New WiF Public Beta Update v1.1.9.2 Now Available!

World in Flames is the computer version of Australian Design Group classic board game. World In Flames is a highly detailed game covering the both Europe and Pacific Theaters of Operations during World War II. If you want grand strategy this game is for you.

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Andrew Loveridge
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New WiF Public Beta Update v1.1.9.2 Now Available!

Post by Andrew Loveridge »

Hello All,

We have an Updated Public Beta available in the Members Club. It further addresses the reported supply bugs, we plan on making this official as soon as possible.

Please check it over and let us know how it works for you.

Change History:

V1.1.9.2 – May 28, 2014
    Bug Fixes[/b] [ul]
  • Fixed the problem with an Indian territorial, controlled by the major power that conquered India, being unable to trace primary supply to a city in India controlled by the conqueror.
  • Fixed the problem with the AOI territorial being unable to use conquered Ethiopian (or Eritrean or Italian Somaliland) cities for primary supply unless the conquered country had another unit on the map.
  • Added new code so conquered territorials are able to use secondary supply sources to reach conquered home cities for primary supply. This also applies to the AOI unit reaching cities in Ethiopia, Eritrea, and Italian Somaliland.
  • Fixed a problem with territorial units belonging to a conquered minor country incorrectly being able to receive supply using HQ’s belonging to other minor countries.
  • Modified the Supply Sources and Paths form to add ‘/Q’ for supply sources of conquered countries. This is to distinguish between: (A) supply sources for incompletely conquered countries where a territorial was built by the conqueror and (B) supply sources for units controlled by the original owner. For example, if Italy builds the Ethiopian territorial, then Ethiopian cities controlled by Italy are shown with a ‘/Q’ since they provide supply to that territorial. As a counter example, if Belgium is incompletely conquered, then Belgian units can still use Commonwealth primary and secondary supply sources - those would be shown without the ‘/Q’ since they are not supply sources for conquered Belgian units.
  • Fixed a problem with finding overseas supply for units belonging to SubCountries (e.g., New Caledonia and British Somaliland territorial units).
  • Added a line of code to reinitialize some variables when a previous supply path is no longer valid. This corrects many of the problems related to recalculating supply (e.g., in China and Manchuria; Italian unit supply after Suez Canal is closed).
  • Fixed a couple of problems with supply when secondary supply sources that were put out of supply by moving units, still acted as supply sources.
  • Fixed a problem with moving a unit causing it to become OOS in the destination hex and then become disorganized.
  • Fixed supply determination for invading and paradropping units so they are in supply through to the end of the invasion/paradrop combat but then have to find supply.
  • Fixed the problem with the Additional Chinese cities providing supply when that optional rule is OFF.
  • Removed the ports added to the map when the optional rule Additional Chinese Cities is OFF, from being used for overseas supply connections.
  • Fixed the problem with expending a supply unit not transforming the HQ into a primary supply source immediately.
  • Fixed a problem with moving an HQ that was functioning as a primary supply source caused a fatal error.
  • Fixed a bug in setting the supply status of a notional unit to Out of Supply when it actually was in supply, during the Land Combat Declaration phase. This miscalculation sometimes carried forward to future phases of the land combat.
  • Fixed a problem with notional units being incorrectly shown as out of supply during the shore bombardment phases.
  • Fixed a bug in calculating the supply status of a notional unit during the Land Combat Declaration phase. This miscalculation sometimes carried forward to future phases of the land combat.
  • Ran numerous tests on the calculation of the notional factors defending against invasions and paradrops and in all cases the factors were correct.
  • Fixed a problem with an aligned minor country HQ not being able to find overseas supply.
  • Fixed an infinite loop bug in calculating supply which would sometimes occur when the program tried to find a tertiary supply path for a secondary supply source that had an existing path to a primary supply source belonging to a cooperating major power. This could manifest itself when restoring a saved game, by generating a “application seems frozen” fatal error message.
  • Fixed a problem with calculating supply for Commonwealth units near Gibraltar causing an infinite loop.
  • Fixed a problem where moving units into/out of a sea area would sometimes not update the supply status for enemy major powers/minor countries using that sea area until the game had been saved and restored. Now the update happens immediately.
  • Fixed a problem with moving naval units from a port to a port that does not have a land path, causing the naval units to be OOS, but only if another naval unit had moved out to sea first. The problem was that if moving a naval unit into a sea area changed the status of the sea area for enemy units, then the sea area was marked as unusable by friendly units (reinitialized to not usable). In one case the Sea of Japan went from a status of 1 Basic Movement Cost to unusable, and although the first moving unit entered a different sea area, the status of the Sea of Japan was mistakenly reinitialized.
  • Fixed a problem where undoing the land or rail movement of an HQ left units in supply that should have reverted to out-of-supply. That is, if moving an HQ puts some OOS units in supply, then undoing the HQ’s move should reset the supply status of those units to OOS.
  • Fixed a problem where capitals and HQs belonging to a minor country aligned to a major power (MP-1) were tracing overseas supply to primary supply sources belonging to major power (MP-2) that cooperated with MP-1 instead of primary supply sources belonging to MP-1.
  • Added code so the HQ of an aligned minor country which is using an overseas route to reach a primary supply source, can trace supply for units of its own country.
  • Reduced the time to calculate supply when there are multiple aligned minor country capitals that are on a connected rail network and unable to trace an overland path to any primary supply source belonging to the controlling major power. This occurred in a game where all of South America was in the war.
  • Fixed a problem with tracing overseas supply for units to secondary supply sources that are not near a port. Previously, the path from the port to the secondary supply source wasn’t costing any Basic Path Hexes (i.e., it was using railway supply rules), which enabled units to be incorrectly shown as in supply.
  • Fixed a problem where tertiary supply paths were not being found if a supply source had already found a path to a primary supply source to an aligned minor country. For instance, a Japanese HQ might not be able to trace a railway path back to Japan, but still be able to trace a railway path to the capital of an aligned minor country (e.g., Hanoi). In that situation, the program was not checking to see if the HQ could find a tertiary path to another Japanese HQ. Both supply paths are now found. There are other variations on this problem which could have arisen. For example, if an HQ could find a railway path to a cooperating major power’s primary supply source, it is still important to try and find a basic path to a secondary supply source belonging to the major power. Rundstedt tracing supply to Trieste isn’t as good as tracing supply to von Leeb, who then traces supply to Berlin. In the first case, Rundstedt is a secondary supply source but could only supply German and Italian units. In the latter case, he is a tertiary supply source which can provide supply to all units belonging to Germany’s aligned minor countries as well.
  • Fixed a problem with secondary supply sources belonging to aligned minor countries sometimes failing to find a valid overseas supply path.
  • Fixed a problem with minor country units not being able to trace supply directly to primary supply sources belonging to their controlling major power.
  • Fixed a fatal error problem when restoring saved games which had an HQ in a coastal hex containing a rail line, which was unable to trace an overland supply path to a primary supply source but was connected by rail to secondary supply source cities.
  • Fixed a problem with the supply status of individual units that have moved (e.g., when undoing an Air Rebase move) sometimes failing to update.
  • Fixed a problem with picking up an HQ causing supply to be recalculated immediately and then again when it was placed in a destination hex. The first (unnecessary) recalculation is now omitted.
  • Enabled setting Vichy French units belonging to minor countries controlled by Vichy France to Sentry status.
  • Fixed a problem in Conquest when a Governed Area (i.e., not a SubCountry, Minor Country, or Major Power) was conquered could cause variable memory to be overwritten with unpredictable results.
  • Fixed a problem with undoing the rail movement of an HQ unit to a non-station hex (i.e., neither a city nor a port). If there are non-HQ units in the HQ’s destination hex, then the HQ’s arrival enables those units to move by rail. However, should any of those non-HQ units move by rail, then undoing the HQ’s move is now prohibited, unless all the rail moves by the non-HQ units from that hex are undone first.
Cosmetic
  • Changed the text in the Unit Data panels for paradropped units so their status is shown as ‘Paradropping’ instead of ‘Invading’.
  • Added text to the Notional Decision form to show the combat factors that the notional unit adds if included in the combat.
  • On the Reorganization form, if the cursor is moved over any of the shown units, the program centers the detailed map on that unit. However, the check box under the form's insert detailed map needs to be checked.
  • Enabled the F8 key (and thereby viewing the Supply Sources and Paths form) during phases where units are selectable but they do not move: Anti-aircraft Fire, Shore Bombardment, HQ Support, HQ Reorganization, TRS Supply, Stay At Sea, Search and Seizure, and Factory Destruction. That restriction had been imposed during program development, but was otherwise totally artificial.
  • Fixed problems with the displayed supply path sometimes having redundant entries appended to the end of the path.
[/ul]

V1.1.8.6 – May 13, 2014
    Bug Fixes[/b] [ul]
  • Fixed a problem with recalculating supply (newly introduced in version 1.1.8.0) when the changed supply status for a major power to use a sea area caused a fatal error.
  • Fixed a problem with notional units being shown as out of supply during the shore bombardment phases.
  • Fixed a problem where undoing the land or rail movement of an HQ left units in supply that should have reverted to out-of-supply. That is, if moving an HQ puts some OOS units in supply, then undoing the HQ’s move now resets the supply status of those units to OOS.
  • Fixed a problem with finding overseas supply for units belonging to sub-countries (e.g., New Caledonia and British Somaliland).
  • Fixed a problem where capitals and HQs belonging to a minor country aligned to a major power (MP-1) were tracing overseas supply to primary supply sources belonging to major power (MP-2) that cooperated with MP-1 instead of primary supply sources belonging to MP-1.
  • Added code so the HQ of an aligned minor country which is using an overseas route to reach a primary supply source, can trace supply for units of its own country.
  • Fixed a problem with secondary supply sources belonging to aligned minor countries sometimes failing to find a valid overseas supply path.
  • Fixed a problem with territorial units belonging to a conquered minor country incorrectly receiving supply using HQ’s belonging to other minor countries.
  • Fixed a problem with tracing overseas supply for units to secondary supply sources that are not close to a port. Previously, the path from the port to the secondary supply source wasn’t costing any Basic Path Hexes (i.e., it was using railway supply rules), which enabled units to be incorrectly shown as in supply.
  • Fixed a problem where tertiary supply paths were not being found if a supply source had already found a path to a primary supply source to an aligned minor country. For instance, a Japanese HQ in China would not be able to trace a railway path back to Japan, but still be able to trace a railway path to the capital of an aligned minor country (e.g., Hanoi). In that situation, the program was not checking to see if the HQ could find a tertiary path to another Japanese HQ. Both supply paths are now found. There are other variations on this problem which could have arisen. For example, when an HQ can find a railway path to a cooperating major power’s primary supply source, it is still important to try and find a basic path to a secondary supply source belonging to the major power. Rundstedt tracing supply to Trieste isn’t as good as tracing supply to von Leeb, who then traces supply to Berlin. In the first case, Rundstedt is a secondary supply source but could only supply German and Italian units. In the latter case, he is a tertiary supply source and can also provide supply to all units belonging to Germany’s aligned minor countries.
  • Fixed a problem with undoing the rail movement of an HQ unit to a non-station hex (i.e., neither a city nor a port). If there are non-HQ units in the HQ’s non-station destination hex, then the HQ’s arrival enables those units to move by rail. However, should any of those non-HQ units move by rail, then undoing the HQ’s move is now prohibited, unless all the rail moves by the non-HQ units from that hex are undone first.
  • Enabled the F8 key (and thereby viewing the Supply Sources and Paths form) during phases where units are selectable but they do not move: Anti-aircraft Fire, Shore Bombardment, HQ Support, HQ Reorganization, TRS Supply, Stay At Sea, Search And Seizure, and Factory Destruction. That restriction had been imposed during program development, but unnecessary for game play.
Cosmetic
  • Modified the Reorganization form, so if the cursor is moved over any unit on the form, the program centers the detailed map on that unit. Note that the check box under the form's insert detailed map needs to be checked.
  • Fixed problems with the displayed supply path sometimes having redundant entries appended to the end of the path.
[/ul]
V1.1.8.2 – April 25, 2014
    Bug Fixes[/b] [ul]
  • Fixed the problem with recalculating supply (newly introduced in version 1.1.8.0) when the supply status of a sea area changed immediately causing a fatal error.

Cosmetic
    [/b]
  • Modified the Reorganization form, so if the cursor is moved over any of unit, the program centers the detailed map on that unit. The check box under the form's insert detailed map needs to be checked.
[/ul]

V1.1.8.0 – April 22, 2014
    Bug Fixes[/b] [ul]
  • Fixed the problem with an Indian territorial, controlled by the major power that conquered India, being unable to trace primary supply to a city in India controlled by the conqueror.
  • Added new code so conquered territorials are able to use secondary supply sources to reach conquered home cities for primary supply. This also applies to the AOI unit reaching cities in Ethiopia, Eritrea, and Italian Somaliland.
  • Fixed the problem with the AOI territorial being unable to use conquered Ethiopian (or Eritrean or Italian Somaliland) cities for primary supply unless the conquered country had another unit on the map.
  • Modified the Supply Sources and Paths form to add ‘/Q’ for supply sources of conquered countries. This is to distinguish between: (A) supply sources for incompletely conquered countries where a territorial was built by the conqueror and (B) supply sources for units controlled by the original owner. For example, if Italy builds the Ethiopian territorial, then Ethiopian cities controlled by Italy are shown with a ‘/Q’ since they provide supply to that territorial. As a counter example, if Belgium is incompletely conquered, then Belgian units can still use Commonwealth primary and secondary supply sources - those would be shown without the ‘/Q’ since they are not supply sources for conquered Belgian units.
  • Added a line of code to reinitialize some variables when a previous supply path is no longer valid. This corrects many of the problems related to recalculating supply (e.g., in China and Manchuria, and Italian supply after Suez Canal is closed).
  • Fixed a bug in setting the supply status of a notional unit to Out of Supply when it actually was in supply, during the Land Combat Declaration phase. This miscalculation sometimes carried forward to future phases of the land combat.
  • Fixed supply determination for invading and paradropping units so they are in supply through to the end of the invasion/paradrop combat but then have to find supply.
  • Ran numerous tests on the calculation of the notional factors defending against invasions and paradrops and in all cases the factors were correct.
  • Added text to the Notional Decision form to show the combat factors that the notional unit adds if included in the combat.
  • Fixed a problem with supply when secondary supply sources that were put out of supply by moving units, still acted as supply sources.
  • Fixed a problem with moving units causing them to become OOS in their destination hex and then become disorganized.
  • Fixed the problem with the Additional Chinese cities providing supply when that optional rule is OFF.
  • Removed the ports added by the optional rule Additional Chinese Cities from being used for overseas supply connections when that optional rule is OFF.
  • Fixed the problem with expending a supply unit not transforming the HQ into a primary supply source immediately.
  • Fixed a problem with moving an HQ that is functioning as a primary supply source causing a fatal error.
  • Fixed an infinite loop bug in supply which would sometimes appear when the program tried to find a tertiary supply path for a secondary supply source that had an existing path to a primary supply source belonging to a cooperating major power. This could manifest itself when restoring a saved game by generating a “application seems frozen” fatal error message.
  • Fixed a problem where moving units into/out of a sea area would sometimes not update the supply status for enemy major powers/minor countries using that sea area until the game had been saved & restored. Now the update happens immediately.
  • Fixed a problem with aligned minor country HQs not being able to find overseas supply.
  • Fixed the problem where moving a naval unit into a port that does not have a land path to primary supply caused the naval unit to be OOS, but only if another naval unit had moved out to sea first. The problem was that if moving a naval unit into a sea area changed the status of the sea area for enemy units, then the sea area was marked as unusable by friendly units (reinitialized to not usable). The sea areas are still reinitialized, but they are now also reanalyzed to determine whether they can provide supply or not.
  • Reduced the time to calculate supply when there are multiple aligned minor country capitals that are on a connected rail network and unable to trace an overland path to any primary supply source belonging to the controlling major power. This occurred in a game where all of South America was in the war.
  • Enabled setting Vichy French units belonging to minor countries controlled by Vichy France to Sentry status.
  • Fixed a problem in Conquest when a Governed Area (i.e., not a SubCountry, Minor Country, or Major Power) was conquered could cause variable memory to be overwritten with unpredictable results.
Cosmetic
  • Changed the text in the Unit Data panels for paradropped units so their status is shown as ‘Paradropping’ instead of ‘Invading’.
[/ul]
User avatar
Manack
Posts: 30
Joined: Mon Aug 29, 2005 4:47 am

RE: New Public Beta Update v1.1.8.0 Now Available!

Post by Manack »

Played a four hour hot seat session with this patch. For the first time ever in our global war game no one in our gaming group spotted a single bug in supply or elsewhere and we suffered no crashes. Great Work [:)]
joshuamnave
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RE: New Public Beta Update v1.1.8.0 Now Available!

Post by joshuamnave »

Lucky you. I hit a non recoverable crash bug on the very first turn I tried playing with the new patch.
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Shannon V. OKeets
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RE: New Public Beta Update v1.1.8.0 Now Available!

Post by Shannon V. OKeets »

ORIGINAL: Zartacla

Lucky you. I hit a non recoverable crash bug on the very first turn I tried playing with the new patch.
There is a problem with calculating supply during return to base (sometimes). I'm working on fixing that today.
Steve

Perfection is an elusive goal.
joshuamnave
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RE: New Public Beta Update v1.1.8.0 Now Available!

Post by joshuamnave »

Sounds like a nasty bug, but doesn't sound like mine (see tech support forum) since mine occurred first before the first RTB phase, and then occurred again while trying to set convoys up before the game even began.

The result is that I can neither play a saved game nor begin a new game until it's fixed.

I could go back to the last version, but I had more or less quit playing that version as well due to the multiple reloads required every single turn to keep units in supply.
Head Geek in Charge at politigeek.net - the intersection of politics and all things geeky
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Andrew Loveridge
Posts: 538
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RE: New Public Beta Update v1.1.8.2 Now Available!

Post by Andrew Loveridge »

This has been updated to 1.1.8.2 Public Beta.
mc205
Posts: 2
Joined: Fri May 09, 2014 12:16 pm

RE: New Public Beta Update v1.1.8.2 Now Available!

Post by mc205 »

Sorry, but I cannot see this Beta in 'Members Downloads'; can you help me?


Doc
Doc
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Andrew Loveridge
Posts: 538
Joined: Mon Jul 20, 2009 1:47 pm

RE: New Public Beta Update v1.1.8.2 Now Available!

Post by Andrew Loveridge »

This has been updated to version 1.1.8.6 Public Beta.
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Andrew Loveridge
Posts: 538
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RE: New Public Beta Update v1.1.8.2 Now Available!

Post by Andrew Loveridge »

Hi mc205,

You need to register the game in your Members Club account, and then it will be listed under My Games with a link to the Registered download.

Andrew
joshuamnave
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RE: New Public Beta Update v1.1.8.6 Now Available!

Post by joshuamnave »

ORIGINAL: Andrew Loveridge

Hello All,

We have an Updated Public Beta available in the Members Club. It addresses additional supply bugs, we plan on making this official if no issues are found with this update.

Back to the drawing board.
Head Geek in Charge at politigeek.net - the intersection of politics and all things geeky
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Cataphract88
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RE: New Public Beta Update v1.1.8.6 Now Available!

Post by Cataphract88 »

Hi Andrew,

Just out of interest, what is next on your hit list after all the supply bugs are ironed out?
Richard
mc205
Posts: 2
Joined: Fri May 09, 2014 12:16 pm

RE: New Public Beta Update v1.1.8.2 Now Available!

Post by mc205 »


Ok, thank you very much

Doc
ORIGINAL: Andrew Loveridge

Hi mc205,

You need to register the game in your Members Club account, and then it will be listed under My Games with a link to the Registered download.

Andrew
Doc
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AxelNL
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RE: New Public Beta Update v1.1.8.6 Now Available!

Post by AxelNL »

ORIGINAL: Zartacla

ORIGINAL: Andrew Loveridge

Hello All,

We have an Updated Public Beta available in the Members Club. It addresses additional supply bugs, we plan on making this official if no issues are found with this update.

Back to the drawing board.

Can you tell me what you mean by this remark?
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AxelNL
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RE: New Public Beta Update v1.1.8.6 Now Available!

Post by AxelNL »

ORIGINAL: cataphract88

Hi Andrew,

Just out of interest, what is next on your hit list after all the supply bugs are ironed out?

It will be production issues. That includes issues with transporting resources and convoys. After that the remaining naval issues.
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Cataphract88
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RE: New Public Beta Update v1.1.8.6 Now Available!

Post by Cataphract88 »

Thanks Axel. [:)]
Richard
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Erik Rutins
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RE: New Public Beta Update v1.1.8.6 Now Available!

Post by Erik Rutins »

That's correct. We're just looking to make the supply update official as soon as we can, then move on to a set of beta updates to deal with production planning.
Erik Rutins
CEO, Matrix Games LLC


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