Shannon V. OKeets -> RE: 2.9.5 Unable to Start New Global War (3/28/2019 12:17:50 AM)
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ORIGINAL: Furbet Hi FonjoFarley and myself have been playing a netplay game through to April 1944. - it took 12 months [8D] With the Axis resigning, we are trying to start a new netplay global war. This errors with a memory error, screenshot attached. Rebooting does not resolve. Tested with standard rules, same error. tested on both machines. Can anyone test and advise if this a generic bug or specific to one of our machines. Thanks, Furbet I have fixed this but that was in version 2.9.5.7. That change is shown below in bold. I am reluctant to release a Hot Patch prior to version 3.0.1.0 being released. As of this morning its scheduled release date is Tuesday April 9th. You could try going back to even earlier (than 2.9.4.0) versions. Once you get past starting the scenario, you could switch to 2.9.5.0 and things should be okay. The problem has nothing to do with your installation of game or rebooting the computer. The actual line of code that fixed this is the addition of the conditional statement checking to see if Player is not nil. When starting a new Global War scenario the PLayer value hasn't been set and is nil. The program crashes trying to calculate Player.MasterMWIF. // **************************************************************************** function TMajorCountry.MasterMWIF: Boolean; // **************************************************************************** // Whether this major power's computer makes MWIF decisions. That is true if // there is only one computer (i.e., playing solitaire or head to head) or if // the player of this major pwoer is the team leader for the Allied side. // **************************************************************************** begin Result := (Player <> nil) and Player.MasterMWIF; end; === Changes Since Version 2.9.5.0 (as of January 17, 2019) 1. January 17, 2019 - Enabled Debug. Changes Since Version 2.9.5.1 (as of January 17, 2019) 2. January 17, 2019 - Fixed a problem with the Default and Override factory settings being lost after they were used. That is, after a player set the destination factory using Default or Override, the program would use those settings correctly, but then blank them out. The result was that the next time produciton was computed, the factory destinations no longer existed. 3. January 17, 2019 - Fixed a minor problem with the Production Planning form where clicking on the value following the work ‘Production’ in the Oil Resources column did not show the oil resources being used in production in the list of resources. 4. January 17, 2019 - Improved the clarity of the Final Production Planning form’s list of controlled oil resources by showing those that have been used to reorganize units. Previously they had not been listed since they were no longer available for fulfilling trade agreements, being saved, or being used in production. In retrospect, it is better to list them rather than have the player wonder what happened to them when he reaches Final Production Planning. 5. January 18, 2019 - Fixed a problem with the Production Planning form where the list of resources being sent in trade did not match the count. For instance, with 3 non-oil resources being sent in trade, the count would be shown correctly as 3, but only 2 of those resources would be shown in the list of resources. 6. January 18, 2019 - Fixed a problem with the Production Planning form where the list of resources sent by the Commonwealth counted, but did not list, the NEI oil resources being sent to Japan. This only happens when the Netherlands has been incompletely conquered and Japan is still receiving two oil from NEI. Changes Since Version 2.9.5.3 (as of January 19, 2019) 7. January 19, 2019 - Included oil resources that have been used to reorganize units in the Production Planning form’s count of Oil Controlled. 8. January 19, 2019 - Fixed the Saved Oil Points Controlled in the Production Planning form to exclude oil being sent to another major power. 9. January 19, 2019 - Fixed a problem with the Production Planning form’s count of convoyed resources to include those sent from hexes it controls directly. 10. January 20, 2019 - Reviewed all the lists and counts in the Summary panel of the Production Planning form and made several changes to correct a few that had been inaccurate. 11. January 20, 2019 - Fixed a problem with calculating supply after the weather changes for the worse. Before this change, if a supply path had been found during better weather, then that path was deemed still valid even if it required more Basic Path Hexes than were available after the weather worsened. For example, if a path was found using 4 Basic Supply Path Hexes during Fine weather, it was assumed to still be a valid path even if the weather changed to Storm and only 2 Basic Supply Path Hexes could be in the new path. Changes Since Version 2.9.5.5 (as of January 21, 2019) 12. January 21, 2019 - For NetPlay, added a check to avoid a non-fatal error on the computer of the player not moving units when the Flyouts form’s visibility status is ambiguous. 13. January 22, 2019 - For NetPlay, fixed a problem with starting a new Global War scenario. Changes Since Version 2.9.5.7 (as of January 23, 2019) 14. January 25, 2019 - For NetPlay, fixed a problem with starting Barbarossa and Guadalcanal. The Activity Limits had been incorrect on one computer if the players proceeded all the way through to Choose Action without saving and restoring the game. 15. January 27, 2019 - For NetPlay, fixed a problem with restoring a game that was saved during Setup at start of a new game. 16. January 27, 2019 - Moved the location in the sequence of play for the automatic game save during Setup at the start of a new game. Specifically, the save for each major power now occurs after all the randomly selected units for that major power have been chosen. This means that if you want to restore an automatically saved game prior to the starting units for a scenario having randomly been selected, you need to restore the automatically saved game for the previous major power. Changes Since Version 2.9.5.9 (as of January 28, 2019) 17. January 29, 2019 - Fixed a problem with the Missed the Bus scenario where Netherlands naval units were not being permitted to set up in NEI.
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