World in Flames Patch 1.4.5.0

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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Daniele
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World in Flames Patch 1.4.5.0

Post by Daniele »

Hi guys!

World in Flames has been Updated to Version 1.4.5.0!

You can download the patch from here


Here's the changelog:

Land Operations

• Eliminated the warning message about capturing a factory when the factory’s hex is already held by the side of the moving unit(s).
• Restored some code so control of an invaded hex changes to the invader’s major power if the invasion is successful. Also made similar changes for retreating units through empty enemy controlled hexes, thereby changing who controls those hexes.

Naval Operations

• Fixed a problem with splitting convoys which was creating new convoy units with the Returning to Base flag set to True, regardless of that setting for the original unit. Besides forcing these units to return to base during the Return to Base phase, this also created problems with the Global Map display not showing these units in a sea area if the units moved from port out to sea. The Naval Review Summary omitted them too. The Detailed Map display was correct. This correction fixes all of those errors.

Initiative

• Eliminated a Fatal error when quitting the game while the Who Goes First form is visible.
• Fixed a cosmetic problem with the Initiative form where before a Reroll, the die roll bonus, if the dice are rerolled, was being displayed incorrectly.
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RE: World in Flames Patch 1.4.5.0

Post by joshuamnave »

ORIGINAL: Daniele

• Restored some code so control of an invaded hex changes to the invader’s major power if the invasion is successful. Also made similar changes for retreating units through empty enemy controlled hexes, thereby changing who controls those hexes.

Nope.

Please don't wait a month to fix this one - it's making the pacific war a real problem for Japan.
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RE: World in Flames Patch 1.4.5.0

Post by Shannon V. OKeets »

ORIGINAL: Zartacla

ORIGINAL: Daniele

• Restored some code so control of an invaded hex changes to the invader’s major power if the invasion is successful. Also made similar changes for retreating units through empty enemy controlled hexes, thereby changing who controls those hexes.

Nope.

Please don't wait a month to fix this one - it's making the pacific war a real problem for Japan.
No? Here is the test I ran. I tried it with and without the notional unit. The French hex is now controlled by the Italians.

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Steve

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RE: World in Flames Patch 1.4.5.0

Post by Shannon V. OKeets »

The word 'patch' might be misleading to some people.

Note that this is an official release/update to the game.
Steve

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RE: World in Flames Patch 1.4.5.0

Post by joshuamnave »

The circled hexes are the places I invaded. The units have since moved - in the case of Tarakan the marines moved specifically so that they could move back next turn and actually claim the hex. In the other 2 cases I invaded adjacent to the places I actually wanted to be.

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RE: World in Flames Patch 1.4.5.0

Post by joshuamnave »

And here's the game info:


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AlbertN
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RE: World in Flames Patch 1.4.5.0

Post by AlbertN »

The same happened to me in the previous patch. It was a hassle to go through that with Japan again.

With my opponent we just agreed that the Brits won't place Notionals in the places already invaded but it's a waste of precious actions and units to secure the Pacific perimeter.
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RE: World in Flames Patch 1.4.5.0

Post by AlbertN »

• Restored some code so control of an invaded hex changes to the invader’s major power if the invasion is successful. Also made similar changes for retreating units through empty enemy controlled hexes, thereby changing who controls those hexes.

Definitely not working.

Tried the patch today (on a save game though of an ongoing game) and the hex control is not converted upon invasion.
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RE: World in Flames Patch 1.4.5.0

Post by Shannon V. OKeets »

ORIGINAL: Cohen
• Restored some code so control of an invaded hex changes to the invader’s major power if the invasion is successful. Also made similar changes for retreating units through empty enemy controlled hexes, thereby changing who controls those hexes.

Definitely not working.

Tried the patch today (on a save game though of an ongoing game) and the hex control is not converted upon invasion.
This keeps working for me.[&:]

I'll go through all the possible land combat results where the invader takes the hex and see if any of them fail for me.[:@]
Steve

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RE: World in Flames Patch 1.4.5.0

Post by AlbertN »

In the current game I am, we have added Khaki in Flames units - and got a flavour map colouring mod (But I doubt any of this would alter the code interested).

All the attacks until now have been performed in absence of Notional (as it was a Notional 0 due to surprise or lack of supply).
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RE: World in Flames Patch 1.4.5.0

Post by joshuamnave »

Here's a fun one. In this shot, both the US and the UK declared war on Portugal and on the same impulse invaded the hexes they currently occupy. The British landing zone converted to UK control, while the US beachhead remains under Italian control.



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RE: World in Flames Patch 1.4.5.0

Post by joshuamnave »

If it helps, there was no notional in the US invasion (it was an auto win). There was a notional in the UK invasion, but after shore bombardment it was also an auto win.
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RE: World in Flames Patch 1.4.5.0

Post by AlbertN »

Yes, I did some tests and pratically the Notional must always be placed, and even if at +21, the dice roll and combat is required.
If for pacing up the game, the notional is not placed (because, it's +21, why to roll?) there is no conversion of the hex.
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RE: World in Flames Patch 1.4.5.0

Post by Shannon V. OKeets »

ORIGINAL: Zartacla

If it helps, there was no notional in the US invasion (it was an auto win). There was a notional in the UK invasion, but after shore bombardment it was also an auto win.
The problem case is when the Notional unit is ignored. Then the invaders land unopposed and the hex is not getting converted.

I'll fix this today.
Steve

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RE: World in Flames Patch 1.4.5.0

Post by paulderynck »

Good effort by Cohen and Zartacla in isolating the case where this problem was occurring!
Paul
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RE: World in Flames Patch 1.4.5.0

Post by AlbertN »

Another thing regarding notionals.

In Surprise Impulse, against Paradrop Invasion, there is no -1 to the Notional. (USA declared war on Cuba to get a resource and their Para, landing in a clear hex with no City was still meeting a Notional with 1 defence factor).

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RE: World in Flames Patch 1.4.5.0

Post by joshuamnave »

ORIGINAL: Daniele

• Eliminated the warning message about capturing a factory when the factory’s hex is already held by the side of the moving unit(s).

Still get the warning message if you move a German unit into a Russian city that used to contain a factory but where the factory has already been railed out. Not sure if that's intentional or not. Can't see any reason to disable undo's after capturing a non existent factory.
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RE: World in Flames Patch 1.4.5.0

Post by Shannon V. OKeets »

ORIGINAL: Cohen

Another thing regarding notionals.

In Surprise Impulse, against Paradrop Invasion, there is no -1 to the Notional. (USA declared war on Cuba to get a resource and their Para, landing in a clear hex with no City was still meeting a Notional with 1 defence factor).

I read through the code and it looks okay to my eye. Do you have a saved game where this fails? Then I can track where the code gets it wrong.
Steve

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RE: World in Flames Patch 1.4.5.0

Post by AlbertN »

There is a Para ready to invade Miami.
Just need to go through the phases and set dices to have the proper declarations of war!
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RE: World in Flames Patch 1.4.5.0

Post by Shannon V. OKeets »

ORIGINAL: Cohen

There is a Para ready to invade Miami.
Just need to go through the phases and set dices to have the proper declarations of war!
Thanks.[&o]
Steve

Perfection is an elusive goal.
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