Hot Patch Version 02.08.07.04

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 02.08.07.04

Post by Shannon V. OKeets »

Attached is a zipped file that contains the new MWIF.exe: version 02.08.07.04. It also contains the Release Notes shown below.

The reason for this hot patch is to fix the #1 problem described below.

===

Release Notes for Version 02.08.07.04
(changes since Hot Patch 02.08.07.02)

All Modes of Play

1. Fixed a problem with the transition from the Naval Movement phase to the Naval Combat phase where the program was immediately starting the first naval combat as if the player had selected it.

2. Fixed a non-fatal error in processing naval air combat with closing the air-to-air combat form after the combat is over because one side decided to abort from the sea area.
Attachments
MWIF02080704.zip
(8.95 MiB) Downloaded 68 times
Steve

Perfection is an elusive goal.
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BrianJH
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RE: Hot Patch Version 02.08.07.04

Post by BrianJH »


Not quite fixed yet I'm afraid.

I just ran through Ronnie's South China Sea example, when I get to the part choosing whether the CVP's should be fighters or bombers, even though I choose some of them to be fighters, they still all end up being bombers when I get to the Air to Air combat.

Brian.
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rkr1958
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RE: Hot Patch Version 02.08.07.04

Post by rkr1958 »

ORIGINAL: BrianJH


Not quite fixed yet I'm afraid.

I just ran through Ronnie's South China Sea example, when I get to the part choosing whether the CVP's should be fighters or bombers, even though I choose some of them to be fighters, they still all end up being bombers when I get to the Air to Air combat.

Brian.
Brain,

Nice find. I'm seeing the same thing.

We're close ... oh so close to a new patch that fixes these air-to-air issue. I can feel it. [:)]
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Shannon V. OKeets
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RE: Hot Patch Version 02.08.07.04

Post by Shannon V. OKeets »

I just uploaded version 02.08.07.19 for beta testing.

The Corrections since included in the zipped file are missing #18 below. The list below is correct (I think).

I am still running into (2) problems with naval combat for NetPlay. Once I can get them fixed, I'll post a new AHot Patch for the customers.

===

Changes Since Version 2.8.7.5
(as of June 12, 2018)


6. June 12, 2018 - Fixed a fatal error in the Use Oil form when using oil from cooperating major powers and an HQ became a primary supply source by expending a Supply Unit.

7. June 12, 2018 - Fixed a problem with resolving land combat using the 2D10 CRT where if both sides are able to use snow units and the defender declines, then the attacker was not given the opportunity.

8. June 12, 2018 - Fixed a problem with land combat where if a defending unit is changed from Destroyed to No Effect, the number of units that need to be destroyed was not being increased.

9. June 12, 2018 - Fixed a problem with processing the Destroyed Pool when the optional rule Scrap Units is not part of the game.

10. June 12, 2018 - Added a check for whether Norway is neutral to determining if Germany can trace supply through Sweden. This should shorten the time it takes to calculate supply substantially. Previously, the program would search the entire map looking for Norway hexes that held German units. When Norway is neutral, there are never German units there, so tracing supply through Sweden isn’t possible. No need to search.

11. June 13, 2018 - For NetPlay, fixed a problem with continuing to move intercepted naval units.

12. June 13, 2018 - For NetPlay, fixed a problem with ending a naval combat after both searches failed.

13. June 13, 2018 - Fixed a problem with using a rail move to occupy Eastern Poland, when doing so forced a unit to relocate. This correction also allows for using rail move to ‘occupy’ other areas of the map.

14. June 15, 2018 - Made a small change in assigning the order in which the units in the naval abort queue are processed. This doesn’t change which units are aborted, only which ones are grouped together.

15. June 15, 2018 - For NetPlay, fixed a fatal problem with processing a complex naval combat abort queue which has units from both sides aborting from different combat rounds.

16. June 16, 2018 - Added a check for whether a unit is at sea before determining whether it is Staying At Sea. Obviously, if a unit is already on land, it is not “Staying At Sea”.

17. June 17, 2018 - For NetPlay, eliminated a redundant call to move cargo on a damaged naval transport to production ahead.

18. June 18, 2018 - Fixed a problem with carrier air units capable of being bombers always being assigned as bombers in naval air combat. They can now be assigned as fighters.

Steve

Perfection is an elusive goal.
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