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Manual Download
Posted: Sun Sep 30, 2012 8:24 pm
by Missouri_Rebel
Is there a chance that you will release the manual for DL for those of us that would be new to WiF so we can see if it something we would be willing to dedicate the time to learn, especially considering that the A.I. that I was hoping to help teach me will be absent upon release?
TIA
mo reb
RE: Manual Download
Posted: Sun Sep 30, 2012 8:29 pm
by michaelbaldur
the manual are more or less the same as the standard wif rules.
and the standard wif rules can be downloaded from ADG home page
RE: Manual Download
Posted: Sun Sep 30, 2012 8:31 pm
by michaelbaldur
http://www.a-d-g.com.au/
downloads/ World in Flames Rules Aug 2004
RE: Manual Download
Posted: Sun Sep 30, 2012 8:39 pm
by Missouri_Rebel
Yeah, I've seen those some years ago. I was thinking of something that showed examples, hyperlinked index and how one would perform actions with the game engine etc..
Releasing a manual independently from the game is something Matrix does at times.
mo reb
RE: Manual Download
Posted: Sun Sep 30, 2012 8:58 pm
by Missouri_Rebel
Just downloaded the RAW Doc. Not what I was looking for at all. The idea is to attract potential buyers not turn them off with a dated document laid out with space in mind that has had all of its limited examples removed.
mo reb
RE: Manual Download
Posted: Mon Oct 01, 2012 12:28 am
by Cad908
Mo Reb,
Here is a link to the final edition rules with the examples included. The one on ADG's website for some reason does not include the graphics. It was done by a fan, and I would give credit if I knew his / her name.
http://manlig.org/wif/RaW-7mAug2004.pdf
This RAW forms the basis of the game.
Two other documents:
Rules as Coded (RAC) Some 98% of RAC is directly from RAW. It provides clarifications to the rules and the transition form a paper game to the computer one.
Players Manual (PM) Details sequence of play and all the forms used in MWIF, along with many other goodies.
are part of MWIF. The timing of their release is up to Matrix.
-Rob
RE: Manual Download
Posted: Mon Oct 01, 2012 12:39 am
by Sewerlobster
I certainly can see how the Tutorials could go a long way to helping the uninitiated to decide. Perhaps those will be made fully available without purchase.
RE: Manual Download
Posted: Mon Oct 01, 2012 12:52 am
by Missouri_Rebel
ORIGINAL: Cad908
Mo Reb,
Here is a link to the final edition rules with the examples included. The one on ADG's website for some reason does not include the graphics. It was done by a fan, and I would give credit if I knew his / her name.
http://manlig.org/wif/RaW-7mAug2004.pdf
This RAW forms the basis of the game.
Two other documents:
Rules as Coded (RAC) Some 98% of RAC is directly from RAW. It provides clarifications to the rules and the transition form a paper game to the computer one.
Players Manual (PM) Details sequence of play and all the forms used in MWIF, along with many other goodies.
are part of MWIF. The timing of their release is up to Matrix.
-Rob
Much better. Thanks. I'll give them some time and see if it 'clicks'. I'm just hoping that a game of this scale can be self taught. Seems the best way is for an experienced player to teach someone face to face, which takes time, patience and commitment. Easier done amongst familiar friends IMO.
mo reb
RE: Manual Download
Posted: Mon Oct 01, 2012 8:25 pm
by Shannon V. OKeets
ORIGINAL: Missouri_Rebel
ORIGINAL: Cad908
Mo Reb,
Here is a link to the final edition rules with the examples included. The one on ADG's website for some reason does not include the graphics. It was done by a fan, and I would give credit if I knew his / her name.
http://manlig.org/wif/RaW-7mAug2004.pdf
This RAW forms the basis of the game.
Two other documents:
Rules as Coded (RAC) Some 98% of RAC is directly from RAW. It provides clarifications to the rules and the transition form a paper game to the computer one.
Players Manual (PM) Details sequence of play and all the forms used in MWIF, along with many other goodies.
are part of MWIF. The timing of their release is up to Matrix.
-Rob
Much better. Thanks. I'll give them some time and see if it 'clicks'. I'm just hoping that a game of this scale can be self taught. Seems the best way is for an experienced player to teach someone face to face, which takes time, patience and commitment. Easier done amongst familiar friends IMO.
mo reb
Communicating the rules to new players has been a concern of mine since I started working on MWIF.
I am not sure exactly what elements of my solution to this problem, if any, will be free prior to buying the game - that is up to Matrix/Slitherine to decide.
Here are the pieces I've added to MWIF for new players. Each player can pick and choose from these various sources of information, depending upon their personal preference:
1.
Ten Picture and Text Tutorials, 125+ pages. Each page shows a screenshot and has text describing the screenshot. The goal for these tutorials is to familiarize the player with the basic game elements (e.g., map and units). They also cover starting a new game, the sequence of play, stacking, zones of control, and supply.
2.
Ten Interactive Tutorials (almost entirely done by Rob W.). Each of these starts by loading in a saved game and instructing the player on what to examine in the given game, with accompanying commentary. Basically the player moves the mouse, clicks on keys, etc., thereby exploring the player interface. Besides examining many of the 150+ forms, these tutorials let the player move units and conduct combat for land, naval, and air units. Also covered are setting up units at the start of a game, production, and politics (e.g., declarations of war, aligning minor countries).
3.
Twelve Training Videos, which essentially cover the same material as the 20 tutorials described above. The difference is that the player simply sits back and watches a video of me narrating the tutorials. They don't include all the items in the tutorials, but probably about 3/4s. In total, these run for 6+ hours.
4.
Rules as Coded (RAC). This is my minimal rewrite of RAW, not so much to improve upon the clarity of the text, but instead to insert recent rule clarifications and corrections from Harry Rowland and MWIF's deviations from RAW.
5.
Players Manual. This is my magnum opus on MWIF. It runs to 350+ pages with 250+ screenshots. It details the sequence of play for each of the 150+ phases/subphases/sub-subphases/digressions. It includes screenshots of all the 150+ forms, with background information from RAC (i.e., why the form exists), descriptions of the form components, and how to use the form. For example, the form for setting up units describes how to select 4 fighters from a group of 8 that are available in the setup tray and how to transfer them to the map. Likewise, the Production form describes how to select which unit types to 'buy' using your build points.
RE: Manual Download
Posted: Mon Oct 01, 2012 8:52 pm
by pzgndr
ORIGINAL: Shannon V. OKeets
Communicating the rules to new players has been a concern of mine since I started working on MWIF.
I am not sure exactly what elements of my solution to this problem, if any, will be free prior to buying the game - that is up to Matrix/Slitherine to decide.
Will there be a demo, as there was with CWiF, with the Barbarossa and Guadalcanal scenarios? That would be helpful.
A beta demo, like now, would be sweet. [:D]
RE: Manual Download
Posted: Mon Oct 01, 2012 10:25 pm
by Missouri_Rebel
ORIGINAL: Shannon V. OKeets
Communicating the rules to new players has been a concern of mine since I started working on MWIF.
I am not sure exactly what elements of my solution to this problem, if any, will be free prior to buying the game - that is up to Matrix/Slitherine to decide.
Here are the pieces I've added to MWIF for new players. Each player can pick and choose from these various sources of information, depending upon their personal preference:
1. Ten Picture and Text Tutorials, 125+ pages. Each page shows a screenshot and has text describing the screenshot. The goal for these tutorials is to familiarize the player with the basic game elements (e.g., map and units). They also cover starting a new game, the sequence of play, stacking, zones of control, and supply.
2. Ten Interactive Tutorials (almost entirely done by Rob W.). Each of these starts by loading in a saved game and instructing the player on what to examine in the given game, with accompanying commentary. Basically the player moves the mouse, clicks on keys, etc., thereby exploring the player interface. Besides examining many of the 150+ forms, these tutorials let the player move units and conduct combat for land, naval, and air units. Also covered are setting up units at the start of a game, production, and politics (e.g., declarations of war, aligning minor countries).
3. Twelve Training Videos, which essentially cover the same material as the 20 tutorials described above. The difference is that the player simply sits back and watches a video of me narrating the tutorials. They don't include all the items in the tutorials, but probably about 3/4s. In total, these run for 6+ hours.
4. Rules as Coded (RAC). This is my minimal rewrite of RAW, not so much to improve upon the clarity of the text, but instead to insert recent rule clarifications and corrections from Harry Rowland and MWIF's deviations from RAW.
5. Players Manual. This is my magnum opus on MWIF. It runs to 350+ pages with 250+ screenshots. It details the sequence of play for each of the 150+ phases/subphases/sub-subphases/digressions. It includes screenshots of all the 150+ forms, with background information from RAC (i.e., why the form exists), descriptions of the form components, and how to use the form. For example, the form for setting up units describes how to select 4 fighters from a group of 8 that are available in the setup tray and how to transfer them to the map. Likewise, the Production form describes how to select which unit types to 'buy' using your build points.
Fantastic and worth the price of admission alone. Count me as going from the safe side of the fence to an almost certain buy. I've been wanting to learn this system for years, but could never find the adequate learning material to help me along and certainly not any players close enough to tutor me.
And to michaelbaldur, please forgive me if my post sounded ungrateful or gruff. That wasn't my intention although after reading it again I did appear to be snarky. I appologize.
mo reb
RE: Manual Download
Posted: Tue Oct 02, 2012 12:36 am
by Shannon V. OKeets
ORIGINAL: pzgndr
ORIGINAL: Shannon V. OKeets
Communicating the rules to new players has been a concern of mine since I started working on MWIF.
I am not sure exactly what elements of my solution to this problem, if any, will be free prior to buying the game - that is up to Matrix/Slitherine to decide.
Will there be a demo, as there was with CWiF, with the Barbarossa and Guadalcanal scenarios? That would be helpful.
A beta demo, like now, would be sweet. [:D]
I seriously doubt it. A person would need virtually the entire game to play those two scenarios.
RE: Manual Download
Posted: Thu Oct 04, 2012 11:20 pm
by Missouri_Rebel
Are there any good fan sites that someone can recommend? Seems like some years ago there were several, but I guess they are either gone or not easily found.
What are the best?
mo reb
RE: Manual Download
Posted: Thu Oct 04, 2012 11:33 pm
by Extraneous
RE: Manual Download
Posted: Fri Oct 05, 2012 12:51 am
by Missouri_Rebel
Thanks. Just the kind of stuff I am looking for. Do you know of any detailed AAR's especially with beginners in mind?
RE: Manual Download
Posted: Fri Oct 05, 2012 9:27 am
by Extraneous
RE: Manual Download
Posted: Sat Oct 06, 2012 1:03 pm
by Missouri_Rebel
Great. Like I was saying earlier, I've always wanted to learn WiF since the days of being in the hobby shop buying whatever ASL module it was at the time and asking the guy in front of me what he was purchasing. He said 'Wallet in Flames' and I laughed. Surely there wasn't more add-ons than ASL. My next trip there the owner was out of WiF so I picked up Advanced Third Reich although my time was committed to ASL and I never fully learned that system
I think I am going to like the more detailed units of WiF as opposed to A3R, although it would seem that the latter had a far more detailed diplomacy aspect. For instance, there were situations and country specific rules and forced actions for almost every nation in the conflict. That has always intrigued me. In hindsight, and while skimming the RaW's, I'd say that A3R and its sister game, Empire of the Rising Sun, were much more complex systems, the naval battles notwithstanding. Of course complexity doesn't always correlate to being superior.
Is this a fair assessment? What are your thoughts and how would you direct a noob to learn the system?
What makes WiF shine in you guys' opinion? What has been its secret of longevity especially compared to the obscure A3R?
mo reb
RE: Manual Download
Posted: Sun Oct 07, 2012 2:50 am
by SLAAKMAN
MoReb,
What makes WiF shine in you guys' opinion? What has been its secret of longevity especially compared to the obscure A3R?
Game mechanics that integrate air, land & sea with the arms race on a global scale from 39-45. No other WWII game has achieved that so superbly. My life is complete now. [:D]
RE: Manual Download
Posted: Sun Oct 07, 2012 3:39 am
by warspite1
ORIGINAL: Missouri_Rebel
What makes WiF shine in you guys' opinion? What has been its secret of longevity especially compared to the obscure A3R?
mo reb
warspite1
Mo Reb I never played Advanced 3rd Reich (although did try 3rd Reich). In my opinion, 3rd Reich and WIF simply do not compare.
There are a number of reasons for WIF being simply the best game ever.
1. I believe it has the right mix of playability and complexity.
2. It is fun without being in any way a "beer and pretzels" game.
3. There are no sure-fire strategies - variable weather, variable turn-length, a degree of luck when picking reinforcements plus of course good old fashioned dice, all go together to ensure that no two games are alike.
4. For those expecting a 100% accurate OB and unit factors, then this is not the game for them. However, what WIF does is give each player an accurate feel for their country's armed forces; the benefits and the problems that go with them - e.g. Commonwealth a small, mobile army - the Commonwealth army must be used sparringly; decent aircraft with a large variety of types giving a good degree of flexibility; and a
lot of ships - by no means the best quality (except HMS Warspite of course) and massively overstretched.
5. The ruleset gives the game a proper historical context, but within that framework a player is not strait-jacketed in terms of players being able to try loads of different strategies.
6. A really important element for me with any game is the "look" of the game. WIF looks fantastic (except for the Final Edition maps [:(]) but the superb MWIF map sorts that little problem out [:)]. The counters are exceptionally good - NATO symbols for the army, silhouettes for the ships, and full colour camoflagued aircraft. Playing with SIF and PIF is a must for me as these excellent counters really add to gaming experience.
RE: Manual Download
Posted: Sun Oct 07, 2012 3:54 am
by Empire101
ORIGINAL: warspite1
ORIGINAL: Missouri_Rebel
What makes WiF shine in you guys' opinion? What has been its secret of longevity especially compared to the obscure A3R?
mo reb
warspite1
Mo Reb I never played Advanced 3rd Reich (although did try 3rd Reich). In my opinion, 3rd Reich and WIF simply do not compare.
There are a number of reasons for WIF being simply the best game ever.
1. I believe it has the right mix of playability and complexity.
2. It is fun without being in any way a "beer and pretzels" game.
3. There are no sure-fire strategies - variable weather, variable turn-length, a degree of luck when picking reinforcements plus of course good old fashioned dice, all go together to ensure that no two games are alike.
4. For those expecting a 100% accurate OB and unit factors, then this is not the game for them. However, what WIF does is give each player an accurate feel for their country's armed forces; the benefits and the problems that go with them - e.g. Commonwealth a small, mobile army - the Commonwealth army must be used sparringly; decent aircraft with a large variety of types giving a good degree of flexibility; and a
lot of ships - by no means the best quality (except HMS Warspite of course) and massively overstretched.
5. The ruleset gives the game a proper historical context, but within that framework a player is not strait-jacketed in terms of players being able to try loads of different strategies.
6. A really important element for me with any game is the "look" of the game. WIF looks fantastic (except for the Final Edition maps [:(]) but the superb MWIF map sorts that little problem out [:)]. The counters are exceptionally good - NATO symbols for the army, silhouettes for the ships, and full colour camoflagued aircraft. Playing with SIF and PIF is a must for me as these excellent counters really add to gaming experience.
+1 to all that!![8D]
Except of course, I am looking forward one day to fighting out MWIF with you, with Yamato and HMS Warspite slugging it out in the Pacific!![:D]
ORIGINAL: SLAAKMAN
Game mechanics that integrate air, land & sea with the arms race on a global scale from 39-45. No other WWII game has achieved that so superbly. My life is complete now.
Surely Slaak, our lives will be complete when Days of Decision is incorporated into one glorious whole!!!
( only joking Steve!!![;)] )