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Fascist Tide
Posted: Mon Dec 14, 2015 10:18 am
by pzgndr
December 1, 2015 Status Report for Matrix Games’ MWIF Forum
We expect to make another Hot Patch available this week (the first week of December) and have an official update for World in Flames in mid-December.
In November I beta tested Fascist Tide using NetPlay with one of the beta testers. We got as far as Jul/Aug 1940. In all we had 8 sessions for a total of 30+ hours. Along the way we discovered a few NetPlay bugs, which I fixed. That is partially the reason there were so many versions posted for the beta testers in November - I had to upload new versions for my opponent beta tester so we could continue our ‘game-in-progress’.
If Fascist Tide is good enough for NetPlay beta testing, could we please get this as part of the December update? Been waiting patiently for two years now...
RE: Fascist Tide
Posted: Mon Dec 14, 2015 1:18 pm
by bo
ORIGINAL: pzgndr
December 1, 2015 Status Report for Matrix Games’ MWIF Forum
We expect to make another Hot Patch available this week (the first week of December) and have an official update for World in Flames in mid-December.
In November I beta tested Fascist Tide using NetPlay with one of the beta testers. We got as far as Jul/Aug 1940. In all we had 8 sessions for a total of 30+ hours. Along the way we discovered a few NetPlay bugs, which I fixed. That is partially the reason there were so many versions posted for the beta testers in November - I had to upload new versions for my opponent beta tester so we could continue our ‘game-in-progress’.
If Fascist Tide is good enough for NetPlay beta testing, could we please get this as part of the December update? Been waiting patiently for two years now...
Very good scenario, hope it is released soon. It relieves the pressure of having to play a long and complicated Global War, that is of course for some players.[;)]
Bo
RE: Fascist Tide
Posted: Tue Dec 15, 2015 9:15 am
by Gizuria
Yes. I'd like to 'second' this request. This would be very, VERY welcome. I've been waiting two years to play this 'scenario'.
RE: Fascist Tide
Posted: Tue Dec 15, 2015 11:06 am
by Cataphract88
Can I 'third' the request? [:)]
RE: Fascist Tide
Posted: Tue Dec 15, 2015 1:59 pm
by bo
ORIGINAL: pzgndr
December 1, 2015 Status Report for Matrix Games’ MWIF Forum
We expect to make another Hot Patch available this week (the first week of December) and have an official update for World in Flames in mid-December.
In November I beta tested Fascist Tide using NetPlay with one of the beta testers. We got as far as Jul/Aug 1940. In all we had 8 sessions for a total of 30+ hours. Along the way we discovered a few NetPlay bugs, which I fixed. That is partially the reason there were so many versions posted for the beta testers in November - I had to upload new versions for my opponent beta tester so we could continue our ‘game-in-progress’.
If Fascist Tide is good enough for NetPlay beta testing, could we please get this as part of the December update? Been waiting patiently for two years now...
Sent you something Bill let me know if it works. Answer by e-mail please.
Bo
RE: Fascist Tide
Posted: Tue Dec 15, 2015 4:49 pm
by Shannon V. OKeets
ORIGINAL: pzgndr
December 1, 2015 Status Report for Matrix Games’ MWIF Forum
We expect to make another Hot Patch available this week (the first week of December) and have an official update for World in Flames in mid-December.
In November I beta tested Fascist Tide using NetPlay with one of the beta testers. We got as far as Jul/Aug 1940. In all we had 8 sessions for a total of 30+ hours. Along the way we discovered a few NetPlay bugs, which I fixed. That is partially the reason there were so many versions posted for the beta testers in November - I had to upload new versions for my opponent beta tester so we could continue our ‘game-in-progress’.
If Fascist Tide is good enough for NetPlay beta testing, could we please get this as part of the December update? Been waiting patiently for two years now...
There is still missing code for the scenario changes in Production and for the odd rules concerning the Transfer Pool (units in the Pacific). Both of those omissions would seriously annoy players later in the game. For the first half dozen turns they aren't as crucial - and we are really just messing around, accepting any glitches we come across without complaint.
But, yes, one of the main reasons we are testing Fascist Tide is so we can make it available to customers.
RE: Fascist Tide
Posted: Wed Dec 16, 2015 10:56 am
by pzgndr
ORIGINAL: Shannon V. OKeets
There is still missing code for the scenario changes in Production and for the odd rules concerning the Transfer Pool (units in the Pacific). Both of those omissions would seriously annoy players later in the game. For the first half dozen turns they aren't as crucial - and we are really just messing around, accepting any glitches we come across without complaint.
But, yes, one of the main reasons we are testing Fascist Tide is so we can make it available to customers.
I fully understand that, but for two years now I and others have assumed that the missing code would have been implemented by now. At this point, even being able to set up Fascist Tide from scratch and play through the first half dozen turns would be a plus.
RE: Fascist Tide
Posted: Wed Dec 16, 2015 2:31 pm
by bo
ORIGINAL: pzgndr
ORIGINAL: Shannon V. OKeets
There is still missing code for the scenario changes in Production and for the odd rules concerning the Transfer Pool (units in the Pacific). Both of those omissions would seriously annoy players later in the game. For the first half dozen turns they aren't as crucial - and we are really just messing around, accepting any glitches we come across without complaint.
But, yes, one of the main reasons we are testing Fascist Tide is so we can make it available to customers.
I fully understand that, but for two years now I and others have assumed that the missing code would have been implemented by now. At this point, even being able to set up Fascist Tide from scratch and play through the first half dozen turns would be a plus.
I'm a clam [:(]
Bo
RE: Fascist Tide
Posted: Thu Dec 17, 2015 4:53 am
by Joseignacio
You are not a clam, but a claim. [:D][:'(]
RE: Fascist Tide
Posted: Thu Dec 17, 2015 3:21 pm
by bo
ORIGINAL: Joseignacio
You are not a clam, but a claim. [:D][:'(]
Claim? this is the first time in years I do not know what El Cid is saying [:D]
Please explain claim [:(] and put my soul to rest[;)]
Bo
RE: Fascist Tide
Posted: Thu Dec 17, 2015 5:38 pm
by Shannon V. OKeets
ORIGINAL: pzgndr
ORIGINAL: Shannon V. OKeets
There is still missing code for the scenario changes in Production and for the odd rules concerning the Transfer Pool (units in the Pacific). Both of those omissions would seriously annoy players later in the game. For the first half dozen turns they aren't as crucial - and we are really just messing around, accepting any glitches we come across without complaint.
But, yes, one of the main reasons we are testing Fascist Tide is so we can make it available to customers.
I fully understand that, but for two years now I and others have assumed that the missing code would have been implemented by now. At this point, even being able to set up Fascist Tide from scratch and play through the first half dozen turns would be a plus.
I would much rather work on getting Fascist Tide ready for prime time than NetPlay.[:D] However, my priorities are clear.
In the same vein, I am really close to getting Search and Seizure working (instead of just skipping the phase). Before I can do that, I need to make sure all important bugs have been fixed, which requires staying up-to-date with all the posts in Tech Support and posts in the Development forum by the beta testers.
So, I spend a lot of my time, doing record keeping and investigating bug reports. Only after that has been completed (about once a week) can I focus on actually fixing bugs.
On the other hand, if when I first read about a bug, I can reproduce and fix it immediately, then I do so. That saves me from having to record everything: assign a number, document who reported it when & where, instantiate a saved game, etc.
RE: Fascist Tide
Posted: Thu Dec 17, 2015 6:41 pm
by ncc1701e
Steve, thanks for your hard work all these years to make this game possible.
RE: Fascist Tide
Posted: Fri Dec 18, 2015 8:00 pm
by bo
ORIGINAL: ncc1701e
Steve, thanks for your hard work all these years to make this game possible.
plus 1
Bo
RE: Fascist Tide
Posted: Sat Dec 19, 2015 12:01 pm
by pzgndr
Yes +1. I'm not complaining, just trying to nudge official release of Fascist Tide sooner rather than later.
RE: Fascist Tide
Posted: Wed Dec 23, 2015 12:44 am
by tom730_slith
+1 here as well. I'm an older player at 61 and am pretty useless in terms of computer stuff, so I'm amazed that something as complex as this game is even possible!
Thanks to all who have worked and continue to work on this - it is my favorite game!
RE: Fascist Tide
Posted: Wed Dec 23, 2015 9:52 am
by LeeChard
+1 at 62 [:'(]
RE: Fascist Tide
Posted: Sun Dec 27, 2015 3:31 am
by juntoalmar
+1, I think I´m more interested in Fascist Tide than NetPlay or AI (at the moment...)
RE: Fascist Tide
Posted: Sun Dec 27, 2015 1:55 pm
by bo
ORIGINAL: juntoalmar
+1, I think I´m more interested in Fascist Tide than NetPlay or AI (at the moment...)
I have an idea juntoalmar or just a suggestion, if the Bali you mention on your post is the island of Bali I would be glad to visit your home there and down load Fascist Tide for you [;)]
Bo
RE: Fascist Tide
Posted: Sun Dec 27, 2015 4:31 pm
by Shannon V. OKeets
Here is my task list for completing the two half map scenarios. It might be somewhat out-of-date.
The items in pink still need to be either checked or coded.

RE: Fascist Tide
Posted: Sun Dec 27, 2015 4:43 pm
by tom730_slith
ORIGINAL: Ranger5355
+1 at 62 [:'(]
Wow, there's someone here older than me! I was 61 in July!
Anyway, +1 from me as well.
It would have been a shame if work didn't continue on this project and as much as I enjoy it now I can't wait for the next upgrade! [:)]