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RE: When? - 4/7/2010 8:19:39 PM   
Skanvak

 

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Side tasks takes times. Everything that take times and can be done in parrallel should be when possible.


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Skanvak

(in reply to Joseignacio)
Post #: 1921
RE: When? - 4/30/2010 8:31:30 AM   
Joseignacio


Posts: 2449
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Expecting news...

I hope we can have this time a more definite deadline for this.

I know it was not good to give exact dates for the release, for the number of disappointed forum members and trolls increased exponentially, but I really don't know right now if it can come out this year, if it is more realistic to think of the next one, or we are speaking of a longer term...

(in reply to Skanvak)
Post #: 1922
RE: When? - 4/30/2010 2:49:16 PM   
Anendrue


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quote:

ORIGINAL: Joseignacio

Expecting news...

I hope we can have this time a more definite deadline for this.

I know it was not good to give exact dates for the release, for the number of disappointed forum members and trolls increased exponentially, but I really don't know right now if it can come out this year, if it is more realistic to think of the next one, or we are speaking of a longer term...


Personally I think deadlines should only be between Steve and Matrix Games. Especially if there are contractual issues involved. What I do like is having his monthly report on where things stand.

_____________________________

Integrity is what you do when nobody is watching.

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Post #: 1923
RE: When? - 4/30/2010 8:13:35 PM   
Froonp


Posts: 7995
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From: Marseilles, France
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quote:

ORIGINAL: abj9562


quote:

ORIGINAL: Joseignacio

Expecting news...

I hope we can have this time a more definite deadline for this.

I know it was not good to give exact dates for the release, for the number of disappointed forum members and trolls increased exponentially, but I really don't know right now if it can come out this year, if it is more realistic to think of the next one, or we are speaking of a longer term...


Personally I think deadlines should only be between Steve and Matrix Games. Especially if there are contractual issues involved. What I do like is having his monthly report on where things stand.

Agreed.

(in reply to Anendrue)
Post #: 1924
RE: When? - 5/1/2010 7:24:30 PM   
HansHafen

 

Posts: 258
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But I want to know when I can have the game!

I am very concerned that the AI will be extremely difficult to translate into code.

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Post #: 1925
RE: When? - 5/1/2010 7:45:08 PM   
Skanvak

 

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That is ten years I 'd like to know for sure when the game will be out. The truth is that no one knows when, so I agree with Abj, froonp, igancio on the subject.

But thankfully some of the experienced member of the forum help Steve on the AI issue. I thank them for the work.

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Skanvak

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Post #: 1926
RE: When? - 5/1/2010 8:46:34 PM   
Anendrue


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quote:

ORIGINAL: Skanvak

That is ten years I 'd like to know for sure when the game will be out. The truth is that no one knows when, so I agree with Abj, froonp, igancio on the subject.

But thankfully some of the experienced member of the forum help Steve on the AI issue. I thank them for the work.


This is not really accurate and might confuse newcomers. CWiF was the original computer version of WiF and written by Chris Marinacci (my apologies if misspelled). MWiF is a rewrite and complete overhaul of CWiF. Syaing that MWiF and CWiF are the same would be similiar to saying that Civilization I and Civilization II are the same. While they are based on the same original code and ideas they are both different programs from their original versions.

Civilization is up to version IV and it is absolutly different from I, II and III. Nobody can say these are the same game. The same is true here. Steve has been very clear about rewriting the CWiF code and implementing extensive changes from that version.

_____________________________

Integrity is what you do when nobody is watching.

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Post #: 1927
RE: When? - 5/2/2010 12:19:16 AM   
vonpaul


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From: Sydney, Australia
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Bad example, civ 1-4 were all released. Cwif was not, from an end user point of view ( in my business the only one that really matters) a computer version of the game has been in development for over 10 years. That is all that matters, completely accurate or not.

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Post #: 1928
RE: When? - 5/2/2010 1:34:24 AM   
Anendrue


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quote:

ORIGINAL: vonpaul

Bad example, civ 1-4 were all released. Cwif was not, from an end user point of view ( in my business the only one that really matters) a computer version of the game has been in development for over 10 years. That is all that matters, completely accurate or not.


I heartily disagree, you can goto ADG's website and buy CWiF right now if you wanted too. However I will agree it is not feature rich and did not meet the original expectations. However ADG must feel it is finished otherwise why is it for sale? Therefore it proves my point that this is not the same game 10 years in development. It is an overhaul of an older game that never met customer expectations. That in and of itself shows the rewrite needed. So it has been 10 years since ADG first attempted to do this project, and this is round two.

_____________________________

Integrity is what you do when nobody is watching.

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Post #: 1929
RE: When? - 5/2/2010 1:37:00 AM   
Anendrue


Posts: 817
Joined: 7/8/2005
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quote:

ORIGINAL: abj9562


quote:

ORIGINAL: vonpaul

Bad example, civ 1-4 were all released. Cwif was not, from an end user point of view ( in my business the only one that really matters) a computer version of the game has been in development for over 10 years. That is all that matters, completely accurate or not.


I heartily disagree, you can goto ADG's website and buy CWiF right now if you wanted too. However I will agree it is not feature rich and did not meet the original expectations. However ADG must feel it is finished otherwise why is it for sale? Therefore it proves my point that this is not the same game 10 years in development. It is an overhaul of an older game that never met customer expectations. That in and of itself shows the rewrite needed. So it has been 10 years since ADG first attempted to do this project, and this is round two.


This is a quote from Harry Rowland and ADG from their website.

The original Chris Marinacci version has been our greatest project ever, started in 1995 and only finished in 2002. This version forms the basis of the Matrix version of World in Flames.

_____________________________

Integrity is what you do when nobody is watching.

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Post #: 1930
RE: When? - 5/3/2010 12:26:19 AM   
elmerlee

 

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I do believe this is all a joke. Been wanting this for years but ..........jeez.
Talk about vaporware................

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Post #: 1931
RE: When? - 5/3/2010 2:14:00 AM   
Shannon V. OKeets

 

Posts: 22095
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From: Honolulu, Hawaii
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May 2, 2010 Status Report for Matrix Games’ MWIF Forum


Accomplishments of April 2010

Project Management
I monitored all the threads in the MWIF World in Flames forum daily.

Hardware and Software
Theme Engine is still disabled but I expect to restore it to active duty in the next couple of weeks. Running the Delphi 2010 IDE/debugger is still very annoying. For example, as I type this I am waiting for the debugger to reach a ‘Break’ point so I can analyze variable values to see why it is having trouble returning Yes to the question of whether an Egyptian unit cooperates with Wavell. I’ll probably have to kill the IDE and restart Delphi 1020 soon. The IDE is continuously requesting more memory (from 4K to 80K) every second or so. It starts out with 130 MB and increases that up to 282 MB (currently - I monitor this all the time, and I always debug with a stopwatch near at hand so I can track how long it takes inspecting its navel). My system has 12 GB of RAM and 9GB of that is unused, so I don’t care about it requesting more memory, I just wish it wouldn’t take forever before letting me examine variables. At one point this month I resorted to progamming methods I used in the late 1960's: inserting print statements to track variable values, sigh.

Beta Testing
I released versions 4.01.01, 4.01.02, 4.01.03, 4.01.04 and 4.01.05 to the beta testers this month. They got a new version about every 4 days at the beginning of the month but that paced slacked off once I started working on the rewrite of the supply routines. I’ll upload version 4.01.06 to them today (either before or after I finish writing this).

Almost all of the changes this month related to correcting new bugs that I introduced when making thousands of edits since the first of the year - to accommodate Delphi 2010, Theme Engine 9.10, and other libraries upgraded to support Windows 7. Those are down to only a few bugs presently, but the beta testers will undoubtedly find more as they work their way through the 152 phases/subphases/sub-subphases.

Saved Games
Nothing new.

Map and Units
Added some more naval unit writeups from Rob/Warspite.

Scenarios and Optional Rules
Nothing new.

MWIF Game Engine and CWIF Conversion
Rewrote the supply routines. I am now in the process of debugging them. So far the program correctly identifies all primary and potential secondary supply sources for all countries (major powers and minor countries). It also finds the shortest overland rail path from each secondary to a primary correctly. I am very happy with its ability to perform a directed search, wherein it makes the right choice as to which hex to explore next; one of my main concerns here was to improve the efficiency of tracing a supply path so the AIO could conduct hundreds of what-if moves and determine the effects those moves have on supply.

I haven’t tested the oversea path search algorithm yet, though that code is mostly written. I also have written the code for tracing a Basic supply path from a unit to a supply source. Actually I wrote the code for unit => supply source Basic path first. And then I cloned and modified that to create the secondary => primary using a Rail path. I’ll reuse the code for searching for a Basic path to link ports to supply sources and units, and to link tertiary supply sources to secondary and other tertiary sources. I already have written the code to propagate supply from one sea area outwards.

Perhaps I should explain the logic here. Every coutnry which has units maintains the following variables:
// ****************************************************************************
// Variables for supply links, connections, and paths. Primary sources.
// ****************************************************************************
PrimarySupplyCities: TSupplyCitiesList;
PrimarySupplyHQsTurn: TSupplyHQsList;
PrimarySupplyHQsImpulse: TSupplyHQsList;
PrimarySupplyCoopCities: TSupplyCitiesList;
PrimarySupplyCoopHQsTurn: TSupplyHQsList;
PrimarySupplyCoopHQsImpulse: TSupplyHQsList;
// ****************************************************************************
// The secondary sources with All at the end are all possible secondary sources.
// ****************************************************************************
SecondarySupplyCitiesAll: TSupplyCitiesList;
SecondarySupplyCitiesCoopAll: TSupplyCitiesList;
SecondarySupplyHQsAll: TSupplyHQsList;
SecondarySupplyHQsCoopAll: TSupplyHQsList;
// ****************************************************************************
// These secondary and tertiary variables have valid supply connections back to
// a primary supply source.
// ****************************************************************************
SecondarySupplyCities: TSupplyCitiesList;
SecondarySupplyCitiesCoop: TSupplyCitiesList;
SecondarySupplyHQs: TSupplyHQsList;
SecondarySupplyHQsCoop: TSupplyHQsList;
TertiarySupplyCities: TSupplyCitiesList;
TertiarySupplyCitiesCoop: TSupplyCitiesList;
TertiarySupplyHQs: TSupplyHQsList;
TertiarySupplyHQsCoop: TSupplyHQsList;
// ****************************************************************************
// These variables track which sea areas can be used by each country for supply.
// ****************************************************************************
SeaAreasSupplyPath: TSeaAreaSupply;


The last variable is for keeping track of which sea areas can trace supply back to a supply source. It is defined as:
// ****************************************************************************
// Status. 0: unexplored; 1-4: # of basic hexes used; 5: failed; 6: impossible.
// Beaufort (#9) and Kara (#10) are impossible.
// ****************************************************************************
TSeaAreaSupplyEntry = record
Status: Byte;
Path: TSupplyPath;
end;
// ****************************************************************************
// 1st entry is for a Basic path, 2nd is for a Rail path, 3rd is for an infinite
// path (Isolation).
// If a RailPath exists, it's Status is always <= the Basic path's Status.
// ****************************************************************************
TSeaAreaSupply = array [0..SeaAreaCount - 1, 1..3] of TSeaAreaSupplyEntry;


Major powers have an additional variable:
// ****************************************************************************
// These variables track which sea areas can be used by each major power's
// aligned countries for supply. The difference between SeaAreasMPSupplyPath
// and SeaAreasSupplyPath is that the former is a path to the major power's own
// supply source, as opposed to one belonging to an cooperating major power.
// Aligned minor countries can not trace supply to the major powers that
// cooperate with its controlling major power.
// ****************************************************************************
SeaAreasMPSupplyPath: TSeaAreaSupply;


To help you understand why major powers have the second TSeaAreaSupply variable, consider a German and a Rumanian infantry units stacked together in North Africa. The German can trace to Italian supply sources, since they cooperate. But the Rumanian can only trace to German and Rumanian sources. So, the German can trace to any of the Italian cities on the coast, while the Rumanian will have to trace to supply further inland.

Here is the processing sequence for determining supply for all units on the map:
// ****************************************************************************
// UnitMenuTraceSupply.
// ****************************************************************************
// Step 1: find all valid supply sources for major powers and minors.
// ****************************************************************************
IdentifyMajorPowersSupplySources;
IdentifyMinorsSupplySources;
// ****************************************************************************
// Step 2: find all valid secondary supply sources that do not go overseas.
// ****************************************************************************
IdentifyMajorPowersValidSecondarySupplySources;
IdentifyMinorsValidSecondarySupplySources;
// ****************************************************************************
// Steps 3 and 4: initialize the sea area supply sources and identify all the
// sea areas that can be used by major powers and minors to trace supply to a
// primary supply source, by either a Basic (3rd step) or Rail (4th step) path.
// ****************************************************************************
InitializeSeaAreaSupply;
IdentifySeaAreasSupply(True);
// ****************************************************************************
// Step 5: identify all the secondary supply sources for both major powers and
// minors that can trace to a primary via an overseas Basic or Rail path. This
// search doesn't care what the path type is.
// ****************************************************************************
IdentifyMajorPowersOverseasSecondary;
IdentifyMinorsOverseasSecondary;
// ****************************************************************************
// Step 6: identify all the tertiary supply sources that do not go overseas.
// ****************************************************************************
IdentifyMajorPowersValidTertiarySupplySources;
IdentifyMinorsValidTertiarySupplySources;
// ****************************************************************************
// Step 7: identify all the sea areas that can be used by major powers and
// minors to trace supply to ANY supply source (which didn't become a valid
// supply source by going overseas), via a Basic path.
// ****************************************************************************
IdentifySeaAreasSupply(False);
// ****************************************************************************
// Step 8: identify all the tertiary supply sources that go overseas.
// ****************************************************************************
IdentifyMajorPowersOverseasTertiary;
IdentifyMinorsOverseasTertiary;
// ****************************************************************************
// Step 9: determine supply for all units,
// ****************************************************************************
TraceUnitSupply;


My general strategy here is to determine not only supply for each unit but to also record the supply path the unit used when it last traced supply. When supply has to be redetermined, each unit will first check to see if the path it used last time is still valid. If so, there is no need do a new search for a supply path for that unit. I record each supply path as a series of links (e.g., from unit to HQ to primary supply city). Then I also record which units are using which links. This enables the AIO to immediately know which supply links are being most heavily used: for defense and for offense. I’ve created a form so players can monitor this too (see below).

Player Interface
Created a new form for debugging supply paths. I expect this to be part of the final product and very useful for new players to learn about supply sources and paths.

The Supply Sources Display form lets you look at each major power and minor country and see (1) its different supply sources. Clicking on a supply source centers (2) the insert map on the hex. It also lists (3) the hexes and sea areas in the path that is being used. You can examine secondary to primary paths the same way. At the bottom of the form is (4) a list of the units using the supply source. I want to add the ability to list all the units that are out of supply and isolated as well. Once I get Theme Engine reenabled, I’ll post some screenshots of the form and solicit comments.

Internet - NetPlay
Nothing new.

PBEM
Nothing new.

Artificial Intelligence (AI)
Nothing new.

Player’s Manual
Nothing new.

Tutorials, Training Videos, and Context Sensitive Help
Nothing new.

Historical Video, Music, and Sound Effects
Nothing new.

Marketing
Andy Johnson has made enormous progress on the MWIF web site. The beta testers have been given access to the site and have been helping with content and well as critiquing how things look and feel. At this point, when it will be made available to the public depends primarily on Matrix Games management.

The fan site contains a lot of different stuff: Picture & Text Tutorials, Training Videos, Articles on AI by Peter, and on playing through a turn of WIF by Patrice, Screenshots, Rules as Coded, excepts from the Players Manual (on scenarios, ADG add-ons, optional rules, sequence of play, modes of play, system requirements, etc.), an article previously published in an ADG Annual where Patrice interviewed me about game develpoment, and WW II quizzes. The last is expected to be a monthly feature on WW II trivia, WW II movies, and MWIF rules. Robert, Paul, and Michael are helping Andy with that. Meanwhile Patrice is working on a MWIF wiki for the fan site.

My involvement has been close to nil, but I look it over every so often and I think it will be very well received.

Communications
Nothing new.


_____________________________

Steve

Perfection is an elusive goal.

(in reply to elmerlee)
Post #: 1932
RE: When? - 5/3/2010 2:23:15 AM   
Anendrue


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Joined: 7/8/2005
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Thanks for the update!

_____________________________

Integrity is what you do when nobody is watching.

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Post #: 1933
RE: When? - 5/3/2010 4:35:34 AM   
HansHafen

 

Posts: 258
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Thanks dude. Keep at it.

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Post #: 1934
RE: When? - 5/3/2010 9:10:06 AM   
Joseignacio


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

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Post #: 1935
RE: When? - 5/3/2010 1:09:20 PM   
BallyJ

 

Posts: 142
Joined: 5/25/2008
Status: offline
Thank you for the up date.
I love WIF and I know you do too
I have checked this site every day for many years.
However this is my 63rd birthday and it has just dawned on me that I am wasting my time.
No blame to you .
You have worked hard.
But this is not going to come out before I go over the edge!!!
I just wish I had the com skill to make some contributioin!@#$%$^
sorry but there it is.
good luck
Bally J

(in reply to Shannon V. OKeets)
Post #: 1936
RE: When? - 5/3/2010 2:18:59 PM   
vonpaul


Posts: 178
Joined: 8/5/2004
From: Sydney, Australia
Status: offline
I known I am now 33, wif was 'almost done' when I was 21 :(

think i need to take a break from checking the forums as well.

(in reply to BallyJ)
Post #: 1937
RE: When? - 5/3/2010 4:16:44 PM   
bo

 

Posts: 4176
Joined: 5/1/2009
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quote:

ORIGINAL: BallyJ

Thank you for the up date.
I love WIF and I know you do too
I have checked this site every day for many years.
However this is my 63rd birthday and it has just dawned on me that I am wasting my time.
No blame to you .
You have worked hard.
But this is not going to come out before I go over the edge!!!
I just wish I had the com skill to make some contributioin!@#$%$^
sorry but there it is.
good luck
Bally J

Amen Bally on what you just wrote I am older than you and I am convinced beyond a doubt that this game is at least a year or maybe two years away from completion if ever,
I would prefer an AI but would buy it without one just to get this game into market. I have not posted for awhile because of fear of being chastized for being negative about this product but I come here everyday in hope of something constructive being done or said about this game. I read where there will be a web site coming soon about maps game play and such, actually looking forward to that so I can learn more about this game, it is my opinion that this game is too difficult to do for Steve or anyone else in the gaming industry and would appreciate an honest report frtom Matrix management about the status of this endeavour and not the useless monthly report from Steve that actually makes me depressed more than I should be about the status of this game. I really cant help my feelings and hope I have not offended anyone about my post, I am truly perplexed about this whole situation here.

Bo

(in reply to BallyJ)
Post #: 1938
RE: When? - 5/3/2010 9:11:34 PM   
brian brian

 

Posts: 3191
Joined: 11/16/2005
Status: offline
1) Buy a paper copy of the game.

2) Download CyberBoard or Vassal.

3) Play Game.

(in reply to bo)
Post #: 1939
RE: When? - 5/3/2010 11:50:53 PM   
bo

 

Posts: 4176
Joined: 5/1/2009
Status: offline

quote:

ORIGINAL: brian brian

1) Buy a paper copy of the game.

2) Download CyberBoard or Vassal.

3) Play Game.

Is this directed at me brian or other people too, I got interested in this game because of the complexity and all the good posts on what a great game it is, I do not like board games or Vassal I want to play this game with an AI if possible on my computer with all the teaching functions that go with it, I am far to old to learn the rules from scratch from a rule book that could take a year to come close to understanding this game, I felt the computer would stop 99% of the errors of wrong moves [hopefully] and the AI would give me some form of competition instead of waiting around for players on the internet to make a move now and then, which I would try if someone was patient enough to deal with a noobie at this game.

Bo

(in reply to brian brian)
Post #: 1940
RE: When? - 5/4/2010 12:21:24 AM   
lomyrin


Posts: 3741
Joined: 12/21/2005
From: San Diego
Status: offline

quote:

ORIGINAL: bo


quote:

ORIGINAL: BallyJ

Thank you for the up date.
I love WIF and I know you do too
I have checked this site every day for many years.
However this is my 63rd birthday and it has just dawned on me that I am wasting my time.
No blame to you .
You have worked hard.
But this is not going to come out before I go over the edge!!!
I just wish I had the com skill to make some contributioin!@#$%$^
sorry but there it is.
good luck
Bally J

Amen Bally on what you just wrote I am older than you and I am convinced beyond a doubt that this game is at least a year or maybe two years away from completion if ever,
I would prefer an AI but would buy it without one just to get this game into market. I have not posted for awhile because of fear of being chastized for being negative about this product but I come here everyday in hope of something constructive being done or said about this game. I read where there will be a web site coming soon about maps game play and such, actually looking forward to that so I can learn more about this game, it is my opinion that this game is too difficult to do for Steve or anyone else in the gaming industry and would appreciate an honest report frtom Matrix management about the status of this endeavour and not the useless monthly report from Steve that actually makes me depressed more than I should be about the status of this game. I really cant help my feelings and hope I have not offended anyone about my post, I am truly perplexed about this whole situation here.

Bo


I believe I am older than both of you. I am also a beta tester and have played WiF since about 1986. I fully expect to play the released version of MWiF one of these days.

In the meantime you could purchase the CWiF program from ADG and use it to learn how to play the game. It is quite playable although it is not a complete game and it's rule set is not up to date. Some of the lately added units are not included but the map and the Global War scenario function quite well. The graphics are also of an older issue and not comparable to the MWiF presentation. It is only some 15 dollars I believe.

Lars

(in reply to bo)
Post #: 1941
RE: When? - 5/4/2010 12:37:11 AM   
bo

 

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Lars does the game have an AI?

Bo

(in reply to lomyrin)
Post #: 1942
RE: When? - 5/4/2010 1:22:02 AM   
lomyrin


Posts: 3741
Joined: 12/21/2005
From: San Diego
Status: offline

quote:

ORIGINAL: bo

Lars does the game have an AI?

Bo


No AI, but it can be played PBEM although with no cheat protection. Solitaire works fine.

Lars

(in reply to bo)
Post #: 1943
RE: When? - 5/4/2010 4:20:28 PM   
bo

 

Posts: 4176
Joined: 5/1/2009
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quote:

ORIGINAL: lomyrin


quote:

ORIGINAL: bo

Lars does the game have an AI?

Bo


No AI, but it can be played PBEM although with no cheat protection. Solitaire works fine.

Lars

Hi Lars could you explain to me in layman terms how solitare works fine, not dissagreeing with you I just want to know how you can play that way.

Bo

(in reply to lomyrin)
Post #: 1944
RE: When? - 5/4/2010 4:33:30 PM   
lomyrin


Posts: 3741
Joined: 12/21/2005
From: San Diego
Status: offline


quote:

ORIGINAL: bo


quote:

ORIGINAL: lomyrin


quote:

ORIGINAL: bo

Lars does the game have an AI?

Bo


No AI, but it can be played PBEM although with no cheat protection. Solitaire works fine.

Lars

Hi Lars could you explain to me in layman terms how solitare works fine, not dissagreeing with you I just want to know how you can play that way.

Bo


Solitaire is fine for learning what and how to do and to time various actions in the game. You could also play each side as best you can and then respond with the other side as best their forces can be utilized. In the Global War scenario this works pretty well from the start to about mid 42 since the Axis side has a preponderance of force and expansion capability in the first half of the game. This leaves you either defending or attacking depending on which side you would look at. 2 people could play hot seat style on the same computer.

I just looked at the ADG site again and this time I did not find the CWiF game listed for sale there so it may no longer be available.

Lars

(in reply to bo)
Post #: 1945
RE: When? - 5/4/2010 4:54:14 PM   
Anendrue


Posts: 817
Joined: 7/8/2005
Status: offline

quote:

ORIGINAL: lomyrin



quote:

ORIGINAL: bo


quote:

ORIGINAL: lomyrin


quote:

ORIGINAL: bo

Lars does the game have an AI?

Bo


No AI, but it can be played PBEM although with no cheat protection. Solitaire works fine.

Lars

Hi Lars could you explain to me in layman terms how solitare works fine, not dissagreeing with you I just want to know how you can play that way.

Bo


Solitaire is fine for learning what and how to do and to time various actions in the game. You could also play each side as best you can and then respond with the other side as best their forces can be utilized. In the Global War scenario this works pretty well from the start to about mid 42 since the Axis side has a preponderance of force and expansion capability in the first half of the game. This leaves you either defending or attacking depending on which side you would look at. 2 people could play hot seat style on the same computer.

I just looked at the ADG site again and this time I did not find the CWiF game listed for sale there so it may no longer be available.

Lars



It is still available.
Goto http://www.a-d-g.com.au/ and select Products >> WiF the (original) computer game

or try
http://www.a-d-g.com.au//cgi/product_details?pr_id=110

_____________________________

Integrity is what you do when nobody is watching.

(in reply to lomyrin)
Post #: 1946
RE: When? - 5/4/2010 7:55:21 PM   
CarnivalBizarre

 

Posts: 11
Joined: 6/16/2009
Status: offline
quote:

ORIGINAL: Shannon V. OKeets

May 2, 2010 Status Report for Matrix Games’ MWIF Forum

Artificial Intelligence (AI)
Nothing new.


?

(in reply to Shannon V. OKeets)
Post #: 1947
RE: When? - 5/4/2010 8:18:13 PM   
Anendrue


Posts: 817
Joined: 7/8/2005
Status: offline

quote:

ORIGINAL: CarnivalBizarre

quote:

ORIGINAL: Shannon V. OKeets

May 2, 2010 Status Report for Matrix Games’ MWIF Forum

Artificial Intelligence (AI)
Nothing new.


?


I am guessing you are confused as to whether the game will have an AI? Yes it will have an AI. Lars was talking about the current state of testing.

_____________________________

Integrity is what you do when nobody is watching.

(in reply to CarnivalBizarre)
Post #: 1948
RE: When? - 5/5/2010 12:55:39 AM   
bo

 

Posts: 4176
Joined: 5/1/2009
Status: offline

quote:

ORIGINAL: lomyrin



quote:

ORIGINAL: bo


quote:

ORIGINAL: lomyrin


quote:

ORIGINAL: bo

Lars does the game have an AI?

Bo


No AI, but it can be played PBEM although with no cheat protection. Solitaire works fine.

Lars

Hi Lars could you explain to me in layman terms how solitare works fine, not dissagreeing with you I just want to know how you can play that way.

Bo


Solitaire is fine for learning what and how to do and to time various actions in the game. You could also play each side as best you can and then respond with the other side as best their forces can be utilized. In the Global War scenario this works pretty well from the start to about mid 42 since the Axis side has a preponderance of force and expansion capability in the first half of the game. This leaves you either defending or attacking depending on which side you would look at. 2 people could play hot seat style on the same computer.

I just looked at the ADG site again and this time I did not find the CWiF game listed for sale there so it may no longer be available.

Lars


Sorry Lars my head is not screwed on too tight at times I now realize there is no FOW in WIF and I saw where the game is 15$ with no shipping charges, thats pretty good.
thank you.

Bo

(in reply to lomyrin)
Post #: 1949
RE: When? - 5/5/2010 5:35:09 AM   
vonpaul


Posts: 178
Joined: 8/5/2004
From: Sydney, Australia
Status: offline

quote:

ORIGINAL: lomyrin


quote:

ORIGINAL: bo

Lars does the game have an AI?

Bo


No AI, but it can be played PBEM although with no cheat protection. Solitaire works fine.

Lars


Is PBEM feature true? The ADG site does not mention this (it only refers to solitare or hotseat), if so it might be worth picking up.

(in reply to lomyrin)
Post #: 1950
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