Hot Patch version 02.05.05.00

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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Shannon V. OKeets
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Hot Patch version 02.05.05.00

Post by Shannon V. OKeets »

Attached is a zipped file that contains Release Notes and the new MWIF.exe: version 02.05.05.00.

This version should fix the problems with Production Planning not executing according the Default and Override settings.

===

Release Notes for Version 02.05.05.00


All Modes of Play

Setup
1. Fixed a problem with setting up the Germans in the scenario Decline and Fall, where the captured Italian naval transport was not being transferred to German ownership.

2. Fixed a problem with the USSR pre-game scheduled naval reinforcements being omitted. This affected many scenarios.

3. In Barbarossa, fixed a problem with an Italian Inf not being included as a pre-game scheduled reinforcement.

Land Operations
4. Fixed a problem with the defender taking a mandatory winterized unit loss in combination with a shattered result, so that a winterized unit must be destroyed. Previously the program was permitting a winterized unit to be shattered as the mandatory winterized ‘loss’. That bug was causing other problems with defending units remaining in the hex when they should have all been destroyed or shattered.

Naval Operations
5. Removed a line of code which was adding a cost of 1 movement point for any naval stack that continued on after interception was declined, a failed interception, or after interception combat was resolved. There should be no penalty for a naval stack continuing to move.

6. Fixed a couple of problems in the Return to Base phases: (1) when the side moving last (last Phasing Side) was not the Initiative side for the turn, then units at sea with no available port were being permitted to remain at sea instead of being destroyed, and (2) if the units at sea forced to be destroyed were carrying cargo, the cargo remained floating at sea (even after their transport was destroyed) instead of also being destroyed.

Supply
7. Fixed a problem with supply where units were permitted to trace an overseas supply path to a secondary/tertiary supply source that was tracing supply overseas. Tracing supply overseas twice is illegal.

8. Fixed a problem with determining Tertiary supply for a supply source (usually an HQ) that is a valid Secondary Supply Source (SSS) to an aligned minor country. For example, a German HQ in Iraq that can trace supply to Baghdad is a valid SSS for Iraqi units, but is itself out of supply - unless it can trace a path back to a valid primary supply source for German units. Previously, a bug was preventing the HQ from searching for a supply path which would make it a valid Tertiary Supply Source (TSS) - which would put the HQ itself in supply and enable it to act a supply source for German units. The code now correctly determines the case where an HQ is a valid SSS for aligned minor country units and also a valid TSS for units belonging to its own controlling major power.

Production Planning

9. Inserted a check when searching for overseas routes for resources going to Europe to ignore arrival ports that are not in Europe. For example, when shipping resources from South America to Manchester in Great Britain, the program was examining all of the South American and North American railways looking for a connection to Manchester. What the program now does is to ignore any arrival ports (from overseas) that are not in Europe. So the American ports are not considered once the search has been extended to the sea. This will reduce the time required to search for resource routes that go overseas.

10. Fixed several bugs in recording and reusing saved routes for resources.

11. Fixed a problem in editing Production Planning routes where right clicking on the last sea area would sometimes bring up an incorrect warning message about clicking on the destination.

12. Fixed a problem with the Production Planning form’s report on the number of convoys used where the number kept doubling each time Recompute was executed.

13. Fixed some problems with resources that have Override and Default Action settings of Idle not being skipped.

14. Standardized the processing of override, default, most recent, and last turn stored actions, destinations, factories, and routes. In the process, eliminated some potential problems with executing the saved ‘instructions’ correctly.

15. Fixed several problems with modifying routes in Production Planning.

16. Fixed a major problem in changing the action and destination for resources in Production Planning.

17. Fixed a minor problem in changing the action for a resource in Production Planning.

18. In Production Planning, added code to clear a flag for a neutral major power having already saved an oil point when the player clears the Override or Default settings of an oil resource being saved.

19. Added a check to avoid a possible non-fatal error when opening the Production Planning form.

20. Fixed a newly created problem in Production Planning where a fatal error was being generated due to a resource being in a coastal hex.

21. Added some code to check for damaged saved games where resource routes are insanely long. When discovered, they are completely cleared.

Peace
22. Added some code to make sure that any USSR home country hexes taken by Finnish/Rumanian units are returned to USSR control once Finnish/Rumanian Peace is enforced by Germany.

23. Fixed a problem with conquered minor countries not being shown as such when starting a new game of Barbarossa. This might have also been a problem for other scenarios.

Vichy France
24. Added a check, when forming Vichy France, so French controlled naval units that are forced to rebase are only forced to rebase to hexes where they can legally stack. This is to handle cases where the naval units belong to a minor country controlled by France (e.g., Belgium) and the closest port is in a country where the units would violate FTC Limits (e.g., Eritrea).

25. Added a check so when Vichy France is collapsed, Free French naval units in ports controlled by Free France, where both the units and the ports have just become Free French, are no longer forced to rebase.

26. Restored some code so when Vichy France has no units to place on the map in the vspSetup subphase, the game advances to the next subphase. This code change now supports both Solitaire/Head-to-head play as well as NetPlay.

27. Fixed a problem with a Vichy France owned Militia unit being removed from the map and placed in the Free French Force Pool when an Allied major power declares war on Vichy France (or vice-versa).

Other
28. Added several checks to avoid possible non-fatal errors in the Reform Units phase when there are no divisions capable of being reformed into corps/army units.

29. Fixed a memory leak in checking for Cities Full when placing units on the map and the optional rule Off-City-Reinforcements is being used. This change avoids an error about the program being out-of-memory.

30. Fixed a problem with Resource Lending where the Switch Major Power button was enabled even though all but the current major power had already ended the phase.

31. Fixed a problem win Skip Major Powers, in general, where after choosing which major power to switch to, the form reappeared with no choices shown and the only option was to Cancel skipping a major power. This affected the Skip Major Power button on a lot of forms, (e.g., Production Planning, Naval Combat, DOW Majors, etc.).

32. Fixed a problem with Retraining Pilots where it was possible to retrain a single pilot multiple times and acquire unlimited build points by doing so.

33. Added a check to avoid a possible non-fatal error when left clicking on an invalid area of the Detailed Map.

34. Added some more entries to the terrain data file for the AIO - identifying which hexes are in which Land Regions - for operations and tactics.

Cosmetic
35. Removed a diagnostic message about the Hungarian resource. This message had no effect on game play.

Head-to-head Play
36. Eliminated some redundant prompts to switch sides.

37. Enabled restoring a game that was saved in the middle of Land Combat Declaration.

38. Fixed a problem with determining which major powers need to set up reserves when playing with both Head-to-head and NetPlay modes of play.

39. Added some code to enable switching major powers (even to the other side in Solitaire and Head-to-head games) if the current major power is not one of the deciding major powers. This change is primarily for Head-to-head play but the situation may occur in Solitaire games under unusual circumstances. As part of the this change, if the current phase is Choose Action, then the Choose Action form is displayed for the new major power.

40. Fixed a problem that was preventing the Setup Tray from appearing when the sides switched (e.g., from Italy/Axis to China/Allied).

NetPlay
41. Fixed a problem with the game halting when the Axis player needed to decide whether to Include a Notional Unit or not in an invasion combat.
Attachments
MWIF 02 05 05 00.zip
(8.94 MiB) Downloaded 131 times
Steve

Perfection is an elusive goal.
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AllenK
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RE: Hot Patch version 02.05.05.00

Post by AllenK »

Thanks Steve, great work.

Early signs are encouraging. A MadEx we got in the end of turn phase under 2.5.2 is no longer appearing.
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