New 1.05 Update available

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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Andrew Loveridge
Posts: 538
Joined: Mon Jul 20, 2009 1:47 pm

New 1.05 Update available

Post by Andrew Loveridge »

This corrects a few fatal crashes and adds some other changes. It is available thru the Menu Update link or you can download it from the product page, http://www.matrixgames.com/products/296/downloads/

Change History:

v1.0.5 - December 2, 2013
    Bug Fixes[/b] [ul] • Added more information to the error message when the program is unable to access the Seeking Opponent database. This helps identify the underlying problem. • Fixed a problem in the reinforcement phase where if a carrier air unit were loaded onto a carrier and then repositioned elsewhere, it was not removed from the first carrier and ended up appearing in multiple locations. • Added code to restrict the placement of new factories on the map to home countries. • Removed conditional clauses that may have left a flag mistakenly set so the message “Please wait, updating Units in Hex panel.” would appear and never go away. This problem effectively halted play. • Fixed a fatal problem with Production when using Unlimited Breakdown and there were units in the Breakdown Pool that had to be reformed. The program does not permit a corps/army unit to remain in the Breakdown Pool if there are divisions in that pool which can be used to reform the corps/army. • Fixed a typo in the code that was causing a fatal error when using 3 monitors. • Modified the code so if a player picks up land units during the land movement phase (or advance after combat sub-phase) and then places the units back in their starting hex, the effect is the same as if he had pressed the ESC key, canceling the move. Previously, out of supply units were being disorganized under these conditions, which wasn’t correct. • Modified the range for a naval unit that starts its move in a port so the range does not exceed its movement points. This change prevents the unit from moving farther than it should. There are two conditions which reduce a naval unit’s movement points: (1) if it starts out of supply and (2) if it starts stacked with other naval units controlled by a different major power. Under those circumstances, the unit may have fewer movement points than its range. • Fixed a problem with Breaking Down units where some divisions were shown as possible choices even though their combat factors were too high. For example, a 2-4 infantry division was shown as possible for a 4-3 infantry corps. In that case the second division would have had to have had zero combat factors. This error could cause a lot of trouble later, such as a German division appearing when a USSR corps was broken down. • Fixed a fatal problem with restoring saved games that were made during the DOW sub-phase Setting Up Reserve Units. • Added another check for available oil before creating the Use Oil form. When no oil was available, it was possible that a non-fatal error would occur. • Added code to replace a non-fatal error with a warning message when the AutoSave folder is changed to an illegal name. The program reverts to the default AutoSave folder and the warning message gives an example of the correct format if the player still wants to change it. • Added a check to avoid a rare fatal error when shutting down the game. • Added yet another check to avoid a fatal error when terminating a game. • Modified a check for air units when counting the number of pilots that should be placed in the reserve pool after setting up a major power. Previously this had been generating a fatal error in some rare cases. • Added another check to avoid a fatal error when creating a new game from within an existing game.
Cosmetic
    • Changed the Production planning form to help clarify the oil needed to reorganize units. The summary panel’s “To Reorg. Units” entry now shows two numbers separated by a slash. The first does not include any units at sea that can stay at sea. That means if the unit has to return to base it is included in the sum (assuming it is disorganized). The second includes all units (including those currently with sentry status). Sentry status is not something that is shown to the other player in a NetPlay game; it’s a very small Fog of War item. But that's why the second number includes all units at sea. • Added a PDF and JPG files for the 2D10 Land Combat Results Table to the Manuals folder for MWIF. Also included are 3 PDFs of the cover art for the manuals. These are provided in case someone wants to print them out.
[/ul]
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paulderynck
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Location: Canada

RE: New 1.05 Update available

Post by paulderynck »

ORIGINAL: Andrew Loveridge
• Changed the Production planning form to help clarify the oil needed to reorganize units. The summary panel’s “To Reorg. Units” entry now shows two numbers separated by a slash. The first does not include any units at sea that can stay at sea. That means if the unit has to return to base it is included in the sum (assuming it is disorganized). The second includes all units (including those currently with sentry status). Sentry status is not something that is shown to the other player in a NetPlay game; it’s a very small Fog of War item. But that's why the second number includes all units at sea.
To Shannon:

Unsure of the wording here. Shouldn't the first number not include any units at sea that can stay at sea except those that can stay at sea and are disorganized?
Paul
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Omnius
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Location: Salinas, CA

Same Meaning, Different Words

Post by Omnius »

pauldernyk,
I think Shannon's wording made it clear that ships at sea that are disorganized are counted as needing to be reorganized in the first number. The way you're saying it is rather clumsy. By saying that ships at sea that can stay at sea means they aren't disorganized so don't cost oil yet, although they will if they return to base later. I thought Shannon said it well and while you're confused with his wording I think you understand what he was trying to say.

Omnius
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Omnius
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Joined: Fri Jun 22, 2012 12:10 pm
Location: Salinas, CA

RE: New 1.05 Update available

Post by Omnius »

Andrew,
Thanks for confirmation on the new 1.05 update being available and downloadable through the game's front end.

Omnius
Ingtar
Posts: 194
Joined: Sun Aug 01, 2004 8:56 am

RE: New 1.05 Update available

Post by Ingtar »

"Fixed a typo in the code that was causing a fatal error when using 3 monitors." I really want to ask what sort of typo can cause that. The perils of being a programmer. Thank you for the split oil usage numbers!
chemkid
Posts: 1238
Joined: Sat Dec 15, 2012 2:02 pm

RE: New 1.05 Update available

Post by chemkid »

.
Shannon V. OKeets
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RE: New 1.05 Update available

Post by Shannon V. OKeets »

ORIGINAL: Ingtar

"Fixed a typo in the code that was causing a fatal error when using 3 monitors." I really want to ask what sort of typo can cause that. The perils of being a programmer. Thank you for the split oil usage numbers!
In the code fragment below, at one point I had set an Index to a Left Value. That is, where it should have been 2, I had typed L2.

---------------------------
begin
L0 := Screen.Monitors[0].WorkAreaRect.Left;
L1 := Screen.Monitors[1].WorkAreaRect.Left;
L2 := Screen.Monitors[2].WorkAreaRect.Left;

if L0 < L1 then
begin
if L0 < L2 then
begin
LeftIndex := 0; // 0 is smallest.

if L1 < L2 then
begin
CenterIndex := 1;
RightIndex := 2; // 2 is largest.
end
else
begin
CenterIndex := 2;
RightIndex := 1; // 1 is largest.
end;
end
else
begin
LeftIndex := 2; // L2 is smallest.
CenterIndex := 0;
RightIndex := 1; // L1 is largest.
end;
end
else
begin
if L1 < L2 then
begin
LeftIndex := 1; // 1 is smallest.

if L0 < L2 then
begin
CenterIndex := 0;
RightIndex := 2; // 2 is largest.
end
else
begin
CenterIndex := 2;
RightIndex := 0; // 0 is largest.
end;
end
else
begin
LeftIndex := 2; // L2 is smallest.
CenterIndex := 1;
RightIndex := 0; // L0 is largest.
end;
end;

M := Min(Screen.Monitors[LeftIndex].WorkAreaRect.Left,
Screen.Monitors[CenterIndex].WorkAreaRect.Left);
SmallestLeftValue :=
Min(M, Screen.Monitors[RightIndex].WorkAreaRect.Left);
M := Max(Screen.Monitors[LeftIndex].WorkAreaRect.Right,
Screen.Monitors[CenterIndex].WorkAreaRect.Right);
LargestRightValue :=
Max(M, Screen.Monitors[RightIndex].WorkAreaRect.Right);
M := Min(Screen.Monitors[LeftIndex].WorkAreaRect.Top,
Screen.Monitors[CenterIndex].WorkAreaRect.Top);
SmallestTopValue :=
Min(M, Screen.Monitors[RightIndex].WorkAreaRect.Top);
M := Max(Screen.Monitors[LeftIndex].WorkAreaRect.Bottom,
Screen.Monitors[CenterIndex].WorkAreaRect.Bottom);
LargestBottomValue :=
Max(M, Screen.Monitors[RightIndex].WorkAreaRect.Bottom);
end;
Steve

Perfection is an elusive goal.
Numdydar
Posts: 3283
Joined: Fri Feb 13, 2004 9:56 pm

RE: New 1.05 Update available

Post by Numdydar »

Does this mean that most (all [:)]?) of the Netplay issues have been fixed or are those fixes still in the works?
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paulderynck
Posts: 8516
Joined: Sat Mar 24, 2007 5:27 pm
Location: Canada

RE: Same Meaning, Different Words

Post by paulderynck »

ORIGINAL: Omnis

pauldernyk,
I think Shannon's wording made it clear that ships at sea that are disorganized are counted as needing to be reorganized in the first number. The way you're saying it is rather clumsy. By saying that ships at sea that can stay at sea means they aren't disorganized so don't cost oil yet, although they will if they return to base later. I thought Shannon said it well and while you're confused with his wording I think you understand what he was trying to say.

Omnius
Agree my statement was clumsy.

What I think should be in the first number is: All ships that must RTB plus all ships staying at sea that are currently disorganized (due to actions they took during the turn).

The statement was: "The first does not include any units at sea that can stay at sea" which is clearly not the same thing.

So I was hoping for a clarifying statement from Shannon.

Edit: come to think of it: "That means if the unit has to return to base it is included in the sum (assuming it is disorganized)" is also potentially misleading because any that RTB will all be disorganized.
Paul
Ingtar
Posts: 194
Joined: Sun Aug 01, 2004 8:56 am

RE: Same Meaning, Different Words

Post by Ingtar »

I never expected that. Thank you for satisfying my curiosity! [&o]
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abulbulian
Posts: 1105
Joined: Thu Mar 31, 2005 5:42 pm

RE: Same Meaning, Different Words

Post by abulbulian »

So was the bug related to 'rebasing'(digression) overran naval units fixed specific to NetPlay?
- Beta Tester WitE and ATG
- Alpha/Beta Tester WitW and WitE2

"Invincibility lies in the defence; the possibility of victory in the attack." - Sun Tzu
comsolut
Posts: 490
Joined: Sun May 30, 2004 8:13 pm

RE: Same Meaning, Different Words

Post by comsolut »

Someone was using three monitors. Wow, I feel way behind the tech curve.

Shannon V. OKeets
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RE: Same Meaning, Different Words

Post by Shannon V. OKeets »

ORIGINAL: abulbulian

So was the bug related to 'rebasing'(digression) overran naval units fixed specific to NetPlay?
No, but it would have occurred in NetPlay too.
Steve

Perfection is an elusive goal.
Shannon V. OKeets
Posts: 22165
Joined: Wed May 18, 2005 11:51 pm
Location: Honolulu, Hawaii
Contact:

RE: New 1.05 Update available

Post by Shannon V. OKeets »

ORIGINAL: Numdydar

Does this mean that most (all [:)]?) of the Netplay issues have been fixed or are those fixes still in the works?
There are several that I know of (and can reproduce) that still to be fixed.
Steve

Perfection is an elusive goal.
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