Italian Synth Oil Plants

World in Flames is the computer version of Australian Design Group classic board game. World In Flames is a highly detailed game covering the both Europe and Pacific Theaters of Operations during World War II. If you want grand strategy this game is for you.

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herbertx
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Italian Synth Oil Plants

Post by herbertx »

Open question for anybody to answer.
Playing solitaire version 1.2.3.2 as Italian player with 10 bp available in Mar/Apr 1940 production phase I cannot choose which Italian Oil Synth plant to build. There are 2, one costs 8bp and can be placed in any Italian city, the other costs 10bp and shows up in a coastal hex in Libya. Being in a coastal non port non city hex across the mostly CW controlled sea areas makes for big problems in getting/using any oil from Libya. How can 1 choose to build only the more useful 8bp synth plant that shows up in any Italian city?
I can find nothing in any World in Flames manual/rules about this wacky Libyan Synth plant. I played the WIF board game for years and never encountered this issue nor do I remember there being a different type of synth plant. Anybody have an explanation?
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paulderynck
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RE: Italian Synth Oil Plants

Post by paulderynck »

Aren't they listed separately in builds, since they don't cost the same?

I'll take a look at the save later on.
Paul
Larry Smith
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RE: Italian Synth Oil Plants

Post by Larry Smith »

They aren't listed separately. Once the second one shows up in the force pool, you have to have 10 BP to build a plant, and if the cheaper one is chosen, then you will have 2 BP left.
etsadler
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RE: Italian Synth Oil Plants

Post by etsadler »

ORIGINAL: Larry Smith

They aren't listed separately. Once the second one shows up in the force pool, you have to have 10 BP to build a plant, and if the cheaper one is chosen, then you will have 2 BP left.

If that is the case then build the unit, if you still have 2 BP left then you got the one you wanted. If not, undo the build and try again!
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paulderynck
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RE: Italian Synth Oil Plants

Post by paulderynck »

Exactly.
Paul
herbertx
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RE: Italian Synth Oil Plants

Post by herbertx »

Thanks for the responses however I tried undoing the builds until I was allowed to spend just 8 for the synth plant leaving me with 2bp so I built a garrison unit leaving me with 0bp and continued on. but wacky wacky wacky the reinforcements for 1 year later when the synth plant arrives showed the 10bp Libyan synth oil plant!!! So I effectively cheated the game out of 2bp even though I didnt want the Libyan plant. I tried this several times and it was repeated. In other words even spending 8bp and 2bp on another unit the game insisted on giving me the 10bp libyan synth plant. Load save game and try it...you ll see.
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Joseignacio
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RE: Italian Synth Oil Plants

Post by Joseignacio »

Cheater!!! [:'(]
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Orm
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RE: Italian Synth Oil Plants

Post by Orm »

It feels to me that there is some kind of bug here.
Have a bit more patience with newbies. Of course some of them act dumb -- they're often students, for heaven's sake. - Terry Pratchett
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Centuur
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RE: Italian Synth Oil Plants

Post by Centuur »

ORIGINAL: Orm

It feels to me that there is some kind of bug here.

Yes, there is. If there is a difference in build points, the SYNTH should be split in the production form.
Peter
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Orm
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RE: Italian Synth Oil Plants

Post by Orm »

ORIGINAL: Centuur

ORIGINAL: Orm

It feels to me that there is some kind of bug here.

Yes, there is. If there is a difference in build points, the SYNTH should be split in the production form.
I actually think that the rule here is that you have the two synth plants in the same pool and must have the BPs available for the more expensive one and then make a random pick.

If that is the case then you should not be able to undo that build when there is two different cost synth plants in the pool.

But what I recall, could of course, be an obsolete rule. [:D]
Have a bit more patience with newbies. Of course some of them act dumb -- they're often students, for heaven's sake. - Terry Pratchett
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Centuur
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RE: Italian Synth Oil Plants

Post by Centuur »

I can't find it in the FAQ or the rule book in the part on Synthetic Oil plants. That's also the case in the scenario booklet too:

24.1.5 Sorting out the counters
Sort your units into force pools. Each major power needs a separate force
pool for each unit type. So, you need one each for CAV, INF, MIL, GAR,
MOT, MTN, MAR, PARA, MECH, ARM, HQ-A, HQ-I, SUB, CL, CA,
BB, CV, TRS, AMPH, Convoy points, FTR, LND, NAV and ATR. You
only have 1 force pool for each type regardless of how many countries
contribute units to your force pools.
Some of these unit types come with different costs. For example, some
LND will cost you 4, some will cost you 5 and some will cost 6 build
points. Separate each unit type into a sub-force pool for each cost (first
cycle cost only in the case of naval units).


AfA options 10 & 14: Africa Afl ame adds 2 optional unit types that
go into new force pools ~ synth oil plants (SYNTH) and territorials
(TERR).


This clearly means that if SYNTH have different costs, they need to be put in separate force pools...
Peter
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Orm
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RE: Italian Synth Oil Plants

Post by Orm »

You are probably right.

There are, or were, some special rules regarding that Libyan (Italian) synth oil. I think it was added to WIF with the millennium annual so plenty of time for rules to change and for me to forget and mix things up. [:D]
Have a bit more patience with newbies. Of course some of them act dumb -- they're often students, for heaven's sake. - Terry Pratchett
are
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RE: Italian Synth Oil Plants

Post by are »

ORIGINAL: Centuur

I can't find it in the FAQ or the rule book in the part on Synthetic Oil plants. That's also the case in the scenario booklet too:

24.1.5 Sorting out the counters
Sort your units into force pools. Each major power needs a separate force
pool for each unit type. So, you need one each for CAV, INF, MIL, GAR,
MOT, MTN, MAR, PARA, MECH, ARM, HQ-A, HQ-I, SUB, CL, CA,
BB, CV, TRS, AMPH, Convoy points, FTR, LND, NAV and ATR. You
only have 1 force pool for each type regardless of how many countries
contribute units to your force pools.
Some of these unit types come with different costs. For example, some
LND will cost you 4, some will cost you 5 and some will cost 6 build
points. Separate each unit type into a sub-force pool for each cost (first
cycle cost only in the case of naval units).
'Some of these...' could mean 'some of the above listed unit types ...' ... gets sub force pools.

ORIGINAL: Centuur
AfA options 10 & 14: Africa Afl ame adds 2 optional unit types that
go into new force pools ~ synth oil plants (SYNTH) and territorials
(TERR).
In that case, these additional unit types will not be subdivided according to cost.

Anyhow, a possible explanation.
herbertx
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RE: Italian Synth Oil Plants

Post by herbertx »

Not sure from all the replies if the 2 Italian synth plants are to be put into different force pool or not BUT the original problem as stated still exists. This is the case for version 2.1.4 and 2.2.2 which I am currently using. Will this be fixed before the final official version is released?
herbertx
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Location: Brazil

RE: Italian Synth Oil Plants

Post by herbertx »

Centuur says : "This clearly means that if SYNTH have different costs, they need to be put in separate force pools... "
and I agree with him. We are at 2.2.8 now and nothings changed. Seems like an easy fix. Can we get this fixed in one of upcoming releases?
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Centuur
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RE: Italian Synth Oil Plants

Post by Centuur »

Why don't you mail Steve about this one?
Peter
herbertx
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RE: Italian Synth Oil Plants

Post by herbertx »

Who is Steve? How would I get his email address?
Thanks...
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Centuur
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RE: Italian Synth Oil Plants

Post by Centuur »

That's the developer. I believe shannon v Okeets is his nickname here.
Peter
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