Hot Patch 03 01 00 06

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 03 01 00 06

Post by Shannon V. OKeets »

Attached is Hot Patch version 03.01.00.06.

The attached Zipped file contains a replacement executable (MWIF.exe) and the Release Notes for the Hot Patch - shown below.

It also includes a couple of replacement files:
Data/Map Data/AO.CSV
Tutorials/Help Content.txt

Note that the folder for the second file is Tutorials (with an 's), not Tutorial.

Just copy these new files into the existing folders and let the old copies be replaced by the new.

===

Release Notes for Hot Patch Version 03.01.00.06
(changes since 03.01.00.05)

All Modes of Play

Air Operations
1. Added extensive in-line documentation to the code for resolving air-to-air combat and fixed a bug with applying surprise points.

2. Fixed a problem with the Anti-aircraft Fire form reappearing during the return to base digression when a land based bomber aborted due to anti-aircraft fire. Now the form only reappears after the aborted bomber has been returned to base and the digression ended.

3. Fixed a problem with the program sometimes generating a fatal error after applying several results from Anti-aircraft fire.

4. Fixed a problem with permitting air units to rebase over territory belonging to a neutral Vichy France. They now have to fly around Vichy controlled hexes, just like hexes belonging to any other neutral country.

Land Operations
5. Corrected a problem with an HQ being able to use Emergency HQ supply when the HQ’s controlling major power had been surprised (by any other major pwoer).

Naval Operations
6. Changed the conditions for displaying the Include Submarines checkbox on the Naval Interception form so it is only visible if there are submarines which are at war with units in the moving stack. Before, the condition was simply whether there were submarines on the other side in the sea area.

7. Fixed yet another problem with using the Select Units form to select/move a group of naval units.

Reorganize
8. Fixed a problem with using oil to reorganize units where a major power had no oil of its own available but could use oil belonging to a cooperating major power. Before this change, the major power without oil was not given the opportunity to use oil from a cooperating major power.

Supply
9. Corrected a problem where HQs were unable to find supply to primary supply sources of cooperating major powers (e.g., Italian HQ to German primary supply source).

US Entry
10. Fixed a problem with choosing US Entry Option “Occupy Northern Ireland” generating a fatal error when a unit in Northern Ireland had to be relocated.

Production Planning
11. Fixed a problem with the Production Planning form sometimes generating a Mad Except error when a build point has a Default setting but no route to the specified Default destination.

12. Added a new section of code to check if major powers have sent enough Build Points to fulfill their trade agreements. If they have not, then additional build points are marked as Lost - No Path, and the number of available build points for the major powers is comparably reduced.

Other
13. Corrected the setup order of the major powers for the Missed the Bus scenario. I had modified it for testing purposes and never restored it to the original/correct setup order.

14. Corrected some spelling errors in the AO.CSV file (Areas of Operation - used by the AI Opponent).

15. Added text to the Help Content file to explain the effect on the probability of the US drawing a US Entry chit when the Japanese occupy a Chinese city and the optional rule Additional Chinese Cities is in use. It changes from a flat 40% without the optional rule, to (2 + the number of factories in the city) times 10% when the additional cities are shown on the map..

NetPlay
16. Fixed a problem with destroying naval units unable to return to base during the Stay At Sea phases.

17. Added code at the start of the transition to a new air phase (e.g., port attack, ground strike) to set the air subphase to CAP prior to the call to AutoSave. This is so both players save the game as being in the CAP subphase. Previously, one player’s saved game would have the erroneous setting of Done. When the game was restored, the phase would then immediately advance to the next phase, instead of restoring to the CAP phase of the given air mission phase. This also applies to saved games in the Solitaire and Head-to-head modes of play.

18. Fixed a problem with applying anti-aircraft fire damage points to air units during port attacks. Previously, the reduction in naval air combat factors was only applied on one of the two computers. The other computer had the AA fire as having No Effect. That sometimes resulted in different outcomes on the two computers.


Attachments
MWIF03010006.zip
(9.57 MiB) Downloaded 102 times
Steve

Perfection is an elusive goal.
CanInf
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RE: Hot Patch 03 01 00 06

Post by CanInf »

looking forward to the fox for selecting naval units! thanks!
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