the rail lines look like tape worms?
Yup!
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RE: Maps for MWIF

Post by Neilster »

More to the point, I'm not thrilled about the rail lines from the other game. They seem too big relative to the map scale
Yes, but it's the style I like. The ones we've got now could be modified to look similar.

Cheers, Neilster
Cheers, Neilster
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