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Quetions - 10/29/2013 3:13:19 PM   
Igbe


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As I understand this game 1.x will ship with no AI. 2.x will ship with an AI but at a higher cost. There does not seem to be much information on the price from going from version 1.x to 2.x. Maybe that's because even MG does not know. As someone who is sitting on the fence it would be much helpful to know what your plans are for the 1.x to 2.x move.

The printed books look great. Is this a limited time print? Will 2.x with AI ship with all these books? Or will 2.x become a digital download only with PDF books?
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RE: Quetions - 10/29/2013 4:08:46 PM   
DSWargamer

 

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If I might help.

No AI on initial release, AI to follow, no date disclosed to my knowledge.

The manuals, as I am aware, they are part of the purchase. Can't see them refusing to sell without them and just as a digital download, but until I see 'just digital download' on a product page, I assume nothing.

The price, seems to be listed as 200 bucks being the popular sum being mentioned. But that's not official either.

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RE: Quetions - 10/29/2013 5:06:10 PM   
captskillet


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already stated from official sources that there will be no Digital Download option only, you got to order physical + download. They have also stated that the price for the physical game without the printed maps would be about 50% of the Essen price which was 150 Eur. ($207).........75 eur is about $106 so I guess $125 ought to be close for Physical/Download without maps.

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RE: Quetions - 10/29/2013 6:42:31 PM   
Igbe


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Thanks for the response.

Does anyone know if the nice printed books will be standard for version 2.x or is this a 1.x limited time offer?

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RE: Quetions - 10/29/2013 7:03:44 PM   
Numdydar

 

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I would assume that the books will be included for all versions since the game mechnics are not changing at all. Just an AI being added.

As Erik has stated, this computer version of WiF was designed for players of the WiF board game. So this is nothing like a HoI, Civ, etc, normal computer game where the manuals will become quickly out of date. The manuals will be just as valid a year from now as they will be on relese.

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RE: Quetions - 10/29/2013 9:43:39 PM   
stormbringer3

 

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I'm no stranger to large more complex games. I own a closet full of board games including War in the East (not really that complex) which I really liked, especially the fact that the Soviets had unit production that the player controlled. However, Matrix WitE didn't really do it for me because of IMO needless minutia such as the support units and the overly complex airwar which had issues. My question is does this title go into complexity that will bog down the gameplay? I can't tell you how time I spent much trying to move support units around in WitE.
Thanks for any opinions.

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RE: Quetions - 10/29/2013 10:37:48 PM   
Mynok


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I'm familiar with both games. MWiF is nothing like WitE. Much higher level game so many fewer units and totally different combat processes. Think more like Third Reich not WitE. Still very different from Third Reich but the scale is more similar.

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RE: Quetions - 10/29/2013 10:59:49 PM   
Shannon V. OKeets

 

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quote:

ORIGINAL: stormbringer3

I'm no stranger to large more complex games. I own a closet full of board games including War in the East (not really that complex) which I really liked, especially the fact that the Soviets had unit production that the player controlled. However, Matrix WitE didn't really do it for me because of IMO needless minutia such as the support units and the overly complex airwar which had issues. My question is does this title go into complexity that will bog down the gameplay? I can't tell you how time I spent much trying to move support units around in WitE.
Thanks for any opinions.

Very little minutiae in WIF, and in MWIF a lot of that is eliminated. For instance, tracing supply and validating overseas pipelines is done for you. So are all the calculations for combat.

Most of your time will be spent deciding what to do with your units: attack, defend, or reposition them.

Spending oil can be complex, but that is an optional rule. And again, the time you spend on oil decisions is just that: deciding whether to spend the oil for reorganizing your units (naval, air, and armor mostly) or to expend the oil in producing new units. For the most part, logistics details are glossed over in MWIF.

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RE: Quetions - 10/30/2013 12:55:25 AM   
Numdydar

 

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When you say glossed over, I assume you mean the gode takes care of determining supply. Not that the game lets a player ignore supply correct?

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RE: Quetions - 10/30/2013 1:46:03 AM   
Shannon V. OKeets

 

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quote:

ORIGINAL: Numdydar

When you say glossed over, I assume you mean the gode takes care of determining supply. Not that the game lets a player ignore supply correct?

Yes.

If playing with an optional rule, the player will need to make sure there are convoys leading back to a primary supply source for his units that are overseas. Without that optional rule, he will need to make sure that he can trace an overseas path avoiding sea areas where only enemy combat units are present. But in both cases, the program figures out whether a supply path exists or not. And the Supply Sources and Paths form present that information.

So, if you know the rules and keep your units from having their supply cut off, there is nothing else that needs to be done. One supply source can supply every unit a major power and all its aligned minors have on the map. There's no need to be counting stuff.

EDIT: I assume that gode is code written by a godlike person. If it were written by God himself, it would be Gode.

< Message edited by Shannon V. OKeets -- 10/30/2013 1:47:20 AM >


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RE: Quetions - 10/30/2013 4:03:23 AM   
Numdydar

 

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Yes. As my age has increased either my typing and/or spelling skills have dimished

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RE: Quetions - 10/30/2013 5:04:07 PM   
DSWargamer

 

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No just digital download eh.....

I can think of a few logical reasons for that.

Hmm maps or no maps. Hmm chances of the maps ever being used vs I simply want them :)

I sure hope common sense is working the day I get to purchase. I have a lot of things wanting my money recently :)

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RE: Quetions - 10/30/2013 7:25:23 PM   
Numdydar

 

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That may be, but these are MAPS. See the nice new crisply folded maps. I know you want them, touch them. Give in to your hearts desire

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RE: Quetions - 10/31/2013 5:03:31 AM   
stormbringer3

 

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Does this game have any R&D or infrastructure choices or is everything historical for weapon development and a countrys' production capabilities?
Thanks.

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RE: Quetions - 10/31/2013 5:32:24 AM   
paulderynck


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quote:

ORIGINAL: stormbringer3

Does this game have any R&D or infrastructure choices or is everything historical for weapon development and a countrys' production capabilities?
Thanks.


There's no R&D per se, but in general, units available to build each year improve over the year before. There are far more units than can be produced with the production capacity of each country, so there is great choice and variance as to what "mix" of land, air and naval units to produce.

You can spend extra to build units from the year ahead if all units of that type are already built. That's the closest you'll get to simulating R&D.

There are optional rules to play with V-1s and V-2s for Germany beginning in 1944, and to drop an A-bomb a turn with the USA, starting in March/April 1945.

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RE: Quetions - 10/31/2013 12:32:02 PM   
warspite1


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quote:

ORIGINAL: stormbringer3

Does this game have any R&D or infrastructure choices or is everything historical for weapon development and a countrys' production capabilities?
Thanks.
warspite1

Further to paulderynck's response, and just for clarity:

- This is a strategic level game with the emphasis on being playable, fun and winnable for both "sides". Therefore, there is a degree of artistic licence employed. The "feel" is very much historical, but please do not expect 100% accurate historical accuracy at unit or production level.

- Some of the combat values given to (Axis aircraft and ships in particular) are perhaps a little generous for that reason. In addition, there are a nuumber of "what-if" counters e.g. ships that were planned, aircraft that didn't see service etc. The same thinking applies to the land units. As an example, there are more corps counters available for the South Africans than were actually fielded. The numbers allowed in the game are not impossible (based on population) but not possible in the real war given political considerations.

- These factors allow plenty of choices to be explored e.g. Germany can attempt the Z Plan! Lots of carriers, battleships and stuff possible. However, like real life, if the Germans go down that route I don't think the Russians will be exactly complaining.... that's a lot less build points available for aircraft and armour units for the Eastern Front.


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RE: Quetions - 10/31/2013 4:28:25 PM   
stormbringer3

 

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I'm very happy that this game lets you experiment with different force builds! After going over many of the rules, it appears that production increases are baked in the cake. Is it correct that there isn't any way to divert resources to engineer a future ahistorical production increase? In a similar vein, in other titles I have been able to use resources and help the Axis Minors to increase their capabilities to try and make them a more potent fighting force. Does this game allow you to try that strategy?
Thanks .

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RE: Quetions - 10/31/2013 4:54:06 PM   
Ur_Vile_WEdge

 

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About the only way you can increase your production is to expand into other people's turf and take their resources and red factories. The only player who has even a modicum of control over their own production multiple (simulating efficiency) is the U.S. player.

And I suppose you could build more factories, but they're expensive, take a long time to build, and you're usually short on resources, so you wouldn't be able to use them for most players anyway.


As for the second question, when you align a minor power, you have the option of melding their force pool into that of the major power. So say, if Germany aligns Hungary, the Hungarians will start with a bunch of units, and Germany has the option to use German build points to build Hungarian units. This decision is one way (once you start building Hungarians, you can't stop), but you don't have to do it immediately.


Pros: It makes your force pool bigger, you do have counter limits, and especially on the Eastern Front, you need every body you can scrape together.

Cons: Minor power units are usually worse than major power ones. They also have movement restrictions, you can usually only take half of a minor country's units out of the minor itself, and they won't co-operate with your other aligned minors.



So the short answer is you can, but it's usually either a move of desperation, or one where you're so on top of the world that you're running out of things to build.

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RE: Quetions - 10/31/2013 4:59:00 PM   
brian brian

 

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you can spend build points to create more factories and thus increase your production in the long run, so, yes on that question.

you can also choose to build Synthetic Oil plants that increase the Oil resources available for production, or for units to use.

Certain powers can also develop fixed-location oil fields such as in Libya or Kuwait; not positive if these are included yet in MWiF.

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RE: Quetions - 10/31/2013 6:29:44 PM   
composer99


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The Libya oil field should be in MWiF, based on the counterset it appears in. I can't say the same about Kuwait, as I think it might be from a kit that was too new to get included in this release.

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RE: Quetions - 10/31/2013 6:37:15 PM   
Shannon V. OKeets

 

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One major factor in production is whether your home country has an enemy unit present and whether there has been a land combat in your home country. In both cases, the production multiple increases (temporarily). So if France moves into Germany, crossing the Maginot Line and launches an attack on German units in their homeland, that increase Germany's production quite a bit (0.5 * the number of producing factories).

The US also has some control over its production multiple with increases depending on taking certain US Entry Options.

The latter are described in one of the Moments of Wow screenshots - of all the US Entry Options.

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RE: Quetions - 10/31/2013 7:51:42 PM   
michaelbaldur


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quote:

ORIGINAL: brian brian

you can spend build points to create more factories and thus increase your production in the long run, so, yes on that question.

you can also choose to build Synthetic Oil plants that increase the Oil resources available for production, or for units to use.

Certain powers can also develop fixed-location oil fields such as in Libya or Kuwait; not positive if these are included yet in MWiF.


Italy can build the first and Cw the second.

but as they are both exposed, don't build them

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RE: Quetions - 10/31/2013 7:55:41 PM   
Ur_Vile_WEdge

 

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IIRC, they're also more expensive than regular synth plants, and can be captured, as opposed to destroyed, if the enemy overrun the hex.


I honestly never understood why you'd ever build them.

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RE: Quetions - 11/1/2013 4:58:07 PM   
composer99


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quote:

ORIGINAL: Ur_Vile_WEdge

IIRC, they're also more expensive than regular synth plants, and can be captured, as opposed to destroyed, if the enemy overrun the hex.


I honestly never understood why you'd ever build them.


I seem to recall doing to as Italy at WiFCon in 2005; if so, it was because we had all but turned the Med into an Axis lake from 1940 through 1944.

(My memory is a bit hazy on this so I won't say for sure that I did it - I did seriously consider it, at least.)

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