New Public Beta v2.3.3.0 for WiF
Posted: Tue Dec 20, 2016 12:10 pm
Hi Everyone,
The next public beta for World in Flames (v2.3.0.0) is now available in the Members Club
Please check it out and note any new issues with the listed changes.
Change History:
The next public beta for World in Flames (v2.3.0.0) is now available in the Members Club
Please check it out and note any new issues with the listed changes.
Change History:
-
Air Operations
[ul]
- Fixed a fatal error in air-to-air combat during a naval combat phase when playing without carrier air units and all the units in a group (i.e., fighters or bombers for either side) have been destroyed, cleared through, or aborted, and a player decided to abort from the naval air combat.
- Fixed a problem where an air unit was unable to return to base because a potential hex was being considered invalid because of Foreign Troop Commitment Limits. The hex in consideration had been taken by the enemy and then recaptured by the original owner. The United Kingdom had been the original owner but when recaptured the program was marking it as owned by the Commonwealth. In the program code the distinction was causing problems when trying to determine if the ownership of the hex had changed.
- Fixed a problem with calculating the correct air-to-air combat values under the unusual circumstances that the phasing side had a fighter-bomber flying as a bomber, its side had no fighters, and the fighter-bomber was aborted/destroyed in air-to-air combat. Because the fighter-bomber returned to base (or was placed in the Destroyed Pool), its flag was reset as “flying as fighter”. This had been causing the program to not subtract one from its air-to-air combat value. The program now handles this case correctly.
- Fixed a problem in the Guadalcanal scenario where the Japanese were not given the opportunity to port attack naval units belonging to the United Kingdom because the United Kingdom (as a country) is not part of that scenario. The correction now lets the Japanese perform air attacks (of all types) on units belonging to the United Kingdom because they are a Commonwealth member nation. This correction also fixes similar problems in the half map scenarios.
- Added some code to make sure no air units are selectable at the beginning of the Commit Subs subphase of naval combat. Selecting them at that time could cause them to disappear from the map.
- Fixed a problem with a hex inland in Albania being shown as adjacent to the Italian Coast.
- Fixed the problem with naval units initiating combat not being marked as such, and remaining organized after the search rolls and combat occur.
- Fixed a minor problem with which sea areas are selectable for Naval Combat when the possibility of the Axis initiating combat with US convoys potentially carrying resources/build points to another Allied major power with which the Axis major power is at war. Previously a sea area would be incorrectly shown in the Select Sea Areas for Combat form for the Axis major power (e.g., Japan) to initiate combat (e.g., with a US convoy carrying resources to China). However, clicking on the Initiate Combat button would have no effect. After these code changes, the sea area does not appear on the form unless clicking on the button will actually initiate combat. That is, the check for whether a sea area appears on the form is identical to the check for whether initiating combat using the form’s button works. There are a bunch of US Entry Option rules related to this.
- Fixed a problem with a completely conquered China causing Chinese partisans to be unable to move.
- Fixed a problem with failed invasions where the number of units the attacker should lose according to the CRT result is less than the number of invading units - all of which are lost. For example, if the CRT shows 1 attacker loss when 2 units are invading, but the attacker failed to take the hex, then both the attacking units are lost. Previously, the program was confused by this situation and asked for an additional unit to be destroyed after all the invading units had been destroyed.
- Added a check so Polish zones of control extend into Germany during the first impulse of Global War and Fascist Tide, even though at that time Germany is technically ‘neutral’ (i.e., not at war with any major power).
- Fixed a problem with the USSR units not exerting a zone of control into hexes it controls when Finnish land units are moving. This bug was another case caused by the USSR being technically ‘neutral’ since it was a major power that wasn’t at war with another major power.
- Modified the rail line data from north of Lake Peipus so it branches south one hex. This makes the MWIF European map match the World in Flames board game map.
- Fixed a problem that was preventing Vichy units from retreating into Vichy controlled hexes. Note that this also affected shattered Vichy units.
- Added a line of code so the detailed map doesn’t automatically center on the next selectable unit when moving the cursor over an invasion hex during the Ground Support phase.
- Fixed a problem with reorganization where an HQ (or TRS or ATR) with insufficient points available was able to fully reorganize a target unit. After these changes, an HQ (or TRS or ATR) can still use it last remaining reorganization points, even when they are insufficient to fully reorganize a target unit - in the hopes that another HQ (or TRS or ATR) can finish reorganizing the target unit.
- Fixed a problem with arriving naval units in the 1st cycle for an incompletely conquered major power not automatically going into the Construction Pool.
- Fixed a tricky problem with changing which factory supplies a newly created Build Point to fulfill a trade agreement. The Production Planning form now implements and displays those changes correectly.
- Fixed a problem with calculating supply (i.e., an infinite loop occurring) when the capital of a conquered minor country (e.g., Warsaw) is recaptured during the Advance After Combat subphase of a land combat.
- Fixed an obscure problem with calculating supply causing a fatal error sometimes.
- Fixed a problem with tertiary supply when an HQ could not find a path to its own primary supply source, but could find one to an aligned minor country’s primary supply source, and therefore was not searching for a path to a secondary supply source. That is, an out of supply HQ was not searching to see if it could act as a tertiary supply source. This came up in China where a Japanese HQ was too far from a rail line to reach a port and then go overseas to Japan, but could reach the capital of an aligned minor country (e.g., Korea) and therefore was not finding (not even searching for) a path to a secondary supply source (e.g., another Japanese HQ which could find an overseas path back to Japan. The program now figures out that the HQ is a valid tertiary supply source.
- Fixed several problems with playing with 3 and 4 monitors. Even if the monitors are different sizes, the program is capable of placing the Main form, Detailed Map, Global Map, and “Detailed Map Assist forms” on 4 different monitors. By Map Assist forms, I mean the Naval Review Details and Summary, Screen Layouts List, and Map Views List. In general, most of the forms still appear beneath the Main form (when there is room). Personally, I find using 4 monitors confusing. I keep having to swivel my head around to find what I am looking for. 3 is about my limit - [clearly I have no future as a stockbroker].
- Corrected some of the logic for displaying certain forms (Screen Layout List, Map View List, Global Map, Naval Review Details, and Naval Review Summary) so they appear within the available space for the monitor on which they are to appear.
- Added numerous checks for the US Entry Options variable being valid before checking for the value of individual options (e.g., whether Resources to China has been selected). This was causing problems in old Guadalcanal saved games where that variable had never been initialized.
- Added 3 new filters to the Unit Filter form. These are only available when in Debug mode and let you select units: Setting Up, Moving, and/or Removed. This helps to track bugs when units get stuck “On the Move” and “Setting Up”, and to eliminate all the “Been Removed” units when finding units not on the map.
- Fixed a problem with the Axis player clicking on the OK - Done button on the naval combat results form before the Allied player - after a naval combat has been completed. That now operates the same way as clicking on the OK - Done button in the Land Combat Results form. The program sends a Game Record Log to the other players and once they have all closed the form, the program proceeds to the next subphase.
- Fixed a couple of problems with declaring Vichy France when all the French minor countries go to Vichy.
- Fixed a problem with flying naval air support for the Axis side. Previously the program would halt after the Axis player clicked on the End-of-Phase button.
- Fixed several problems with ending naval combats. For instance, if all of one side’s naval units in the sea area were aborted/destroyed then the program was not proceeding to the next task of processing the naval abort queue.
