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RE: MWiF Tutorial

 
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RE: MWiF Tutorial - 9/30/2007 1:35:14 AM   
Shannon V. OKeets

 

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quote:

ORIGINAL: Borger Borgersen

quote:

ORIGINAL: Shannon V. OKeets

4th and last in the series. I want to revise a lot of this text. There is plenty of room and the terseness of the English here makes it seem quite stilted - in some cases even grammatically incorrect.





I wonder about point 9. The text says "Lake hexsides.....". But the only terrain using note #9 is all sea hex sides. So should the text be changed to "All sea hexsides....."?


I think the placement of the note is wrong. It should be for the lake hexside terrain, not the all sea hexside terrain.

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Post #: 241
RE: MWiF Tutorial - 9/30/2007 1:38:12 AM   
Shannon V. OKeets

 

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Here is my revision to the text. Note 11 applies to rail lines, roads, and the Burma road.




Attachment (1)

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Post #: 242
RE: MWiF Tutorial - 10/1/2007 8:29:31 PM   
dale1066


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perhaps I'm being too pernickity (probably sic) but

item 8 has Blizzard and Snow capitalised while 9 doesn't ?

also in 11 would "used the same as Rail lines" scan better as "used in the same manner as Rail lines"


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Post #: 243
RE: MWiF Tutorial - 10/1/2007 8:36:11 PM   
Shannon V. OKeets

 

Posts: 22095
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quote:

ORIGINAL: dale1066

perhaps I'm being too pernickity (probably sic) but

item 8 has Blizzard and Snow capitalised while 9 doesn't ?

also in 11 would "used the same as Rail lines" scan better as "used in the same manner as Rail lines"



That was an oversight on my part, I have since changed #9 to:

During Snow and Blizzard weather, Lake hexsides are treated as if they were River hexsides.

And I like your improvement for #11.

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Post #: 244
RE: MWiF Tutorial - 2/18/2013 7:06:07 PM   
heyhellowhatsnew


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I'm buying this game because of the tutorials you have. Also because jesus christ I read your updates and you worked on this game while you had all these health problems the least I can do is support you.

edit: Will there be a scenario editor so people can make more scenarios? Also when is the game planning on coming out? Q2? Q3? Can I just give you my money now because, man i can relate to what you've gone through and I just want to give you a hug and money for the game.

< Message edited by heyhellowhatsnew -- 2/18/2013 7:11:22 PM >


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Post #: 245
RE: MWiF Tutorial - 2/18/2013 10:47:42 PM   
Shannon V. OKeets

 

Posts: 22095
Joined: 5/19/2005
From: Honolulu, Hawaii
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quote:

ORIGINAL: heyhellowhatsnew

I'm buying this game because of the tutorials you have. Also because jesus christ I read your updates and you worked on this game while you had all these health problems the least I can do is support you.

edit: Will there be a scenario editor so people can make more scenarios? Also when is the game planning on coming out? Q2? Q3? Can I just give you my money now because, man i can relate to what you've gone through and I just want to give you a hug and money for the game.

Thank you for your support. We'll be sure to collect money when the game is released.

Scenarios are very difficult to generate in World in Flames. Which units are available and where they can be placed varies greatly in general and even more so when you add in optional rules. Which major powers control which hexes also varies depending on when the scenario starts.

For instance, France and several other countries are conquered for the scenario that starts after the creation of Vichy France. Vast swathes of the USSR are controlled by the Germans for scenarios that start after those two countries go to war. The same is true in the Pacific theater after the US enters the war. Then there are various trade agreements, aligned minors, and so on that depend on when in the actual war a scenario begins.

Here is an overview of the routines that handle most of that stuff:
    SetInitiative;        // 1 Who has the initiative.
    SetIntelligence;      // 2 Set intelligence points from scenario data.
    SetForts;             // 3 Forts that have been destroyed.
    SetTradeAgreements;   // 4 Trade agreements.
    SetPacts;             // 5 Neutrality pacts.
    SetRelationships;     // 6 Who is at war, aligned, conquered.
    SetLegalCountries;    // 7 Set which countries are in the scenario + convoys.
    SetControl;           // 8 Who controls which hexes (precedes SetUnits).
    SetUnits;             // 9 Remove some units and put others in reserve pool.
    MoveFactories;        // 10 Remove Russian factories that moved.
    AssignConqueredUnits; // 11 Transfer ownership of conquered naval units.
    SetGearing;           // 12 Gearing limits are infinite to start.
    SetAllow;             // 13 Convoys & hexes usable by other major powers.
    SetPolitics;          // 14 Set which US entry options have occurred.
    SetLendLease;         // 15 Remove lend leased units from force pool.


There is another routine of 500+ lines that simply lists which units set up where for the given 11 scenarios.

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Perfection is an elusive goal.

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Post #: 246
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