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RE: Nothing intuitive here, move along - 2/14/2021 4:36:05 PM   
Centuur


Posts: 8802
Joined: 6/3/2011
From: Hoorn (NED).
Status: offline

quote:

ORIGINAL: warspite1

Hi Centuur

So would you be interested in assisting me? I will play a solo game. The purpose of this is not to play a complete game as such (the length of this 'game' would depend on what happens).

I would play through as both Allies and Axis - and I will try and mirror as much as I can, a recent game where there was problems with the oil calculation and losing oil.

I will post step by step screenshots of what I am doing and what results I am getting. Your input would be required to provide advice on what you do in this situation and how your explanation above translates into an actual 'game'.

Hopefully there will be minimal effort required on your part - I would just need your commitment to keeping this going as long as necessary - providing comment and support (not on the game, just on convoys, saving and production). Worst case, if something really goes wrong, I would send you the end of turn file to work on (but I am hoping that would never be the case).

You are saying you are getting 100% on production every time. If that is the case I really want to know and understand how this is being achieved because that is just not the experience I've ever had.

Would you be interested? If this works then maybe it can be used to help others.

If so, the version I have installed is called 4.2.0 (Debug). Do you have this or do I need to update?

Thank-you.




Of course. I'm using 4.2.1.8 at the moment (available for beta testers only, but you are one).



_____________________________

Peter

(in reply to warspite1)
Post #: 31
RE: Nothing intuitive here, move along - 2/14/2021 4:36:57 PM   
rkr1958


Posts: 23483
Joined: 5/21/2009
Status: offline

quote:

ORIGINAL: warspite1

Hi Centuur

So would you be interested in assisting me? I will play a solo game. The purpose of this is not to play a complete game as such (the length of this 'game' would depend on what happens).

Can't speak for Centuur but I'd be happy to provide what help I could. Flaws and all, including a maddening convoy/production system, I believe it's the best WW2 simulation/game out there and I would like to help in any way I can to getting you back playing it.

Maybe we could use your game and new thread as a workshop/clinic for MWiF convoy/production planning? Honestly, I'd be game to help and I assume there are others who would be willing to contribute. What do you think?


_____________________________

Ronnie

(in reply to warspite1)
Post #: 32
RE: Nothing intuitive here, move along - 2/14/2021 4:39:27 PM   
rkr1958


Posts: 23483
Joined: 5/21/2009
Status: offline

quote:

ORIGINAL: rkr1958


quote:

ORIGINAL: warspite1

Hi Centuur

So would you be interested in assisting me? I will play a solo game. The purpose of this is not to play a complete game as such (the length of this 'game' would depend on what happens).

Can't speak for Centuur but I'd be happy to provide what help I could. Flaws and all, including a maddening convoy/production system, I believe it's the best WW2 simulation/game out there and I would like to help in any way I can to getting you back playing it.

Maybe we could use your game and new thread as a workshop/clinic for MWiF convoy/production planning? Honestly, I'd be game to help and I assume there are others who would be willing to contribute. What do you think?

Just saw that Centuur beat me to a response by 52-seconds!


_____________________________

Ronnie

(in reply to rkr1958)
Post #: 33
RE: Nothing intuitive here, move along - 2/14/2021 5:07:37 PM   
Bamilus


Posts: 973
Joined: 4/30/2010
From: The Old Northwest
Status: offline
quote:

ORIGINAL: Centuur

In the past, I hated the production planning system. I never was able to get it right. Now, however, I have got a 100% score on production every time.

I let the program calculate things for me and there are only a few changes I have to make, which almost every time have to do with allocating factories to make sure build points are send off to allies using the route I want them to or making decision which oil to save where. I make all changes during the preliminary production planning phase. I don't close any major power on my side until all are correct. I use as few default settings and routes as possible. I almost never use override settings.

If things really are going wrong (when f.e. convoy lines are damaged without being able to repair everything), I will simply delete all override and default settings of all major powers involved and let the program calculate things for me. To restart with a "clean sheet" is a simple but very effective solution if that happens.

The final production planning for me is usually not more than stating: "it's correct" unless there has been some kind of naval combat during the return to base phase which caused convoy losses.

And finally: I never will make changes to the production planning forms in the impulses themselves. Simply because next impulse those SUB's or convoy raiders might sink your convoys anyhow. So making changes apart from the preliminary production planning phase is nothing more than a waste of time...




Maybe if someone can make a tutorial or something on this? Or maybe there is? I know from playing AGEOD games they had lots of quirks too but to get to the level of being able to understand the code to be able to even adjust it/plan around it. I really don't have time to invest that in MWIF since learning the rules is enough, but if people claim you can fiddle with production to make it work then it'd be nice to have a guide on how to do so.

< Message edited by Bamilus -- 2/14/2021 5:08:03 PM >


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Paradox Interactive Forum Refugee

(in reply to Centuur)
Post #: 34
RE: Nothing intuitive here, move along - 2/14/2021 11:53:00 PM   
Joseignacio


Posts: 2449
Joined: 5/8/2009
From: Madrid, Spain
Status: offline
quote:

ORIGINAL: rkr1958

quote:

ORIGINAL: rustysi

quote:

ORIGINAL: juntoalmar


quote:

ORIGINAL: Joseignacio

Production is a nightmare



So I guess it's not working properly yet. Which make me think, shouldn't the production be fixed before putting effort in the AIO?

I mean, it is something much simpler than the AI. To begin with, the AIO should do its production, doesn't it? So, you need to fix production AI to have a working AIO, anyway.

I feel you could fix a smaller problem, faster, and that will benefit all the players now (not only those playing against the AIO in the future).

Just an opinion.


I'm just the FNG here, but it looks to me that it does work. Looking at the video tutorials #13,14.

Its definitely a convoluted process, and you may have to tell it a few times what it is you wish it to do, but it does seem to work in the end.

Or am I wrong?

rustyi, here's my take on it. The current production/convoy system in MWiF has two learning curves. One modest and one steep. The modest one will generally get folks to the 90% optimum solution and the steep one will get you to 99%. A number, if not most, WiF players (i.e., of the cardboard and paper version) are use to getting to the 99 to 100% solution. Without climbing up the steep learning curve these players only get the 90% solution and are frustrated. Truth be told, sometimes the frustration is valid but sometimes the WiF player has been playing a rule incorrectly.


I have seen video tutorial 13 and I am 99% sure I don't make mistakes, I check all the routes and the convs, plan them, when the AI doesn't send them how I want, I TRY to edit them, following the video instructions, I can tell the difference between COMPUTED, DEFAULT and OVERRIDE and how to edit the two latter ones.

BUT IT SIMPLY DOESN'T work. The AI or AD (artificial Dumbness)Keeps using my Central Atlantic Convoys to reach North Athlantic in spite that there are more than enough conv in the East coast and I select those ones. It accepts the new DEFAULT but undoes another line that used to go through East coast and sends it again through Central Ath, just like if there were not enough in the route I propose - just, there are enough.


But not only this, sometimes it uses the Bay of Biscay when there are enough Conv in Feroes, vampirizing the convoyes assigned to South Africa resources or other african ones.

I consider it impossible, even following the tutorial teachings, and with the right amount of convoys not to lose 2 or3 of the resources just because of this. And this is not a minor thing in the long run.

I mean, 2 or 3 lost only after careful and several hours of correcting the madness the AD offers initially, where you can easily lose 4 or 5...

And this, after having to navigate though some absolutely not friendly instructions.When it would be much, much easier and much, much more efficient that the player told the computer where he wants his resources to go through one by one . Even though this may seem to take more time, I promise by far it ain't so. The computer could pop up a message if you want to pass one resource through a zone you dont have any more conv and that's all. No Artificial Dumbness needed.


I have seen 4 times the 13 tutorial (1 hour+), and used up more than 20 hours fighting the AD over the usage of convoys putting together all the times (yes, I am persistent) and NEVER could make those 2 resources to work even with the right convoys route. Forum Member RKR had the same experience (and he is not unskilled either), so he edits the saves to add conv to compensate (but they offer more prize for subs both in battle and sometimes in search) or adds oil or bp saved where they should have reached.

That, not to speak of when we have bugs like the Trade Agreements work in turn M/A but not in M/J without any change in the agreements, like it has happened with NEI oil for example.

It's really a shame. Not that there is this problem, games have bugs, but that it's not addressed and it stings even more being the solution so simple.




< Message edited by Joseignacio -- 2/15/2021 12:27:42 AM >

(in reply to rkr1958)
Post #: 35
RE: Nothing intuitive here, move along - 2/15/2021 2:18:43 AM   
rkr1958


Posts: 23483
Joined: 5/21/2009
Status: offline
quote:

ORIGINAL: Joseignacio

quote:

ORIGINAL: rkr1958

quote:

ORIGINAL: rustysi

quote:

ORIGINAL: juntoalmar


quote:

ORIGINAL: Joseignacio

Production is a nightmare



So I guess it's not working properly yet. Which make me think, shouldn't the production be fixed before putting effort in the AIO?

I mean, it is something much simpler than the AI. To begin with, the AIO should do its production, doesn't it? So, you need to fix production AI to have a working AIO, anyway.

I feel you could fix a smaller problem, faster, and that will benefit all the players now (not only those playing against the AIO in the future).

Just an opinion.


I'm just the FNG here, but it looks to me that it does work. Looking at the video tutorials #13,14.

Its definitely a convoluted process, and you may have to tell it a few times what it is you wish it to do, but it does seem to work in the end.

Or am I wrong?

rustyi, here's my take on it. The current production/convoy system in MWiF has two learning curves. One modest and one steep. The modest one will generally get folks to the 90% optimum solution and the steep one will get you to 99%. A number, if not most, WiF players (i.e., of the cardboard and paper version) are use to getting to the 99 to 100% solution. Without climbing up the steep learning curve these players only get the 90% solution and are frustrated. Truth be told, sometimes the frustration is valid but sometimes the WiF player has been playing a rule incorrectly.


I have seen video tutorial 13 and I am 99% sure I don't make mistakes, I check all the routes and the convs, plan them, when the AI doesn't send them how I want, I TRY to edit them, following the video instructions, I can tell the difference between COMPUTED, DEFAULT and OVERRIDE and how to edit the two latter ones.

BUT IT SIMPLY DOESN'T work. The AI or AD (artificial Dumbness)Keeps using my Central Atlantic Convoys to reach North Athlantic in spite that there are more than enough conv in the East coast and I select those ones. It accepts the new DEFAULT but undoes another line that used to go through East coast and sends it again through Central Ath, just like if there were not enough in the route I propose - just, there are enough.


But not only this, sometimes it uses the Bay of Biscay when there are enough Conv in Feroes, vampirizing the convoyes assigned to South Africa resources or other african ones.

I consider it impossible, even following the tutorial teachings, and with the right amount of convoys not to lose 2 or3 of the resources just because of this. And this is not a minor thing in the long run.

I mean, 2 or 3 lost only after careful and several hours of correcting the madness the AD offers initially, where you can easily lose 4 or 5...

And this, after having to navigate though some absolutely not friendly instructions.When it would be much, much easier and much, much more efficient that the player told the computer where he wants his resources to go through one by one . Even though this may seem to take more time, I promise by far it ain't so. The computer could pop up a message if you want to pass one resource through a zone you dont have any more conv and that's all. No Artificial Dumbness needed.


I have seen 4 times the 13 tutorial (1 hour+), and used up more than 20 hours fighting the AD over the usage of convoys putting together all the times (yes, I am persistent) and NEVER could make those 2 resources to work even with the right convoys route. Forum Member RKR had the same experience (and he is not unskilled either), so he edits the saves to add conv to compensate (but they offer more prize for subs both in battle and sometimes in search) or adds oil or bp saved where they should have reached.

That, not to speak of when we have bugs like the Trade Agreements work in turn M/A but not in M/J without any change in the agreements, like it has happened with NEI oil for example.

It's really a shame. Not that there is this problem, games have bugs, but that it's not addressed and it stings even more being the solution so simple.




So this is the great secret. All that info on how to set which sea areas your convoy routes take in the tutorial video 13 no longer works and hasn't worked for several versions now. The "steep" learning curve I refer to is not documented anywhere and, for me, pretty much self learned. There are some tricks, oh I mean techniques, that I and others have picked up along the way that work but aren't really documented anywhere.

For example, here's something that I've learned which seems to work and deals with, "sometimes it uses the Bay of Biscay when there are enough Conv in Feroes, vampirizing the convoyes assigned to South Africa resources or other african ones."

For the Canadian RPs that you desire to go through the Faeroes Gap leave them unset. That is, DO NOT set their default or override to any factory. Leave both default and override UNSET. For the African RPs that you want to go through the Bay of Biscay DO set their default to a UK factory (i.e., Leeds, London, etc.). What I believe MWiF does is route resources in order of 3 priorities: (1) trade, (2) default/override and (3) unset. What I've found is the African RPs will be routed to the UK through the Bay of Biscay before (I surmise) MWiF considers routing the unset Canadian RPs. Then when it finally gets around ot the unset RPs the only route available is through the Faeroes Gap. I've found that this works like a charm and takes me 5 minutes or less after I got the hang of it.

Also, to be clear, do NOT waste your time trying to set specific sea areas for a RP to travel. This no longer works and all you will do, I've found, is waste your time and get very frustrated. This function no longer works as "advertised" in the tutorial for several versions now.

< Message edited by rkr1958 -- 2/15/2021 2:32:27 AM >


_____________________________

Ronnie

(in reply to Joseignacio)
Post #: 36
RE: Nothing intuitive here, move along - 2/15/2021 7:56:49 AM   
warspite1


Posts: 41353
Joined: 2/2/2008
From: England
Status: offline
To Centuur and rkr1958

Thanks for the responses. I'll set something up in due course. I suspect I can rifle through the impulses pretty quickly so that we can get to the turn end production.

Thanks again.

_____________________________

England expects that every man will do his duty. Horatio Nelson October 1805



(in reply to rkr1958)
Post #: 37
RE: Nothing intuitive here, move along - 2/15/2021 1:36:24 PM   
wodin


Posts: 10762
Joined: 4/20/2003
From: England
Status: offline

quote:

ORIGINAL: rustysi

Not too happy a camper here so far.

I know I'm new, but after two weeks I can't really navigate anything. As far as I'm concerned there's absolutely nothing about this system that's anywhere near intuitive, and I've been around games and industrial systems my whole life.

OK, rant over.


My feelings too. Though I think if the scale really appealed I'd give it the time needed but as it is it doesn't, add lack of an AI and I just don't have the desire to climb the learning mountain.

_____________________________


(in reply to rustysi)
Post #: 38
RE: Nothing intuitive here, move along - 2/15/2021 3:38:23 PM   
Centuur


Posts: 8802
Joined: 6/3/2011
From: Hoorn (NED).
Status: offline

quote:

ORIGINAL: Joseignacio

quote:

ORIGINAL: rkr1958

quote:

ORIGINAL: rustysi

quote:

ORIGINAL: juntoalmar


quote:

ORIGINAL: Joseignacio

Production is a nightmare



So I guess it's not working properly yet. Which make me think, shouldn't the production be fixed before putting effort in the AIO?

I mean, it is something much simpler than the AI. To begin with, the AIO should do its production, doesn't it? So, you need to fix production AI to have a working AIO, anyway.

I feel you could fix a smaller problem, faster, and that will benefit all the players now (not only those playing against the AIO in the future).

Just an opinion.


I'm just the FNG here, but it looks to me that it does work. Looking at the video tutorials #13,14.

Its definitely a convoluted process, and you may have to tell it a few times what it is you wish it to do, but it does seem to work in the end.

Or am I wrong?

rustyi, here's my take on it. The current production/convoy system in MWiF has two learning curves. One modest and one steep. The modest one will generally get folks to the 90% optimum solution and the steep one will get you to 99%. A number, if not most, WiF players (i.e., of the cardboard and paper version) are use to getting to the 99 to 100% solution. Without climbing up the steep learning curve these players only get the 90% solution and are frustrated. Truth be told, sometimes the frustration is valid but sometimes the WiF player has been playing a rule incorrectly.


I have seen video tutorial 13 and I am 99% sure I don't make mistakes, I check all the routes and the convs, plan them, when the AI doesn't send them how I want, I TRY to edit them, following the video instructions, I can tell the difference between COMPUTED, DEFAULT and OVERRIDE and how to edit the two latter ones.

BUT IT SIMPLY DOESN'T work. The AI or AD (artificial Dumbness)Keeps using my Central Atlantic Convoys to reach North Athlantic in spite that there are more than enough conv in the East coast and I select those ones. It accepts the new DEFAULT but undoes another line that used to go through East coast and sends it again through Central Ath, just like if there were not enough in the route I propose - just, there are enough.


But not only this, sometimes it uses the Bay of Biscay when there are enough Conv in Feroes, vampirizing the convoyes assigned to South Africa resources or other african ones.

I consider it impossible, even following the tutorial teachings, and with the right amount of convoys not to lose 2 or3 of the resources just because of this. And this is not a minor thing in the long run.

I mean, 2 or 3 lost only after careful and several hours of correcting the madness the AD offers initially, where you can easily lose 4 or 5...

And this, after having to navigate though some absolutely not friendly instructions.When it would be much, much easier and much, much more efficient that the player told the computer where he wants his resources to go through one by one . Even though this may seem to take more time, I promise by far it ain't so. The computer could pop up a message if you want to pass one resource through a zone you dont have any more conv and that's all. No Artificial Dumbness needed.


I have seen 4 times the 13 tutorial (1 hour+), and used up more than 20 hours fighting the AD over the usage of convoys putting together all the times (yes, I am persistent) and NEVER could make those 2 resources to work even with the right convoys route. Forum Member RKR had the same experience (and he is not unskilled either), so he edits the saves to add conv to compensate (but they offer more prize for subs both in battle and sometimes in search) or adds oil or bp saved where they should have reached.

That, not to speak of when we have bugs like the Trade Agreements work in turn M/A but not in M/J without any change in the agreements, like it has happened with NEI oil for example.

It's really a shame. Not that there is this problem, games have bugs, but that it's not addressed and it stings even more being the solution so simple.





I've been there too, believe me...

_____________________________

Peter

(in reply to Joseignacio)
Post #: 39
RE: Nothing intuitive here, move along - 2/15/2021 8:57:39 PM   
Bamilus


Posts: 973
Joined: 4/30/2010
From: The Old Northwest
Status: offline
Is there anything else to your knowledge that in the current version is very different than the manuals or tutorial videos?

_____________________________

Paradox Interactive Forum Refugee

(in reply to Joseignacio)
Post #: 40
RE: Nothing intuitive here, move along - 2/15/2021 11:20:14 PM   
rkr1958


Posts: 23483
Joined: 5/21/2009
Status: offline

quote:

ORIGINAL: Bamilus

Is there anything else to your knowledge that in the current version is very different than the manuals or tutorial videos?

It's been 7-years since I went through the tutorials, so I really don't know. Except of course for setting which sea areas routed resources take.

_____________________________

Ronnie

(in reply to Bamilus)
Post #: 41
RE: Nothing intuitive here, move along - 2/16/2021 4:13:25 AM   
Courtenay


Posts: 4003
Joined: 11/12/2008
Status: offline
One thing that is a bit disconcerting is that when you save build points, everyone does all their production, and only after that does everyone assign which cities are getting the saved build points. The first time you run into this, when the production moves from one major power to the next, it looks like the first major power's build points have just disappeared. They haven't.

The current version has a mechanism for telling the program which build points to send to satisfy a trade agreement. This was always the rule, but there was no way to specify a particular build point to send when the manuals were written. Now there is.

_____________________________

I thought I knew how to play this game....

(in reply to rkr1958)
Post #: 42
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