Hot Patch: Version 02 01 03 00

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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Hot Patch: Version 02 01 03 00

Post by Shannon V. OKeets »

Attached is a zipped file that contains Release Notes and the new MWIF.exe: version 2.1.3.0.
The latter is a Hot Patch for the Hot Patch 2.1.2.0.

The following Release Notes are included in the zipped file.

===========
Release Notes for Version 2.1.3.0
[
Invasions
1. Fixed a problem with deciding whether to include Notional units sometimes causing the program to halt instead of advancing to the Shore Bombardment phase.

2. Fixed a problem with two divisions invading from the same transport separately. Now the divisions do not have to invade as group. That means they can belong to different major powers and/or invade different hexes.

3. Fixed a problem with an invading unit changing hex control immediately, which prevents the use of Offensive Shore Bombardment and Ground Support. Now the unit changes hex control immediately only if the Notional unit is not included and the hex is empty, or later if the land combat succeeds.

Naval Operations
4. Fixed a problem with transitioning from Naval Combat for the Phasing Side to Naval Combat for the Non-phasing Side possibly halting the program.

5. Fixed a problem with overrunning ‘captured’ convoys that need to be split. This also applies to Vichy France convoys. Splitting the convoys was returning the split-off convoys to the original owner. In the case of the Vichy France convoys, the first convoy would be Vichy French but the remaining convoys would magically become Free French.

Partisans
6. Fixed a problem with assigning the controlling major power for a partisan so if the country where a non-red partisan is to appear, is or was aligned to a major power, then that major power controls the partisan. Previously, Yugoslavia, aligned to the Commonwealth, was getting partisans controlled by France (the nearest major power), and that was wrong.

Use Oil
7. Added a check in the Use Oil form for the situation where there is one or more separate pockets of units with oil resources and more than one partially used oil point that has to be expended. That is, some units can reach oil points that other units cannot reach. The result often is that there are two (or more) partially expended oil points. If the total of the oil that needs to be expended requires two (or more) oil points to be expended, then the program now checks for a second partially used oil point after the first partially used oil point is expended (by the player clicking on the Expend Oil Point button). The program then positions the unit list index on a unit that used the second partially used oil point and positions the oil list index on the partially used oil point that also needs to be expended.

Peace
8. Broadened the elimination of ZOC from consideration when determining hex control during conquest (or liberation or surrender) so if a unit is outside of the conquered country and is not at war with the conqueror, then the unit’s ZOCs into the conquered country are ignored for the purpose of deciding which major power controls the hex in the conquered country. For example, the USSR units outside of Poland with ZOC into Poland, when the Axis conquers Poland, do not influence which major power controls hexes inside Poland. This would also be true for Italian units adjacent to Polish hexes. An earlier change had already been made for USSR units in eastern Poland no longer affecting hex control in western Poland when Poland is conquered.

Supply
9. Eliminated submarine movement into or from a sea area causing supply to be recalculated. That change is because submarines never affect overseas supply. Did the same for air and naval units under some circumstances - depending on whether the optional rule for Limited Overseas Supply is in use.

Other
10. Set the US Entry Option choices and number of US Entry markers drawn for Fascist Tide and Day of Infamy according to the special rules for those scenarios.

11. Fixed a problem with moving units when two or more Detailed Maps are in use.

Cosmetic
12. Added an informative message describing which major power is receiving Anti-aircraft Fire prior to the die rolls if Set Die Rolls is ON. This new message’s purpose is to clarify for the player the target of the AA Fire when choosing the values for the die rolls.

NetPlay
Air Operations
13. Fixed a possible problem with rolling the dice for Anti-aircraft Fire causing the problem to halt.
Attachments
MWIF02010300.zip
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Steve

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RE: Hot Patch: Version 02 01 03 00

Post by Vanman »

Unfortunately the same issue remains as per the attached. If you look at the Polish-Soviet border,
Soviet ZOC ownership extends into German occupied Poland (Soviets never occupied eastern half.

As previously stated, we started this game with 02.01.01. Is this correctable or........? Thanks.
Steve
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RE: Hot Patch: Version 02 01 03 00

Post by Vanman »

Looks like the attachment may have failed. Here it is.

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PeterSteve1939.zip
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Steve
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RE: Hot Patch: Version 02 01 03 00

Post by AlbertN »

Units at sea in Sentry do not drop of box at the end of turn - and remain in their current box.
We had cruisers / planes stuck in their boxes - even the 4 box (that is how we noticed)

Also the OOS thread you answered me - the weather is Fine and the HQ is not in suppl anyhow.



Image
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RE: Hot Patch: Version 02 01 03 00

Post by Shannon V. OKeets »

ORIGINAL: Cohen

Units at sea in Sentry do not drop of box at the end of turn - and remain in their current box.
We had cruisers / planes stuck in their boxes - even the 4 box (that is how we noticed)

Also the OOS thread you answered me - the weather is Fine and the HQ is not in suppl anyhow.



Image
I would need to see hex control and more of the map. From what you showed, the program looks correct. It would cost 4 Basic Path Hexes (BPH) to reach a rail line and a 5th BPH to go overseas. The only exception here would be if there is a path through the rail lines in Persia down to Basra.

I'll look into the Sentry bug you reported.
Steve

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RE: Hot Patch: Version 02 01 03 00

Post by Shannon V. OKeets »

ORIGINAL: Vanman

Unfortunately the same issue remains as per the attached. If you look at the Polish-Soviet border,
Soviet ZOC ownership extends into German occupied Poland (Soviets never occupied eastern half.

As previously stated, we started this game with 02.01.01. Is this correctable or........? Thanks.
Here is the repaired game. I had to advance past Align Minors.
Attachments
RepairedH..lPoland.zip
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Steve

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RE: Hot Patch: Version 02 01 03 00

Post by Vanman »

Hi Shannon,

I feel real bad, and stupid, about this, but we actually moved ahead quite a bit. Assuming the fix is simple,
any possibility you could fix the attached? Thanks!

Attachments
PeterSteve1939.zip
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Steve
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RE: Hot Patch: Version 02 01 03 00

Post by paulderynck »

ORIGINAL: Shannon V. OKeets

ORIGINAL: Cohen

Units at sea in Sentry do not drop of box at the end of turn - and remain in their current box.
We had cruisers / planes stuck in their boxes - even the 4 box (that is how we noticed)

Also the OOS thread you answered me - the weather is Fine and the HQ is not in suppl anyhow.



Image
I would need to see hex control and more of the map. From what you showed, the program looks correct. It would cost 4 Basic Path Hexes (BPH) to reach a rail line and a 5th BPH to go overseas. The only exception here would be if there is a path through the rail lines in Persia down to Basra.

I'll look into the Sentry bug you reported.
I found the original post in which Cohen mentions Baghdad as a supply source and about getting back to Italy, even.

Well, neither Baghdad nor any other Secondary source can be used by Graziani because you can only trace a Basic supply line to a secondary, and Baghdad plus all others are out of basic range (4 hexes). Only the last leg of supply to a Primary may trace by a RR. This is probably the most misunderstood rule in WiF/MWiF.

If the HQ can't trace to a primary supply source in Italy or Germany then there are three possibilities:
1. Supply is blocked tracing across the Straits in Turkey because of the use of Option 12 (Limited Supply Across Straits), or
2. the route on the RR requires the need to trace some clear hexes around an obstruction like an enemy ZoC or an enemy controlled hex, and the HQ has already used the 4 hex limit for that in getting to the RR to begin with; or
3. there was a supply bug where tracing across Straits was costing an extra 1 hex of the 4 allowed for an RR route (see 2 above)

Paul
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RE: Hot Patch: Version 02 01 03 00

Post by paulderynck »

ORIGINAL: Vanman

Hi Shannon,

I feel real bad, and stupid, about this, but we actually moved ahead quite a bit. Assuming the fix is simple,
any possibility you could fix the attached? Thanks!

I suspect the program bug fix did not work for you because it is not retro-active - the fix would kick in at the moment of conquest. Your game is likely much further along.

Anyway, had some free time waiting for midnight, so here's your game with the hex control repaired.
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RE: Hot Patch: Version 02 01 03 00

Post by Vanman »

Hi Paul,

Unfortunately the repair you did basically occurred at the same location Shannon's did, for no net gain. It was not based on my 2nd attachment (with apology)that I had posted. If you could please correct from that point, it would be appreciated. I attached that one (basically) again. Thanks and Happy New Year.

Steve
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RE: Hot Patch: Version 02 01 03 00

Post by Vanman »

Argh, sorry, here is the attachment again. Thanks.

Steve
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RE: Hot Patch: Version 02 01 03 00

Post by paulderynck »

I modified the one from post #7. Here is one modified from the save in post #11.
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RE: Hot Patch: Version 02 01 03 00

Post by AlbertN »

If the HQ can't trace to a primary supply source in Italy or Germany then there are three possibilities:
1. Supply is blocked tracing across the Straits in Turkey because of the use of Option 12 (Limited Supply Across Straits), or
2. the route on the RR requires the need to trace some clear hexes around an obstruction like an enemy ZoC or an enemy controlled hex, and the HQ has already used the 4 hex limit for that in getting to the RR to begin with; or
3. there was a supply bug where tracing across Straits was costing an extra 1 hex of the 4 allowed for an RR route (see 2 above)

Turkey is Axis, and there are Axis CPs both in Black Sea and Eastern Med - so Graziani should trace to rail closeby (the Persian railway is not entirely Axis) in Iraq - 2 Desert Hex and from there go all the way to Italy.
It is not ZoCed or else - Turkey is Germany aligned though but should not matter. The CP in E.Med is Italian and the CP in Black Sea "German" (Produced in Aligned Bulgaria)

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RE: Hot Patch: Version 02 01 03 00

Post by Centuur »

As stated by Paul, there is a bug regarding supply across straits. MWIF doesn't recognize the fact that it hasn't got to count a hex when tracing supply across a strait which is bordered by railroads on both sides.

So MWIF correctly calculates 2 times 2 for desert hexes and incorrectly adds another point for the Bosporus strait. This bug has been reported before, but it isn't fixed at the moment, because it is considered by Steve to be of minor importance...
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RE: Hot Patch: Version 02 01 03 00

Post by jusi »

I would not say that this bug is that minor because it has a high impact for the Luftwaffe in Sicily which should be easy to supply. But it is not because of this bug.

Also bug priority is a matter of both importance and difficulty to fix. This one should be easy to fix (well identified bug, well defined solution, easy localisation).

Just my 2 cents
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RE: Hot Patch: Version 02 01 03 00

Post by paulderynck »

Supply in Sicily should not be a problem as long as Palermo is Axis controlled. An HQ tracing by rail through Messina will never be more than one hex from a rail line and will therefore never have a RR supply line exceeding two hexes (with the bug) and so would be in supply in all weather.

Tracing to oil for final re-org can certainly be a problem in Sicily if playing with Oil and Limited access across straits options, but tracing to oil is via a basic supply line of unlimited distance, so again should not be affected by this bug if the straits can be traced across.
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RE: Hot Patch: Version 02 01 03 00

Post by Courtenay »

If you are playing with limited overseas supply and limited supply across straits, if the Axis does not have a CP or transport in the Italian Coast, you can not supply Sicily

Unfortunately, this is not a bug; it is the correct interpretation of an insane "clarification" of the limited supply across strait rule.

I completely disagree with this ruling, but it is official.

Edited because the last clause of the first sentence somehow vanished.
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RE: Hot Patch: Version 02 01 03 00

Post by paulderynck »

It is true that ruling was very controversial, but not everyone thinks it's insane.

It's an option so those that hate the ruling have choices.
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RE: Hot Patch: Version 02 01 03 00

Post by Zorachus99 »

ORIGINAL: Courtenay

If you are playing with limited overseas supply and limited supply across straits, if the Axis does not have a CP or transport in the Italian Coast, you can not supply Sicily

Unfortunately, this is not a bug; it is the correct interpretation of an insane "clarification" of the limited supply across strait rule.

I completely disagree with this ruling, but it is official.

Edited because the last clause of the first sentence somehow vanished.

I would disagree, in fact, IIRC harry mentions indigenous shipping a factor in whether supply across straights should be allowed without CP.

Basically non-ocean-going vessels such as fishing boats are presumed to be at straights hex sides. These are what allows troops to cross a straight; however supply (ammo and gas) is only given this dispensation when the zone is uncontested (no enemies in the sea area).

I like the idea, and agree with it.

Justification, like most things, can change with the viewer; particularly when changing sides in the argument.

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RE: Hot Patch: Version 02 01 03 00

Post by Courtenay »

However, that is not what the clarification does. One is not allowed to trace supply even if there are no enemies in the sea area if one does not have a CP or transport in the sea area. That is what I object to -- the inability to trace supply across a strait even if there are no enemies anywhere close.
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