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New Public Beta v02.09.04.00

 
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New Public Beta v02.09.04.00 - 11/13/2018 11:17:20 AM   
Indirectlemon

 

Posts: 35
Joined: 11/12/2015
Status: offline
Hi Everyone,

The latest public beta for World in Flames (v02.09.04.00) is now available in the Members Area

Please check it out and note any issues within the forum.


Change History:


    New Game/Setup

    • Fixed a newly created problem with starting a new solitaire game of Barbarossa.
    • Fixed a problem with setting up units at sea. This problem was due to 3 lines of code for “Vichy French units not being permitted to stay at sea unless Vichy is hostile” being in the wrong place.
    • Fixed a problem with setting up the Communist Chinese in the Missed the Bus scenario where the USSR units in the Production Pool were being moved back into the Force Pool.
    • Added some checks to prevent the City Based Volunteer units from being placed in the Force Pool unless that optional rule is enabled.

    Trade Agreements

    • Added a new table to the Lending/Trade Agreements form to display which resources are fulfilling each trade agreement. However, I removed a new set of buttons for modifying the associated resources and destinations using the Lending form (a.k.a. Trade Agreements form). Those will be restored once the code for them is complete.

    Declaration of War

    • Fixed a problem with determining how many US Entry markers are drawn/removed when more than 1 major power declares war on an enemy major, or when 1 major power declares war on 2 enemy major powers. There are certain combinations of DOW’s by major powers on enemy major powers when fewer US Entry Actions occur (e.g., when the Commonwealth and France both declare war on Germany at the start of Global War).
    • Fixed a problem with the non-phasing computer zeroing out the action limits for all major powers for the phasing side at the start of a Global War game.
    • Fixed a couple of problems with the USSR occupying the Baltic States.
    • Added a check so the Pools form can no longer be used to call out reserves unless the current major power is at war with another major power.
    • Fixed a non-fatal error when surrendering a minor country because no major power aligns it.
    • Added the information on the die roll number for drawing US Entry markers when the number of markers drawn depends on a die roll. That is almost always true.
    • Modified the ground strike and ground support effects of aligning a given minor country A, so it now checks if the aligning major power has surprised any countries (e.g., C) in the current impulse. If so, then A is added to the list of countries that have surprised the attacked minor C. For example, this comes up if Germany DOW’s Yugoslavia in the DOW Minors subphase and then aligns Rumania in the following DOW Align Minors subphase. Rumania now correctly surprises Yugoslavia in the ground strike and ground support phases.

    Air Operations

    • Fixed a problem with carrier air units capable of being bombers always being assigned as bombers in naval air combat. They can now be assigned as fighters.
    • Fixed a problem with carrier air units flying as bombers in a naval air combat not being recognized as part of the air-to-air combat.
    • Fixed a problem with carrier air units that can only fly as fighters in a naval air combat being destroyed when they try to return to their carriers. This was caused by the carrier air unit never being unloaded from the carrier at the start of the naval combat - so the program data indicated there was no room on the carrier for the fighter (it was already on the carrier).
    • Modified the code for when the calculation of air-to-air combat odds is made so the odds are calculated for both sides’ die rolls during the defender’s fire sub-subphase. The attacker’s odds are set aside and used later when the attacker’s die roll is made. This modification means that changes to attacking fighters or bombers caused by the defender’s die roll no longer affect the odds for the second die roll.
    • Made a change so determining which side is attacking/defending in air-to-air and antiaircraft combats is made at the start of the combat instead of dynamically as the combat proceeds. Later in the combat, one side might have had all its air units aborted/destroyed, so determining the major power ‘leader’ for a side isn’t possible. The previous code created a fatal error when one side decided to abort from an air-to-air combat when it had no air units remaining. This change fixes that problem.
    • Added a check to avoid a possible non-fatal error in air-to-air combat when one side has no air units.
    • Fixed a newly created problem with ending the last air-to-air combat. This problem probably only occurred when no air units remained on either side for the final air-to-air combat, and one of the air units had just been aborted
    • Fixed a possible problem with air-to-air combat where the program would halt after one side aborted their units from the combat.
    • Several corrections to air-to-air combat for NetPlay (listed below) also fixed the same problems in Solitaire and Head-to-head play.
    • Moved the insert panel of the Air-to-air Combat form, which requires the player to acknowledge the message about the results of the latest die roll, 20 pixels to the left. It no longer gets hidden by the primary Air-to-air Combat form.
    • Added a restriction for air units aborting from an air mission so they cannot return to base to a hex controlled by a major power with which: (1) they do not cooperate, and (2) they do not satisfy Foreign Troop Commitment restrictions.
    • Fixed a problem with undoing return to base moves for air units. Previously they had been stuck in their target hex if their return-to-base move was undone. Now they can be selected a second time and returned to base.
    • Fixed a problem with Undoing a carrier air unit flying as a bomber in a port attack so that it remains organized once the Undo is completed.
    • Fixed a problem with carrier air units flying as bombers in a naval air combat mission returning to their carriers: they now return to their carrier (instead of being destroyed) and revert to a plane role of ‘undecided’. Note that if a carrier is damaged, its carrier air unit(s) cannot fly during naval air combat.
    • Fixed another problem with carrier air units having fought a naval air combat not being able to return to their carriers. This also fixes a problem with carrier air units appearing to be in two places at once.
    • Corrected a problem with returning carrier air units to carriers when there is only one carrier air unit returning to base and there is only one carrier on which it can land.
    • Fixed a general problem with returning carrier air units to their carriers.
    • Fixed a recently created problem with returning carrier air units to carriers after a naval air combat.
    • Removed a diagnostic message about carrier air units landing on their carriers.
    • Eliminated the spurious display of the Antiaircraft Fire Results form when surprise points are used to avoid combat.
    • Fixed a problem with defensive anti-aircraft fire during port attacks sometimes halting the program.
    • Fixed a problem with anti-aircraft fire by both sides against Ground Support air units causing the program to halt after the attacking side fired their AA unit.
    • Modified the message about which units receive anti-aircraft fire so it displays the side (Axis or Allied) instead of a specific major power (since there can be air units from different major powers receiving the AA fire).
    • Modified the target of lost bombers/bombing factors due to antiaircraft fire so the first bomber is automatically chosen as receiving the damage. Of course the player can choose a different bomber if he so desires. This change simply selects the first bomber when the form first appears.
    • Fixed a problem with Vichy French air units not being able to fly air support for a naval combat unless a German air unit could also fly air support. Now the German player (or the Italian player if Italy controls Vichy France) gets to fly the Vichy France air units in support.
    • Fixed a problem with returning Vichy France air units to base sometimes halting the game.

    Land Operations

    • Fixed a newly created problem with control of a hex not changing when a country retakes a hex in its home country.
    • Fixed a newly created typo in Allowing Moves through Sweden that was causing a fatal error when Norway was NOT neutral.
    • Fixed a problem with using a rail move to occupy Eastern Poland, when doing so forced a unit to relocate. This correction also allows for using a rail move to ‘occupy’ other areas of the map.
    • Fixed a problem where Allied units moving into Eastern Poland after it was occupied by the USSR not having to meet Foreign Troop Commitment requirements for moving into the USSR.
    • Added a text message for all players identifying each unit by name when Vichy French land units defect.
    • Fixed a problem with resolving land combat using the 2D10 CRT where if both sides were able to use snow units and the defender declined, the attacker was not given the opportunity to use its snow units.
    • Fixed a problem with land combat where if a defending unit were changed from Destroyed to No Effect, the number of units that needed to be destroyed was not being increased.
    • Fixed a minor problem with having to select a defensive unit twice during Land Combat Resolution in order to get the Shattered and Destroy buttons to appear.

    Naval Operations

    • Modified the code so only convoys belonging to the same source country (i.e., the original owning country) can be merged. For example, merging Commonwealth convoys with Danish convoys is no longer possible, even though the Commonwealth ‘owns’ the convoys that were originally Danish. This change is primarily for NetPlay where weird things happened sometimes when merging convoys from different source countries.
    • Fixed a problem with merging all convoys.
    • Fixed a hole in the code which was permitting naval units starting at sea to move and end their movement at sea. This had been possible by passing through a port and picking up cargo in the port.
    • Added a check to prevent partisan units from being loaded onto air or naval transports (since they can never leave their home country).
    • Fixed a newly created bug where the program didn’t advance from the Naval Movement phase to the Naval Combat phase. This problem was easy to work around by simply restoring the automatically saved start of the naval combat phase.
    • Fixed a newly created problem with the transition from the Naval Movement phase to the Naval Combat phase where the program was immediately starting the first naval combat as if the player had selected it.
    • Added some “just in case” code to the Naval Interception form, so it is removed from view once the decision to intercept (or not) is made.
    • Fixed a problem with calculating the search number for intercepted naval units returning to base. If there were no other friendly units in the sea area, it had been set to -1 instead of zero, which caused the surprise points to be off by 1 for the intercepting side.
    • Added a check so units that are aborting from a sea area are not included in calculating the search number for whether a section box is included in a combat. Previously an aborting carrier, carrying carrier air units, could improve the search capability of the units in a section box. Note that when playing with the optional rule for variable carrier air unit searches, a carrier air unit with a range of 7 would improve the search by +2 (instead of the normal +1).
    • Added the die roll values to the informative message when a sea area search is unsuccessful.
    • Added code so when a player is deciding to send naval air support, the program centers on the sea area where the combat is about to take place..
    • Fixed a problem with Bottomed ships not always being bottomed.
    • Made a small change in assigning the order in which the units in the naval abort queue are processed. This doesn’t change which units are aborted, only which ones are grouped together.
    • Added some code for restoring saved games so if the save occurred in the middle of a naval combat (say after a round or two) and units have already entered the Naval Abort Queue, then the NextQueueNumber is set to be higher than the highest queue number of all the units in abort queue. Previously, whenever a saved game was restored, the NextQueueNumber was reinitialized to 1, which meant that units from both sides could end up having the same abort queue number. That would cause a fatal error later when trying to return the aborted units to base.
    • Added a check for whether a unit is at sea before determining whether it is Staying At Sea. Obviously, if a unit is already on land, it is not “Staying At Sea”.
    • Modified the code for centering the detailed map on the sea area selected for naval combat between the #2 section boxes, instead of the center of the sea area in general.
    • Eliminated the same player being asked twice whether he wants to commit his subs.
    • Fixed a non-fatal error in processing naval air combat with closing the air-to-air combat form after the combat is over because one side decided to abort from the sea area.
    • Made several changes to the processing of naval interceptions.
    • Fixed a newly created problem with intercepting naval units.
    • Fixed a problem with the Naval Review Summary form which was limiting the number of Saved Displays to one. Now you can add more displays to the Display List in the lower right side of the form (you should keep the names shorter than the width of the panel since otherwise the full name is not visible).

    Supply

    • Fixed a problem with determining enemy zones of control between a major power and an enemy minor country when the major power is not at war with any major power (just the minor country). Previously, USSR units were able to trace supply through Bulgarian unit zones of control if the USSR was only at war with Bulgaria,
    • Added some checks to prevent units that are out of supply from participating in air missions. This came up when a game was saved in the middle of an air mission phase, and recalculating supply when the game was restored correctly changed the supply status of some air units from in-supply to out-of-supply.
    • Added a check for whether Norway is neutral to determining if Germany can trace supply through Sweden. This should shorten the time it takes to calculate supply substantially. Previously, the program would search the entire map looking for hexes in Norway that held German units. When Norway is neutral, there are never German units there, so tracing supply through Sweden isn’t possible. Therefore there is no need to search.
    • Fixed a newly created bug in calculating supply that in some cases was increasing the time required by approximately times 9.

    Production Planning

    • Added a check to the initialization routine for production planning so saved oil points are only initialized to Save if they have neither a Default nor an Override setting.
    • For Production Planning, cleared the Override settings if a path is found for a resource that does not use the Override settings. That only happens if using the Override settings fails to find a path. Similarly, cleared the Default settings if a path is found for a resource that does not use either of the Default or Override settings.
    • Added a button to the Production Planning form for calling up the Trade Agreements form.
    • Fixed a problem with USA to Japan resources sometimes not being delivered.

    Use Oil

    • Fixed a fatal error in the Use Oil form when using oil from cooperating major powers and an HQ had been used as a primary supply source by expending a Supply Unit.
    • Moved the OK Done button on the Use Oil form farther away from the Reorganize All button, so the form is less likely to be closed by accident.

    Break Down/Reform

    • Enabled divisions in the Destroyed Pool to be used to break down corps/army units. Previously units had to be in the Force Pool. But those in the Destroyed Pool are heading there at the beginning of the Production phase, so according to the rules as written (WIF FE), they should be available during the Break Down phase.
    • Added code so when divisions from the Destroyed Pool are used to break down a corps/army, they are removed from the Destroyed Pool list.
    • Fixed a problem with reforming divisional motorized SS units where the program was incorrectly displaying a non-SS unit as a possible corps to be reorganized, but then correctly forcing the corps unit to be an SS unit. Now the program only displays SS corps as possibilities.

    Production

    • Fixed a problem with processing the Destroyed Pool when the optional rule Scrap Units is not part of the game.

    Peace

    • Fixed a problem with enforcing peace between Finland and the USSR where German peacekeepers were being forced to relocate to hexes in the Finnish Borderlands. This change also applies to Bessarabia when peace is enforced between Rumania and the USSR.
    • Fixed a problem with displaying the Activity Limits for the Allied side after China has been completely conquered.
    • Changed the disposition of governed areas (territories not part of a minor country or major power) which have previously been conquered, and whose original controlling major power is completely conquered. Previously, these would be converted to neutral minor countries if no major power had ‘influence’ in the governed area. Now the status of a previously conquered governed area is unchanged when its original controlling major power is completely conquered. The most common case for this is when Sardinia (originally owned by Italy) has previously been completely conquered by the US or Commonwealth and then Italy is completely conquered.
    • Fixed a non-fatal error by removing some unnecessary code from processing a conquered territory.
    • Fixed a problem with surrendering a major power (e.g., France) where the surrendered major power’s units incorrectly remained on the map in their home country. Note that units belonging to aligned minor countries are not removed from the map.
    • Added another check so surrendering a major power only generates half the US Entry markers as conquering it.
    • Fixed a problem where liberated minor countries remained at war with major powers on the same side as the liberating major power. For instance, prior to this code change, when the Commonwealth liberated a Vichy France minor country (e.g., Morocco), other Allied major powers would remain at war with the liberated minor country (Morocco). This mainly affected the use of the liberated minor country’s ports.

    Vichy

    • Fixed a problem with relocating Axis units to Vichy France. This came up with the conquest of Libya forcing the relocation of an Italian Supply unit. Previously they would be required to move to Vichy held territory, but were not permitted to be placed in any of those hexes because Vichy was neutral. Now the unit is correctly forced to rebase to an Italian held hex.
    • Fixed a logic error which permitted Vichy units to stay at sea when Vichy wasn’t Hostile. For most major powers, non-convoy units must return to base if the major power is neutral. For Vichy France, the rule is different: non-convoy units must return to base unless Vichy is Hostile to an Allied major power.
    • Fixed two problems with Vichy units defecting during land combat. The first was that attacking Vichy units were not checking for defection. The second was that if more than one defending Vichy unit defected, only one was removed from the map and placed in the Free French force pool. Neither of these problems now occurs.

    Screen Layouts

    • Corrected several problems with the placement of forms when using multiple monitors. Previously, with the Main form on the left monitor, other forms (e.g., Player Interface) would be off-screen and require killing the program using the Windows Task Manager.
    • Modified where on the screen many of the forms appear so that instead of them being precisely under the Main form, they now overlap the bottom of the Main form slightly (i.e., 20 pixels). This change is an attempt to solve problems that occur for some players where a form is completely hidden by the Detailed Map (which typically is aligned precisely with the bottom of the Main form). By having forms overlap the Main form, the top 20 pixels of the form should be visible above the Detailed Map and accessible by using the mouse to bring the full form into view.

    Unlimited Breakdown

    • For Unlimited Breakdown, all new units are now set to NOT elite. Similarly, repaired saved games so when they are restored, all those units are non-elite.
    • Added some code for restoring very old saved games where divisions were created using Unlimited Breakdown, and those divisions ended up in the Force Pool or Future Force Pool. They are now moved into the Removed Pool where they belong. These type of divisions which are on the map or in the Breakdown Pool are unaffected.

    Game Save/Restore

    • Fixed a problem with older saved games where French Indo-China partisans were controlled by the USSR, They are now controlled by Nationalist China.
    • Added code when restoring saved games to repair damaged games where if a naval unit capable of carrying other units is in a port and marked as carrying cargo, the cargo is unloaded. This does not apply to carriers.
    • Modified the code for restoring saved games to fix a problem with units appearing both on land and aboard a transport. They now are unloaded from the transport and appear only in the land hex. The transport was also corrected so it is not displayed as carrying the cargo (which had been disembarked or invaded).
    • Changed the code for restoring a saved game so the array Air Attack Hexes always exists, even if it is empty.
    • Added some code so when a game is restored, any pilots in the Future Force Pool are moved into the Removed Pool (where they belong). This is merely a tidiness issue and should be inconsequential for game play.
    • Changed the NextEntryNumber when a game is restored so the restored game always picks up the numbering consecutively, instead of starting from zero again. Again, this is merely a tidiness issue and should be inconsequential for game play.

    Other

    • Added a check for if the US Entry Option “Reopen the Burma Road” has already been taken when deciding whether the US Entry Action “Close Burma Road” is available to the Japanese. Once the US has reopened the Burma Road via a US Entry Option, the Japanese cannot close it a second time using a US Entry Action. Instead they have to have a land unit exert a ZOC to prevent resources from traveling along the Burma Road. This change may only affect NetPlay games.
    • Added a check to avoid a non-fatal error when trying to identify the capital of a territory that was converted to a minor country when its parent country was conquered.
    • Added some checks to avoid a fatal error in the Select Units form for games with a damaged list of units in a hex.
    • Added a couple of checks to avoid a non-fatal error when calling up Flyouts during the HQ Reorganization phase and the cursor is not over the Detailed Map.

    Cosmetic

    • Corrected the US Entry Actions form for entry action number 48 to show the correct die rolls needed for moving US Entry markers. The text was slightly off too. Note that this was merely cosmetic. The US Entry die rolls/cost were correct when any of the number 48 entry actions were taken.
    • Made a cosmetic change to the Relationships form so clicking on the column for the USSR no longer eliminates China from the display.
    • Removed the currently displayed Choose Action form prior to displaying it for the newly chosen major power - when switching major powers during the Choose Action phase via the major power flags on the Main form.
    • Modified the message when a country surrenders to include whether the surrendered country is completely conquered or not.
    • Added informative text to the popup Unit Menu which shows the unit’s controlling major power. Most of the time this is obvious but in the case of Chinese partisan units in French Indo-China, their controlling major power is Nationalist China, not Communist China. That is, the Nationalist Chinese move those units, not the USSR. Chinese partisan units in China itself are Communist Chinese, hence their controlling major power is the USSR. The popup Unit Menu helps make this clear for each unit.
    • Modified the text in the Main form display of the naval combat subphases so they are less likely to be shown using a smaller than usual font size.
    • Corrected the placement/alignment of a message panel on the Main form.
    • Reset the color settings for the game that had gotten modified in a Hot Patch..
    • Reduced the width of the Selectable Units form (it had been increased by accident somewhere along the way).


Happy Gaming!

_____________________________

Lucas Young

Production Assistant

Post #: 1
RE: New Public Beta v02.09.04.00 - 11/13/2018 6:11:08 PM   
CanInf

 

Posts: 275
Joined: 4/8/2014
Status: offline
well that is a short list! nudge nudge wink wink... Thanks for this!

(in reply to Indirectlemon)
Post #: 2
RE: New Public Beta v02.09.04.00 - 11/14/2018 1:34:10 AM   
Shannon V. OKeets

 

Posts: 22095
Joined: 5/19/2005
From: Honolulu, Hawaii
Status: offline
Actually the list in the first post is incomplete.

It is only for the (114) changes for All Modes of Play.

I will show it again in this post, and follow it by the changes for Head-to-Head and NetPlay.

===


quote:

ORIGINAL: Indirectlemon

Hi Everyone,

The latest public beta for World in Flames (v02.09.04.00) is now available in the Members Area

Please check it out and note any issues within the forum.


Change History:


    New Game/Setup

    • Fixed a newly created problem with starting a new solitaire game of Barbarossa.
    • Fixed a problem with setting up units at sea. This problem was due to 3 lines of code for “Vichy French units not being permitted to stay at sea unless Vichy is hostile” being in the wrong place.
    • Fixed a problem with setting up the Communist Chinese in the Missed the Bus scenario where the USSR units in the Production Pool were being moved back into the Force Pool.
    • Added some checks to prevent the City Based Volunteer units from being placed in the Force Pool unless that optional rule is enabled.

    Trade Agreements

    • Added a new table to the Lending/Trade Agreements form to display which resources are fulfilling each trade agreement. However, I removed a new set of buttons for modifying the associated resources and destinations using the Lending form (a.k.a. Trade Agreements form). Those will be restored once the code for them is complete.

    Declaration of War

    • Fixed a problem with determining how many US Entry markers are drawn/removed when more than 1 major power declares war on an enemy major, or when 1 major power declares war on 2 enemy major powers. There are certain combinations of DOW’s by major powers on enemy major powers when fewer US Entry Actions occur (e.g., when the Commonwealth and France both declare war on Germany at the start of Global War).
    • Fixed a problem with the non-phasing computer zeroing out the action limits for all major powers for the phasing side at the start of a Global War game.
    • Fixed a couple of problems with the USSR occupying the Baltic States.
    • Added a check so the Pools form can no longer be used to call out reserves unless the current major power is at war with another major power.
    • Fixed a non-fatal error when surrendering a minor country because no major power aligns it.
    • Added the information on the die roll number for drawing US Entry markers when the number of markers drawn depends on a die roll. That is almost always true.
    • Modified the ground strike and ground support effects of aligning a given minor country A, so it now checks if the aligning major power has surprised any countries (e.g., C) in the current impulse. If so, then A is added to the list of countries that have surprised the attacked minor C. For example, this comes up if Germany DOW’s Yugoslavia in the DOW Minors subphase and then aligns Rumania in the following DOW Align Minors subphase. Rumania now correctly surprises Yugoslavia in the ground strike and ground support phases.

    Air Operations

    • Fixed a problem with carrier air units capable of being bombers always being assigned as bombers in naval air combat. They can now be assigned as fighters.
    • Fixed a problem with carrier air units flying as bombers in a naval air combat not being recognized as part of the air-to-air combat.
    • Fixed a problem with carrier air units that can only fly as fighters in a naval air combat being destroyed when they try to return to their carriers. This was caused by the carrier air unit never being unloaded from the carrier at the start of the naval combat - so the program data indicated there was no room on the carrier for the fighter (it was already on the carrier).
    • Modified the code for when the calculation of air-to-air combat odds is made so the odds are calculated for both sides’ die rolls during the defender’s fire sub-subphase. The attacker’s odds are set aside and used later when the attacker’s die roll is made. This modification means that changes to attacking fighters or bombers caused by the defender’s die roll no longer affect the odds for the second die roll.
    • Made a change so determining which side is attacking/defending in air-to-air and antiaircraft combats is made at the start of the combat instead of dynamically as the combat proceeds. Later in the combat, one side might have had all its air units aborted/destroyed, so determining the major power ‘leader’ for a side isn’t possible. The previous code created a fatal error when one side decided to abort from an air-to-air combat when it had no air units remaining. This change fixes that problem.
    • Added a check to avoid a possible non-fatal error in air-to-air combat when one side has no air units.
    • Fixed a newly created problem with ending the last air-to-air combat. This problem probably only occurred when no air units remained on either side for the final air-to-air combat, and one of the air units had just been aborted
    • Fixed a possible problem with air-to-air combat where the program would halt after one side aborted their units from the combat.
    • Several corrections to air-to-air combat for NetPlay (listed below) also fixed the same problems in Solitaire and Head-to-head play.
    • Moved the insert panel of the Air-to-air Combat form, which requires the player to acknowledge the message about the results of the latest die roll, 20 pixels to the left. It no longer gets hidden by the primary Air-to-air Combat form.
    • Added a restriction for air units aborting from an air mission so they cannot return to base to a hex controlled by a major power with which: (1) they do not cooperate, and (2) they do not satisfy Foreign Troop Commitment restrictions.
    • Fixed a problem with undoing return to base moves for air units. Previously they had been stuck in their target hex if their return-to-base move was undone. Now they can be selected a second time and returned to base.
    • Fixed a problem with Undoing a carrier air unit flying as a bomber in a port attack so that it remains organized once the Undo is completed.
    • Fixed a problem with carrier air units flying as bombers in a naval air combat mission returning to their carriers: they now return to their carrier (instead of being destroyed) and revert to a plane role of ‘undecided’. Note that if a carrier is damaged, its carrier air unit(s) cannot fly during naval air combat.
    • Fixed another problem with carrier air units having fought a naval air combat not being able to return to their carriers. This also fixes a problem with carrier air units appearing to be in two places at once.
    • Corrected a problem with returning carrier air units to carriers when there is only one carrier air unit returning to base and there is only one carrier on which it can land.
    • Fixed a general problem with returning carrier air units to their carriers.
    • Fixed a recently created problem with returning carrier air units to carriers after a naval air combat.
    • Removed a diagnostic message about carrier air units landing on their carriers.
    • Eliminated the spurious display of the Antiaircraft Fire Results form when surprise points are used to avoid combat.
    • Fixed a problem with defensive anti-aircraft fire during port attacks sometimes halting the program.
    • Fixed a problem with anti-aircraft fire by both sides against Ground Support air units causing the program to halt after the attacking side fired their AA unit.
    • Modified the message about which units receive anti-aircraft fire so it displays the side (Axis or Allied) instead of a specific major power (since there can be air units from different major powers receiving the AA fire).
    • Modified the target of lost bombers/bombing factors due to antiaircraft fire so the first bomber is automatically chosen as receiving the damage. Of course the player can choose a different bomber if he so desires. This change simply selects the first bomber when the form first appears.
    • Fixed a problem with Vichy French air units not being able to fly air support for a naval combat unless a German air unit could also fly air support. Now the German player (or the Italian player if Italy controls Vichy France) gets to fly the Vichy France air units in support.
    • Fixed a problem with returning Vichy France air units to base sometimes halting the game.

    Land Operations

    • Fixed a newly created problem with control of a hex not changing when a country retakes a hex in its home country.
    • Fixed a newly created typo in Allowing Moves through Sweden that was causing a fatal error when Norway was NOT neutral.
    • Fixed a problem with using a rail move to occupy Eastern Poland, when doing so forced a unit to relocate. This correction also allows for using a rail move to ‘occupy’ other areas of the map.
    • Fixed a problem where Allied units moving into Eastern Poland after it was occupied by the USSR not having to meet Foreign Troop Commitment requirements for moving into the USSR.
    • Added a text message for all players identifying each unit by name when Vichy French land units defect.
    • Fixed a problem with resolving land combat using the 2D10 CRT where if both sides were able to use snow units and the defender declined, the attacker was not given the opportunity to use its snow units.
    • Fixed a problem with land combat where if a defending unit were changed from Destroyed to No Effect, the number of units that needed to be destroyed was not being increased.
    • Fixed a minor problem with having to select a defensive unit twice during Land Combat Resolution in order to get the Shattered and Destroy buttons to appear.

    Naval Operations

    • Modified the code so only convoys belonging to the same source country (i.e., the original owning country) can be merged. For example, merging Commonwealth convoys with Danish convoys is no longer possible, even though the Commonwealth ‘owns’ the convoys that were originally Danish. This change is primarily for NetPlay where weird things happened sometimes when merging convoys from different source countries.
    • Fixed a problem with merging all convoys.
    • Fixed a hole in the code which was permitting naval units starting at sea to move and end their movement at sea. This had been possible by passing through a port and picking up cargo in the port.
    • Added a check to prevent partisan units from being loaded onto air or naval transports (since they can never leave their home country).
    • Fixed a newly created bug where the program didn’t advance from the Naval Movement phase to the Naval Combat phase. This problem was easy to work around by simply restoring the automatically saved start of the naval combat phase.
    • Fixed a newly created problem with the transition from the Naval Movement phase to the Naval Combat phase where the program was immediately starting the first naval combat as if the player had selected it.
    • Added some “just in case” code to the Naval Interception form, so it is removed from view once the decision to intercept (or not) is made.
    • Fixed a problem with calculating the search number for intercepted naval units returning to base. If there were no other friendly units in the sea area, it had been set to -1 instead of zero, which caused the surprise points to be off by 1 for the intercepting side.
    • Added a check so units that are aborting from a sea area are not included in calculating the search number for whether a section box is included in a combat. Previously an aborting carrier, carrying carrier air units, could improve the search capability of the units in a section box. Note that when playing with the optional rule for variable carrier air unit searches, a carrier air unit with a range of 7 would improve the search by +2 (instead of the normal +1).
    • Added the die roll values to the informative message when a sea area search is unsuccessful.
    • Added code so when a player is deciding to send naval air support, the program centers on the sea area where the combat is about to take place..
    • Fixed a problem with Bottomed ships not always being bottomed.
    • Made a small change in assigning the order in which the units in the naval abort queue are processed. This doesn’t change which units are aborted, only which ones are grouped together.
    • Added some code for restoring saved games so if the save occurred in the middle of a naval combat (say after a round or two) and units have already entered the Naval Abort Queue, then the NextQueueNumber is set to be higher than the highest queue number of all the units in abort queue. Previously, whenever a saved game was restored, the NextQueueNumber was reinitialized to 1, which meant that units from both sides could end up having the same abort queue number. That would cause a fatal error later when trying to return the aborted units to base.
    • Added a check for whether a unit is at sea before determining whether it is Staying At Sea. Obviously, if a unit is already on land, it is not “Staying At Sea”.
    • Modified the code for centering the detailed map on the sea area selected for naval combat between the #2 section boxes, instead of the center of the sea area in general.
    • Eliminated the same player being asked twice whether he wants to commit his subs.
    • Fixed a non-fatal error in processing naval air combat with closing the air-to-air combat form after the combat is over because one side decided to abort from the sea area.
    • Made several changes to the processing of naval interceptions.
    • Fixed a newly created problem with intercepting naval units.
    • Fixed a problem with the Naval Review Summary form which was limiting the number of Saved Displays to one. Now you can add more displays to the Display List in the lower right side of the form (you should keep the names shorter than the width of the panel since otherwise the full name is not visible).

    Supply

    • Fixed a problem with determining enemy zones of control between a major power and an enemy minor country when the major power is not at war with any major power (just the minor country). Previously, USSR units were able to trace supply through Bulgarian unit zones of control if the USSR was only at war with Bulgaria,
    • Added some checks to prevent units that are out of supply from participating in air missions. This came up when a game was saved in the middle of an air mission phase, and recalculating supply when the game was restored correctly changed the supply status of some air units from in-supply to out-of-supply.
    • Added a check for whether Norway is neutral to determining if Germany can trace supply through Sweden. This should shorten the time it takes to calculate supply substantially. Previously, the program would search the entire map looking for hexes in Norway that held German units. When Norway is neutral, there are never German units there, so tracing supply through Sweden isn’t possible. Therefore there is no need to search.
    • Fixed a newly created bug in calculating supply that in some cases was increasing the time required by approximately times 9.

    Production Planning

    • Added a check to the initialization routine for production planning so saved oil points are only initialized to Save if they have neither a Default nor an Override setting.
    • For Production Planning, cleared the Override settings if a path is found for a resource that does not use the Override settings. That only happens if using the Override settings fails to find a path. Similarly, cleared the Default settings if a path is found for a resource that does not use either of the Default or Override settings.
    • Added a button to the Production Planning form for calling up the Trade Agreements form.
    • Fixed a problem with USA to Japan resources sometimes not being delivered.

    Use Oil

    • Fixed a fatal error in the Use Oil form when using oil from cooperating major powers and an HQ had been used as a primary supply source by expending a Supply Unit.
    • Moved the OK Done button on the Use Oil form farther away from the Reorganize All button, so the form is less likely to be closed by accident.

    Break Down/Reform

    • Enabled divisions in the Destroyed Pool to be used to break down corps/army units. Previously units had to be in the Force Pool. But those in the Destroyed Pool are heading there at the beginning of the Production phase, so according to the rules as written (WIF FE), they should be available during the Break Down phase.
    • Added code so when divisions from the Destroyed Pool are used to break down a corps/army, they are removed from the Destroyed Pool list.
    • Fixed a problem with reforming divisional motorized SS units where the program was incorrectly displaying a non-SS unit as a possible corps to be reorganized, but then correctly forcing the corps unit to be an SS unit. Now the program only displays SS corps as possibilities.

    Production

    • Fixed a problem with processing the Destroyed Pool when the optional rule Scrap Units is not part of the game.

    Peace

    • Fixed a problem with enforcing peace between Finland and the USSR where German peacekeepers were being forced to relocate to hexes in the Finnish Borderlands. This change also applies to Bessarabia when peace is enforced between Rumania and the USSR.
    • Fixed a problem with displaying the Activity Limits for the Allied side after China has been completely conquered.
    • Changed the disposition of governed areas (territories not part of a minor country or major power) which have previously been conquered, and whose original controlling major power is completely conquered. Previously, these would be converted to neutral minor countries if no major power had ‘influence’ in the governed area. Now the status of a previously conquered governed area is unchanged when its original controlling major power is completely conquered. The most common case for this is when Sardinia (originally owned by Italy) has previously been completely conquered by the US or Commonwealth and then Italy is completely conquered.
    • Fixed a non-fatal error by removing some unnecessary code from processing a conquered territory.
    • Fixed a problem with surrendering a major power (e.g., France) where the surrendered major power’s units incorrectly remained on the map in their home country. Note that units belonging to aligned minor countries are not removed from the map.
    • Added another check so surrendering a major power only generates half the US Entry markers as conquering it.
    • Fixed a problem where liberated minor countries remained at war with major powers on the same side as the liberating major power. For instance, prior to this code change, when the Commonwealth liberated a Vichy France minor country (e.g., Morocco), other Allied major powers would remain at war with the liberated minor country (Morocco). This mainly affected the use of the liberated minor country’s ports.

    Vichy

    • Fixed a problem with relocating Axis units to Vichy France. This came up with the conquest of Libya forcing the relocation of an Italian Supply unit. Previously they would be required to move to Vichy held territory, but were not permitted to be placed in any of those hexes because Vichy was neutral. Now the unit is correctly forced to rebase to an Italian held hex.
    • Fixed a logic error which permitted Vichy units to stay at sea when Vichy wasn’t Hostile. For most major powers, non-convoy units must return to base if the major power is neutral. For Vichy France, the rule is different: non-convoy units must return to base unless Vichy is Hostile to an Allied major power.
    • Fixed two problems with Vichy units defecting during land combat. The first was that attacking Vichy units were not checking for defection. The second was that if more than one defending Vichy unit defected, only one was removed from the map and placed in the Free French force pool. Neither of these problems now occurs.

    Screen Layouts

    • Corrected several problems with the placement of forms when using multiple monitors. Previously, with the Main form on the left monitor, other forms (e.g., Player Interface) would be off-screen and require killing the program using the Windows Task Manager.
    • Modified where on the screen many of the forms appear so that instead of them being precisely under the Main form, they now overlap the bottom of the Main form slightly (i.e., 20 pixels). This change is an attempt to solve problems that occur for some players where a form is completely hidden by the Detailed Map (which typically is aligned precisely with the bottom of the Main form). By having forms overlap the Main form, the top 20 pixels of the form should be visible above the Detailed Map and accessible by using the mouse to bring the full form into view.

    Unlimited Breakdown

    • For Unlimited Breakdown, all new units are now set to NOT elite. Similarly, repaired saved games so when they are restored, all those units are non-elite.
    • Added some code for restoring very old saved games where divisions were created using Unlimited Breakdown, and those divisions ended up in the Force Pool or Future Force Pool. They are now moved into the Removed Pool where they belong. These type of divisions which are on the map or in the Breakdown Pool are unaffected.

    Game Save/Restore

    • Fixed a problem with older saved games where French Indo-China partisans were controlled by the USSR, They are now controlled by Nationalist China.
    • Added code when restoring saved games to repair damaged games where if a naval unit capable of carrying other units is in a port and marked as carrying cargo, the cargo is unloaded. This does not apply to carriers.
    • Modified the code for restoring saved games to fix a problem with units appearing both on land and aboard a transport. They now are unloaded from the transport and appear only in the land hex. The transport was also corrected so it is not displayed as carrying the cargo (which had been disembarked or invaded).
    • Changed the code for restoring a saved game so the array Air Attack Hexes always exists, even if it is empty.
    • Added some code so when a game is restored, any pilots in the Future Force Pool are moved into the Removed Pool (where they belong). This is merely a tidiness issue and should be inconsequential for game play.
    • Changed the NextEntryNumber when a game is restored so the restored game always picks up the numbering consecutively, instead of starting from zero again. Again, this is merely a tidiness issue and should be inconsequential for game play.

    Other

    • Added a check for if the US Entry Option “Reopen the Burma Road” has already been taken when deciding whether the US Entry Action “Close Burma Road” is available to the Japanese. Once the US has reopened the Burma Road via a US Entry Option, the Japanese cannot close it a second time using a US Entry Action. Instead they have to have a land unit exert a ZOC to prevent resources from traveling along the Burma Road. This change may only affect NetPlay games.
    • Added a check to avoid a non-fatal error when trying to identify the capital of a territory that was converted to a minor country when its parent country was conquered.
    • Added some checks to avoid a fatal error in the Select Units form for games with a damaged list of units in a hex.
    • Added a couple of checks to avoid a non-fatal error when calling up Flyouts during the HQ Reorganization phase and the cursor is not over the Detailed Map.

    Cosmetic

    • Corrected the US Entry Actions form for entry action number 48 to show the correct die rolls needed for moving US Entry markers. The text was slightly off too. Note that this was merely cosmetic. The US Entry die rolls/cost were correct when any of the number 48 entry actions were taken.
    • Made a cosmetic change to the Relationships form so clicking on the column for the USSR no longer eliminates China from the display.
    • Removed the currently displayed Choose Action form prior to displaying it for the newly chosen major power - when switching major powers during the Choose Action phase via the major power flags on the Main form.
    • Modified the message when a country surrenders to include whether the surrendered country is completely conquered or not.
    • Added informative text to the popup Unit Menu which shows the unit’s controlling major power. Most of the time this is obvious but in the case of Chinese partisan units in French Indo-China, their controlling major power is Nationalist China, not Communist China. That is, the Nationalist Chinese move those units, not the USSR. Chinese partisan units in China itself are Communist Chinese, hence their controlling major power is the USSR. The popup Unit Menu helps make this clear for each unit.
    • Modified the text in the Main form display of the naval combat subphases so they are less likely to be shown using a smaller than usual font size.
    • Corrected the placement/alignment of a message panel on the Main form.
    • Reset the color settings for the game that had gotten modified in a Hot Patch..
    • Reduced the width of the Selectable Units form (it had been increased by accident somewhere along the way).


Happy Gaming!


===

Head-to-head Play

New Game/Setup
115. Fixed a newly created bug in starting a Global War game where the program was not advancing to the automatic German DOW on Poland. Instead, it simply stopped.

Declaration of War
116. Fixed a newly created problem where the game halted after Germany declared war on Poland.

Air Operations
117. Fixed a problem with the subphase not advancing to return bombers to base after resolving strategic bombing attacks.

118. Fixed a problem in Air Transport and Air Reorganization where after the defending player ended the Defender Intercept subphase, the game failed to return control to the phasing side.

Naval Operations
119. Fixed a problem with advancing from Phasing Naval Combat to Non-phasing Naval Combat.

120. Fixed a newly created problem with not skipping non-phasing naval combat when there were none.

121. Fixed a problem with only letting one side decide about committing submarines in a naval combat (also occurred in Solitaire).

Game Save/Restore

122. Modified how Head-to-head saved games are named so they always start with “H2H - “. This makes them similar to NetPlay saved games that always begin with “NP - “. The primary purpose behind this change is so there are (potentially) 3 groups of saved games: those beginning with H2H, those beginning with NP, and those without a special prefix. By having 3 groups, it is less likely that players with accidentally overwrite a game that was saved automatically.

NetPlay

Reinforcements
123. Fixed a problem where newly arriving carrier air units (reinforcements) being placed on carriers arrive disorganized on the other player(s)’ computer(s).

Declaration of War
124. Fixed a fatal problem with setting up the USSR reserves in Barbarossa.

125. Fixed a problem with the US declaring war on both Germany and Italy, when already at war with Japan.

Offensive Chits
126. Fixed several problems with the use of Offensive Chits being lost during Port Attack CAP initialization. Now that information is written out to the saved game file and restored correctly if a game is saved and later restored.

127. Fixed a problem with Japan using an Offensive Chit for a super-combined.

128. Fixed a problem where the number of offensive chits available to a major was reduced twice whenever the major power used an offensive chit [1 for the price of 2!].

129. Added a check to make sure the number of offensive chits never goes negative (e.g., to 255, which equals -1).

Air Operations
130. Added checks to avoid possible fatal errors at the start of new air phases.

131. Fixed problems with keeping track of the remaining air missions and naval moves after undoing air and naval moves.

132. Added code to display die rolls for port attacks to the Axis player.

133. Added an informative message about search roll values, winning major power, and the number of surprise points for each port attack.

134. Fixed a problem with avoiding a port attack when the possibility of air-to-air combat does not exist.

135. Fixed a problem with returning carrier are units to their carriers from a Port Attack when the attack was Avoided using surprise points. The problem was that the air unit only moved back to the carrier on one computer.

136. Rewrote the code for processing air-to-air combats for port attacks so when there are multiple port attacks involving carrier air units from both sides, from multiple sea areas, the program completes all the air-to-air combats before advancing to the anti-aircraft fire subphase. Specifically, all the fighters for each port attack return to their carriers one side at a time, with the attacker’s carrier air units returning first, followed by the defender’s returning second. Only then does the game proceed to the next air-to-air combat. And only after all the air-to-air combats are finished, does the program begin to resolve anti-aircraft fire.

137. Fixed a problem in naval air combat when both sides have fighters to arrange prior to fighting the air-to-air combat.

138. Fixed a problem with air-to-air combat sometimes getting out-of-sync on the two computers, depending on the sequence in which the players acknowledge various messages. This change should prevent the players from having two messages to acknowledge on the screen at the same time.

139. Fixed a problem with continuing an air-to-air combat when there is only one air unit capable of taking the result of the first die roll (e.g., AC).

140. Fixed a bug in returning air units to base after an air-to-air combat.

141. Fixed a problem when both sides voluntarily abort land based air units from an air-to-air combat; this had been causing the program to halt.

142. Fixed a problem in air-to-air combat where if one side chose to Abort and the other side chose to Stay, the game would halt if the side that chose to Stay returned its fighters to base before the side that chose to Abort returned its air units to base.

143. Fixed another problem with terminating an air-to-air combat when one side aborts and the other side stays.

144. Added some checks to eliminate redundant displays of the Air-to-air Combat form after a combat has been completed (i.e., “Click on OK Done”).

145. Added a check to prevent air mission phases (e.g., the port attack phase) from advancing to the Antiaircraft Fire subphase until after all carrier air units have returned to their carriers. This also prevents the air mission subphase from changing/advancing whenever a digression is in progress.

146. Fixed a problem with correctly applying surprise points against antiaircraft fire in a port attack when there is no air-to-air combat.

147. Fixed a problem with using Surprise points for anti-aircraft fire against Port Attacks.

148. Fixed a problem with calculating and applying anti-aircraft fire against port attacks when surprise points are used.

149. Fixed a problem with the Antiaircraft Fire form appearing on both computers instead of just the side that is selecting which bombers suffer the effects of the Antiaircraft fire.

150. Fixed a problem with the Antiaircraft form sometimes appearing for the wrong side.

151. Added a check to avoid a non-fatal error in displaying the Antiaircraft Fire form, when it doesn’t need to be displayed.

152. Fixed a problem with the game halting after an air unit aborts due to anti-aircraft fire.

153. Fixed a problem with the number of anti-aircraft damage points reducing bombing factors (e.g., in a port attack) always being 1 on the non-phasing side’s computer.

154. Fixed a problem in Port Attacks with very effective anti-aircraft fire against carrier air units that destroy a carrier air unit. Previously the carrier air unit would remain on the map on the computer of the player whose ships were being port attacked, instead of going to the Destroyed Pool. Now the destroyed bomber/carrier air unit moves into the Destroyed Pool on both computers.

155. Added a check to avoid a non-fatal error when the sole attacking air unit in a port attack is destroyed.

156. Fixed a problem with applying anti-aircraft fire from the attacking side’s AA units (on the defending side’s bombers) in a ground support air mission.

157. Fixed a problem with anti-aircraft fire not rolling the dice - so no damage was being inflicted.

158. Fixed a problem with anti-aircraft fire in naval air combat where the die rolls were executing twice. Now they are only executed on the computer of the player flying the bombers. If both sides are flying bombers and receiving anti-aircraft fire, then of course there are two sets of AA fir die rolls (one set for each side’s bombers).

159. Fixed a problem with returning fighter interceptors to base after a Strategic Bombing mission.

160. Fixed a more general problem with carrier bombers returning to their carriers after an air mission..

161. Fixed several problems with air-to-air-combat (e.g., advancing to the second round of an air-to-air combat, advancing to another air-to-air combat). These were newly/recently introduced problems.

162. Fixed a problem with the program not proceeding to a second Ground Strike after processing the first.

163. Made changes to the other 7 air mission phases that were made to Ground Strike so when there is more than 1 air-to-air combat, once the OK - Done button is pressed, (acknowledging that a combat is over), the program proceeds to the next air-to-air combat.

164. Fixed a problem, that rarely occurs, for air-to-air combat over land hexes where two different major powers conduct land missions (e.g., in ground support when Commonwealth and USSR attacking separate German hexes). Previously switching to the air-to-air combat for the second hex would halt the game (because a different major power was conducting the air mission).

165. Fixed a problem with returning carrier air units to carriers after a port attack where carrier air units from 3 major powers needed to return to their carriers.

Land Operations
166. Fixed a problem with the USSR claiming the Baltic States. At the same time, made sure that a similar problem would not occur when declaring Vichy France or occupying Vichy France.

167. Fixed some problems when partisans overrun numerous air and naval units.

168. Fixed a problem with undoing a land attack causing a fatal error.

169. Fixed a problem with undoing a factory rail move causing a fatal error.

170. Fixed a problem with keeping track of the remaining land moves after undoing land moves.

Naval Operations
171. Fixed a problem with naval units that were overrun and destroyed, because they had nowhere to which to rebase, remaining on the map on one of the computers.

172. Fixed a problem with halting a naval moving stack in a sea area after a naval interception was declined.

173. Fixed a problem with continuing to move intercepted naval units.

174. Made some specific corrections to how naval interceptions are processed on the both computers.

175. Fixed a newly created problem with naval interception not restoring the correct deciding major powers for naval movement after the interception is completed.

176. Reviewed all the numerous logic branches for naval interceptions. Made a couple of changes to fix problems.

177. Fixed a problem with initiating naval combats by the non-phasing side where some sea areas were sometimes skipped and the game advanced to the Strategic Bombing phase too soon.

178. Fixed a problem with selecting naval combats where if there were two or more major powers on the same side that needed to decide, and one major power chose not to initiate combat in any of its available sea areas, then the other player’s computer would not be updated that one major power had finished deciding. The game would hang up with one computer knowing the phase was done while the data on the other computer indicated there were still decisions to be made.

179. Added a check to prevent naval search rolls from occurring twice. This was happening when both sides had to decide about committing subs in a sea area.

180. Fixed a problem in naval combat when both sides need to decide about committing subs.

181. Fixed a problem with both sides in a naval combat deciding to not commit their subs causing the program to halt.

182. Fixed a problem with ending a naval combat after both searches failed.

183. Fixed a problem with redundant prompts for Abort/Stay for another naval combat round.

184. Added a text message so the side not initiating a naval combat gets to see whether the initiating side decided to Stay or Abort, before deciding whether to Stay or Abort.

185. Added code to always display the decision to abort or stay from a naval combat to the other player.

186. Fixed a problem with the second round of naval combat not starting if the attacking side decided to stay.

187. Fixed a problem in Naval Air Combat with returning carrier air units to their carriers when some of the bombers were cleared through, some voluntarily Aborted from the air-to-air combat, and the other side had their air units Stay. These code changes now have the aborted air units (particularly the carrier air units) return to base/their carriers before proceeding to the anti-aircraft subphase of the naval air combat.

188. Fixed a problem with both players being able to move an aborted naval unit which could have been intercepted but either the interception failed or was not attempted. Now only the controlling major power can move the aborted unit.

189. Fixed a fatal problem with processing a complex naval combat abort queue which has units from both sides aborting from different combat rounds.

190. Eliminated a redundant call to move cargo on a damaged naval transport to production ahead.

191. Added a check at the end of the phasing side’s naval combat phase so the phase will advance to the non-phasing side’s naval combat phase when the Axis is playing the phasing side.

192. Added a check at the end of the non-phasing side’s naval combat phase so the phase will advance to the Strategic Bombing phase when the Axis is playing the non-phasing side.

193. Added a check to avoid a fatal error if the list of units in a sea area is incorrect (and includes a unit that isn’t there). This only happened if the game were somehow damaged.

US Entry
194. Added lines of code in multiple places to make certain that each US Entry Action which has been taken (e.g., Align French Indo-China) is recorded on all computers.

195. Added code so the Axis computer updates which US Entry Actions have occurred. Previously, only the Allied computer had an accurate record of these events (e.g., whether the Japanese had closed the Burma Road).

196. Eliminated an incorrect draw of a US Entry marker for the Japanese gaining control of a Chinese city when China is surrendered.

197. Added a data field to the saved game file to record whether a die roll for drawing a US Entry marker should be made. This only affected when two declarations of war were made on the same major power (e.g., Germany and Italy DOW the USSR). Previously an incorrect extra die roll for a US Entry marker would always be made.

Production
198. Fixed a fatal error in Production when the optional rule Unlimited Breakdown is in use.

Peace
199. Eliminated the repetitive refresh of the Main form on the Axis computer during Surrender.

200. Fixed a problem with surrendering a major power (completely conquered) where the major power remained in the game on the Axis computer.

201. Fixed a problem with surrendering a major power where control of a conquered saved Oil Point was only changing ownership on one of the computers.

202. Fixed a problem with China not be marked as completely conquered on both computers after it Surrenders.

203. Eliminated a redundant second change in ownership of a Chinese Warlord from China to Japan when China is surrendered.

204. Fixed a problem with a Warlord remaining in the Destroyed Pool after China Surrenders.

Vichy
205. Fixed a problem with Vichy French units in Madagascar not being moved to the Force Pool on the Axis computer when Japan aligns Madagascar.

206. Fixed a problem with hex control in Metropolitan Vichy France when Vichy France is collapsed.

207. Fixed a problem with overrun naval units (due to Vichy France collapsing) being intercepted (intercept attempt failed) causing a fatal error on the intercepting player’s computer.

208. Fixed a problem with Vichy French land and air units in Metropolitan Vichy France not being moved to the Free French Force Pool when Vichy France collapses.

209. Changed the processing of Collapsing Vichy so it executes on only one computer and the other computer(s) are informed about all the resultant changes to the game state (e.g., what happens to the French units in Metropolitan Vichy France).

Other
210. Corrected a problem with opening the NetPlay forum Seeking Opponents database. This code hasn’t been changed in 5 years - but the data in that database changed recently, exposing a flaw in the code.

211. Fixed a problem with starting a new Global War game. The problem was with initiating the game so Italy had conquered Ethiopia.

212. Added a check to avoid a fatal error when a player changes his Production Planning settings (outside of the Production Planning phases). Previously the other player’s computer would generate a Mad Except error.

213. Fixed a bug that sometimes occurred when one player’s changed his Production Planning Actions/Destinations/Routes generated a fatal error on the other player’s computer.

214. Added code when determining the major power owner of resources so if the current value is “No One” (i.e., a neutral country), the program still proceeds through the Use Oil phase cleanly.

215. Fixed a bug when playing with Unlimited Divisions and a major power must reform divisions into a corps at the start of the Production phase. It had been generating an infinite loop - until the player clicked on the OK button of the form.

216. Fixed a problem when there is more then 1 overstacked hex that needs to have units destroyed. This arose in a game when the weather changed from snow to rain in the Arctic and units in two lake hexes needed to be destroyed. This correction was also made in a dozen end-of-phase code modules where the program checks for overstacked hexes.

217. Eliminated a loophole where a player could switch his current major power to one on the other side. For example, at times the Axis had been able switch to controlling the USSR.




_____________________________

Steve

Perfection is an elusive goal.

(in reply to Indirectlemon)
Post #: 3
RE: New Public Beta v02.09.04.00 - 11/14/2018 2:00:05 AM   
ashkpa


Posts: 1507
Joined: 1/16/2014
Status: offline
A very busy beaver indeed!!! Thanks, especially for the screen adjustments to prevent hidden windows.

(in reply to Shannon V. OKeets)
Post #: 4
RE: New Public Beta v02.09.04.00 - 11/14/2018 5:01:51 AM   
Majorball68


Posts: 490
Joined: 11/22/2013
Status: offline
k

< Message edited by Majorball68 -- 11/14/2018 8:59:39 AM >

(in reply to ashkpa)
Post #: 5
RE: New Public Beta v02.09.04.00 - 11/14/2018 2:02:27 PM   
Twisted1


Posts: 82
Joined: 12/23/2013
From: Cleveland, OH
Status: offline
OK, need a little help with this patch.

Trying to install it but it says that I need to install World in Flames first but it is already installed.

Any ideas?

Thanks!

_____________________________

On the plains of hesitation lie the blackened bones of countless millions who at the dawn of victory lay down to rest, and in resting died.
Adlai E. Stevenson

(in reply to Majorball68)
Post #: 6
RE: New Public Beta v02.09.04.00 - 11/21/2018 5:11:46 AM   
Majorball68


Posts: 490
Joined: 11/22/2013
Status: offline

quote:

ORIGINAL: Twisted1

OK, need a little help with this patch.

Trying to install it but it says that I need to install World in Flames first but it is already installed.

Any ideas?

Thanks!


Its not a stand alone game when you download the 2.9.4 from Matrix.

You need to have a copy of the game installed from another version and apply the 2.9.4 update to that.

To keep my old version I generally copy the whole folder to another directory before updating to the patch.

Not sure if this is your problem but just make sure the file path is pointing to the folder you want.

(in reply to Twisted1)
Post #: 7
RE: New Public Beta v02.09.04.00 - 11/23/2018 11:43:24 PM   
ByronBond

 

Posts: 38
Joined: 8/13/2013
Status: offline
Hi all,

I am going to jump back into MWiF, so wanted to make sure I was running the latest version. Since the patch referenced in this thread is less than 2 weeks old, and a beta, I assumed it was the absolute most current. I downloaded, and when I ran the installer, it said I had a newer version of the game already installed. The main menu check for update feature also reported back I had the most current version. And when I looked at the game main menu, where the tutorials are shown, sure enough, it says it is version 2.1.4, which seems to be a higher version number than 2.09.

But that seems really odd - why would a regular update be more current than a beta patch?

Anyone have insight as to what is going on with my version?

Thank you!





Attachment (1)

< Message edited by ByronBond -- 11/23/2018 11:44:08 PM >

(in reply to Majorball68)
Post #: 8
RE: New Public Beta v02.09.04.00 - 11/24/2018 1:03:54 AM   
davidachamberlain

 

Posts: 326
Joined: 1/21/2014
Status: offline
It is really more about how you read the versions.
The original install version was 1.0 or 01.00.00.00
The upgrade goes to 2.1.4 or 02.01.04.00 (from November 2016)
The most recent upgrade is 2.9.4 or 02.09.04.00 (from November 2018)
The previous published beta patch was 2.9.1.4 or 02.09.01.04 (from September 2016)

You can consider .09 to be the same as .9. Ignore the leading 0's.

I believe that you can go directly to 2.9.4 without 2.1.4 as those are full versions rather than patches.
There will be patches to follow coming too.


Dave

(in reply to ByronBond)
Post #: 9
RE: New Public Beta v02.09.04.00 - 11/24/2018 2:26:37 AM   
ByronBond

 

Posts: 38
Joined: 8/13/2013
Status: offline
Thank you Dave,

What is interesting is that the launch menu auto update feature itself thinks I have the latest version. As I was looking at other posts, I see there was at least one full release 2.07 between 2.1 and the current 2.9, so if the auto update was working, I should at least be up to 2.7. It would appear that either the auto updates is not working, or the version number has not been changed on the new game screen. I suspect the former because I also see that a number of people have reported issues with the auto updater, so I must be one of that group too. Checking for update within the last hour still reports I have the most current version (2.1.4 as shown above).

As I have no active games going, I think I will reinstall the whole game tomorrow, and then try the auto update and see if that resolves the auto update issue and gets me to 2.7. I will then run the 2.9 beta I downloaded.


(in reply to davidachamberlain)
Post #: 10
RE: New Public Beta v02.09.04.00 - 11/24/2018 8:20:30 AM   
paulderynck


Posts: 8201
Joined: 3/24/2007
From: Canada
Status: offline
The Updater compares your version with the last "official" public release. All the ones since have been public "beta" releases.

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Paul

(in reply to ByronBond)
Post #: 11
RE: New Public Beta v02.09.04.00 - 11/24/2018 2:00:50 PM   
ByronBond

 

Posts: 38
Joined: 8/13/2013
Status: offline
Paul - THAT was key info, so thanks for adding that. That told me that the installer was fine, so I went ahead and ran the beta installer as usual instead of a re-install. Everything updated fine, and I did not need to reinstall KiF. Menu screen updated to 2.9.4, so all is good!

Thanks all!

(in reply to paulderynck)
Post #: 12
RE: New Public Beta v02.09.04.00 - 11/26/2018 12:05:32 PM   
Twisted1


Posts: 82
Joined: 12/23/2013
From: Cleveland, OH
Status: offline
>You need to have a copy of the game installed from another version and apply the 2.9.4 update to that

I do have the game installed. Last version is 2.9.1.4.

Still no success in installing the new version. Never had this trouble before.

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On the plains of hesitation lie the blackened bones of countless millions who at the dawn of victory lay down to rest, and in resting died.
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(in reply to ByronBond)
Post #: 13
RE: New Public Beta v02.09.04.00 - 11/26/2018 12:08:10 PM   
Twisted1


Posts: 82
Joined: 12/23/2013
From: Cleveland, OH
Status: offline
Also, tried to use the World in flames updated and get this error:


Unable to determine the installed version.
Could not get the specified value's data.

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On the plains of hesitation lie the blackened bones of countless millions who at the dawn of victory lay down to rest, and in resting died.
Adlai E. Stevenson

(in reply to Twisted1)
Post #: 14
RE: New Public Beta v02.09.04.00 - 11/26/2018 5:21:53 PM   
Centuur


Posts: 8802
Joined: 6/3/2011
From: Hoorn (NED).
Status: offline
I've had this problem. Make sure that you put the file in the directory where you've put the game and double click on the file which you downloaded. It should start the updater at that point...

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Peter

(in reply to Twisted1)
Post #: 15
RE: New Public Beta v02.09.04.00 - 12/1/2018 4:17:52 AM   
davidc


Posts: 61
Joined: 12/5/2007
Status: offline
I can't download the public beta because my copy of the game is not registered on there.
It was brought for me as a gift over 5 years ago and there is no proof of purchase to provide.
I have the cd with the serial number but that's not enough.

Can someone be kind enough to put the zip file on dropbox or similar so I can upgrade.

Many thanks

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(in reply to Centuur)
Post #: 16
RE: New Public Beta v02.09.04.00 - 12/1/2018 7:27:12 AM   
juntoalmar


Posts: 601
Joined: 9/29/2013
From: Valencia
Status: offline
Can't you register the game with the serial number on Matrix website?

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(in reply to davidc)
Post #: 17
RE: New Public Beta v02.09.04.00 - 12/1/2018 10:29:02 PM   
davidc


Posts: 61
Joined: 12/5/2007
Status: offline
No
Don't worry, all sorted.
Thanks to friend Tony.

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(in reply to juntoalmar)
Post #: 18
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