Hot Patch version 02.03.09.00

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 02.03.09.00

Post by Shannon V. OKeets »

Attached is a zipped file that contains Release Notes and the new MWIF.exe: version 02.03.09.00.

The reason for making this available as a hot patch is to correct the NetPlay bugs listed below.

NetPlay is pretty stable at this point. Over the past 4 days I have played against two opponents (in Canada and California), 5 games sessions, just under 11 hours total. There was only one very minor bug, that didn't affect play. I have another 9 that I need to work on, but two of those are purely cosmetic.

==========

Release Notes for (Hot Patch) Version 02.03.09.00

Solitaire & Head-to-head
Supply
1. Added some checks to force the recalculation of supply paths when a game is restored.

2. Fixed a problem with permitting supply to be traced through enemy Zones of Control in completely conquered minor countries (which are technically ‘neutral’).

3. Increased the maximum distance that a notional unit can trace a path to a supply source from 20 supply hexes (i.e., desert costs 2) to 29. This lets a Libyan notional unit trace to Tripoli from any hex along the coast of Libya, assuming there aren’t enemy units or enemy controlled hexes blocking the path.

DOW
4. Fixed a problem with the DOW subphase Neutrality pacts where the Pacts form was not being displayed. This seems to have only been a problem in Head-to-head games.

NetPlay
Reviewing Games
5. When reviewing NetPlay games, the local major power is now correctly restored on both computers.

Reinforcements
6. Fixed a problem with Reinforcements where air units newly assigned pilots were not appearing in the Setup Tray.

Air Operations
7. Fixed a problem with naval air-to-air combat when surprise points are used to change the air-to-air combat odds.

8. Fixed a problem with carrier air units returning to their carriers after a naval air-to-air combat causing the form for landing carrier air units appearing on both computers, even though only one side has carrier air units landing..

9. Fixed a problem with air-to-air combat odds only being shown correctly on one computer after surprise points were used to change the odds.

10. Added internal flags so the form for spending surprise points only appears once for each subphase of a port attack/naval combat. The exception is for choosing specific targets, which can legally occur multiple times. This change is cosmetic, in that it merely prevents the Spend Surprise Points form from reappearing needlessly.

11. Fixed a problem with using surprise points for anti-aircraft fire leaving the Ok Done button enabled on the Antiaircraft Fire form when there are still damage points to be applied.

12. Added code to correct a problem with saved games where a carrier air unit appeared on a carrier twice.

13. Added code to prevent a carrier air unit from being placed on a carrier twice.

Naval Operations
14. Fixed a problem with destroying naval units that cannot return to base only occurring on one computer.

15. Fixed a problem with overrun + intercepted + aborted naval units appearing as moving units (i.e., in the moving stack/cursor) on both computers, instead of just the computer belonging to the player who is aborting the units.

16. Fixed a fatal error that occurred when overrun + intercepted convoy units had to take more destroyed/damaged/aborted results than there were convoys.

Conquest
17. Fixed a problem with conquest where the change in Hex Control was not occurring on both computers.

18. Added some code so when a country is conquered, that fact appears on both computers.

Informative Messages
19. Added a text message to be displayed each time a partisan is created. This is so both players know what is happening. Note that all partisan units to be created are created before any of them are placed on the map.

20. Added informative messages about the Faeroes being occupied by the Commonwealth when Denmark is conquered. A different message is shown when a governed area is converted to a minor country (e.g., Greenland when Denmark is conquered).

21. Added messages about how surprise points are spent and how many remain.

22. Added a message reporting on failed die rolls for the end of turn.
Attachments
MWIF02030900.zip
(8.92 MiB) Downloaded 256 times
Steve

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RE: Hot Patch version 02.03.09.00

Post by Shannon V. OKeets »

There was a serious problem with this Hot Patch: multiple air-to-air combats would not proceed past the first one.[:(]

There is a new Public Beta in the works and should be available this week. It fixes the above problem and a couple of other odd bits, plus contains all the changes from the Hot Patches since the last Public Beta.
Steve

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RE: Hot Patch version 02.03.09.00

Post by davidachamberlain »

Thanks, Steve

It doesn't fix the Production synchronization problem where the Allies get zero BP, right?


Dave
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RE: Hot Patch version 02.03.09.00

Post by Shannon V. OKeets »

ORIGINAL: davidachamberlain

Thanks, Steve

It doesn't fix the Production synchronization problem where the Allies get zero BP, right?


Dave
That's still on my to-do list. But there is an easy work-around. Just restore the game from the Scrap Units phase before Production. Then the Build Points are correct in the Production phase.
Steve

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RE: Hot Patch version 02.03.09.00

Post by davidachamberlain »

ORIGINAL: Shannon V. OKeets
That's still on my to-do list. But there is an easy work-around. Just restore the game from the Scrap Units phase before Production. Then the Build Points are correct in the Production phase.

Thanks, I will keep that in mind. However, the current game did not get Scrapping enabled, but I will see if I can find a step where I can do it that is close to that.

** In checking the Auto-Saves, it looks like there is still a file created for that along with Search an Seizure. I will give those a try.

What I did the last time was to go back to Stay at Sea, change the file to Solitaire, Advance through Production, before switching back.

It was painful with some minor glitches. Just hoping I don't need to do that again.

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RE: Hot Patch version 02.03.09.00

Post by Centuur »

ORIGINAL: Shannon V. OKeets

ORIGINAL: davidachamberlain

Thanks, Steve

It doesn't fix the Production synchronization problem where the Allies get zero BP, right?


Dave
That's still on my to-do list. But there is an easy work-around. Just restore the game from the Scrap Units phase before Production. Then the Build Points are correct in the Production phase.

Unfortunately, that only works if there are units to scrap. If there aren't any, the same bug appears...
Peter
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RE: Hot Patch version 02.03.09.00

Post by gw15 »

Peter and my game are at a complete standstill until this is fixed.
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RE: Hot Patch version 02.03.09.00

Post by ncc1701e »

ORIGINAL: Shannon V. OKeets

There is a new Public Beta in the works and should be available this week. It fixes the above problem and a couple of other odd bits, plus contains all the changes from the Hot Patches since the last Public Beta.

Is it the planned 02.04.00 version?
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RE: Hot Patch version 02.03.09.00

Post by Shannon V. OKeets »

ORIGINAL: ncc1701e

ORIGINAL: Shannon V. OKeets

There is a new Public Beta in the works and should be available this week. It fixes the above problem and a couple of other odd bits, plus contains all the changes from the Hot Patches since the last Public Beta.

Is it the planned 02.04.00 version?
The version number will be 02.04.01.00. It is in the Matrix/Slitherine queue for release as a Public Beta.
Steve

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RE: Hot Patch version 02.03.09.00

Post by Shannon V. OKeets »

ORIGINAL: bommerrang

Peter and my game are at a complete standstill until this is fixed.
I spent a full day working on this with no success.[:(] The Production Planning code is enormous and complicated. A quick count shows it to be over 11,000 lines.
Steve

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RE: Hot Patch version 02.03.09.00

Post by davidachamberlain »

ORIGINAL: Shannon V. OKeets
I spent a full day working on this with no success.[:(] The Production Planning code is enormous and complicated. A quick count shows it to be over 11,000 lines.
Steve, would it be possible to find the decision point regarding which type of mode is in use (Solitaire vs Netplay] and have Production Planning work the same as Solitaire?

You might be able to set some form of override variable.

Also, I think I mentioned in an earlier thread that back in 2.2.8, this was not a problem. I went through most of a Barbarossa game and had not problem, but there was only 2 major powers. Others did have problems with 2.3.6 for Barbarossa, though.

I believe that something was introduced between 2.2.8 and 2.3.4. You might be able to compare the code versions in those areas.

Dave
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RE: Hot Patch version 02.03.09.00

Post by Shannon V. OKeets »

ORIGINAL: davidachamberlain
ORIGINAL: Shannon V. OKeets
I spent a full day working on this with no success.[:(] The Production Planning code is enormous and complicated. A quick count shows it to be over 11,000 lines.
Steve, would it be possible to find the decision point regarding which type of mode is in use (Solitaire vs Netplay] and have Production Planning work the same as Solitaire?

You might be able to set some form of override variable.

Also, I think I mentioned in an earlier thread that back in 2.2.8, this was not a problem. I went through most of a Barbarossa game and had not problem, but there was only 2 major powers. Others did have problems with 2.3.6 for Barbarossa, though.

I believe that something was introduced between 2.2.8 and 2.3.4. You might be able to compare the code versions in those areas.

Dave
The primary problem with production planning for NetPlay is that the calculations for routing resources etc. are done on both computers. Each side wants to be able to change which of their resources go where and what action to take with them. Even more important, the other side cannot be able to interfere with those decisions. So just using the Solitaire mode isn't feasible.

I just have to figure out which resource planning variables the Restore Game reinitializes and have that done for NetPlay when playing through from final production planning to production.
Steve

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davidachamberlain
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RE: Hot Patch version 02.03.09.00

Post by davidachamberlain »

ORIGINAL: Shannon V. OKeets

The primary problem with production planning for NetPlay is that the calculations for routing resources etc. are done on both computers. Each side wants to be able to change which of their resources go where and what action to take with them. Even more important, the other side cannot be able to interfere with those decisions. So just using the Solitaire mode isn't feasible.

I just have to figure out which resource planning variables the Restore Game reinitializes and have that done for NetPlay when playing through from final production planning to production.
Understood.

Thanks.

It will be a problem until it is resolved.

My current work around is to switch back and forth between Solitaire mode (for Production) and then back to Netplay for normal game play.

I will talk with the other players regarding playing in Solitaire mode with TeamViewer if this is going to be an extended problem. Fortunately, our games are infrequent (about every couple weeks) and are still slow (only a few impulses per session), so we might not get to Production again for a while.

Dave
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