Question on WIF

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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AlvaroSousa
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Question on WIF

Post by AlvaroSousa »

I am curious what is moddable in WIF?

Are any of the game rules?
like impulses, combat charts, sea zones values?

I can see unit values and images are. I did a little searching but didn't find information and no one answered in the mods forum.
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RE: Question on WIF

Post by markb50k »

Modding things like you mention are not in scope at this point, as far as I know, and with the game just being released and still in a high state of flux, I don't see them exposing other elements any time soon.
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RE: Question on WIF

Post by AlvaroSousa »

Are the data files just for units? if the data is in Excel it's moddable. I haven't bought it yet. Been playing WIF since 2nd or 3rd edition
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RE: Question on WIF

Post by markb50k »

from looking at the /Data directory, seems there are subdirectories for Unit Data and Map Data. The files are not very self-explanatory but a programmer like yourself should be able to reverse engineer a bit and figure out what is editable and what isn't.
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RE: Question on WIF

Post by AlvaroSousa »

I figured them out. One rule in particular I wanted to change is the "zero means zero" rule for sea zones.

This means that when you roll a "0" in naval combat you roll a ZERO not a TEN. It makes the naval combat much better.
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RE: Question on WIF

Post by joshuamnave »

ORIGINAL: StratComAl

I figured them out. One rule in particular I wanted to change is the "zero means zero" rule for sea zones.

This means that when you roll a "0" in naval combat you roll a ZERO not a TEN. It makes the naval combat much better.


Is that a 0 for naval searches? Or for assigning destroy/damage/abort results? Or for AA rolls? Or all of the above?
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76mm
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RE: Question on WIF

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ORIGINAL: StratComAl
This means that when you roll a "0" in naval combat you roll a ZERO not a TEN. It makes the naval combat much better.

Well, my naval combats are much better--they go to 11...
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RE: Question on WIF

Post by JagWars »

ORIGINAL: StratComAl

I figured them out. One rule in particular I wanted to change is the "zero means zero" rule for sea zones.

This means that when you roll a "0" in naval combat you roll a ZERO not a TEN. It makes the naval combat much better.

I do not understand this reference. There is no die roll in Naval Combat.
There are die rolls for searches and die rolls for determining ship damage/kills/aborts.
WiF V5.0 had die rolls for Naval Combat, but that was d6 not d10.
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RE: Question on WIF

Post by Empire101 »

ORIGINAL: 76mm

ORIGINAL: StratComAl
This means that when you roll a "0" in naval combat you roll a ZERO not a TEN. It makes the naval combat much better.

Well, my naval combats are much better--they go to 11...

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RE: Question on WIF

Post by AlvaroSousa »

instead of rollind a d10 for searched with the results 1-10.... the zero means zero rule means the roll is 0-9 with the "ZERO" on the die meaning 0 not 10.

Or changing the seazone box #s if I cant change the die roll.
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RE: Question on WIF

Post by Shannon V. OKeets »

ORIGINAL: StratComAl

instead of rollind a d10 for searched with the results 1-10.... the zero means zero rule means the roll is 0-9 with the "ZERO" on the die meaning 0 not 10.

Or changing the seazone box #s if I cant change the die roll.
MWIF does not support changing what the die roll values mean.

When playing solitaire (against yourself) you can modify the die rolls. But I don't think that gets you to where you want to be. A zero on a search roll would mean that convoys could 'find' enemy units, which isn't possible with the die rolls from 1 to 10.

---

The appendices in volume 2 of the Players Manual explain all the fields in the data files. They are in CSV (comma separated values) format which can be read into a spreadsheet or a database, or even edited using NotePad. Any such changes run the risk of messing things up completely, but if you are extremely careful, edits can be made.

But MWIF was not intended to include an Editor for the rules et al. That would require at least another 10 years of work - by a team of programmers.
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RE: Question on WIF

Post by paulderynck »

CPs can find enemy units if the enemy has CPs in the same zone.
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RE: Question on WIF

Post by JagWars »

ORIGINAL: StratComAl

instead of rollind a d10 for searched with the results 1-10.... the zero means zero rule means the roll is 0-9 with the "ZERO" on the die meaning 0 not 10.

Or changing the seazone box #s if I cant change the die roll.
I see your objective now.
The naval rules in general and the search rules in particular are one of my criticisms of the game WiF. Whether you have one ship or your entire navy and air force in a sea area, the chance of finding the enemy is the same.
It would seem obvious to me that the more ships and planes that you put into a sea area, the better your chances would be of finding the enemy.
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RE: Question on WIF

Post by Numdydar »

Yes that worked so well in real life, not [:)]. Countless examples of ships looking for each other, even with numerous ships and not finding them. It is a very big ocean when each hex is 90 miles. Even if you have large amount of ships they are not equally distributed across the entire hex. They are concentrated in a very small area. So I see no issue with the way te game handles it.
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