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Hot Patch 03 02 00 00

 
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Hot Patch 03 02 00 00 - 8/2/2020 9:05:01 PM   
Shannon V. OKeets

 

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Below is a DropBox link to HotPatch version 03.02.00.00.

https://www.dropbox.com/s/7t9bavfp8w44qjm/MWIF%2003%2002%2000%2000.zip?dl=0

I have skipped from version 03.01.00.07 to 03.02.00.00 because starting with this HotPatch, they will all be accessible via DropBox.

Previously I had been posting HotPatch new versions as attachments to posts in this forum. However, the program has grown so large that even zipped, the MWIF.exe exceeds the permitted size for an attachment. Hence the use of DropBox in the future.

DropBox is easy to use. You just go to the link (it is https:/www.dropbox.com link).
The only file there is MWIF 03 02 00 00.zip.

Within the zipped file are: (1) the new version of MWIF.exe, (2) the Release Notes for that version, and (3) a replacement data file in Data/MAP Data.

===

Release Notes for Hot Patch Version 03.02.00.00
(changes since 03.01.00.07)

All Modes of Play

Air Operations
1. Fixed a problem in air-to-air combat with return fire from an air unit with no return fire capability. That is, when the unit’s air-to-air combat rating is “(0)”.

2. Fixed a problem with the optional rule Kamikazes so the Japanese player can assign naval bombers to fly as Kamikazes after air-to-air combat has been resolved and before antiaircraft fire is calculated and applied.

3. Fixed a rare problem with anti-aircraft fire where if there are bombers from two major powers on the same side receiving AA Fire, and the amount of damage exceeds 5, such that one of the bombers has to be aborted, the program now correctly changes the local major power to the major power aborting the bomber. After the bomber returns to base, the program reverts the local major power to the “deciding major power” for the side controlling the remaining bombers. The case where this was a problem was with both German and Italian bombers received AA fire, and one of the German bombers aborted. The program was losing track of which major power should be deciding when the additional 2 points of AA damage needed to be applied to the remaining bombers.

4. Modified the Land Carrier Planes form to display the carrier planes (if any) already aboard the selected carrier. This lets the player see how much of a carrier’s ‘capacity’ has already been used, before deciding whether to land a carrier air unit on the carrier. In complex naval air combats involving numerous carriers and their air units, it can be difficult to figure out which is the best carrier on which to land a carrier air unit.

Land Operations
5. Fixed a problem with territorial units being able to ‘cooperate’ with major powers other than their controlling major power. This change applies to the units stacking in the same hex, loading aboard transports, etc.

6. Revised the code for determining cooperation between territorial units and other units on the same side. There are numerous combinations of territorial units with other units and three special exceptions, which are: (1) the AOI unit, (2) territorial units belonging to Commonwealth member nations, and (3) territorial units belonging to conquered countries.

Naval Operations
7. Fixed a problem with choosing which Japanese bombers fly as Kamikazes where if only 1 unit was selectable, the program forced it to fly as a kamikaze.

Production Planning
8. Corrected the list of alternative factories when choosing the originating city for a build point being sent to fulfill a trade agreement, so only factories that are actually producing build points can be selected.

9. Automated the selection of an alternative factory for sending build points to fulfill a trade agreement when the sending major power’s capital is controlled by an enemy major power. For example, once the Axis occupies Paris, France uses factories in other cities which are producing build points to send BPs to the United Kingdom.

10. Fixed a problem in Production Planning where the Build Points listed as being lost (no path) were not being shown. Similarly, in some cases the list of Build Points being sent sometimes was incomplete.

11. Cut 1 minute off the search time for finding factories which produce build points to fulfill trade agreements (in one troublesome case). Made other improvements to reduce the time needed to process Production Planning.

12. Made a change to routing resources from the North Atlantic to the Bay of Biscay versus the Faeroes Gap. The program now prefers using the Faeroes Gap. The player can still change the route of resources to go through the Bay of Biscay. This change in the code sets the program’s first choice as the Faeroes Gap. The reason for this change is that often a player will have multiple resources coming up from the south (Cape St. Vincent) heading to the United Kingdom and they will need to use the Bay of Biscay. Now the resources coming from the North Atlantic will no longer compete for the convoys in the Bay of Biscay if there are other convoys in the Faeroes Gap which can be used.

13. Revised the Production Planning form so it shows more detail for resource/build point Actions. Production planning Action types are:
Idle - The resource has no assigned use or was explicitly set to Idle.
Production - The resource will be used in production.
Save - Saved oil/build points only. Oil points will be saved; BPs used.
Used - Oil resource used to reorganize units.
Lost_EZOC - Resource is in an enemy ZOC without a friendly land unit present.
Lost_Part - The resource's hex is occupied by an enemy partisan unit.
Lost_Dam - The oil resource is damaged.
Lost_Strat - The oil resource was lost to enemy strategic bombing.
Lost_NoPath - The resource/BP has no path to any of the recipient's valid destination hexes.
Insufficient_BPs - Insufficient BPs produced.
Lost_Excess_BP - Excess BPs in the hex (only 1 BP can be used per city, except for the capital).
Seized - The resource was seized during the Search and Seizure phase.

14. For the Production Planning form, added the source location and destination for trade build points that could not be produced. For example, when 6 build points had been promised in trade but only 4 were produced, the program now displays for the two ‘lost’ build points: the capital of the major power that was suppose to send the build points as the source location, and the capital of the major power that was suppose to receive them as the destination.

15. Fixed a problem where the US (while neutral) was able to use convoys belonging to major powers other than the recipient, to send resources and build points to other major powers on the Allied side, even though the US Entry Option “Refutes naval war zones” had not been selected.

16. Added a few of lines of code to clear Default and Override settings for resources unavailable due to enemy partisans in the resource hex, enemy Zones of Control, and oil resource damaged. These changes are to make sure that the program doesn’t try to use the unavailable resources in production due to preexisting Default/Override settings.

17. Fixed several problems with Production for the Barbarossa scenario where Germany was not receiving non-oil trade resources from minor countries. They now receive 8: 3 from Sweden, 4 from Spain, and 1 from Turkey. Those resources appear ‘magically’ in 8 specific German factories. There is also a 9th non-oil resource received in trade from Hungary, but that becomes a German controlled resource once Germany aligns Hungary. The Swedish resources still require convoys in the Baltic Sea.

Use Oil
18. Fixed a newly created problem with the Use Oil form where reorganizing all the units sometimes left the Expend Oil button enabled and the oil to be expended as the first oil resource in the list instead of the one which had used most of its oil.

19. Corrected the informative message shown in the Use Oil phase for major powers that have no disorganized units that require oil to be reorganized.

Vichy France
20. Modified a line of code so the End-of-Phase button remains disabled during the Move French Land/Air subphase of Vichy Creation until the Senegal and Madagascar militia units are moved out of Occupied Metropolitan France to Vichy Metropolitan France. That is assuming one or both of those units are in Occupied Metropolitan France.

21. Modified a couple lines of code so the Senegal and Madagascar militia units move into the Force Pool, (like other French militia units), if they are on the map when Vichy France is declared.

22. Fixed a problem with Iraqi oil once Vichy France is declared. One of the oil resources is now available to the major power controlling Syria and the other oil resource in Iraqi is Idle with no destination. This status remains true until Vichy Collapses, the Allied side takes Syria, or Iraq aligns with a major power.

Other
23. Added a line of code so the View Units form always centers the Detailed Map on the selected unit if the player double clicks on a unit in the list that is on the map.

24. Modified the map data file for governed areas (Data/Map Data/Standard Map CGA.CSV) so the Galapagos Islands are controlled by Ecuador instead of Peru.



_____________________________

Steve

Perfection is an elusive goal.
Post #: 1
RE: Hot Patch 03 02 00 00 - 8/3/2020 2:33:11 PM   
CanInf

 

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much appreciated!

(in reply to Shannon V. OKeets)
Post #: 2
RE: Hot Patch 03 02 00 00 - 8/3/2020 9:27:44 PM   
Aranthus

 

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Greatly appreciate the effort, and the difficulty of the job. Unfortunately, it appears that one maddeningly frustrating convoy glitch has been replaced with another. Now the program insists on routing the Meine Grande oil resources bound for England through the Central Atlantic instead of the East Coast, which blocks the Paramaraibo and British Guyana resources. The program then refuses to accept corrections in the convoy routes. Instead, the Meine Grande oil is treated as rail transported, so the convoy routes can't be corrected. Additionally, the program erases most or all of the default settings on all transported resources in between preliminary and final production, so that one has to do all of that work twice.

(in reply to Shannon V. OKeets)
Post #: 3
RE: Hot Patch 03 02 00 00 - 8/3/2020 9:35:30 PM   
CL55AMG

 

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Thank you! - Made a change to routing resources from the North Atlantic to the Bay of Biscay versus the Faeroes Gap.

(in reply to Aranthus)
Post #: 4
hotpatch - 8/10/2020 2:53:35 AM   
craigbear

 

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From: Calgary, Alberta
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I missed installation of hot patches Release Notes for Version six and Release Notes for Version seven. Does installation of threetwo mean these hot patches do not need to be installed?

(in reply to CL55AMG)
Post #: 5
RE: hotpatch - 8/10/2020 9:37:55 PM   
paulderynck


Posts: 8201
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From: Canada
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You only need the latest.

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Post #: 6
RE: Hot Patch 03 02 00 00 - 8/13/2020 2:28:01 PM   
Beryl


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From: France
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could you please make it more obvious when at least one plane is selected as kamikaze (something in red or with a confirmation box) ? It is very frustrating to discover several rounds later that a most important NAV that did not even had to fight in a2a nor against effective anti-aircraft fire was automatically destroyed as kamikaze.

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"Nicht kleckern, klotzen!" - Guderian

(in reply to Shannon V. OKeets)
Post #: 7
RE: Hot Patch 03 02 00 00 - 8/14/2020 1:35:51 AM   
Shannon V. OKeets

 

Posts: 22095
Joined: 5/19/2005
From: Honolulu, Hawaii
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quote:

ORIGINAL: Beryl

could you please make it more obvious when at least one plane is selected as kamikaze (something in red or with a confirmation box) ? It is very frustrating to discover several rounds later that a most important NAV that did not even had to fight in a2a nor against effective anti-aircraft fire was automatically destroyed as kamikaze.

The Kamikaze air units do have their image modified with a Red background to the circle for their range.

// ****************************************************************************
// Set background color: white for air transport, orange for extended range.
// Default color is yellow. All of these use a black font color.
// ****************************************************************************
// Kamikaze units have a background color of red with a white font.
// ****************************************************************************
if (Role = rBomber) and Kamikaze then
begin
DrawColoredCircle(Canvas, XStart, YStart, TankBusterCircleJapan,
AStr, clWhite, CurrSourceUnitColor);
end


_____________________________

Steve

Perfection is an elusive goal.

(in reply to Beryl)
Post #: 8
RE: Hot Patch 03 02 00 00 - 8/18/2020 1:30:35 PM   
eouellet


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Joined: 2/1/2018
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I got similar issues as noted by Aranthus. I play without oil rule, and so there is no need for the CW to put convoys for the NEI oil, but the system "demands" it. I get a series of error messages in MWIF pop-up windows (never seen that before), and then the content of the Production Planning form gets blank; no adjustments can be done. These code changes should probably be play tested with the oil rule off as well.

(in reply to Shannon V. OKeets)
Post #: 9
RE: Hot Patch 03 02 00 00 - 8/28/2020 8:47:33 PM   
Beryl


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Joined: 6/1/2008
From: France
Status: offline
Well, the red marking for kamikaze is good, but the problem is that when a single NAV is present it is selected by default in the kamikaze screen - and without the red circle yet - so pressing ok kills the NAV.

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"Nicht kleckern, klotzen!" - Guderian

(in reply to Shannon V. OKeets)
Post #: 10
RE: Hot Patch 03 02 00 00 - 12/19/2020 10:43:51 AM   
Joseignacio


Posts: 2449
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From: Madrid, Spain
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I have the current file (which is not beta) from the download section ([PC] Update v03.00.02.00 (May 14, 2019)), do I need this one or this just apdates previous versions to [PC] Update v03.00.02.00 (May 14, 2019)? The date might indicate I should patch but...

If so, can I patch our current game and keep on playing?

Thanks

(in reply to Beryl)
Post #: 11
RE: Hot Patch 03 02 00 00 - 12/19/2020 9:45:20 PM   
paulderynck


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From: Canada
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Version number is the same so you should not need it.

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Paul

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Post #: 12
RE: Hot Patch 03 02 00 00 - 12/19/2020 10:55:37 PM   
Joseignacio


Posts: 2449
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From: Madrid, Spain
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Thanks, the number is not the same, hence my question:

03.02.00.00.

03.00.02.00

Still, are they the same?, it's a mistake in the names and so I don't need to patch?

(in reply to paulderynck)
Post #: 13
RE: Hot Patch 03 02 00 00 - 12/20/2020 3:08:47 AM   
paulderynck


Posts: 8201
Joined: 3/24/2007
From: Canada
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03.02.00 is different and has improvements over 3.00.20.

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Paul

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Post #: 14
RE: Hot Patch 03 02 00 00 - 12/20/2020 12:06:49 PM   
Joseignacio


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From: Madrid, Spain
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Thanks, Paul. And then, can we patch our current game and go on with it?

< Message edited by Joseignacio -- 12/20/2020 12:07:15 PM >

(in reply to paulderynck)
Post #: 15
RE: Hot Patch 03 02 00 00 - 12/22/2020 8:58:04 PM   
paulderynck


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Yes - of course both of you should have the same version.

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Paul

(in reply to Joseignacio)
Post #: 16
RE: Hot Patch 03 02 00 00 - 12/22/2020 9:32:22 PM   
Joseignacio


Posts: 2449
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Thx again.

(in reply to paulderynck)
Post #: 17
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