Shannon V. OKeets
Posts: 22095
Joined: 5/19/2005 From: Honolulu, Hawaii Status: offline
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Below is a DropBox link to HotPatch version 04.02.02.00. https://www.dropbox.com/s/o4tdmmy5e2a635n/MWIF%2004%2002%2002%2000.zip?dl=0 DropBox is easy to use. You just go to the link (it is https:/www.dropbox.com link). Within the zipped file are: (1) the new version of MWIF.exe, and (2) the Release Notes for that version. Note that to use this Hot Patch you have to have installed the Public Beta 04.02.00.00. ================== Release Notes for Hot Patch Version 04.02.02.00 (changes since 04.02.01.02) All Modes of Play Scenarios 1. Fixed a problem with Barbarossa Solitaire when at the point the USSR is suppose to set up its reserve units, the program had halted. Optional Rules 2. Completed code the for enabling Search and Seizure. This is not an optional rule, but it is similar in that the opportunity to perform a search and seizure rarely occurs. 3. Fixed a problem placing City Based Volunteers on the map. 4. Fixed a couple of problems with gearing limits when building carrier air units that cost zero. Some changes for City Based Volunteers that cost zero (when they are first built) had caused the gearing limits for zero cost carrier air units to be incorrect. 5. For the optional rule Isolated Units, reduced the maximum distance for a unit to avoid being isolated from 50 hexes to 10 hexes. Units that are out of supply and more than 10 hexes from a supply source are now isolated. This change was to improve the response time when moving units. 6. Skipped over the code to increase the number of available pilots after the loss of an air unit when the optional rule for Pilots is not being used. 7. Finished the code for implementing V-Weapons. 8. Finished the code to fly A-Bombs for port attacks, strategic bombing, and carpet bombing. 9. Enabled the destruction of oil resources and saved oil points even when not playing with the optional Oil rules. However, this only applies if playing with the optional saving resources and the factory destruction rules. 10. Enabled Atomic Bombs and Flying Bombs in the Start Game form - for beta tester debug testing purposes only. Air Operations 11. Fixed a problem where a DOW by the USSR on Japan was causing the Japanese units to be surprised by the Communist Chinese - and unable to fly Ground Support air missions.. 12. Made some change to the code so unloading a carrier air unit from a carrier during the Remove Air subphase of the Reinforcement phase is handled as a unique case. The carrier air unit no longer remains in the list of units in the hex. 13. Fixed a problem where carrier air units aboard damaged carriers were still able to participate in naval air combats. Land Operations 14. Added a line of code so USSR units can now attack Italian peacekeepers in Rumania (or Finland, etc). Naval Operations 15. Fixed the problem with SCS units being unable to load from a coastal hex after possibly being intercepted. 16. Fixed a problem when there are too few naval units to take the full number of destroyed/damaged/aborted results in a naval combat. This had been fixed previously, but I forgot to add it to the list of Changes Since. 17. Fixed a problem with naval combat where the defenders attack on the attacker was not being executed when all the defending units were destroyed by the attacker. Game Save/Restore 18. Improved the text message when the program is unable to open the game record log file. The message now identifies the cause as: most likely the program (MWIF) is already running. 19. Fixed a problem with restoring damaged games where sometimes the correction to data was causing the program to go into an infinite loop. 20. Added checks when restoring a saved game so that the number of resources, oil points, and build points in a trade agreement cannot exceed 200. This change, primarily, is to fix damaged games where the amount of non-oil/oil/build points in a trade agreement became set to -1, which for a byte variable appears as 255. Cosmetic 21. Added code to remove informative massages from the screen before another message prompt is displayed. This primarily is for NetPlay games where one player may be advancing the sequence of play while the other payer’s computer is waiting for an acknowledgment of an informative message. After this change, the second player’s computer shows and then removes some messages without an acknowledgment by the second player. Previously, the second player’s computer would sometimes accumulate several message prompts on the screen and not all of them could be cleared,. 22. Improved the messages about no bombers receiving AA fire so that it states that explicitly. Previously, the message simply said that there were no bombers. Likewise, improved the message when there are no bombers bombing enemy units (e.g., after they have been aborted due to AA fire. 23. Improved the embedded message/notes for the Use Oil form. AI Opponent 24. Added AI Opponent to the Modes of Play section of the Start form - for beta tester debug testing purposes only. 25. Restored the form Test LAIO Scripts to the Debug drop down menu list. 26. Added a new folder for each of the scenarios to hold (future) AIO Scripts. 27. Created the AIO scrap list and AIO saved setup for the USSR in Barbarossa. 28. Finished coding the AIO so it uses predefined Scrap lists and Saved Setup lists.
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Steve Perfection is an elusive goal.
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