Matrix Games Forums

Forums  Register  Login  Photo Gallery  Member List  Search  Calendars  FAQ 

My Profile  Inbox  Address Book  My Subscription  My Forums  Log Out

1.01 update.

 
View related threads: (in this forum | in all forums)

Logged in as: Guest
Users viewing this topic: none
  Printable Version
All Forums >> [New Releases from Matrix Games] >> World in Flames >> 1.01 update. Page: [1]
Login
Message << Older Topic   Newer Topic >>
1.01 update. - 11/8/2013 2:47:56 AM   
stormbringer3

 

Posts: 875
Joined: 7/26/2007
From: Staunton, Va.
Status: offline
Usaully when there's a patch there will be a thread describing what's in it. I don't see one so I'll ask. What's in the 1.01 update?
Thanks.
Post #: 1
RE: 1.01 update. - 11/8/2013 2:52:30 AM   
paulderynck


Posts: 8201
Joined: 3/24/2007
From: Canada
Status: offline
Have you looked in your World in Flames folder to see if there is a "Corrections since 1.00" text file or something similar?

_____________________________

Paul

(in reply to stormbringer3)
Post #: 2
RE: 1.01 update. - 11/8/2013 3:00:55 AM   
SirWhiskers

 

Posts: 30
Joined: 12/27/2009
Status: offline
Here's the info from the readme file that comes with the update.

Change History:

v1.0.1 - November 7, 2013

At Release Update

Rules Changes

• Disabled saving a game during the Retreat and Advance After Combat subphases.
• Removed the ability to set Disabled Phases during NetPlay games and eliminated the in-game checks for disabled phases during NetPlay games. This applies to CAP subphases too. Using these features during a NetPlay game could easily result in the two computers processing the sequence of play differently.

Bug Fixes

• Fixed a problem in air-to-air combat where a fatal error could occur at the start of the combat.
• Removed the button for changing the date for the end of game when the help message about that optional rule was accessed from the Start New Game form.
• Modified the code for moving naval units so if Ctrl-Left-Click is executed in a hex in the sea area from which the naval units started their move, then the move is canceled. This is how a simple Left-Click is processed.
• Fixed a problem with breaking down a corps/army unit with the rule for unlimited division OFF, so the corps/army unit now goes into the Force Pool instead of the BreakDown Pool.
• Fixed a problem with the Defensive HQ Support phase so it is no longer potentially skipped when the defending HQ unit is in the attacked hex.
• Added a check for at least half of the attacking land units being snow units when using the 1D10 land CRT, before asking whether to use the benefit of snow units. This is because there is no benefit on the 1D10 unless half or more of the attacking units are snow units. Nor is the question asked if all the attacking units are snow units. Instead the benefit is automatically given since the only penalty for using the benefit is having to take the first loss with a snow unit.
• Fixed a problem where the two subphases for deciding whether to use snow units were being skipped.
• Fixed a problem in the Land Combat Resolution phase where it was possible that the Disorganize button would disappear when a unit still needed to be selected.
• Fixed a problem in the Land Combat Resolution phase where Shattered units might not be removed from the map.
• Fixed a problem with using the radio buttons to select which saved game to restore caused a fatal error trying to restore the saved game. The problem would occur when players had used Windows to turn off displaying file extensions.
• Fixed a problem in the Land Combat Resolution phase where units that were suppose to retreat might have remained in the attacked hex.

User Interface

• Made some edits to the Optional Rules Help file. The most important change was clarifying the Extended Game optional rule.
• Updated the land and naval unit writeups with the latest from Robert Jenkins, Adam Scott, and Eric Piatyszek. These updates will only be apparent in games started with version 1.0.1 or later.
• Fixed a problem with returning naval units to base, where an image of the naval units remained partially visible in their starting sea area section box after they returned to base.



v1.0.0 - October 30, 2013

Official Release

Rules Changes

• Removed several debug capabilities from the popup Unit Menu.
• Disabled the effect of editing the INI file manually, so debug functions can no longer be enabled if the program wasn’t compiled for the express purpose of debugging.

Bug Fixes

• Fixed the problem with the Production Planning form where the Skip Major Power button didn’t change which major power was using the form.
• Fixed the problem with the Commonwealth being able to reorganize its units using the NEI oil resources being sent to Japan.
• Enabled changing which resource is used to fulfill a trade agreement. The sending major power can now choose which resource fulfills a trade agreement; it is assumed to be for production and a factory is selected automatically by the program. The receiving major power can then change whether the resource is saved or used in production, and it can also change the destination hex.
• Fixed a problem where oil points used for reorganization were still available for production in the Final Production Planning phase. Now any oil points used to reorganize units do not appear in the owning major power’s list of resources in subsequent end-of-turn phases. At the start of the next turn, oil resources generate new oil points, while saved oil points used to reorganize units (or in production) disappear forever.
• Fixed a problem where decisions made using the Production Planning form were deleted when a saved game was later restored.
• Fixed a problem with the End-of-Phase button being unresponsive and the ESC key not working correctly during the naval air support subphase of a naval interception combat.
• Fixed a problem with the check for a valid destination being skipped for air units that fly during the naval air support phase during naval interception combats.
• Fixed a problem with initiating a variable for second and subsequent naval interception combats which caused the program to halt at the start of the Choose Naval Combat Type subphase.
• Added a check to make sure the variable Abort Queue Stack exists, in order to prevent a potential fatal error following a naval combat.
• Fixed a problem with air units that return to base during the Return-to-Base phases so they now become disorganized.
• Fixed a problem where the anti-aircraft fire subphase was being skipped for port attacks when there were no anti-aircraft divisions capable of firing.
• Fixed a NetPlay problem with the Naval Combat phases where if naval combat was declined in a sea area, it was not removed from the list of naval combat sea areas on the other player’s computer.
• For NetPlay, added code to make the mailbox blink when a new message arrives.
• For NetPlay, corrected a problem where units that were forced to retreat would sometimes be retreated twice.

User Interface Improvements

• Changed the INI file so all the sound effects, music, and historical video settings start turned on.
• Made turning off the sound effects take effect immediately, even when the sound effects are currently playing.
• Corrected the positioning of the flag in the Sequence of Play form during land combat resolution subphases.
• Changed the email address for Mad Except errors so they are sent to Matrix Games.


v0.99.2 – Oct. 23, 2013
Essen Release Update

Rules Changes

• Disabled City-Based-Volunteers as an optional rule. The code for this optional rule is incomplete.
• Disabled the Fascist Tide and Day of Infamy scenarios. Some of the code for these half map scenarios still needs to be written: Special Production and Transfer Pool rules.

Bug Fixes

• Enabled the air-to-air combat form following the end of a combat, so the form can now be closed and game play continued. This corrects the problem in all modes of play.
• Fixed a problem with defensive anti-aircraft fire causing the program to halt when there were no divisional units capable of firing AA. This corrects a problem which occurred in the Solitaire and Head-to-head modes of play.
• Fixed a problem in the use of defensive anti-aircraft fire that could result in an infinite loop. This corrects a problem which occurred in the Solitaire and Head-to-head modes of play.
• Added a check to avoid a fatal crash which sometimes occurred (rarely) when naval units aborted from a naval combat.
• Converted Vichy French lands units outside of Metropolitan Vichy France to Free French units when Vichy France collapses.
• Fixed several problems with production planning for Germany in the Barbarossa scenario. The counts of factories and resources now conform with the rules for the scenario. Furthermore, the resources in countries that are excluded from the game (i.e., Spain, Turkey, and Sweden) now automatically reach factories in Germany without tracing specific routes. Note that for the Swedish resources to reach Germany, convoys need to be in the Baltic Sea (as per the rules for this scenario).
• Fixed a problem in production planning for assigning Override parameters when saving oil. The program now always sets the action for the oil resource to Save - assuming a valid destination exists.
• Fixed a problem in production planning so old routes are now cleared when an oil resource is saved “in place” or in a different location.
• Replaced the Fast Start game for Global War so the Polish units no longer begin the game out of supply. Also fixed a related problem with calculating supply when a game is restored during the Setup Minors subphases.
• For NetPlay, fixed a problem with changing hex control and interning units on both computers. Made the same changes for occupying the Baltic States.
• For NetPlay, fixed a problem with port attacks where the non-phasing side’s computer crashed when defensive anti-aircraft fire die rolls were made.
• For NetPlay, fixed a problem with naval air combat, including port attacks, so surprise points can be spent to select the target.
• Fixed a problem where if Japan marked one of the US oil points for saving, then all the US trade resources (oil and non-oil) were being saved in the chosen city.
• Fixed a problem where overriding a Default action to save an oil resource with an Override action to produce with the oil resource was ignored when Recompute was executed.
• Enabled militia units to arrive during the reinforcement phase as Off-City Reinforcements when that optional rule is in use.
• Made changes so most air missions can be flown regardless of Foreign Troop Commitment Limits for major powers, provided the subphase isn’t return to base.
• Fixed a problem with overrunning convoys where if there were only one unit in the hex, the convoys were not being split into multiple units for individual die rolls to determine if they were captured, destroyed, or escaped.
• Fixed several small problems in the Select Units form regarding the filters for movement points and range.
• Enabled rail movement out of an enemy zone of control by a land unit which starts the impulse as the only land unit in a hex, provided a second land unit first rail moves into the first unit’s hex.
• Fixed a problem with the summary panel in the production planning form where resources received in trade from minor countries were not being included in the totals. Fixed a similar problem for resources in cities controlled by the Communist Chinese not being included in the counts for China.
• Enabled oil points to be saved in hexes outside of a major power’s home country, provided the major power controls the hex.
• Added a line of code to prevent ground strikes from being made on the non-phasing side’s air units flying in the hex.
• Made efficiency improvements to reduce the time required for Production Planning Recompute.
• Added code so attacked and aligned minor country units are no longer selectable once the subphase for placing them on the map has ended.
• Reduced the time to restore a saved game by making sure the supply calculations are only made once.
• For NetPlay, in phases where the local major power is not deciding, the program now uses the name of the current deciding major power in the file name for an automatically saved game. For example, in the Choose Action phase, the name of the automatically saved game is the name of the current deciding major power. This makes the name of the file the same on both computers.

User Interface Improvements

• Removed a diagnostic message that appeared when starting a new game.
• Corrected the weather overlays so they are no longer partially turned off when the phase/subphase changes.
• Enabled the Animate Route checkbox in the Production Planning form.
• Removed the text from the help message for the Start New Game Mode-of-Play section that described AI Opponent and Play by Email.
• Added a check in the setup phases (e.g., Call Out Reserves) to detect when no units are available to be set up. The program now generates an informative message when there are no units to be set up instead of displaying an empty Setup Tray.
• Added code so only two of the four Netherlands East Indies oil points are displayed in the production planning form for the Commonwealth. Although the Commonwealth technically controls all four NEI oil points once the Netherlands aligns with the Commonwealth, the trade agreement between Japan and the Netherlands means that two of the oil points always go to Japan. Having those oil points appear in the list of Commonwealth resources was confusing - and since the Commonwealth has no control over those oil points, it is best that they only appear in the production planning form for Japan.
• Corrected the title for the Choose Section Box form.
• Updated the naval and land unit writeups, with the latter getting dozens of new writeups.
• Inserted checks for the historical videos so each of them only plays once per turn for each major power.
• Changed the program’s response to turning off the music and sound effects so those changes take place immediately.

V0.99 – Oct. 13, 2013
Essen Release

(in reply to paulderynck)
Post #: 3
RE: 1.01 update. - 11/8/2013 3:21:42 AM   
stormbringer3

 

Posts: 875
Joined: 7/26/2007
From: Staunton, Va.
Status: offline
Thank you.

(in reply to SirWhiskers)
Post #: 4
RE: 1.01 update. - 11/8/2013 4:51:57 AM   
Titan

 

Posts: 482
Joined: 8/28/2000
From: new Zealand
Status: offline
Im downloading game now, don't see a link for 1.01 patch

(in reply to stormbringer3)
Post #: 5
RE: 1.01 update. - 11/8/2013 4:52:39 AM   
Zorachus99


Posts: 1066
Joined: 9/15/2000
From: Palo Alto, CA
Status: offline

quote:

ORIGINAL: Titan

Im downloading game now, don't see a link for 1.01 patch


It will update after installation.

_____________________________

Most men can survive adversity, the true test of a man's character is power. -Abraham Lincoln

(in reply to Titan)
Post #: 6
RE: 1.01 update. - 11/8/2013 5:01:46 AM   
Titan

 

Posts: 482
Joined: 8/28/2000
From: new Zealand
Status: offline

quote:

ORIGINAL: Zorachus99


quote:

ORIGINAL: Titan

Im downloading game now, don't see a link for 1.01 patch


It will update after installation.

cheers

(in reply to Zorachus99)
Post #: 7
RE: 1.01 update. - 11/8/2013 1:51:41 PM   
Erik Rutins

 

Posts: 37503
Joined: 3/28/2000
From: Vermont, USA
Status: offline
For 1.01, just click on the "Check for Updates" link after double-clicking on the desktop shortcut for World in Flames and it will download 1.01 for you.

_____________________________

Erik Rutins
CEO, Matrix Games LLC




For official support, please use our Help Desk: http://www.matrixgames.com/helpdesk/

Freedom is not Free.

(in reply to Titan)
Post #: 8
Page:   [1]
All Forums >> [New Releases from Matrix Games] >> World in Flames >> 1.01 update. Page: [1]
Jump to:





New Messages No New Messages
Hot Topic w/ New Messages Hot Topic w/o New Messages
Locked w/ New Messages Locked w/o New Messages
 Post New Thread
 Reply to Message
 Post New Poll
 Submit Vote
 Delete My Own Post
 Delete My Own Thread
 Rate Posts


Forum Software © ASPPlayground.NET Advanced Edition 2.4.5 ANSI

3.313