Hot Patch version 02.03.09.00
Posted: Wed Mar 01, 2017 2:20 am
Attached is a zipped file that contains Release Notes and the new MWIF.exe: version 02.03.09.00.
The reason for making this available as a hot patch is to correct the NetPlay bugs listed below.
NetPlay is pretty stable at this point. Over the past 4 days I have played against two opponents (in Canada and California), 5 games sessions, just under 11 hours total. There was only one very minor bug, that didn't affect play. I have another 9 that I need to work on, but two of those are purely cosmetic.
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Release Notes for (Hot Patch) Version 02.03.09.00
Solitaire & Head-to-head
Supply
1. Added some checks to force the recalculation of supply paths when a game is restored.
2. Fixed a problem with permitting supply to be traced through enemy Zones of Control in completely conquered minor countries (which are technically ‘neutral’).
3. Increased the maximum distance that a notional unit can trace a path to a supply source from 20 supply hexes (i.e., desert costs 2) to 29. This lets a Libyan notional unit trace to Tripoli from any hex along the coast of Libya, assuming there aren’t enemy units or enemy controlled hexes blocking the path.
DOW
4. Fixed a problem with the DOW subphase Neutrality pacts where the Pacts form was not being displayed. This seems to have only been a problem in Head-to-head games.
NetPlay
Reviewing Games
5. When reviewing NetPlay games, the local major power is now correctly restored on both computers.
Reinforcements
6. Fixed a problem with Reinforcements where air units newly assigned pilots were not appearing in the Setup Tray.
Air Operations
7. Fixed a problem with naval air-to-air combat when surprise points are used to change the air-to-air combat odds.
8. Fixed a problem with carrier air units returning to their carriers after a naval air-to-air combat causing the form for landing carrier air units appearing on both computers, even though only one side has carrier air units landing..
9. Fixed a problem with air-to-air combat odds only being shown correctly on one computer after surprise points were used to change the odds.
10. Added internal flags so the form for spending surprise points only appears once for each subphase of a port attack/naval combat. The exception is for choosing specific targets, which can legally occur multiple times. This change is cosmetic, in that it merely prevents the Spend Surprise Points form from reappearing needlessly.
11. Fixed a problem with using surprise points for anti-aircraft fire leaving the Ok Done button enabled on the Antiaircraft Fire form when there are still damage points to be applied.
12. Added code to correct a problem with saved games where a carrier air unit appeared on a carrier twice.
13. Added code to prevent a carrier air unit from being placed on a carrier twice.
Naval Operations
14. Fixed a problem with destroying naval units that cannot return to base only occurring on one computer.
15. Fixed a problem with overrun + intercepted + aborted naval units appearing as moving units (i.e., in the moving stack/cursor) on both computers, instead of just the computer belonging to the player who is aborting the units.
16. Fixed a fatal error that occurred when overrun + intercepted convoy units had to take more destroyed/damaged/aborted results than there were convoys.
Conquest
17. Fixed a problem with conquest where the change in Hex Control was not occurring on both computers.
18. Added some code so when a country is conquered, that fact appears on both computers.
Informative Messages
19. Added a text message to be displayed each time a partisan is created. This is so both players know what is happening. Note that all partisan units to be created are created before any of them are placed on the map.
20. Added informative messages about the Faeroes being occupied by the Commonwealth when Denmark is conquered. A different message is shown when a governed area is converted to a minor country (e.g., Greenland when Denmark is conquered).
21. Added messages about how surprise points are spent and how many remain.
22. Added a message reporting on failed die rolls for the end of turn.
The reason for making this available as a hot patch is to correct the NetPlay bugs listed below.
NetPlay is pretty stable at this point. Over the past 4 days I have played against two opponents (in Canada and California), 5 games sessions, just under 11 hours total. There was only one very minor bug, that didn't affect play. I have another 9 that I need to work on, but two of those are purely cosmetic.
==========
Release Notes for (Hot Patch) Version 02.03.09.00
Solitaire & Head-to-head
Supply
1. Added some checks to force the recalculation of supply paths when a game is restored.
2. Fixed a problem with permitting supply to be traced through enemy Zones of Control in completely conquered minor countries (which are technically ‘neutral’).
3. Increased the maximum distance that a notional unit can trace a path to a supply source from 20 supply hexes (i.e., desert costs 2) to 29. This lets a Libyan notional unit trace to Tripoli from any hex along the coast of Libya, assuming there aren’t enemy units or enemy controlled hexes blocking the path.
DOW
4. Fixed a problem with the DOW subphase Neutrality pacts where the Pacts form was not being displayed. This seems to have only been a problem in Head-to-head games.
NetPlay
Reviewing Games
5. When reviewing NetPlay games, the local major power is now correctly restored on both computers.
Reinforcements
6. Fixed a problem with Reinforcements where air units newly assigned pilots were not appearing in the Setup Tray.
Air Operations
7. Fixed a problem with naval air-to-air combat when surprise points are used to change the air-to-air combat odds.
8. Fixed a problem with carrier air units returning to their carriers after a naval air-to-air combat causing the form for landing carrier air units appearing on both computers, even though only one side has carrier air units landing..
9. Fixed a problem with air-to-air combat odds only being shown correctly on one computer after surprise points were used to change the odds.
10. Added internal flags so the form for spending surprise points only appears once for each subphase of a port attack/naval combat. The exception is for choosing specific targets, which can legally occur multiple times. This change is cosmetic, in that it merely prevents the Spend Surprise Points form from reappearing needlessly.
11. Fixed a problem with using surprise points for anti-aircraft fire leaving the Ok Done button enabled on the Antiaircraft Fire form when there are still damage points to be applied.
12. Added code to correct a problem with saved games where a carrier air unit appeared on a carrier twice.
13. Added code to prevent a carrier air unit from being placed on a carrier twice.
Naval Operations
14. Fixed a problem with destroying naval units that cannot return to base only occurring on one computer.
15. Fixed a problem with overrun + intercepted + aborted naval units appearing as moving units (i.e., in the moving stack/cursor) on both computers, instead of just the computer belonging to the player who is aborting the units.
16. Fixed a fatal error that occurred when overrun + intercepted convoy units had to take more destroyed/damaged/aborted results than there were convoys.
Conquest
17. Fixed a problem with conquest where the change in Hex Control was not occurring on both computers.
18. Added some code so when a country is conquered, that fact appears on both computers.
Informative Messages
19. Added a text message to be displayed each time a partisan is created. This is so both players know what is happening. Note that all partisan units to be created are created before any of them are placed on the map.
20. Added informative messages about the Faeroes being occupied by the Commonwealth when Denmark is conquered. A different message is shown when a governed area is converted to a minor country (e.g., Greenland when Denmark is conquered).
21. Added messages about how surprise points are spent and how many remain.
22. Added a message reporting on failed die rolls for the end of turn.