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Shannon V. OKeets -> RE: WiFME Ordered!!!! (7/30/2010 12:23:33 AM)
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quote:
ORIGINAL: JonBrave quote:
ORIGINAL: Shannon V. OKeets quote:
ORIGINAL: JonBrave Would it delay the release of MWiF much to have a variant for all these WiFME rules, maps, counters etc.? Sounds like it could be just "plugged in". That was a joke, right?[:)] OK, perhaps not for new rules. But the rest sound like a bunch of DATA statements. Not really. The module for SetupData is over 5800 lines long. About half of that is data statements, like the following for the smallest scenario:
// ****************************************************************************
// First scenario.
// ****************************************************************************
scBarbarossa:
begin
case MCIndex of
mcUSSR: // Barbarossa.
begin
AddGroupSimple(lEurope, ['HQ Timoshenko', 'HQ Yeremenko', 'AR 3',
'ME 3', 'MO 3', 'IN 9', 'GA 6', 'CA 2', 'MT 1', 'OF 1', '[Div]',
'AT 5', 'EN 1', 'SK 1', 'IN 2', 'ME 1', 'F2 4/4', 'L2 1/1',
'L3 3/1', 'L4 1/1', 'SU 2', 'CN 2', 'CN 1', 'CN 1', 'NT 1',
'PI 9', 'OI 3']);
AddGroupPorts('Baltic Sea', ['CS Marat',
'CS Oktyabr''skaya Revolutsiya', 'CS Kirov', 'CS Maxim Gorkiy']);
AddGroupPorts('Black Sea', ['CS Parizhskaya Kommuna',
'CS Molotov', 'CS Krasnyi Kavkaz', 'CS Voroshilov',
'CL Chervona Ukraina', 'CL Comintern', 'CL Krasni Krym']);
AddGroupConstructionPool(['CS Chapayev', 'CS Frunze',
'CS Kuibyshev', 'CS Zhelezniakov', 'SU 1']);
AddGroupProduction(tJulAug, 1941, False, ['HQ Zhukov', 'MO 1',
'IN 2', 'FT 1', '[Div]', 'CA 1']);
AddGroupProduction(tSepOct, 1941, False, ['MO 1', 'FT 1']);
AddGroupProduction(tNovDec, 1941, False, ['PA 1', 'FT 1',
'[Siberia]', 'IN 3']);
end;
mcGermany: // Barbarossa.
begin
AddGroupCountry(['Poland', 'East Prussia'],
['HQ Rundstedt', 'HQ von Bock', 'HQ von Leeb', 'AR 4', 'ME 4',
'MO 3', 'IN 11', 'MT 1', 'OF 1', '[Div]', 'AT 4', 'IN 2', 'AR 1',
'ME 1', 'F2 5/3', 'L2 3/2', 'L3 4/2', 'N3 1', 'PI 13']);
AddGroupCountry(['Germany', 'Austria', 'NOT East Prussia'],
['IN 1', 'MI 3', '[Div]', 'AT 1', 'EN 1', 'F3 1/1', 'N4 1',
'PI 2', 'OI 4', '[German SS]', '[Corps]', 'IN 1']);
AddGroupCountry(['Rumania'], ['IN 2', 'CN 1', 'PI 1', '[Div]',
'AT 1', 'MT 1', '[Corps]', '[Rumania]', 'HQ Antonescu',
'IN 2', 'MI 2', 'CA 1', 'MT 1', 'L2 1',
'CS Destroyer Flotilla']);
AddGroupPorts('Baltic Sea', ['CS Schlesien', 'CS Admiral Hipper',
'CS Schleswig-Holstein', 'CS Tirpitz', 'CL Emden', 'NT 1', 'SU 1',
'CN 10']);
AddGroupProduction(tJulAug, 1941, False, ['IN 1', 'PA 1', 'L3 1',
'A3 1', 'PI 1', '[Italy]', 'IN 1', '[Rumania]', 'MO 1']);
AddGroupProduction(tSepOct, 1941, False, ['AR 1', 'SY 1',
'[German SS]', 'ME 1']);
end;
end;
end;
But the rest of that file parses those statements and translates them into lists of units to be set up in a separate locations. The entire setup process is very complex, including lend lease air units, scrapping units, and branching logic based on which optional rules are being used. Then there is the player interface for placing units on the map and rearranging them if you change your mind. I agree that creating new units is purely data (and can be done by players using a spreadsheet program, or even a simple text editor). But using those units can be problematic. For example, the Flyouts as currently designed shows up to 9 units in a hex at a glance. You need to click on the form to see more than that. So if the stacking for a hex goes up a lot, reviewing the land and air units on the map by passing the cursor over each hex in the front line might not work so well.
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