When?

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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warspite1
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RE: When?

Post by warspite1 »

ORIGINAL: CrusssDaddy

#tumbleweed
warspite1

My goodness - its true CrusssDaddy, you really are the most boring, predictable goon on the planet [>:][>:][>:].
Now Maitland, now's your time!

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Omnius
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Production Planning

Post by Omnius »

I'm glad Production Planning is getting cleaned up, that's one of my big areas of interest. Hopefully soon I'll get to enjoy playing this bad boy.
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RE: Production Planning

Post by CrusssDaddy »

This is going to be exciting!
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RE: Production Planning

Post by Shannon V. OKeets »

April 1, 2013 Status Report for Matrix Games’ MWIF Forum

Accomplishments of March 2013

This report is a day late because I had a meeting with our architect yesterday morning and a dental appointment in the afternoon. Together they subtracted 5 hours from my normal workday. The dentist was just replacing a couple of small, decides-old, amalgam fillings with resin fillings (black transformed to white).

With the architect we signed the final contract for her to begin work on the renovations to our kitchen and adjoining guest bathroom. Both are pretty much going to be gutted: new ceramic tile for the floors and shower surround, new tub, toilet, sinks, cabinets (23 by my last count), furring out 17 feet of walls by 4 inches, relocating the range, dishwasher, refrigerator, clothes washer/dryer, and the kitchen sink. Moving things around means rerouting the electric and plumbing lines. We are keeping the same appliances because they were purchased new over the past couple of years. There will be new countertops, including a built in table for breakfast/lunch for two. As part of all this, we are widening several doorways to ADA (Americans with Disabilities) specifications. The work is scheduled to start mid-June (ye gods, city permitting takes a long time) and the project will last 8 weeks! Eight weeks without a kitchen, the refrigerator in the living room, microwave meals on paper plates, the only running water in the master bathroom. It will be just delightful I’m sure. And the cost is 50% more that the price we paid in 1978 for a 4 story town house in Philadelphia. Everybody should by 3 or 4 copies of MWIF so they can give away copies to friends and relatives.[:)]

Hardware and Software
The open items for Theme Engine remain unchanged: (1) minimizing the game generates a Mad Except error, and (2) so does trying to display detailed listings of file directories (i.e., the dates and stuff) when opening or saving a file.

Beta Testing
In March I released 6 new versions to the beta testers: 10.02.02 (27 fixes), 10.02.03 (10 fixes), 10.02.04 (15 fixes), 10.02.05 (10 fixes), 10.02.06 (13 fixes) and 10.02.07 (7 fixes). That’s 6 new versions and 82 fixes, which is well below my average of 116 fixes/month. But on the other hand I did beat both production planning and supply into submission while concurrently making substantial progress on NetPlay.

Below is the summary of my Master Task List (MTL) as of April 1st. My task list count is 70, down from 78 at the start of the month. The NetPlay list is very volatile , since as I fix NetPlay bugs the beta testers reach additional sections of the code to test. Presently I am more concerned about NetPlay than the other bugs, which reached a new low of 54. A dozen of those bugs are “not quite fixed” items I mostly corrected last month. I just need to touch up a few lines of code (where the paint hasn’t dried). Another half dozen have been reported in the last couple of days, so I haven’t really looked at them. I expect there to be ~16 that I can knock off at the rate of 8/day (based on my experience over the past couple months).

NetPlay [14] 1589, 1594, 1619, 1785, 1826, 1827, 1859, 1880, 1881, 1882, 1883, 1884, 1885, 1886

Sequence of Play [42]
Supply [5]: 191, 1070, 1036, 1081, 1707
Setup Phases [1]: 1877
DOW [1]: 1866
Air Missions [1]: 1611
Naval Movement [2]: 1813, 1816
Naval Combat [10]: {874, 1531}, 1566, 1599, 1701, 1724, 1815, 1847, 1868, 1869, 1872
Land Movement [1]: 276, 1878
Land Combat Resolution [1]: 1873
Reorganization [2]: 1855, 1856
Production Planning [10]: 1107, {847, 961, 1347}, 326, 1644, 1671, 1825, 1862, 1863, 1864, 1871
Search Seizure [1]: 409
Reform Units [2]: 1851, 1879
Conquest [1]: 1876
Vichy [2]: 1803, 1811
Liberation [1]: 891
Final Reorganization [1]: 1733

Non-sequence of Play [12]
Detailed Map [5]: 1188, 142, 769,140, 1501
Game Save/Restore [5]: 695, 517, 110, 118, 1778
Theme Engine [2]: {1050, 568}, {1513, 1467, 966, 1455, 1573, 1655}


Saved Games
Done, except for 5 bugs.

Map, Units, and Scenarios
This just needs the final naval unit writeups from Warspite, who sent me writeups for the Polish land units last month.

Optional Rules
Nothing new other than fixing a couple of bugs in last month’s new code for Unlimited Breakdown.

Game Engine
I fixed most of the bugs in Production Planning this month, although the beta testers then identified a bunch of other stuff on that form that could be improved. I had cut the bugs in that phase from 26 down to 5, but they drifted back up to 10 while I was working on supply.

I still have some things to do to finish my new supply routines, but my big worry about elapsed time is gone. I reduced the time to calculate supply from scratch, when the map is full of units scattered all over the world late in the war, down to 8 seconds. It had been 45 seconds. For the small scenarios, calculating supply from scratch happens in the blink of an eye. Since the only time supply has to be calculated for all units from scratch is when a game is restored, players shouldn’t notice the additional 8 second delay when restoring a saved game.

When starting a new game, supply is calculated instantaneously, as each unit is placed on the map. Once supply has been calculated once, it’s only a matter of validating whether the previous determination for all the units’ supply is still good. For most units that status won’t change. Weather and major disruptions in overseas supply can affect a lot of units, but even then a full recalculation for all units on the map won’t be necessary. Still left on my task list are:
1. Write a routine to determine if a supply path that was previously valid is still valid, and
2. Decide precisely when during game play supply needs to be recalculated.

Following this report is one of my ‘dailies’ from working on a supply bug (master task list #1081). There are also four screenshots of the resultant Supply Sources and Paths form, with commentary.

Player Interface
This is done except for 5 bugs related to maintaining the Detailed Map display in pristine condition.

Internet - NetPlay
I continue to spent a lot of time on NetPlay. Right now there are 14 bugs on my task list concerning NetPlay, half of which Rob W. sent me over the past week while I was working on Production Planning and Supply. Some of the 14 bugs are preventing the beta testers from doing additional testing.

Getting the scenarios that begin late in the war to start correctly for NetPlay took several days of my time. Both sides can decide about lend leasing units before anyone places units on the map. That makes Lend Lease the first Setup subphase and it is executed by both sides simultaneously. Whichever side finishes making those decisions first then waits for the other side. Setup also has a Scrap Units subphase for each major power, which gets done before units are randomly selected for the Setup Tray. All of that code now seems to work correctly. But there is at least one bug in the last subphase of Setup, when partisan units are placed on the board behind enemy lines. For instance, the Russians, Chinese, and French get to do that in some of the scenarios where the Axis starts the scenario having already occupied large portions of Allied home countries.

I haven’t gotten Antiaircraft Combat to work. But then I haven’t had time to look at that yet. Air-to-air Combat took up another couple of days of effort and while I made a lot of progress there, it has a ton of possible outcomes with different players making decisions. Each of AX, DX, AC, DC, AA, and DA has its own code mass that needs to run “just so” when there are two computers involved.

The technical aspects of playing over the internet seem solid except for the automatic disconnect (i.e., crash) when both players leave the game unattended for 10 minutes. I’m not sure what to do about that. If I can get the time interval up to 30 minutes before it crashes, I think I’ll ignore the problem. 10 minutes is too short for my taste, but if you walk away from the internet for 30 minutes, you should expect to have the connection dropped.

PBEM
Nothing new.

Artificial Intelligence (AI)
Nothing new.

Player’s Manual and Rules as Coded (RAC)
Some issues arose last month about numbering the sections in RAC, since the Player’s Manual has a massive amount of cross references to RAC. These and other minor details mainly concern the Table of Contents and Index.

Tutorials and Training Videos
The Tutorials are done.

The training videos remain roughly 2/3rds done. I need to re-record the 6th and create the last three: 10th, 11th, and 12th. The 6th (main form and drop down menus) needs redoing because I have seriously modified some forms since I recorded that video in December of 2009. The last 3 training videos are for naval movement, naval combat, and production/politics (e.g., declarations of war, neutrality pacts, and aligning minors).

Historical Video, Music, and Sound Effects
I have all the files I need as WAV files. What’s needed is for me to insert calls into the sequence of play to activate these 3 glitz elements. I really wanted to get to inserting the sound effects last month, but was unable to find the time. I’ll see if I can get that done in the first half of April.

Web Site
Nothing new.

Marketing
Nothing new.

----------------------

Below is a short history of me trying to fix bugs in the supply routine.

The 4 screenshots show:
Upper Left - Graziani, a secondary supply source, supplying Rommel and other units in the desert. Included in the list of supplied units are those that Rommel himself supplies. Note Graziani’s supply path tracing overseas to Athens and from there via rail to a primary supply source (Trieste) in Italy.
Upper Right - Rommel acting as a tertiary supply source.
Lower Left - Yeremenko out of supply. Yeremenko is under the Russian La-5FN fighter with a range of 3. Because Yeremenko is a hex experiencing Storm weather (shown under the heading Cost in the Path information), his basic supply path is only 2 hexes. It takes him 3 basic path hexes to reach the rail line NW of Kalinin. From there it would cost zero basic path hexes to reach Moscow because he could use rail lines all the way. But he first has to avoid the enemy ZOC exerted by the 5-4 German INF to its NE, so Yeremenko is out of supply. As are all the other units he could otherwise supply, including Timoshenko, who would be a tertiary supply source if Yeremenko were a viable secondary supply source.
Lower Right - MacArthur acting as a supply source for the Free French (note the title above the list of supply sources). MacArthur has two supply paths. One is overseas back to a primary supply source in the US. The other is the one shown, which traces overland to a city in Australia. That is a Mixed supply path since for the Free French it uses both US and Commonwealth supply sources. The two supply sources might both be needed. While the one to the US could supply the units of all countries that cooperate with the US, it uses an overseas path so units themselves would not be able to use it if they trace overseas to MacArthur (only 1 overseas link is permitted in a supply path). The path to an Australia city is overland, so it doesn’t impose that restriction. But because it traces to a Commonwealth primary supply source, it cannot be used by units belonging to minor countries aligned to the US (e.g., Philippines units).

1081 Supply 9.03.05 Post #4 Rob W. #80 January 18, 2012
Several supply problems, notably tertiary supply. There is a saved game from Aaron for testing tertiary supply as well as one from Rob.
May 2, 2012 - Revise the code for finding overland and overseas supply for tertiary sources [currently tertiary supply sources are not calculated]. Three saved games available: CVPSupply and SupplySCS do not find Rommel as a tertiary supply source; TertiarySupply does not find Guderian and Balbao as Tertiary supply sources.
August 24, 2012 - Added code for finding Tertiary supply by land and sea for major powers.
August 27, 2012 - Tertiary supply for majors partially works. It needs to differentiate between paths that include aligned minor and/or cooperating major powers and those that do not.
August 27, 2012 - There is a bug with units in coastal hexes not being able to find overseas supply.
September 2, 2012 - Fixed a couple of bugs with determining supply for units in coastal hexes.
February 10, 2013 - Thomas has another saved game.
March 28, 2013 - In CVPSupply Rommel is not in supply. That appears to be because Graziani is not listed as a secondary supply source for Germany. The 3 units that can trace to Rommel are not listed as in supply or out of supply. The problems with the last is almost certainly because the units are tracing to Rommel but ConnIndex = LastConnIndex, which was producing an infinite loop.
March 28, 2013 - Fixed a bug so secondary supply sources that trace overseas to a primary are added to the list of supply sources for cooperating major powers. In this case, Graziani in North Africa is now a valid supply source for German units. That puts one of the German units in supply, but Rommel (which is adjacent to Graziani) is shown as out of supply. He should be a tertiary supply source. The code reports that he is found to be a tertiary supply source, but he doesn’t show up on the supply report as such.
March 29, 2013 - Fixed the supply problems for Rommel, but now he appears twice in the list of supply sources (sigh). The changes I just made allow for HQs (and cities) to serve as multiple conduits for supply. For instance, it might lead back to a cooperating major power’s primary supply source and be useful for units belonging to both major powers - but not provide supply to units belonging to aligned minors. Or the HQ might trace to a capital of an aligned minor and then by rail to one of its own primary supply sources. In that case it could supply units belonging to itself and the aligned minor, but not those belonging to cooperating major powers. There is yet a third case, where the HQ uses both cooperating major power supply sources and aligned minor supply sources in its path back to a primary supply source. Then the HQ could only supply its own units. The code now searches for all these possibilities and correctly reports multiple supply paths in the Supply Sources and Paths form.
March 29, 2013 - Rommel’s supply is now perfect. There were duplicate entries since Rommel can supply both German and Italian units. I just had to make sure only one was displayed, depending on whether the player is looking at German or Italian supply. There are still German units OOS in a coastal hex of the Black Sea which should be able to trace supply overseas to von Bock who is in supply and also in a coastal hex of the Black Sea. Mao is listed incorrectly OOS as a secondary supply source; as a unit, Mao is in supply. The Japanese HQs in China are OOS when they should be able to trace a rail path to a port and hence overseas to Japan. Curiously, another Japanese HQ in Burma does just that successfully to be in supply, even though he has to go through 3 sea areas.
March 29, 2013 - Fixed the problem with the Japanese HQs. The program now displays 3 routes for Terauchi, who is in China. One goes overseas to Tokyo, one goes to a city in Korea, and one goes to a city in Manchuria. This is all correct. The overland routes to the minor country cities enable units belonging to those minor countries to use Terauchi for supply even if they have to trace overseas to reach him.
March 30, 2013 - The German units are correctly OOS. CWIF showed them as in supply but that’s wrong. HQs in coastal hexes can receive supply from overseas but they cannot send supply overseas. So von Bock cannot send supply over the Black Sea to the German units in a coastal hex. It took me 2 days to figure this out last September and another couple of hours this month to remember that I had previously deduced that the CWIF code for the rule was incorrect. Arrrgh!
March 30, 2013 - In addition to Mao not being listed as a secondary supply source, there are units from Korea, Formosa, and the Netherlands which are incorrectly shown as OOS. All 3 of the minor country units should be able to trace supply overseas to a primary supply source. In the case of the Japanese controlled minor country units, they can also trace overland to a city in Japan. Something is wrong with some minor country units finding supply from their controlling major powers. There is also a 7-4 German INF in Estonia which should be able to trace to the port Parnu and from there overseas to Kiel.
March 30, 2013 - Mao is listed as a secondary supply source for the USSR. The Nationalist Chinese HQs are listed as secondary supply sources for the Communist China.
March 30, 2013 - Fixed the problem with the minor country units aligned to Japan. There was a missing code fragment needed to assign a major power’s primary supply sources as useable by its aligned minor country’s units.
March 31, 2013 - The corrections I made for Rob’s saved game caused new problems in Aaron’s. I took out those changes and now supply is correctly found for the German 7-4 INF. Corrected the bugs in both saved games concerning HQs that can reach the capitals of aligned minors overland as well as a primary supply source overseas. The pointers for the former were interfering with the pointers for the latter.
March 31, 2013 - The Communist Chinese are also showing the Nationalist Chinese cities as primary supply sources. Solved the problem with the Nationalist Chinese cities showing up as Communist Chinese primary supply source. Also fixed the bug with Mao appearing in the USSR secondary supply sources list.
March 31, 2013 - Stilwell does not show up in the list of United States secondary supply sources. Fixed the problem with the Nationalist Chinese HQs showing up as Communist Chinese secondary supply sources.
March 31, 2013 - Added Stilwell to the list of US HQs but he still doesn’t show up as a valid US secondary supply source when he traces supply to a primary Nationalist Chinese supply source (e.g., a Chinese city). Added Stilwell to the list of valid US supply sources when he can trace a rail path to a primary Nationalist Chinese supply source.
March 31, 2013 - Duplicate MacArthur entries are in the list of valid secondary supply sources for the Free France. Fixed; the problem was not in the calculations, but instead in the display of multiple paths.
April 1, 2013 - Fixed the problem with Mao. He was a special case since all other minor country HQs belong to countries that are aligned to a major power. The normal processing of major power secondary sources checks for them having supply. Mao needed his own personal set of code.


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Steve

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npilgaard
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RE: Production Planning

Post by npilgaard »

Thanks for the update - and good luck with project kitchen :)
Regards
Nikolaj
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RE: Production Planning

Post by paulderynck »

April 1st MWiF Report:

Crussdaddy has been unveiled as MWiFs lifetime Chief Playtester. He reported today he's been secretly helping with the promotion and playtesting of the game, and has done all in his power to assist with its completion. The Washington Post reported today that he explained: "I had all the code written years ago and gave it to Extraneous for debugging..."
Paul
CrusssDaddy
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RE: Production Planning

Post by CrusssDaddy »

ORIGINAL: paulderynck

April 1st MWiF Report:

Crussdaddy has been unveiled as MWiFs lifetime Chief Playtester. He reported today he's been secretly helping with the promotion and playtesting of the game, and has done all in his power to assist with its completion. The Washington Post reported today that he explained: "I had all the code written years ago and gave it to Extraneous for debugging..."

Nope, doesn't count. You were a day late. [8D][8D][:o][:-][:-][:-][:-][:-][:-][:-][:-][:-][:-][:-][:-]
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Omnius
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Proper Place?

Post by Omnius »

I wonder if the monthly reports are really needed to be posted here when they have their own section. Just seems superfluous to be posted here. Nice to see some progress being made and can't wait for the balloon to go up as far as being available for sale.
Omnius
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wworld7
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RE: Proper Place?

Post by wworld7 »

ORIGINAL: Omnius

I wonder if the monthly reports are really needed to be posted here when they have their own section. Just seems superfluous to be posted here. Nice to see some progress being made and can't wait for the balloon to go up as far as being available for sale.
Omnius

They are posted here because in the other section you are unable to comment on them. Long ago they were in one place and the reports were inter-spaced with comments. The way he does it now is better IMO.
Flipper
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RE: Proper Place?

Post by bo »

ORIGINAL: flipperwasirish

ORIGINAL: Omnius

I wonder if the monthly reports are really needed to be posted here when they have their own section. Just seems superfluous to be posted here. Nice to see some progress being made and can't wait for the balloon to go up as far as being available for sale.
Omnius

They are posted here because in the other section you are unable to comment on them. Long ago they were in one place and the reports were inter-spaced with comments. The way he does it now is better IMO.

Hi Flipper, very happy to see your still around, join the beta team and help us out.

Bo
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wworld7
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RE: Proper Place?

Post by wworld7 »

Bo,

At this time that is not possible.

Flipper
bo
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RE: Proper Place?

Post by bo »

ORIGINAL: flipperwasirish

Bo,

At this time that is not possible.

Ok Flip but I am still glad to see you here [;)]

Bo
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RE: When?

Post by Sgt.Fury25 »

hi all,just checking in to see the progress of this game getting close maybe?Started following this game when I was 46 now Im 57. maybe when I retire.[:)]
bo
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RE: When?

Post by bo »

ORIGINAL: Ronson

hi all,just checking in to see the progress of this game getting close maybe?Started following this game when I was 46 now Im 57. maybe when I retire.[:)]

Good lord I think you are the youngest here [:D] We all took an oath in 2006 that we would not shave until Steve finished this game, does Rip Van Winkle ring a bell. [;)]

Just kidding Steve [:@]

Bo
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RE: When?

Post by Joseignacio »

[:D][&o]
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RE: When?

Post by Shannon V. OKeets »

May 1, 2013 Status Report for Matrix Games’ MWIF Forum

Accomplishments of April 2013

Hardware and Software
The open items for Theme Engine remain unchanged: minimizing the game generates a Mad Except error, and so does trying to display detailed listings of file directories (i.e., the dates and stuff) when opening or saving a file. If push comes to shove, I can always substitute in standard Windows code for opening and saving files; that would be uglier, but at least it wouldn’t crash.

Beta Testing
In April I released 3 new versions to the beta testers: 10.03.00 (12 fixes), 10.03.01 (8 fixes), and 10.03.03 (8 fixes). The last of those was on April 14th. I have 20 fixes done for version 10.03.04, which is waiting for me to finish supply. Both the number of new versions and fixes (48) are dramatically below my averages. What can I say, debugging supply takes a lot of my time and effort.

We have a half dozen new beta testers arriving and they are reporting bugs that no one else had encountered (different computer system configurations).

Below is the summary of my Master Task List (MTL) as of May 1st. My task list count is 84, up from 70 at the start of the month. The NetPlay list is volatile , since as I fix NetPlay bugs the beta testers reach additional sections of the code to test. I am still more concerned about NetPlay than the other bugs. The latter jumped up to 72 (from last month’s count of 54), but that is because I have not been fixing them as they are reported. I adamantly refused to look up from my work on supply, so they have accumulated; most of them are minor. Typically, I fix minor bugs when they are reported (which only takes 5 or so minutes for each), hence they never even make it to my task list.

NetPlay [12] 1589, {1594, 1859}, 1785, 1826, 1827, 1911, 1912, 1913, 1914, 1915, 1916, 1921

Sequence of Play [54]
Supply [3]: 191, 1070, 1036
Setup Phases [3]: 1900, 1906, 1908
Reinforcements [1]: 1917
DOW [1]: 1909
Air Missions [3]: 1611, 1890, 1891
Naval Movement [2]: 1813, 1816
Naval Combat [11]: {874, 1531}, 1566, 1599, 1701, 1724, 1815, 1847, 1868, 1869, 1872, 1899
Land Combat Declaration [2]: 1892, 1897
Land Combat Resolution [2]: 1873, 1918
Emergency HQ Supply [1]: 1910
Reorganization [3]: 1855, 1856, 1896
US Entry [1]: 1898
Production Planning [12]: 1107, {847, 961, 1347}, 326, 1644, 1671, 1825, 1862, 1863, 1864, 1871, 1893, 1895
Search Seizure [1]: 409
Reform Units [1]: 1851
Vichy [4]: 1803, 1811, 1903, 1904
Liberation [2]: 891, 1919
Final Reorganization [1]: 1733

Non-sequence of Play [18]
Detailed Map [5]: 1188, 142, 769,140, 1501
Player Interface [3]: 1901, 1920, 1922
Screen Layouts [2]: 1894, 1902
Game Save/Restore [6]: 695, 517, 110, 118, 1778, 1907
Theme Engine [2]: {1050, 568}, {1513, 1467, 966, 1455, 1573, 1655}

Saved Games
Done, except for 6 bugs.

Map, Units, and Scenarios
I am still getting unit writeups from Warspite and Adam Scott (who sent me writeups on a dozen land units last month).

Optional Rules
Nothing new.

Game Engine
The last half of the month I spent on restructuring the data for supply so I could write the code for recalculating supply. Earlier in the month I ironed out the last of the bugs in calculating supply from scratch. There were several weird little instances in the dozen games I have been using for testing the supply code. I’m pretty confident that I now have all the fundamentals working correctly. But I need the recalculations to execute almost instantaneously - for example, whenever a player moves a land unit. To make that happen I changed the data storage for supply paths from dynamic (i.e., ever increasing in number) to static (i.e., a predefined number that never increases). For each secondary supply source there are now 26 possible supply paths. These modifications reduced the number of likely supply paths from over 150,000 to under 13,000. 90% of the latter will never be used, but there is a place in memory to store all that may be needed.

The sad part of this tale is that by making changes to the primitive elements of the supply code I introduced dozens of new bugs. Hence the two weeks I spent debugging it. On the plus side, my understanding of the supply rules and the supply code is pretty awesome at this point - I’m sure that will fade rapidly.

What I am working on today (besides this report) is determining exactly where in the sequence of play supply should be recalculated. I do not want to do it unless it is necessary, since it can take several seconds under some circumstances (e.g., if the weather change worldwide). At the end of this report is my current list of when supply should be recalculated. You’ll notice that I differentiate between overland and overseas supply routes. Sometimes the former need to be redone, sometimes the latter, and sometimes both.

Player Interface
This is done except for 8 bugs related to maintaining the Detailed Map in pristine condition and some new ones found by the new beta testers (who have different computer configurations).

Internet - NetPlay
The first part of the month I spent on NetPlay, getting the bug count for that mode of play down to 5. Of course then Rob was able to test more phases of the game, thereby driving the count back up. At least those were newly discovered bugs. Some of my changes for NetPlay did cause bugs to appear in Head-to-head play during setup. I haven’t looked into those yet.

PBEM
Nothing new.

Artificial Intelligence (AI)
Nothing new.

Player’s Manual and Rules as Coded (RAC)
Getting the final edits done and sending these two documents off to Final Layout has been dragging on for various reasons.

Tutorials and Training Videos
The Tutorials are done.

The training videos remain roughly 2/3rds done. I need to re-record the 6th and create the last three: 10th, 11th, and 12th. The 6th (main form and drop down menus) needs redoing because I have seriously modified some forms since I recorded that video in December of 2009. The last 3 training videos are for naval movement, naval combat, and production/politics (e.g., declarations of war, neutrality pacts, and aligning minors).

Historical Video, Music, and Sound Effects
I have all the files I need as WAV files. What’s needed is for me to insert calls into the sequence of play to activate these 3 glitz elements. I really wanted to get to inserting the sound effects last month, but was unable to find the time - same story as last month.

Web Site
Nothing new.

Marketing
Nothing new.



Below is my current analysis of where in the sequence of play supply should be recalculated. Each variable is a flag (True/False) that is set to True under the listed circumstances and then tested when the Supply Recalculation routine executes. If it is False, sections of the recalculations can be skipped - since nothing has changed since the last time those calculations were executed.

// SupplyExecutedOnce:
Set to True when supply is calculated from scratch (occurs just once).

// SupplyUpToDate:
Set to True when SupplyOnLandChanged, SupplyAtSeaChanged, or SupplyAtWarChanged is True.
Weather - if the weather changes in any weather zone.

// SupplyUpdateForUnit:
Set to True when an individual unit needs its supply updated (e.g., after it has moved).

// SupplyUpdateForStack:
Set to True when a stack needs its supply updated (e.g., after a naval stack returns to port).

// SupplyOnLandChanged:
Set to True when hex control or ZOCs into enemy hexes change.
Setup at start of game - ZOCs into hexes adjacent to placement hex may change.
Setup aligned minor - ZOCs into hexes adjacent to placement hex may change.
Setup of reserves - ZOCs into hexes adjacent to placement hex may change.
Reinforcements - ZOCs into hexes adjacent to placement hex may change.
Naval movement - ZOCs into hexes adjacent to hex in which a land unit loads/unloads may change.
Carpet bombing - ZOCs into hexes adjacent to target hex may change.
Air transport - ZOCs into hexes adjacent to hex in which a land unit loads/unloads may change.
Unload land unit - ZOCs into hexes adjacent to arrival hex may change.
Invasion - control of landing hex may change.
Paradrop - ZOCs into hexes adjacent to departure hex and/or control of landing hex may change.
Notional - prior to include the notional decision to compute odds ratio.
Land movement - ZOCs into hexes adjacent to starting and/or stopping hex and control of hexes in path may change.
Land combat - ZOCs into hex of destroyed unit and hexes adjacent thereto may change.
Retreat - ZOCs into hexes adjacent to starting and/or stopping hex may change.
Advance after combat - ZOCs into hexes adjacent to starting and/or stopping hex and control of hexes in path may change.
Air rebase - supply of the air unit in the arrival hex undetermined.
Partisans - control of arrival hex may change.
Return to base - ZOCs into hexes adjacent to arrival hex may change; supply of the units in the arrival hex undetermined.
Breakdown - ZOCs into hexes adjacent to unit's hex may change.
Reform - ZOCs into hexes adjacent to unit's hex may change.

// SupplyAtSeaChanged:
Set to True when a major power's ability to use a sea area changes.
Setup at start of game - control of sea area in which a unit is placed may change.
Naval movement - control of sea area in which a unit arrives/departs may change.
Naval combat - control of a sea area in which a unit departs may change.
Return to base - control of a sea area in which a unit departs may change.

// SupplyAtWarChanged:
Set to True when control of large blocks of territory change.
Declaration of war.
Claim of minor country territory.
Alignment of a minor country.
US Entry - control of a minor country territory may change.
Ukraine.
Conquest.
Mutual peace.
Surrender.
Liberation.
Declaration of Vichy France.
Collapse of Vichy France.
Steve

Perfection is an elusive goal.
CrusssDaddy
Posts: 330
Joined: Fri Aug 06, 2004 6:05 am

RE: When?

Post by CrusssDaddy »

Right on schedule.
bo
Posts: 4175
Joined: Thu Apr 30, 2009 9:52 pm

RE: When?

Post by bo »

ORIGINAL: CrusssDaddy

Right on schedule.

Your lurking Cruss. [:-] Probably have your check already made out to Matrix [;)]

Bo

marklv
Posts: 77
Joined: Wed Jan 17, 2007 12:56 pm

RE: When?

Post by marklv »

ORIGINAL: CrusssDaddy

Right on schedule.

Right on schedule for a Christmas 2015 release, me thinks. I hope it's worth the wait. [8|]
User avatar
Steely Glint
Posts: 594
Joined: Tue Sep 23, 2003 6:36 pm

RE: When?

Post by Steely Glint »

Right on schedule for a Christmas 2015 release, me thinks. I hope it's worth the wait. [8|]

No matter how good it is it won't be. No game on earth is worth this kind of wait.

Seven years ago I really wanted this game, but it's been so long that I just don't care any more.
“It was a war of snap judgments and binary results—shoot or don’t, live or die.“

Wargamer since 1967. Matrix customer since 2003.
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