Shannon V. OKeets
Posts: 22095
Joined: 5/19/2005 From: Honolulu, Hawaii Status: offline
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January 1, 2013 Status Report for Matrix Games’ MWIF Forum Where the Game Stands at This Point in Time I have a new analogy for creating MWIF: it’s like building a transcontinental railroad. Each phase of the game corresponds to a section of track stretching from one station to another. There are 60 phases in the sequence of play and the more complex phases have subphases. There are also sub-subphases for air-to-air combat and 7 digressions that occur at various times. Altogether, there are 150+ distinct track segments that the program traverses during game play. The players can be thought of as the engineers that drive the train, with the start/end of each phase being a station. This railroad is operational for the most part. Trains can proceed from coast to coast, with all track segments completed. However, there are unacceptable bumps (i.e., bugs) along the way, and even an occasional derailment (i.e., program crashes, as reported by the beta testers). But once these mostly minor flaws are ironed out, we will make the whole system available for commercial traffic. Although we also want to complete work on a parallel line so two players can run separate trains side by side (i.e., NetPlay). Health While 2011 was a rough year for my health, 2012 was worse. In 2011 I had surgery on my left eye for a melanoma, but that was topped by my heart attack and triple bypass in 2012. Likewise the lithotripsy to remove a kidney stone in 2011 wasn’t as bad a having my gall bladder removed in 2012 due to its complete blockage by numerous gall stones. To finish out the year 2012, my brother died in December. I think there’s the makings of a country western song in there somewhere. My wife says that we are going to try real, real hard to do better in 2013: “No more hospital visits!” Actually I’m doing pretty well at the moment. I took a 75 minute walk to the beach last week with no more effort than going to the kitchen for a glass of water. I plan on going to the driving range this week; it will be the first time in 4 years that I have held a golf club in my hand. If I can make weekly visits to the driving range for a couple of months, in March I should be able to play a round of golf without embarrassing myself too badly. However, I do have a minor (outpatient) surgery scheduled on my left eye January 10th, to remove a retinal membrane (that’s more or less scar tissue). Right now my vision in that eye is 20/40. After the surgery it should improve slightly. Accomplishments of December 2012 Hardware and Software Matrix/Slitherine Games programmers made revisions to the code to the NetPlay server months ago, and I’ll test that this coming week. The open items for Theme Engine remain unchanged: (1) scroll bars for the detailed map, and (2) its inability to display detailed listings of file directories (i.e., the dates and stuff when opening or saving a file). Beta Testing In December I released 5 new versions to the beta testers: 9.09.03 (13 fixes), 9.09.04 (10 fixes), 9.09.05 (7 fixes), 9.09.06 (11 fixes), and 10.00.00 (27 fixes) to the beta testers. My change in numbering to 10.00.00 was to mark the start of the new year. That’s 5 new versions and 68 fixes, which is much better than what I managed to do in November (3 and 28 respectively). In fact, I got more done in the last 10 days of the month than in the first 21. Partially that was due to me losing 4 days in the middle of the month on a trip to Cape May, New Jersey for my brother’s funeral. I’m still way below my average before my health problems, which was 116 fixes per month. Nowadays bug reports from the beta testers fall into 3 broad categories: not bugs (20%), CWIF bugs (40%), and bugs which are wholly my own fault (40%). “Not bugs” are often due to a misunderstanding of the rules by the beta testers, or they think they saw something that was wrong, but it wasn’t. Reporting these is all fine by me. The beta testers are suppose to be suspicious and report anything that appears out of the ordinary. Usually other beta testers straighten out these misunderstandings without me having to get involved. All of this is as it should be. But some of these can be very annoying: yesterday I spent half the day trying to figure out why an armor HQ could not advance after combat through 2 clear hexes, in fine weather, when getting a breakthrough result. Burrowing deep into the search algorithm code for land movement, I ultimately determined that the code was working correctly; the optional rule that increases the cost of the first hex entered by an HQ by one was ON - arrgh. The CWIF bugs are being found because the beta testers are beating on the program very hard. For instance, Michael found that the code for retreating the rail gun wasn’t checking for there being a rail hexside between the two hexes. Rob reported that sending an air unit on a mission using extended range, when reaching the target hex didn’t require extended range, denied the air unit the opportunity to return to base at double its range (which was the whole point of using extended range to reach a nearby target). Some of the CWIF bugs aren’t the fault of the CWIF programmer; they are just changes to the rules that have occurred in the past 8 years. For instance, Lars found that disorganized naval units at sea were having to trace a supply path to an oil point, instead of using ANY oil point for reorganization. This was a rule clarification/modification published in the WIF 2008 Annual. My mistakes are typically because I did not slice the conditional clauses as fine as required by the rules, or got the processing sequence wrong. Commonly, changes I have made either didn’t completely solve the reported problem or precipitated a new problem somewhere else. For instance, when I added code giving auxiliary cruisers an advantage in avoiding detection, my new check for the moving stack being composed exclusively of auxiliary cruisers interfered with the check for the presence of convoys (which make a group of naval units easier to detect). While these bugs are irritating, I’m not too bothered by them since it doesn’t take me long to find and fix them (since I had been looking at the relevant code only a week or so previously). This patching of patches takes much less time than the alternative: being excessively diligent in checking for all possible inadvertent consequences of a code change. I make a reasonable attempt to think of what might be affected by each change I make, but there is simply too much code to spend time reviewing even a fraction of it for each change. And the main reason I work on all the bugs reported for a game phase as a group is because it only requires me to review the block of code for a phase once to fix multiple bugs. Below is a summary of all items in my Master Task List (MTL). This summary is up-to-date for all bugs reported through December 31st, 2012. The total count is 155, down from 200+ at the start of the month, which didn’t count a dozen bugs or more reported for the versions 09.09.00/01/02. This jibes with the 68 fixes reported for December. You might notice that the counts for some phases seem wrong. For instance: Setup Phases [0]: 1062R, 1456R, 1643. That’s because the colors I use to identify bugs I have seriously tried to reproduce, but couldn’t, aren’t visible in this copy. I do not include Cannot Reproduce bugs in my counts. I also use braces {} when there are multiple MTL items for what I perceive as being a single bug. At the end of this report is the complete list of current bugs, with all my notes about same. Oh, and for those who are interested, the next bug reported with be assigned the number 1728. I started by numbering the first bug 100. There were a couple of times when I renumbered all the bugs, starting again with 100, when the next number would have been 1000 (I wanted to avoid having to type in 4 digits). But the third time that happened I let the numbers continue on past 999. My rough estimate is that over 3000 bugs made it to my task list at one time or another. This doesn’t count an even greater number of bugs I fixed as soon as they were reported (not going to the trouble of placing them on my task list only to immediately remove them). NetPlay [13] 1510, 1589, 1594, 1604, 1606, 1609, 1610, 1616, 1617, 1618, 1619, 1620, 1638 Sequence of Play [98] Supply [7]: 191S, 192S, 1070S, 1073S, 1036, 1081, 1707 Setup Phases [0]: 1062R, 1456R, 1643 DOW [0]: 1684 Air Missions [6]: 826S, 1434S, 1564, 1611, 1722, 1726 Naval Movement [1]: 1661, 1673, 1688, 1653, 1665 Naval Combat [8]: 1356, 1531, 1566, 1599, 1693, 1700, 1701, 1724 Land Movement [1]: 276S Emergency HQ Supply [1]: 1561 Entry Markers [1]: 915 US Entry [2]: 1172S, 1171S Production Planning [25]: 1341, 832, 556, 612S, 1107, 569, {847, 871S, 961, 1347}, 326, 781, 1400, {1413S, 905}, 1572, 1582, 1598, 1614, 1615, 1641, 1644, 1645, 1671, 1679, 1703, 1709, 1710, 1719 Stay at Sea/Return to Base [1]: 1057 Breakdown of Units [2]: 344, 345 Search Seizure [1]: 409S Reform Units [3]: 1246S, 362, 1078 Conquest, Surrender, Peace [6]: 1269S, 1021, 1053, 1087S, 1464, 1608 Vichy [22]: 1320S, 1313S, 1002S, 1003S, 1004, 1005, 1006, 1007, 1009, 1010, 1011, 1012, 1013, 1014, {1015, 1065S}, 1016, 1407, 1408, 1656, 1676, 1682, 1692 Liberation [11]: 1353, 1311S, 1308S, 1275S, 891, 383, 1401, 1629, 1630, 1631, 1636 Non-sequence of Play [44] Detailed Map [14]: 1188, 1120, 880, 142, 769, 493, 138, 139, 140, 1440, 1498, 1501, {1560, 156}, 1721 Units in Hex form [4]: 1462, 1590, 1672, 1698 Main Form [4]: 741, 146, 145, 169 Other Interface Elements [3]: 1167, 1147, 361 Screen Layouts [3]: {1175, 1491}, 1490,, 1689 Game Save/Restore [7]: 867, 695, 517, 110, 118, 1479, 1605 Theme Engine [2]: {1050, 568}, {1513, 1467, 966, 1455, 1573, 1655} Fast Start [2]: 1261, 1562 Half Map Scenarios [4]: 1259, 1260, {1207, 563}, 1208 Interactive Tutorials [1]: 1493 Saved Games Done, except for 7 bugs. I focused on this area one day last week and cut the number of remaining bugs in half. Map, Units, and Scenarios I received some more naval unit writeups from Warspite. Optional Rules Nothing new. Game Engine I haven’t finished with supply yet. Still left to do are: 1. write a routine to determine if a supply path, that was previously valid, is still valid; this will drastically reduce the time required to recalculate supply, 2. check and evaluate when supply is calculated/recalculated during game play (the beta testers have reported instances when it hasn’t been recalculated when it should have), 3. reduce the time required to calculate supply the first time (i.e., from scratch) to something acceptable. The other big problem areas are Production Planning, Vichy, and Liberation. The last has over 10 bugs and the other two have over 20. Player Interface Done except for a scattering of 28 bugs. I haven’t taken a serious look at any of these bugs in 2012. Many of them are from 2011 or earlier, which means that some have probably been fixed along the way. Note that all the 150+ forms the program uses have been finalized. Internet - NetPlay The technical aspects of NetPlay are all functional: logging into the Matrix/Slitherine Games computer, registering a player’s individual copy of the game, posting a request for an opponent, and agreeing to play a game with someone. Indeed, starting a new game, restarting a saved game, and joining a game in progress are also done and bug-free. Right now there are 13 bugs on my task list concerning NetPlay. These are preventing the beta testers from doing additional testing of NetPlay. Starting next week, I plan on spending my afternoons working on NetPlay. If you have been able to read between the lines, you might have figured out that NetPlay bugs are quite separate from the sequence of play bugs. They are not so much about getting the program to execute according to the rules, as they are about making sure the right player(s) is(are) making decisions. The other half of the NetPlay bugs deal with keeping all players’ computers up-to-date and their screens continually refreshed. PBEM Nothing new. Artificial Intelligence (AI) Nothing new. Player’s Manual and Rules as Coded (RAC) Done except for the final layouts (by Matrix/Slitherine Games) for how those will appear as PDFs and in print. When I get close to fixing all the remaining bugs, Matrix Games/Slitherine will put the finishing touches on these and print them. Tutorials and Training Videos The Tutorials are done except for one bug in the interactive tutorial on Production. The training videos are roughly 2/3rds done. I need to re-record the 6th and create the last three: 10th, 11th, and 12th. The 6th (main form and drop down menus) needs redoing because I have seriously modified some forms since I recorded that video in December of 2009. The last 3 training videos are for naval movement, naval combat, and production/politics (e.g., declarations of war, neutrality pacts, and aligning minors). Historical Video, Music, and Sound Effects I now have all the files I need as WAV files. What’s needed is for me to insert calls into the sequence of play to activate these glitz elements. Web Site Andy has been hard at work on the World in Flames website. Over the past month or so, beta testers have had at it and haven’t reported any difficulties with its operation. He has given it quite a few capabilities and is working on a Ladder where players can challenge each other and record the outcomes of their games. The idea here is that there will be a ‘ranking’ of MWIF players. Marketing Nothing new. Here is my current Master Task List with all the gory details. The colors aren’t visible in this copy; I use them to identify bugs I have seriously tried to reproduce, but couldn’t,. I do not include Cannot Reproduce bugs in my counts. I also use braces {} when there are multiple MTL items for what I perceive as being a single bug. 1638 NetPlay 09.08.02 Rob W. Confirmations August 18, 2012 In Barbarossa, Germany can DOW Hungary and then align it later in the same impulse. 1617 NetPlay 09.08.02 Rob W. Email July 21, 2012 Restarting NetPlay almost immediately can cause a Mad Except, possibly because one of the computers is slower. 1618 NetPlay 09.08.02 Rob W, Email July 21, 2012 Undoing a ground strike generated a Mad Except. The non-phasing side proceeded to Ground Strike Results. 1619 NetPlay 09.08.02 Rob W. Email July 21, 2012 Setting up partisans during the end of turn phase caused a Mad Except. 1620 NetPlay 09.08.02 Rob W. Email July 21, 2012 Overrunning a Polish naval unit calls New Country where a Mad Except occurs. 1616 NetPlay 09.08.03 Rob W. Email July 20, 2012 During Land Combat Declaration, the message about being able to use the engineer’s benefit also appears on the non-phasing player’s computer. It should only appear on the computer of the player declaring the attack. 1609 NetPlay 09.08.02 Rob W. 167-09-08-02 Post #10 July 19, 2012 When assigning losses during Land Combat Resolution, the other side can acknowledge the results before the losses are assigned. This causes the sequence of play to become confused. 1610 NetPlay 09.08.02 Rob W. 168-09-08-02 Post #11 July 19, 2012 Undoing a ground support mission by the phasing side causes the game to hang. 1606 NetPlay 09.08.02 Rob W. 166-09-08-02 Post #4 July 19, 2012 Action choice made by phasing side with the message not acknowledged by the non-phasing side results in the phasing side able to continue to the next phase without receiving the acknowledgment. When the non-phasing side does acknowledge the message, the sequence of play is confused. 1604 NetPlay 09.08.02 Rob W. 165-09-08-02 Post #1 July 15, 2012 Rail activity limits do not update correctly. In particular, they are shown as * at times, which is impossible. Double counting also appears to occur. 1594 NetPlay 09.08.03 SJH June 16, 2012 There are several calls to Check Surprise. The one from Air-to-air combat should only be shown to the player who won the surprise. Likewise for the anti-aircraft fire results and the Port Attack Air Attack subphase. All of them have to worry about Avoid Combat being chosen. Once the decision on spending surprise points has been made, then the game needs to return to the correct place in the sequence of play. If the Naval Combat Results form is about to be shown, then a call to RLID_NCRe needs to be made. 1589 NetPlay 09.07.07 Rob W. #161 Post #4 June 11, 2012 The message list for the Chat form does not scroll to the bottom automatically when the form is reopened. It works ok with Rolling the form up/down. 1510 NetPlay 09.06.07 Post #40 Rob W. #136 May 8, 2012 Autosave does not match entry numbers in Decline and Fall after setting up Germany and the USSR. In both cases one of the players had fewer (by 4 and by 2). May 8, 2012 - This is the problem I noticed today where the last entry number can be ‘restarted’ incorrectly. June 2, 2012 - I made a change that should have a major effect on preventing these from occurring. However, I think this might still come up when both players are making decisions in a phase (e.g., production). -------------------- 1707 Supply 09.09.02 Jimm Post #1 December 25, 2012 Japanese militias are being supplied by Italy from Turin. 1081 Supply Aircraft-9/03/05 Post #4 Rob W. #80 January 18, 2012 Several supply problems, notably tertiary supply. There is a saved game from Aaron for testing tertiary supply as well as one from Rob. May 2, 2012 - Revise the code for finding overland and overseas supply for tertiary sources [currently tertiary supply sources are not calculated]. Three saved games available: CVPSupply and SupplySCS do not find Rommel as a tertiary supply source; TertiarySupply does not find Guderian and Balbao as Tertiary supply sources. August 24, 2012 - Added code for finding Tertiary supply by land and sea for major powers. August 27, 2012 - Tertiary supply for majors partially works. It needs to differentiate between paths that include aligned minor and/or cooperating major powers and those that do not. August 27, 2012 - There is a bug with units in coastal hexes not being able to find overseas supply. September 2, 2012 - Fixed a couple of bugs with determining supply for units in coastal hexes. 191 Supply 05.03.04 Post #27 Nils October 25, 2010 Many reports thru 9.00.03. Supply not updated correctly - HQ moves, in land combat phase, units incorrectly out of supply or incorrectly in supply. A saved game with instructions available. Supply 09.02.05 Post #1 Jimm090205-1 December 3, 2011 French convoys do not provide supply to Commonwealth units in Gibraltar. Save available from Jimm was requested but none received (a.k.a. MTL 1017). December 9, 2012 - CWIF overseas supply does not work: Michael 9.00.00, Posts #1, #2, #3, #4; Lars, 9.00.00, Post #8; Peter v. 9.00.00, Post #13. 1070 Supply SJH January 2, 2012 1 Identify all the sea areas that the major power’s list of ports are adjacent to. Augment that list with the sea areas that can be reached by HQs providing primary supply for the turn. If all the sea areas have a BPH of 1, then no From Port searches need to be performed. This might reduce the elapsed time down from the current 35 seconds. 2 Identify OOS units that are isolated. 1036 Supply 09.02.05 Post #53 Lars December 15, 2011 Supply length should be infinite for notional units. 192 Supply 04.02.05 Post #12 Nils July 1, 2010 Rewrite Supply: Takes too long - when Limited Overseas Supply is off. Madexcept when open Trace Supply Routes form (also reported in 05.01.05 by Grotius post #33). 1073 Supply 9.03.01 Post #6 Grotius January 10, 2012 Tracing supply for a specific unit can not be done easily. The player should be able to select a unit and see its supply path. And then click on another unit to see its supply path. Saved game available. ---------------------- 1643 Setup 09.08.06 Peter v. Post #19 August 7, 2012 Mad Except error when starting Global War in Head-2-Head mode. Bugreport is in 09.08.05. November 24, 2012 - Could not reproduce. 1456 Setup 09.05.01 Post #4 Orm March 14, 2012 When playing without pilots, the available air units can be reduced incorrectly. After picking 4 of 8, placing land units on the map, and then returning to placing the air units on the map, only 3 of the 4 are available. March 15, 2012 - Could to reproduce. 1062 Setup 09.03.00 Post #35 Doktor December 27, 2011 Converting a convoy that has been placed on the map to the Queens results in no apparent changes. Later the Queens shows up as a Commonwealth reserve unit. January 6, 2012 - Could not reproduce. -------------------- 1684 DOW - Reserves 09.08.06 Michael Post #91 November 18, 2012 The USSR is given the opportunity to set up its reserves when an Axis major power declares war on China. November 30, 2012 - Could not reproduce. December 30, 2012 - Saved game available, but I could still not reproduce this bug. ------------------- 1726 Port Attack 09.09.06 Michael Post #9 December 31, 2012 The game freezes after the Port Attack phase, in which nothing was done, and closing the game generates a Mad Except error. Saved game available. 1722 Air Rebase 09.09.06 Michael Post #4 December 31, 2012 US air unit rebasing from a naval transport into a Commonwealth port shows the message “out of range from the sea area” when it should say “no cooperation with units in the hex”. 1611 Air Transport 09.08.02 Michael Post #12 July 19, 2012 Undoing an air transport move still results in the subphase for unloading land units to occur, although there are no land units to unload. July 22, 2012 - I could not reproduce this problem. However, I did find (and fixed) a bug when an ATR flew to a cargo and picked it up. When undoing that move, the cargo was incorrectly placed in the hex where the ATR started the phase. July 24, 2012 - New problem: when an ATR moves to a hex to pick up cargo, the next phase is to unload cargo, but there is no cargo to be unloaded and the game cannot be advanced. August 16, 2012 - Fixed the problem with unloading cargo. However, the enemy is not given the opportunity to fly intercepting fighters to the ATRs’ return to base hexes, which is the only way they can initiate air-to-air combat. Saved game available. 826 Air Missions 8.02.05 Post#42 RobW May 17,2011 Return to base – is not possible at times. The player needs to be able to destroy units that can not RTB. Comments: What needs to be done is to write a new routine that checks all the possible RTB hexes to see if any viable RTB hex exists. This would be executed in two places: RTB digression for any reason and normal RTB from any air mission. I need to see if it is also necessary for the Stay-at-Sea/Return-to-Base phases. Saved game available. 1564 Air Rebase 09.07.05 Orm BA090705-02Barb Post #31 May 29, 2012 Air units unable to rebase outside of Finland display the error message “Out of Range” when it should be FTC limitations for minor country units. August 14, 2012 - One possible solution is to maintain a separate list of hexes that are within range but invalid destinations for FTC (for major powers and minor countries). 1434 Air Missions Aircraft Post #38 Rob W. 101-09-04–00 March 5, 2012 CAP flown to a target hex does not get to choose whether to fight against the Day or Night air missions. Saved game available. August 9, 2012 - The solution to this is to detect the mix of day/night missions during the defender interception subphase. If all the attackers are day, then there is no problem. If they are all night, then the CAP fighters should be set to fly as night fighters. If there is a mix, then the defender should be prompted to set his CAP fighters as day or night (include the CAP fighters in the Selectable Units form). Once the defender ends the subphase, all should be well; but check that the day/night settings for the fighters are used in the air-to-air combat. ---------------------- 1665 Naval Movement 09.08.06 Lars Post #30 November 18, 2012 After entering a port and picking up a division, a heavy cruiser appears to get a fresh range and movement allowance. Saved Game exists. December 14, 2012 - There are several problems. Moving from Liverpool to the Bay of Biscay (Germans do not attempt to intercept) and then into Plymouth, let’s the heavy cruiser (6 MP, 6 range) pick up a division, but then the cruiser is not allowed to move back into the Bay of Biscay. Furthermore, when it moves into the North Sea it then has zero movement points remaining; it should have 2 MP and 3 range. Lastly, should it move into the North Sea and the Germans not attempt to intercept, the Commonwealth player is asked whether he wants to continue moving, and answering Yes results in the Moving Stack not being able to be placed anywhere. 1653 Naval Movement 09.08.06 Michael Post #9 November 18, 2012 There is no single command that lets a player undo a stack of naval moves. 1688 Naval Movement 09.08.06 Eric Post #106 November 18, 2012 An attempted interception of naval units that fails, with the units being placed in the 4 section box, results in them being placed in the zero section box instead (this was not noticed until the Naval Combat phase). December 14, 2012 - Could not reproduce. 1673 Naval Movement 09.08.06 Lars Post #38 November 18, 2012 Commonwealth naval units in the 2 section box find German naval units on a die roll of 2, during Blizzard weather. Saved game available. December 11, 2012 - Could not reproduce. 1661 Naval Movement 09.08.06 Peter v. Post #20 November 18, 2012 Mad Except error when trying to merge convoys. December 11, 2012 - Could not reproduce. My attempts included using the Units in Hex form, Flyouts, and the Naval Review Details form. I made changes to this code recently because of other reported Mad Except error, perhaps I fixed the problem then. ------------------------------ 1724 Overrun Digression 09.09.06 Michael Post #6 December 31, 2012 An overrun French naval unit is destroyed in an interception combat where Commonwealth units participated in the naval combat. When the Commonwealth chooses to not keep on fighting, there is no return to base digression, which leaves the Commonwealth naval units at sea with an Aborting status. 1531 Naval Combat 09.07.04 Nils U496 Post #4 May 19, 2012 When a naval unit aborting from a naval interception combat can be successfully intercepted, Windows abruptly shuts down MWIF. Saved game available. August 10, 2012 - Recreated following Nils’ instructions. There is a pause before Windows states that MWIF has stopped working. That is probably due to an infinite loop using up available memory (or some such). December 25, 2012 - Problem still occurs when following Nils’ instructions. 1700 Naval Combat 09.09.01 Michael Post #1 December 15, 2012 Germany is asked to commit submarines, even though they have none in the combat. Italy is not asked, although they do have submarines in the combat. 1701 Naval Combat 09.09.01 Michael Post #2 December 15, 2012 Aborted naval units moving through a sea area with enemy units are found and destroyed, but next the intercepting units are suppose to be attacked and the results to them resolved. At that point, the Naval Combat Results form does not show any intercepting units and the game hangs. 1599 Naval Combat 09.08.01 Nils U517 Post #8 June 16, 2012 Naval Combat A generates a message about an air unit arriving “next turn as a reinforcement for” the US, after a failed naval combat search. August 14, 2012 - Try to duplicate this problem. 1566 Naval Combat 09.07.05 Bo Email May 30, 2012 German naval units are permitted to return to base in a French port after aborting from a naval interception combat. August 14, 2012 - Try to duplicate this problem. 1693 Naval Combat 09.08.06 Michael Post #116 November 18, 2012 Naval Combat Results form has no filters. This presents a problem when there are numerous naval units (e.g., 90+) available to take losses. December 10, 2012 - The necessary components have been added to the form, but there is no code behind them to perform the sort (in lieu of a filter). The difficulty will be making sure the correct unit is identified when the player selects a target, given that the unit list is sorted. 1356 Naval Combat 9.02.04 Lars Post #29 October 31, 2011 MWIF runs sluggishly during a large naval combat, taking a long time to execute die rolls and results. Saved game requested 11/1/2011. ---------------------- 276 Land Movement 8.04.04 Aaron Post #22 March 11, 2006 Add code to permit temporary overstacking while moving units. Use the variables OverstackedHexExists, OverstackedHex, and OverstackedHexUnits to record when a hex is temporarily overstacked. Require players to resolve these hexes before making any other moves. Saved files available. ---------------------- 1561 Emergency HQ Supply 09.07.05 Nils U367 Post #25 May 29, 2012 The player should be able to activate emergency HQ supply whenever he is the deciding major power and he has an HQ out of supply. Nils also wants another subphase in the land combat resolution phase for the non-phasing player to be able to declare emergency HQ supply if doing so can help OOS units in the combat. --------------------- 915 Entry Marker 8.04.03 Aaron Post #22 July 8, 2011 Transferring markers – from one pact to another doesn't work correctly. When the player clicks on pact, upper or lower, the selected pact in the other location should be reset. This item is not pressing, due to the fact that there is only one Scenario currently allowing 2 pacts – Lebensraum. --------------------- 1171 US Entry 8.04.04 RobW Posts #6, #8, #9 July 13, 2011 Discussion about Option 20 where land based air is not given the opportunity to intercept/react. Rob says he needs to do more testing of this to see if Option 20 correctly evaluates possible locations, based on Options 11, 29, 38 & 50. After checking, Naval Air Interception is still not allowed, even if the sea area in question is a legal sea area (based on other Options). Saved Game available (RobW012). 1172 US Entry 8.04.05 RobW Post #11 July 18, 2011 Option 32. Problem with Japan initiating combat with USSR. Will be coded as: “Once this US Entry Option has been chosen, Axis major powers at war with any major power receiving resources/build points from the US, as part of a current trade agreement, may attack any and all US convoys.” Saved file from original reporting; was partially fixed. Saved Game available (RobW015). December 24, 2012 - Could not reproduce. The US non-oil resource point is now convoyed to the Red Sea and then overland from Suez to Vladivostok! That avoids going through the sea areas where Japan could intercept. December 26, 2012 - Change the placement of the convoys so the route has to go through sea areas where the Japanese can intercept. -------------------- 1719 Production Planning 09.09.05 Peter v. Post #4 December 29, 2012 Mad Except error when trying to send Philippine resource to Japan. 1644 Production Planning 09.08.05 Lars Post #1 November 18, 2012 When playing with Advanced Optional Rules, but with Oil Rules OFF, default settings for the convoys are ignored and the program sets the routes to non-optimal. Peter v. reports a similar problem with the Final phase ignoring the Preliminary settings, apparently because of Trade Agreements (Post #43). There was a Mad Except error too. See also 09.09.02, Peter v., Post #9: The automation of routing resources is very frustrating. It’s possible that the problem primarily relates to the trade resources coming from Venezuela and elsewhere in South America, 1614 Production Planning 09.08.03 Lars Post #1 July 19, 2012 Changing routes works ok now but the changes are always Overrides, setting them as Defaults isn’t possible. See also 09.07.06, Nils U513, Post #32, June 5, 2012: It isn’t possible to designate both a default destination and a route for a convoyed resource. They can be done separately, but then the route is an Override. The saved games from MTL 1582 can be used. 1709 Production Planning 09.09.02 Peter v. Post #10 December 25, 2012 The Iraqi oil is not shown as a French resource. 1710 Production Planning 09.09.02 Peter v. Post #11 December 25, 2012 The USSR is able to saved the oil points it sent to Germany to fulfill the trade agreement - for future use by the USSR. See also 09.09.01, Lars, Post #5: One of the USSR oil points sent to Germany was saved in Irkutsk and could not be routed to Germany. 1679 Production Planning 09.08.06 Eric Post #83 November 18, 2012 Using Save In Place for a received oil point sent to Germany, causes the oil point’s location to be (0,0). 1703 Production Planning 09.09.01 Lars Post #5 December 15, 2012 Persian oil cannot be railed to Cairo, although this was possible in previous versions. 1641 Production Planning 09.08.04 Lars Post #4 November 18, 2012 After Netherlands was conquered by Germany (aligned to the Commonwealth), Japan is unable to use the 2 oil points from the NEI because it “does not control” the NEI. Same problem reported by Peter v. in version 09.08.06, post #40 and by Eric in post #73. Saved game available from Peter. 1598 Production Planning 09.08.01 Lars Post #3 June 16, 2012 NEI oil for the Commonwealth uses 19 convoys to send the oil to Melbourne. Saved game available. 1645 Production Planning 09.08.05 Lars Post #2 November 18, 2012 Closed Burma Road still lets the Burma Oil through to Kunming. Saved game available. 1671 Production Planning 09.08.06 Michael Post #34 November 18, 2012 Newly captured red factories are usable. During production the red factories are not ‘repaired’, even though there is an engineer in the hex. Saved game available. 1615 Production Planning 09.08.03 Lars Post #4 July 19, 2012 Saved oil isn’t saved. Instead it is set to Idle. 1572 Production Planning 09.07.06 Lars Post #2 June 5, 2012 At the start of the PP Preliminary phase a MadExcept occurs. Saved game available. June 6, 2012 - Program fails when trying to add a hex to TraceHexes. 1582 Production Planning 09.07.06 Nils U512 Post #31 June 5, 2012 Resources routed overseas complete their journey to one viable destination (factory) but then continue on to a second destination (factory) with the second journey also going overseas without the use of convoys. The route shows a jump from the 1st factory to the 2nd. Saved games available. 612 Production Planning 8.02.06 Lars Post #26 February 19, 2011 Unable to see all convoys in a route – when convoys from more than 1 major power are used. Convoys in the Mozambique Channel and Cape Basin – are not accounted for. They are not shown with “Show Unused”, and are not in use (as far as can be seen). Comment: This is, in fact, the Iraqi Oil being shipped to France. Upgraded status from Minor to Major, since this could have a major impact on NetPlay Production Planning. The CW uses French convoys, leaving none for the French, if CW Production Planning is done first. It does not seem to matter what order is attempted, especially if more than 2 Majors have CP in the same sea area. There needs to be some way to assign priority for Default Routes, beyond using an Override Route each turn, for Non-Trade & Non-Oil RP, so that it works as desired. Should you desire it, I can write up a full report on what I believe the routing priority needs to take into account. Saved game available: MTL 612 BugReport228-GW 832 Production Planning 8.02.06 Lars Post #51 May 22, 2011 Saving the Palembang oil in place failed and the program used a convoy to achieve the same result. May 28, 2012 - I need a saved game to reproduce this. Lars said he can reproduce this. 1400 Production Planning 9.04.00 Post #3 Aaron March 2, 2012 5 oil points are being transported by 1 convoy. May 28, 2012 - Need a saved game. 1341 Production Planning 9.02.02 Aaron Post #56 October 26, 2011 Two reports: With no Convoys in adjacent sea areas, the Commonwealth is still getting overseas RP to UK factories. It seems that changes in convoys in a sea area are not getting recorded in the Production Planning form. May 28, 2012 - Need a saved game. 1413 Production Planning 9.04.00 Post #52 Lars March 4, 2012 Saved oil beyond the maximum of 4 causes all saved oil in the hex to be lost. There is no warning that the amount of oil is in excess, but sometimes a MadExcept occurs. If a neutral sends an oil point to another major power which saves it, then that oil point counts as the 1 new saved oil point permitted to the neutral. Saved oil is frequently used by the program for production. Saved game available. 905 Production Planning 8.04.02 Lars Post #67 July 4, 2011 Saving the maximum amount of oil in a hex – causes problems because once the maximum is exceeded, all the oil is removed and a fatal MadExcept pops up when the game is restored because the oil in the hex cannot be found. There should be a warning message about exceeded the oil capacity of a hex. Or some other remedial action taken. May 28, 2012 - I think I was able to reproduce the lost of all oil points in a hex (Bordeaux) once using Lars’ saved game. But when I tried to fault isolate when that event occurred I was unable to make it happen again. Instead, at the beginning of the Free France Use Oil phase, the number of oil points saved in Bordeaux is reduced from 5 to 4 automatically. Thereafter there is no excess amount in the hex. I tried sending excess oil points to be saved in a hex (Palembang) but the program detects that the hex is full and does not offer the city as a location for saving additional oil. 556 Production Planning 7.02.02 Lars Post #60 January 29, 2011 Saving oil – by a neutral major power doesn't maintain a correct count on what was saved at the start. 1107 Production Planning 8.04.07 Lars Post #9 August 5, 2011 Multiple problems with radio buttons - saved oil from Lars. Saved oil in the USSR are used in production without the player being able to have them saved. Saved Oil – is used for production and cannot be returned to save status. The latter restriction might be caused by the major power being neutral and only able to save 1 'new' oil point a turn. The USSR's original saved oil points – are used in production but cannot be saved – apparently because of the limit on saved oil points by an inactive major power. At the end of the first turn, Preliminary Production Planning, I was not able to keep the 4 Japanese originally saved oils as saved; the game insisted on having them for production. When I simply bypassed the Prelim Prod Plan and continued until the Final Prod Plan, I found that here I was able to keep those oils as saved. The screen then did not show that 1 of those oils had been used for reorganization; it ought to have said 'used' at one of those oil resources. 569 Production Planning 8.03.06 Lars Post #11 February 6, 2011 The saved Italian oil point shows up in both the German and Italian production planning forms. 847 Production Planning 8.03.01 Aaron Post #26 May 21, 2011 When a trade resource can not be shipped – it should still have a notation that it is part of a trade agreement: TL for lost – and marked as Lost instead of Idle. The Players Manual includes the TL designation. May 26, 2012 - The problem remains with recording which resources have been lost when they are needed to fulfill a trade agreement and no resource can be routed to the receiving country. 871 Production Planning 8.03.05 Lars Post #19 July 14, 2011 Spanish resource that cannot be shipped – ends up generating 4 Idle resources in Spain being assigned to Germany. Saved game available: MTL 418 TR Control-MB-(090104). 961 Production Planning 8.04.07 Aaron Post #24 August 6, 2011 Trade agreement – to send BP from the Commonwealth to Free France/Gabon can be created but the program never implements it in any manner. That is, Free France does not get the BP and the Commonwealth does not lose a BP. 1347 Production Planning 9.02.04 Aaron Post #295 October 29, 2011 When a new Trade Agreement is created, no resources are automatically assigned as TS (this is fine) – but no penalty of lost availability is applied if the player does not assign a resource as TS. This may be related to MTL #961. 326 Production Planning 1.01.00 Lars Post #39 June 20, 2009 Multiple reports on Trade agreements/routing: Free France resource – could not be sent to CW because of an existing Trade Agreement. Changing the selected Trade resource is problematic overall. Resource to China is not Burma Oil, but the Port of Spain Oil – unable to change the chosen Trade resource. Sending the Burma Oil to China gets overridden by the AIA and the Port of Spain oil is used. 781 Production Planning 8.01.07 Michael Post #31 May 1, 2011 Special Action – Close Burma Road (option 24) by Japan causes the Commonwealth oil to not go through to China, but BPs do. Since Japan and the Commonwealth are at war, the closure of the Burma Road should have no effect. In a Global War I have been running, I discovered that if the CW is NOT at war with Japan, even after Japan decides to Close Burma Road, I was still able to send oil to China (from Port of Spain), when it should not be possible. This suggests that the code for Option 24 is reversed in how it is implemented. Maybe an easy cut and paste? ------------------- 1057 Return to Base 09.03.00 Post #18 Jimm090300-6 December 27, 2011 Italian sub can not return to base because La Spezia is “not controlled” by Italy. December 24, 2012 - I need a saved game to understand what happened here. I found another saved game from Jimm related to version 00.09.03.00, with the extension -6-1Abort, but that did not appear to be the one I was looking for. -------------------- 344 Breakdown Units 1.00.09 Zorachus99 Post #30 August 1, 2007 Multiple reports up to 9.00.03 During setup – with the optional rule off, units can be broken down even when there are no divisional units available. During setup – with the optional rule off, units can be broken down even when there are no divisional units available. 345 Breakdown Units 1.01.03 Lars Post#13 July 7, 2009 During setup – with the optional rule off, units can be broken down even when there are no divisional units available. --------------------- 409 Search & Seizure 6.00.00 Nils Post#27 Coding new phase: Comments: Created a new form and phase for search and seizure but it needs more code. In particular, clicking on the button to execute a search and seizure does nothing presently. Need to add that S&S can happen to any lent resources/BPs, not just for starting Trade Agreements. Decision that if more than one recipient can lose items, the program will choose them first-come first serve and who loses what is not a problem as the program knows when it “chooses” who was getting the item. -------------------- 1078 Reform Units. 09.03.02 Post #2 Michael January 6, 2012 When reforming units, it would be nice to see the pool of available Corps units. 1246 Reform Units 9.01.01 Lars Post#2 September 11, 2011 The Broken Down Pool is not being accessed when a unit can be reformed – only Force Pool units are available. Connected to the bug from MTL-345 (1.18 Breakdown Units). Saved file available. 362 Reform Units Needs logic to find which optional rule is being used. ------------------- 1608 Conquest 09.08.02 Michael Post #6 July 19, 2012 Taking Chungking does not change which major power controls its warlord. In this case it appears that China is conquered, because the Chungking warlord goes into the Conquered Pool. December 24, 2012 - The code for assigning which major power controls a Warlord, when control of the Warlord’s home city changes, needs to be part of the Conquest phase (and Surrender, and Liberation). 1464 Conquest 09.05.03 Michael Post #4 March 18, 2012 Control of Gibraltar correctly passes to Spain when Spain is aligned. However, it incorrectly reverts back to Spain when the Commonwealth later enters the hex. Saved game available. 1087 Conquest 9.03.07 Post #13 Jimm 090307-2 January 25, 2012 In Fascist Tide the Dutch East Indies is awarded to Germany when the Netherlands is conquered. It should become neutral. The same is true for Dutch Guyana. Saved game available. 1021 Reconquest 09.02.05 Posts #11 & #12 Jimm090205-2 December 3, 2011 Italy cannot be conquered a second time by just capturing Rome. That should be how it works. Save game available from Jimm. Rule modifications per Paul and Patrice need to be implemented. CWIF contained no code for reconquest so this needs to be written from scratch. 1053 Conquest 09.03.00 Post #12 Michael December 27, 2011 Conquering both Canada and South Africa generates a MadExcept. 1269 Conquest 9.01.08 RobW Post#48 September 18, 2011 Conquest of Vichy – is processed incorrectly. (1) Vichy land units not removed from Vichy home country. (2) Naval units in production, construction & repair pools not rolled for control. (3) Hex control in Vichy did not change. (4) Vichy not offered a new home country. If you surrender Vichy, only the Hex control issue remains. Saved file available. ------------------- 1656 Vichy France Declaration 09.08.06 Michael Post #10 November 18, 2012 Belgian convoys in France are correctly left in France as they are at war with Germany, but after the hex becomes German, they should be forced to rebase. Saved game available. 1002 Vichy Posts #104 & #116 Rob W. #59 09.02.05 12/3/2001 Naval Review Details form can obscure Die Roll form. The solution is to always close the Naval Review Details and Naval Review Summary forms when the Die Roll form is about to be shown. But record if the forms were Showing before the Die Roll form appears, then they should be restored to view when the Die Roll form is closed. Files: zipped with GAM, bugreport; jpg 1004 Vichy Posts #112 & #113 Rob W. #61 & #62 09.02.05 12/3/2001 Assuming Spain is aligned to Germany and then conquered by France, the declaration of Vichy results in the disposition of Spain depending on the administrative roll for “All other territories and minors”. However, regardless of the die roll, Spain goes to Free France. On lower die rolls it should become aligned to whichever Axis major power the major power installing Vichy chooses. The same thing happens to Libya. Files: 2 jpg. Also see RobW Summary.txt. 1005 Vichy Post #114 Rob W. #63 09.02.05 12/3/2001 Assuming that Portugal was aligned to France and Vichy declared, if the administrative die roll is low for “All other territories and minors”, the installing Axis major power chooses which Axis major power conquers Portugal (in this case Italy conquers Portugal). That proceeds correctly but the control of individual hexes in Portugal is computed incorrectly. A previous controlled German hex should become Italian controlled. Also, the hexes occupied by Commonwealth units should become controlled by the Commonwealth. Files: 1 jpg. Also see RobW Summary.txt. 1006 Vichy Post #115 Rob W. #64 09.02.05 12/3/2001 Assuming that Spain was conquered by France and Vichy declared, if the administrative die roll is high for “All other territories and minors”, Spain should to go Free France. That proceeds correctly but hexes controlled by the Commonwealth should become controlled by the Free French. Files: 1 jpg. Also see RobW Summary.txt. 1010 Vichy Post #129 Rob W. #70 09.02.05 12/3/2001 French New Caledonia Territorial, on-map in New Caledonia, is not processed correctly when Vichy is Declared. It should be processed as part of the administrative group “All Pacific Ocean Minors and Territories”. The Dakar Militia unit is also processed incorrectly; it should have gone into the Free French force pool because it is a militia unit. Files: 1 jpg 1011 Vichy Post #130 Rob W. #71 09.02.05 12/3/2001 French land and air units located in Allied controlled hexes after Vichy has been declared can not be moved into administrative groups that have gone Vichy (e.g., Syria). The problem here is that the check for the destination country not being neutral has to be by-passed (i.e., add a conditional clause). Locate the error message about Neutral Country and backtrack to the place in the code where it is generated. Files: 1 jpg 1012 Vichy Posts #131 & #137 Rob W. 09.02.05 12/3/2001 Convoy units at sea are not split into individual units in advance of the Move French Units At Sea subphase of Vichy France creation. The solution here is to enable the player to use the popup Units Menu to split the convoys. That is normally possible but there must be a conditional clause that is preventing that from occurring during Vichy formation. January 3, 2012 - There appears to be a problem with displaying the Naval Units menu. A similar problem occurs with the Splitting convoys in the Setup tray at times. 1014 Vichy Posts #133 & #138 Rob W. #73 09.02.05 12/3/2001 Allocation of pilots in production by France when Vichy is declared is based solely on the air units in production. It should include those in the Reserve Pool and the major power declaring Vichy France should be able to select to which air units the pilots are assigned. Any excess pilots (more than there are available air units) should be lost. It appears that the pilots available to France are not being processed here but instead are simply being passed along to Free France, which is completely wrong. Files: 1 jpg. A similar problem is reported by Lars with both a pilot and an air unit in the air reserve pool arrive as reinforcements for Free France (9.05.06, Post #8). 1016 Vichy Post #147 Rob W. 09.02.05 12/3/2001 PM 7.12.10 state that French Oil Points should go to Vichy, but go to the installing major power instead. This might be ok. It should depend on who controls the hex in which the oil point resides. 1676 Vichy France 09.08.06 Peter v. Post #52 November 18, 2012 When Vichy France is created, partisans in Indo-China should remain on the map, not be removed. This is true for all red partisans whenever their country is Vichied, conquered, surrendered, or liberated. 1682 Vichy France 09.08.06 Eric Post #88 November 18, 2012 Move French Land/Air Axis indicates a hex in Belgium as the closest, but that hex is not a legal destination. It appears that Belgium was aligned to France and when Vichy was declared, it went to Vichy France. Therefore the hex in Belgium appears to be a valid destination, but it isn’t really since the hex is not in Vichy France proper. The 2 conditional clauses that determine valid destinations don't match. One says it is a valid destination (when determining the closest hex) while the second says the unit cannot be moved into the hex (when Eric tries to move the unit). I need to get them to be the identical. 1692 Vichy France 09.08.06 Eric Post #111 November 18, 2012 Iraq oil still goes to Free France even though Syria goes Vichy. Also, Greece reserve unit is removed from the map when Greece, previously aligned to France, goes to Free France; another Greek unit remains on the map. 1003 Vichy Posts #105 & #106 Rob W. #60 09.02.05 12/3/2001 Commonwealth naval and air units in minor countries aligned to France when Vichy is declared and the minor subsequently conquered are correctly overrun, but the overrun can not be performed because the units have no viable hexes to which to rebase. Files: zipped with GAM, 2 jpg Also reported by Lars, 9.05.06, Post #4 for occupied France.. 1007 Vichy Post #117 Rob W. #65 09.02.05 12/3/2001 Message for Allied major power Destroy French Units when Vichy is declared could be made easier to read. Files: 1 jpg 1009 Vichy Post #125 Rob W. #68 09.02.05 12/3/2001 Lending build points to Vichy France by the installing major power is only possible after a delay (e.g., restoring a saved game). The way to fix this is to examine the code for what variables are controlling whether the installing major power can/cannot lend to Vichy France. One of the conditions is not being satisfied as soon as Vichy is installed, but becomes satisfied by restoring a saved game. That should be enough information to identify and fix this bug. Files: 1 jpg 1013 Vichy Posts #132, #139, #140, #141, Rob W. #51, #72, & #75 09.02.05 12/3/2001 Assuming that the Netherlands, aligned to France, is incompletely conquered and chooses France as its new home country, during Vichy creation Netherlands naval units in Occupied France should be forced to rebase. That does not happen. The program logic should include these units in a forced rebase because they are Allied units in German controlled hexes. Note that if these units were stacked with a Commonwealth land unit, the hex would be controlled by the Commonwealth and the units would not have to rebase. There is an existing bug similar (identical) to this for Belgian naval units (Rob #51). See point #4a and make sure that NEI goes to an Axis major power if the stated conditions occur. The same point occurs in a slightly different form in posts #140 and #141. Files: 2 jpg (#72 and 75) 1015 Vichy Post #143 Lars 09.02.05 12/3/2001 Iraq oil is going to Free France after Vichy is declared, even though Syria went Vichy. 1065 Vichy 09.03.00 Post #45 Lars December 27, 2011 The Iraqi oil should go to Vichy/Germany instead of Free France. Saved game available for MTL #1065 (Imp8). May 25, 2012 - This is still a problem. 1407 Vichy 9.04.00 Post #32 Michael March 4, 2012 After collapsing Vichy, all convoys at sea should be split down to 1 convoy each and set to not being in sentry mode. 1408 Vichy 9.04.00 Post #33 Michael March 4, 2012 Liberation of France, followed by the liberation of Vichy France (?) causes a Mad Except. 1320 Vichy 9.02.02 RobW Post#94 Multiple reports for Vichy creation - move French Naval Naval units of an incompletely conquered French-aligned minor cannot be moved to the designated “closest hex” – and cannot be deleted using Backspace. Fixed - but The problem here seems to be that FTC rules are not being taken into account when deciding which is the “closest hex” for rebasing. Guadeloupe and Martinique, being French, are valid destinations, but there is nothing indicating this to the player. Comments: The Main Form text is now correct, but the “closest hex” calculation still does not account for the FTC rules. After moving the Belgian units, the End-of-Phase button remains inactive. Comments: Sort of solved the problem with Belgian units in Brest, but still have outstanding questions about the situation. These are French-controlled, not French-owned, so they do not evacuate with French Naval units. In that case, what do they do? The Belgian units should be overrun during the Conquest step, per RAC 13.7.1 (incomplete conquest). Saved file available. 1313 Vichy 9.01.09 RobW Post#72 October 15, 2011 The following reported as problem, but then under discussion with no resolution: Vichy units outside of Metropolitan Vichy France should be sent to the French Force Pool if the nation they are in is conquered as a result of Vichy being collapsed (by Axis influence). Currently they just become French. -------------------- 1631 Liberation 09.08.03 Michael Post #37 August 12, 2012 When China is liberated, it is at war with all countries. Saved game available. 1308 Liberation 9.01.09 RobW Post#49-53 October 13, 2011 When France is liberated – hexes inside Vichy Metro France that are in Axis ZOC (including Vichy itself) are not converted to French hexes, as they should be. Saved file available. 1401 Liberation 9.04.00 Post #4 Aaron March 2, 2012 Persia is aligned to Japan, conquered by the USSR and liberated by Italy. The Persian Militia is not moved from the conquered pool to the force pool. The cavalry unit moved between the two pools correctly. 1629 Liberation 09.08.03 Michael Post #35 August 12, 2012 Chinese saved oil point ends up in a Chinese hex but stacked with Commonwealth units, which is illegal. What should happen to the oil point? Right now the code says the oil point must be moved, but that isn’t possible and the game hangs. Saved game available. 1636 Liberation 09.08.03 Michael Post #42 August 12, 2012 Reverting Palestine hexes back to the original owner isn’t possible (US is the liberator). Maybe a saved game is available? - Try saved game for MTL 1629. 1630 Liberation 09.08.03 Michael Post #36 August 12, 2012 Japanese controlled Warlords are moved to the Japan force pool when China is liberated. The Warlords should be unaffected by liberation and the cities remain under the control of Japan. Saved game available. 1353 Liberation 9.02.04 Michael Post#18 October 30, 2011 When the USSR is liberated, Guards Banner Armies units get placed in the Force Pools. This may be fixed once the GBA code is in place? 1311 Liberation 9.01.09 RobW Post# 49-53 October 13, 2011 Failure to revert Metro French hexes – does not revoke co-operation between France and the major power that failed to revert the hexes. 1. Free France should become France in the Relations form. 2. Free France becomes a “nation without a capital” if the liberating major power fails to revert territory – Paris remains controlled by the liberating major power. Saved file available. 1275 Liberation 9.01.04 Michael Post#18 September 22, 2011 China is not asked to revert French Indo-China after conquering it from the Japanese. Comments: Liberation is going to be changed to Liberate/Revert/Neither in those cases. This will require a new form, and additions to the Players Manual. Vichy Minors should be conquered by the Allies – not liberated. Then they can be reverted to Free France or not (without penalty). Saved game available. 891 Liberation 8.04.02 Michael Post#11 June 28, 2011 When the US does not revert control of hexes in the UK to the Commonwealth – there is a MadExcept error. 383 Liberation 3.00.02 Michael Post#10 November 16, 2009 Free French units – in Vichy, when liberated by CW, do not cooperate with CW, and after interception by Italians, the naval units have no port to which to rebase. Comments: See Aaron's report on this 8.02.01 Test08 1721 Detailed Map 09.09.06 Michael Post #3 December 31, 2012 One damaged red factory with 2 undamaged blue factories are shown with the blue factories not producing. 1498 Detailed Map 09.06.07 Rob W. #131 Post #8 May 8, 2012 Rolling the detailed map up/down causes it to change to full screen instead of to the size it had been previously. Saved game available. 1560 Global Map 09.07.05 Nils U287 Post #24 May 29, 2012 Scrolling the bottom of the detailed map causes the small global map to become distorted. The detailed map has to be at the bottom; then using the left/right arrows for scrolling the detailed map distorts the global map. See also 156, 09.00.06, Nils, Post #4, August 10, 2010: Small sized Global Map misbehaves at high row numbers. See the post for an excellent description of what exactly goes wrong. 1501 Detailed Map 09.06.07 Post #20 Nils U481 May 8, 2012 The detailed map is only partially redrawn after the end-of-phase button is pressed. Each refresh makes the image more confused. 1440 Detailed Map 9.03.07 Rob W. 097 Post #38 March 2, 2012 Unit resolution changes from medium to high when an air unit flies to a target hex for strategic bombing. 1188 Detailed Map 9.00.06 Lars Post #? August 31, 2011 1. When returning ships to base, there remains an image of the ship in the sea seaction box until it is moved off-screen. 2. Air-to-Air Combat & naval overrun digressions often leaves a form artefact on screen. 3. When shifting from one theatre to another, there is often a mix of both map areas on the screen. Also happens with air unit RTB. 4. Restoring a game often shows only a frame, with your desktop image in it, instead of the detailed map. 1120 Detailed Map 9.00.02 Orm Post #11 August 13, 2011 Factories railed to Murmansk – hide the city Icon. 880 Detailed Map 8.03.08 Michael Post #5 June 21, 2011 When one factory is producing, and another isn't – then the graphic of the smokestacks is incorrect. 142 Detailed Map 01.01.03 Patrice Post #1 July 7, 2009 The weather overlay is not always refreshed when the map is scrolled. 769 Detailed Map 8.01.06 Nils Post #5 April 25, 2011 Screen refresh is not always correct. An example is when using 2 detailed maps and bringing up the Spend Surprise Points form. 493 Detailed Map 7.01.06 Nils Post #8 January 13, 2011 When multiple detailed maps are in use – the Flyouts and Popup Unit Menu positions are not necessarily on the detailed map below the cursor. Using two detailed maps – can result in one having the focus even though the mouse is within the other. 138 Detailed Map 5.01.02 Nils Post #47 August 10, 2010 With units in hand – and scrolling quickly, the map is not redrawn correctly. This was much improved by August 31, 2011, but still not quite perfect. 139 Detailed Map 3.00.04 Patrice Post #55 November 28, 2009 The detailed map refreshes needlessly in several places: DOW minors, Neutrality Pact, Choose Action. 140 Detailed Map 3.00.04 Patrice Post #46 November 28, 2009 Refresh of mouse position – not updated when scrolling, in any way, shape, or form. -------------------- 1462 Units in Hex form 09.05.02 Email Rob W. March 15, 2012 It isn’t possible to move selected units in the Units in Hex form. 1698 Units in Hex 09.09.00 Lars Post #9 December 9, 2012 During Setup, advancing to the next major power causes the Units in Hex form to “jump to a step ahead”. December 9, 2012 - I am not sure what Lars means here. I setup the US in Global War and then the game went to the USSR without any noticeable problem. 1672 Units in Hex form 09.08.06 Lars Post #37 November 18, 2012 This form stops working fairly often during setup and the reinforcement phases of the game. It can only be corrected by exiting and restoring the game. See also 09.08.04, Lars, Post #9, November 18, 2012: MadExcept error occurred during production and also during reinforcements. December 30, 2012 - Lars’ bug report concerned Mad Except errors occurring when the program was trying to Clear the UnitsInHex form. 1590 Units in Hex form 09.07.08 Lars LM 0978 Post #4 June 11, 2012 The form does not update correctly during Setup. It places units in the wrong hex. ---------------------- 741 Main Form 08.01.05 Orm Post #5 April 18, 2011 The map display button settings down/up do not match what is shown on the detailed map. 146 Main Form 01.01.00 Grotius Post #26 - #29 June 21, 2009 After halting units due to naval interception, the map centers on the next available unit, even if this option is set to Off. 145 Main Form 01.00.06 Grotius Post #10 April 30, 2009 This menu item does nothing. 169 Main Form 00.05.08 ? Post #? November 18, 2007 Setup tray changing the resolution does not always update all the units in the setup tray. This is probably true for all UnitStackViewers. ------------------- 1167 Other Interface Elements Rules Questions Aaron Posts #1018 and #1024 August 23, 2011 If Vichy CAP phases are not disabled, Germany and Italy are offered the opportunity to fly CAP – even if they have all CAP phases disabled. Disabling Vichy CAP phases solves this. 1147 Other Interface Elements 09.00.03 Orm Post #74 August 20, 2011 Ground Support and other phases. Unit status indicators are not updated until you click within the list, even though they are updated on the map. This is true, even if selecting the unit from the list. 361 Other Interface Elements 02.01.04 Sagji Post #7 October 9, 2005 Remains on top of other applications if the user Alt-Tabs out of MWiF. --------------------- 1689 Screen Layouts 09.08.06 Andy Post #107 November 18, 2012 When using 3 monitors, the game does not load if the primary monitor is in the middle and the secondary monitor is on the right. A Mad Except error occurs with the left monitor’s left position as -1920. Asked for the Mad Except report. 1490 Screen Layouts 09.06.03 Post #1 Rob W. #119 April 23, 2012 Naval Review Details settings are not taken from the SLY file when the form is closed and then restored. Refreshing the SLY file does restore them correctly. Perhaps the program is using the current NRS settings? 1491 Screen Layouts 09.06.03 Post #2 Rob W. #120 April 23, 2012 The Global Map that is automatically created as part of New Game.SLY for a two monitor system appears to interfere with the display of the scroll bars (Theme Engine’s) and other elements of the Global Map. For instance, the interior details of the map are a mix of zoomed in and zoomed out. Scrolling the map using the mouse wheel will then produce a MadExcept - eventually. The sequence to reproduce this is: good SLY, New Game.SLY, Good SLY. The last is the one that is messed up. Saved game and SLY files available. 1175 Screen Layouts 09.99.04 Post #2 Aaron August 27, 2011 Changing screen layouts at the start of a new game – does strange things to the Global Map scroll bars. See images in post. ---------------------- 118 Game Save/Restore 0.12.01 Orm Post #16 February 10, 2009 Directory default - “Global War\Saved Games\Setups” specified but “Global War\Saved Games” used. See bug report 6 (no saved game). 1605 Game Save/Restore 09.08.02 Peter v. Post #2 July 15, 2012 Trying to save a game during the port attack phase generated a Mad Except. December 25, 2012 - Try to recreate. December 26, 2012 - The program was trying to refresh unit depictions in the Flyouts’ form UnitStackViewer. 1479 Game Save/Restore 09.05.04 Stian Post #6 April 6, 2012 File extension GAM assigned to an application in Windows causes the saved game files to not be found. This needs to be explained as part of the installing the application text in Section 1 of the PM. 695 Game Save/Restore 8.00.06 Orm Post#56 March 27, 2011 HQ Reorganization phase – can restore a saved game to the non-phasing side for this phase if the phasing side has no HQs capable of reorganizing units. The game was being played Head2Head. 867 Game Save/Restore 8.03.05 Aaron Post #25 June 14, 2011 Saved Oil Point – not found. Save is from Factory Destruction phase. See bug report 143 (no saved game). 517 Game Save/Restore 9.00.03 Grotius Post #6 January 22, 2011 Attempting to load a saved game with a long directory name – generates a MadExcept error. Too many folders sounds like the problem here. Inserting diagnostic messages should help isolate this problem. 110 Game Save/Restore 0.12.10 Grotius Post #33 April 13, 2009 Restore Last Game – has no code behind it. -------------------- 1513 Theme Engine 09.06.07 Emailed Nils & Jennifer May 8, 2012 Minimizing game during Spend Surprise Points subphase of port attack generated a Mad Except error. 1467 Return to Base 09.05.03 Michael Post #12 March 18, 2012 MadExcept messages generated by minimizing/maximizing the game using the Main form. 966 Land Movement 9.00.00 Orm Post#12 August 6, 2011 Minimizing the game – causes a MadExcept error. This was a Head2Head game running Vista in XP compatibility mode. This does not happen every time. 1455 Theme Engine 09.05.01 Post #3 Orm March 14, 2012 Minimizing the application causes a MadExcept. Reproducing this bug is unreliable but it has occurred several times, under both Vista and Win 7. March 15, 2012 - Unable to reproduce. The bug report says the minimize command came from within the Units Review form. 1573 Theme Engine 09.07.06 Michael Post #5 June 5, 2012 MadExcept on minimizing game. 1655 Minimize Game 09.08.06 Michael Post #5 November 18, 2012 Bugreport file in 00.09.08.03. 1050 Theme Engine 09.03.00 Post #7 Jimm090300-2 December 27, 2011 Using any directory option other than List generates a MadExcept error. Same as MTL 568. 568 Theme Engine 7.02.03 Grotius Post#27 February 3, 2011 Using the Browse button – on the Splash Screen to bring up a list of files and then clicking on changing the layout from List to something else, generates a MadExcept error. ------------------- 1562 Fast Start 09.07.05 Nils U461 Post #26 May 29, 2012 The SLY files for the Fast Start saved games are missing - or at least they are for Barbarossa. 1261 Fast Start Save Game 9.01.03 Aaron Post#5 September 17, 2011 Once the Transfer Pools are coded, Fascist Tide is going to need a new Fast Start saved game. ------------------ 1259 Half Map Campaign 9.01.03 Orm Post#1,12,8,16 September 17, 2011 1. Allied units are at the moment not able to enter or leave the Transfer Pool during naval movement. 3. Units in the Transfer Pool are not RTB at the end of the turn. For Fascist Tide, I am thinking about using the Azanian Sea as a place to display the Transfer Pool and any combats that take place therein. Units would move from Cape Basin and the Red Sea directly into the Transfer Pool/Azanian Sea. By what method? Again, this would be for display purposes. The Azanian Sea would still be an illegal sea area for all game play purposes. 6. If the Netherlands is DOWed, can the CW set up some of the naval units in the Transfer Pool to represent their setup in the NEI? Harry says “Yes”. 7. General consensus is that the Weather in the Transfer Pool should always be Fine. 8a. Suggestion made to include additional units during Japanese raids instead of doubling the combat factors. 8b. Objection to this change, based on “why fix it, if it ain't broke?” 1260 Half Map Campaign 9.01.00 Orm Post#4 September 17, 2011 Aden should be outside the playable area – but isn't. 1207 Half Map Campaign 9.00.07 Orm Post#16 September 4, 2011 Fascist Tide - Special production rules, special US Entry rules, Transfer Pool rules. 563 Production Planning 8.01.03 Doktor Post #19 February 1, 2011 Problems with half-map scenarios: In Fascist Tide - the Commonwealth are France receive oil and non-oil resources using the Transfer Pool. In Fascist Tide - the US has only half of it resources and factories available. 1208 Half Map Campaign 9.00.07 Irn Post#16 September 4, 2011 Day of Infamy - Special production rules, special US Entry rules, Transfer Pool rules, special victory conditions. ------------------- 1493 Interactive Tutorials 09.06.04 email Rob W. April 24, 2012 Unable to complete German production in IT #20.
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Steve Perfection is an elusive goal.
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