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Tutorials - flumuxed

Posted: Tue Oct 06, 2020 11:19 am
by wobbleguts
Ok, this time I am completely lost.

Going through the interactive tutorials (14/15).

It says...

• Player Interface Settings: ENABLE Set die rolls

Have no idea what this means or does but selected it as instructed.

Later it says • LC Combat Chosen; TY 12 (Roll Dice); OK; RD Combat Results; OK


Why am I typing in '12' on a dice roll. Is this a combat modifier? If so why isn't it done automatically? What does it mean? Makes no sense.

Reading ahead I saw that the board game used 10 sided dice etc. Maybe I am selecting a bigger dice? So I completed the tutorial and went on to Tut 15.

• TY 3 (Roll Dice); OK; RD Combat Results; OK; RD Message; OK; LC Stay

A 3 sided dice? Please help.











RE: Tutorials - flumuxed

Posted: Tue Oct 06, 2020 11:44 am
by Mayhemizer_slith
In the game you can ask game roll automatically or use some other way to roll (online roller that sends email to all players or your owm dice). If you roll somewhere else, then you can easily place the result.

In land combat you can use 1d10 chart or optional rule 2d10 chart.

Not sure what that roll 3 is, possibly low roll?

When rolling partisans or US entry markers you sometimes need to roll 1d6-1 for example.

RE: Tutorials - flumuxed

Posted: Tue Oct 06, 2020 12:29 pm
by paulderynck
The tutorial must be using 2D10 combat results. 2D10 means the game (or you) rolls two 10-sided dice. If you are setting the die roll, you put in the total of the two dice.

I imagine it is not inserted automatically because the tutorial is using the game engine and why go to the additional trouble of putting it in via programming for a tutorial?

RE: Tutorials - flumuxed

Posted: Wed Oct 07, 2020 8:33 am
by wobbleguts
Ok, think I understand.

• Player Interface Settings: ENABLE Set die rolls

means exactly what it says. You can tell the game what the results of dice rolls will be. So when 'Set die rolls' is checked and you follow the • LC Combat Chosen; TY 12 (Roll Dice); you are telling the game the dice roll result will be a 12. This makes sense because MWIF tutorials are not scripted like most other games. Instead you are actually loading a saved game so you have to force specific die roll results to match the tutorial requirements.

Couldn't understand why this would be an option when playing a real game but here is the answer from Mayhemizer_slith -

You can ask game roll automatically or use some other way to roll (online roller that sends email to all players or your owm dice). If you roll somewhere else, then you can easily place the result.

The game will automatically roll for you, but in some game modes (like PBEM I guess), you have to input the die rolls manually. Also you might just want to roll physical dice and tell the computer the results (for some reason).

What a crazy game!

Now that I know what's going on (I think), I will replay T15. If I'm wrong please let me know...











RE: Tutorials - flumuxed

Posted: Wed Oct 07, 2020 8:45 am
by Mayhemizer_slith
Also if game crashes after land combat and you try to recreate situation it might take a while. I spent an hour trying to roll 4 with 2d10 until I was told that there is possibility to set dice roll [:D]

RE: Tutorials - flumuxed

Posted: Wed Oct 07, 2020 8:53 am
by wobbleguts
ORIGINAL: Mayhemizer_slith

Also if game crashes after land combat and you try to recreate situation it might take a while. I spent an hour trying to roll 4 with 2d10 until I was told that there is possibility to set dice roll [:D]

Good point.

RE: Tutorials - flumuxed

Posted: Wed Oct 07, 2020 3:41 pm
by paulderynck
You are never required to input dice rolls in any game mode. But some players use an external die roller to ensure both sides are treated fairly.

RE: Tutorials - flumuxed

Posted: Sun Oct 11, 2020 8:23 am
by wobbleguts
Hi again. Up to Tutorial 16 and have a question about 'flyout'. Earlier tutorials brushed on this when covering air actions. You double click on an empty land hex to enable 'flyout'. Not sure why this is mandatory but it was to do with air actions so accepted it.

T16 is about land movement. On page 4 it says...

• LC INF 6-4 (Flyout)
• MM Hex 47,39; LC; EX Flyout; MM Hex 49,37; EX Flyout


These aren't paratroops. Why is there a 'flyout' window/option?

Then it says -

• MM Plymouth (England); EX Flyout; MM Top Border (Flyout)

When I do that there are actually ships in the flyout window. What are they doing there?

Obviously I've got the wrong idea about the meaning of 'flyout'. Can someone define/explain it to me?





RE: Tutorials - flumuxed

Posted: Sun Oct 11, 2020 7:49 pm
by paulderynck
A flyout just means an expanded view of a stack of units in which it is possible to select some. The functionality is different between units on land (both air and land units) and units at sea (for which the term is naval review details and a different form appears). Because both are initiated by hovering on an occupied hex or a sea zone there has to be a way to determine which one is active as you move your cursor across the board.

This was explained in post #2 of this thread: https://www.matrixgames.com/forums/tm.a ... 1&#4893477

RE: Tutorials - flumuxed

Posted: Mon Oct 12, 2020 7:11 am
by wobbleguts
I understood what flyout does but was confused about the name. Fly means air and using it to view/control land units was puzzling. Even worse was seeing battleships in the flyout form, as naval movement etc is done by double clicking an empty sea hex and opening the naval review details window. Couldn't understand why they would even appear in the flyout form.

From what I've seen in the tutorials and your response above, 'flyout' actually means 'view stack' or 'view all units in hex'. Presumably you wouldn't be able to manipulate naval units from this form. You would have to switch to the naval review form to do so. The reason naval units are listed is simply because they are there.

Zoom-out would be a much better name then flyout IMO.

What is the difference between the flyout form and 'units in hex' (ctrl+H). Is flyout just easier to access and use?

Thanks for your help.

RE: Tutorials - flumuxed

Posted: Mon Oct 12, 2020 9:24 am
by Orm
You can move naval units directly from the map if you so prefer. Or from the flyout. You do not need to move naval units from the naval review form.

RE: Tutorials - flumuxed

Posted: Mon Oct 12, 2020 9:38 am
by Zovs
To me Flyouts just is a fancy term for a pop up dialog box.

RE: Tutorials - flumuxed

Posted: Mon Oct 12, 2020 2:42 pm
by paulderynck
The "units in hex" was an earlier version in the original software prior to the current designer taking it over. It's just another way of doing things, some people may like using it. But it disappears when you invoke naval review, and going back to "units in hex" requires closing naval review first (or double-clicking on land).