World in Flames v1.4.1.0 Beta is Now Available for Testing!

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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HybridSpyda
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World in Flames v1.4.1.0 Beta is Now Available for Testing!

Post by HybridSpyda »

Hi Everyone,

The next public beta for World in Flames (v1.4.1.0) is now available in the Members Club!


Please Note:

This new public beta includes a lot of changes and fixes related to NetPlay. For adventurous customers, we recommend testing the Barbarossa scenario with NetPlay. It also includes many fixes for solitaire play. Upgrade at your own risk, the previous public beta and official update remains available if you choose to stay on that version.

See below for the latest patch notes!

V1.4.1.0beta – June 5, 2015


Added code so that when the USSR occupies the Baltic States, Germany becomes the controlling major power of the occupied Baltic State(s).

Fixed a bug where the USSR was not gaining control of Bessarabia after peace with Rumania was enforced. The same bug affected enforcing peace with Finland and the Finnish Borderlands.

Fixed a couple of problems with enforced peace (Rumania and Finland) where the step of setting flags for that occurring was being skipped when there were units (i.e., Germans) to Relocate from those countries.

Fixed a problem in Liberation where a country could be liberated more than once in the same phase.

Fixed a problem with Liberation if the decision is made to return territory in a minor country originally controlled by France (e.g. Tunisia) to France. Previously, some of the hexes in the minor country were left as controlled by the liberator.

Player Interface


Removed some ineligible units from the Selectable Units form for the Naval Air phase.

Changed the Choose Carrier (on which to land) form to “Stay on Top” so it won’t be hidden by the Air-to-air combat form.

Set all the Help Message forms to StayOnTop so they appear on top of other forms. The sole exception to this is if there is another StayOnTop form visible and you click on that - which may cause the Help Message form to become hidden underneath the second form.

Changed the code for centering on sub-countries (e.g., New Caledonia) so the detailed map centers on the specified sub-country instead of the capital of the controlling minor country/major power.

Fixed fatal errors that occurred when pressing F1 while certain forms were being displayed: Setup, Select Units, Save Oil, Naval Combat: Choose Section Boxes, Choose Naval Combat Type. For these forms a flag was erroneously set so the program was going out to the operating system (i.e., Windows) looking for a Help file. The program typically does nothing when F1 is pressed while a form is being displayed. You need to close the form(s) to enable bringing up the Players Manual. Each form has its own Help button, which brings up information specific to the form.

Game Save/Restore


Fixed a problem with control of Gibraltar when restoring saved games in which Gibraltar had been taken by the Axis - which then aligned Spain. Previously when restoring a saved game, the program did not set the flag that the Axis had taken Gibraltar until after a number of other flags whose value depended on which side controlled Gibraltar. This affected moving Spanish units outside of Spain (i.e., the limits on moving minor country units outside of their home country) and could also affect routing resources through Gibraltar.

Fixed a problem with restoring saved games after a Synthetic Oil Plant in non-port coastal hex (e.g. El Agheila in Libya) has been destroyed.

Added code to repair damaged games at the start of the Partisan phase by removing partisan units from the Setup Tray at the beginning of that phase. I am not sure how the partisan units were left in the Setup Tray, but this now avoids the problem of ‘extra’ partisan units appearing.

Fixed a problem with restoring saved games where the Screen Layouts file stored with the saved game is not found. The program now restores New Game.SLY, and if that file cannot be found, it creates it.

Added code to continue processing the current phase (which typically advances to the next phase) when a saved game is restored during: End of Turn, Final Reorganization, Minor Support, and Victory.

Fixed a problem with restoring old games saved during the Conquest, Liberation, and Surrender phases with the end-of-phase button being shown as disabled.

Added some checks to avoid problems with the End-of-Phase button being disabled under unusual circumstances (e.g., when restoring partially damaged games due to unprocessed units in the Naval Abort Queue).

Fixed a rare problem where clicking on the End-of-Phase button during the Allied Minor Support phase did not advance the sequence of play. This would only occur after restoring a game that was automatically saved during the Allied Minor Support phase.

Other


Corrected the calculations of partisans for Siberia. Prior to this change, partisans would never appear in Siberia.

Corrected the data file for the terrain in Fukuoka (hex 78, 159) from Forest to Clear. It appeared visually on the detailed map as Clear, but the data file had it as Forest. The simplest way to fix this was to make it Clear in the data file as well. Note that the Main form’s data panel was showing the hex as Forest (it was using the data file entry) as was the global map visually. All combat calculations were using the data as well. Now the hex is considered Clear for all purposes.

Corrected the data for control of Albania and 4 other hexes in the Mediterranean specific to the start of the Decline and Fall scenario. They had been assigned to Italy - which no longer exists in that scenario. Now they are controlled by Germany - as they were historically.

Fixed a problem with not all the possible divisional units being displayed when breaking down an SS unit if the optional rule for Unlimited Breakdown is Off.

Corrected the Reform Units form so the possible corps units are displayed correctly when the second (and third) divisions are clicked on. I also clarified the text so it is clear whether the second or third division is being combined with the first division to produce the list of possible corps units that can be reformed.

Fixed a minor problem with the Lending form where switching major powers using the button for doing that on the form could cause the list of possible trade partners to be incorrect when subsequently clicking on New Trade Agreement.

Fixed a minor bug that generated an error message when terminating the game during a Relocate Units digression.

Cosmetic
Corrected the message for why an air unit cannot rebase to a land hex when the range to the hex is between triple the unit’s range and double the unit’s range. The incorrect message shown, when triple the range could not be used because of the presence of enemy combat units in a sea area, was Stacking Limits Exceeded. Now the message is about the hex being out of range.

Fixed a problem with the warning message when trying to move a minor country air unit outside the country in violation of the restriction on how many minor country units can leave their home country.

Corrected the Main form display of the current phase after Vichy France is collapsed - when there were no overrun units - so the phase name shown is what it was before Vichy was collapsed.

V1.4.0.0 - April 15, 2015

Declarations of War
• Fixed a problem with the German Declare War on Minors subphase ending prematurely when Rumania is automatically aligned.
• Disabled the end-of-phase button when the various forms used in the Declare War phase (e.g., Declare War on Minors) are visible.
• Made the button on the Declare War on Minors form much larger to avoid a player accidentally ending the subphase when he actually wanted to declare war on the currently selected minor country.
• Fixed a problem with setting up minor country units during the Declare War subphases if both sides had units to set up when playing Head-to-head. This situation occurred when Rumania was automatically aligned to Germany at the beginning of the Declare War on Minors subphase.
• Fixed a problem with the Setup Attacked Minors subphase where the end-of-phase button was enabled while the Setup Tray was visible (with units to be set up).
• Added another check to prevent Germany declaring war on Poland twice during the first impulse of Global War and Fascist Tide. I ran through the entire set up sequence for Global War to test this and the DOW only happened once.

Air Operations
• Fixed a problem with air transported OOS units not being disorganized when they arrive in their destination hex.
• Fixed a problem with air-to-air combat sometimes stopping after both sides have arranged their units for combat.
• Fixed a problem with processing multiple ground support missions when one of the land attack hexes no longer has any valid attacking land units (e.g., they were put out-of-supply). Previously, under unusual circumstances, the game could halt while displaying the results of ground support missions, getting hung up on trying to process ground support for an attack that no longer existed.
• Fixed several problems with multiple port attacks where under different circumstances the program would not advance to processing a subsequent port attack. This could happen if the port attacks were conducted by different major powers, or if there were no viable targets in the preceding port attack, or if the preceding port attack had been avoided using surprise ports.
• Fixed a problem with multiple port attacks where the decision about including subs was not being asked for subsequent port attacks once that question was asked and answered for a port attack.
• Fixed a problem with multiple air-to-air combats where if the next-to-last combat terminated with the attacking side’s fighter(s) returning to base, the program would halt, waiting forever for the player to select which air-to-air combat to process next (the Choose Combat button was not visible), instead of simply processing the one and only remaining air-to-air combat.
• Fixed a problem with air-to-air combat where if there were more than 2 combats, the conclusion of the first combat could (at times) advance to the second combat without proceeding to the requisite subphase, (e.g., arranging air units), thereby halting the program.
• Fixed a problem with air-to-air combat when there were two air-to-air combats and both sides decided to abort from the first combat, then there were no units to arrange for either side in the next combat. The program had been generating die rolls before the air-to-air combat form reappeared, and sometimes generated extra/unnecessary die rolls as well.
• Made a very minor change to speed up the initialization processing of the return to base phases.
• Fixed a problem with the Unloading Land Units phase where the Selectable Units form would sometimes display a unit that had no coastal hex into which it could be unloaded.
• Fixed some problems with anti-aircraft fire in Solitaire mode that had been caused by changes for NetPlay. Now the Anti-aircraft Fire Form is shown to the correct deciding major power regardless of mode of play (NetPlay, Head-to-head, or Solitaire).
• Fixed a problem with terminating anti-aircraft fire stopping the game.
• Made some more corrections to resolve damage received by anti-aircraft fire. In particular, naval air combat and ground support missions could have AA fire by both sides and the program wasn’t dealing with those possibilities correctly.
• While it is possible to ‘Double’ an artillery unit using a Land HQ with a designated Offensive Chit during the Ground Strike phase (Attacker Fly Bombers & Escorts subphase), the effect no longer doubles the bombarding factors of the artillery unit. Instead, it gains an extra die roll in the Ground Strike Attack subphase - using the given combat factors of the artillery unit (with the normal effects of weather and terrain for ground strikes). This is correct behavior according to the rules.

Land Operations
• Fixed a problem with Communist Chinese taking cities outside of China leaving the controlling major power for the city unchanged. Now the Communist Chinese gain control of the city.
• Fixed a problem with undoing the move of a Communist Chinese land unit where the move had caused hexes outside of China to convert to Chinese control. Previously undoing the move had left control of the hexes to China, instead of control reverting to the major power that had controlled the hexes prior to the unit’s move.
• Fixed a problem with declining the use of Winterized defenders (when there was only 1 land combat to resolve), causing the program to halt in the middle of land combat resolution.
• Enabled attacking ‘Peacekeepers’. For instance, the USSR is now able to attack German units in Rumania when the USSR is at war with Rumania - even though the USSR is not at war with Germany.
• Fixed the problem with Land Combat Resolution where mandatory first unit losses could be avoided.

Naval Operations
• Fixed a problem with intercepting aborting naval units causing a fatal error.
• Fixed a problem with sometimes being able to use air units to initiate naval combat in a sea area experiencing Storm or Blizzard weather. After the changes, air units are never permitted to initiate naval combat under those weather conditions.
• Fixed a problem with naval interception combats when all the moving units were either destroyed or aborted from the combat.
• Fixed a fatal error in Naval Interception Combats following a digression (e.g., naval combat abort from an earlier naval combat).
• Fixed a problem with units in the Naval Abort Queue remaining at sea after: Vichy is collapsed, some overrun French units escape, are intercepted, engage in naval combat, are aborted correctly to a port, and then a second group of overrun French naval units are intercepted, engage in combat, and are aborted. After that long sequence of events, the second group of aborted naval units were remaining at sea instead of the Naval Abort Queue form appearing so the aborted units could continue moving - and completing their rebase to a another port. With the changes to fix this, processing continues correctly through multiple groups of overrun naval units being forced to rebase/being intercepted/engaging in combat/aborting/etc.

US Entry
• Made some changes which may fix a problem reported with the US being able to select US Entry Option Occupy Iceland and Greenland in violation of the rules.

Production Planning
• Fixed a problem with a fatal error occurring if the Production Planning form was Closed when reviewing Uncontrolled Resources (i.e., uncommitted resources held by neutral countries).
• Fixed several problems with resources for Germany and the USSR in the Barbarossa scenario. Neither side was getting resources from SubCountries it controlled (e.g., Rhineland, Sudetenland, Ukraine). It roughly impacted both sides equally: 3 lost non-oil resources. The effect is that both sides now can maintain full production for all their factories while having extra oil available for reorganizing units. Note that these corrections do not affect old saved games, only Barbarossa games started using a version of the program where these corrections have been made. As a side note, if you play without the optional Oil rule, then these changes have little effect.
• Added a missing initialization call for finding resource paths to factories for production planning.

Peace
• Fixed a problem with conquest when more than one major power controlled some of the factories/capital and under some other conditions. The program was incorrectly assigning the first major power in the list as the conqueror even if another major power had more “control factors”. For instance, the USA was incorrectly given the conquest of Manchuria because it was evaluated before the USSR. The USA only controlled 2 factories (worth 2 factors), while the USSR control the capital (worth 3 factors).
• Fixed a problem in complete Conquest of a minor country where control of a hex occupied solely by Peacekeeper units was assigned to the Peacekeeper major power instead of to the conquering major power.
• Fixed a problem with complete conquest of a minor country where there are units to relocate and also units to rebase. This occurs rarely but has come up when there were both Peacekeeper land and naval units in a conquered minor country. The land units are now relocated and the naval units forced to rebase.
• Fixed a problem with relocating air and land units to the nearest land hex during the Conquest and Liberation phases where the units being relocated were not at war (i.e., neutral) with the major power now controlling the hex they occupied. For example, Peacekeepers that have to be Relocated when Finland is conquered by the USSR can now be relocated to Germany.
• Changed the conqueror to China, when the Communist Chinese conquer a minor country (e.g., Manchuria). Previously the USSR had been awarded the conquest.
• Fixed a problem with an error being generated when stopping the game in the middle of the Conquest, Surrender, or Liberation phase.
• Fixed a problem in the Conquest phase where the program sometimes tried to relocate units belonging to the conquered minor country.
• Fixed a problem with collapsing Vichy France where a convoy unit with multiple convoy points that escaped, was forced to rebase, and was split into separate units, had each of its split units trying to trace supply before rebasing. This was causing a fatal error. Now each of the split units is placed in the Rebase Stack and can be selected as a group or individually by the Free France player.
• Removed some debug messages that appeared when Manchuria was conquered.

Overstacked Hexes
• Fixed some problems with correcting overstacked lake hexes that had previously been frozen. These changes affected partisan units as well as air units. For the latter, only the messages displayed were changed.

Player Interface
• Fixed several places where the Selectable Units form remained visible instead of being removed at the end of the phase/subphase. This mostly occurred during air missions.
• Fixed a problem with the Weather Report for the end-of-turn phases, so it uses the weather chart for the Next turn instead of the Current turn (e.g., Nov/Dec instead of Sep/Oct).
• Made a cosmetic change to the Supply Sources form so the supplied units list would not display the same unit twice.

Game Save/Restore
• Fixed a fatal problem restoring games where an oil resource had been repaired in an unnamed hex (e.g., Barrancabermeja in Colombia).

For NetPlay
• For NetPlay and Head-to-head modes of play, fixed a problem with multiple air-to-air combats where the deciding major power was not switched to the other side at the end of an air-to-air combat.
• For Netplay (possibly in other modes of play too), fixed a problem in Naval Air Combat where if the side with surprise points did not use any to modify the air-to-air combat factors and the Air-to-air Combat form was displayed without any buttons enabled for proceeding to the next subphase.
• Corrected the processing of multiple anti-aircraft fire attacks for air missions to ground hexes (e.g., carpet bombing).
• Fixed several problems with anti-aircraft fire for carpet bombing missions.
• Made a change so anti-aircraft units that fire are disorganized on both computers.
• Fixed a problem with anti-aircraft fire during naval combat so the program now waits for the form to be closed before showing the Surprise form for spending surprise points for changing the naval combat columns.
• Fixed a problem with the DOW phase halting after a DOW on a minor and setting up the units for the attacked minor country.
• Fixed a problem with air-to-air combat when one side aborts and the other side stays. Previously the game could halt after those decisions - under certain circumstances.
• Fixed a problem with the naval combat subphases not always advancing correctly when restoring a saved game that was made just before the calculation of surprise points.
• Changed the location of the AutoSave command to occur immediately at the start of each new phase. This has the effect of making the Next Entry Numbers of the saved game files to be the same on both computers. Previously they had oftentimes been off by 1, which made it impossible to restore the autosaved games.
• Eliminated ending the Naval Movement phase prematurely when a naval combat abort digression was completed.
• Eliminated sending game record logs (e.g., for resetting the air unit roles to Undecided) between computers when a naval combat round was completed. Instead, all players implement the same end-of-round code - without needing to inform the other players.
• Fixed a problem with the naval combat results table showing incorrect results on the Axis computer.
• Fixed a problem with naval abort queue processing after a naval combat is initiated during a naval combat phase.
• Fixed several problems related to the naval abort queue processing after a naval interception combat.

Cheers,
Matt
Matthew Ravenwood

QA & Operations Manager

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Centuur
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RE: World in Flames v1.4.0.0 Beta is Now Available for Testing!

Post by Centuur »

I've been hammering on this version in solitair/hot seat mode and it's behaving pretty good. No fatal bugs found and no major regression bugs found too. So for that part, the warning is a little overdone.

On Netplay Barbarossa, the beta team needs imput from the players. We can't test everything. We think we've cleared bugs for Netplay for that scenario, if you stay away from naval combat...

But on the other hand: if you do naval combat and run into bugs with Netplay, put them in please, because we can't test everything in this monstergame...

Peter
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RE: World in Flames v1.4.0.0 Beta is Now Available for Testing!

Post by bo »

Upgrade at your own risk,

First of all welcome HybridSpyda, not familiar with your name, so if you have been around for awhile then I apologize for not knowing who you are.

I find that phrase "upgrade at your own risk" a little ominous for the general forums players, as for me I can just go back and reload another exe. file from file zilla if I have a lot of problems but how does the general public go back if they find a lot of problems with 1.4.0.0?

I know centuur has been working on this version {1.4.0.0] I believe with global war and I have been testing Barbarossa, and have not seen any problem as of now. I tested Steve's fixes [1.4.0.0] with Guadalcanal air to air, aborting naval units and AA fire, and all seem to be working correctly, which were not before, but I have not tested netplay as of yet.

Really just curious about that wording, again nothing sinister meant by me asking about the phrase [;)]

Bo
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RE: World in Flames v1.4.0.0 Beta is Now Available for Testing!

Post by AlbertN »

Downloaded it, used on a previous save of previous patch; and as soon as I conquer a hex not belonging to me, the game crashes.
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RE: World in Flames v1.4.0.0 Beta is Now Available for Testing!

Post by Centuur »

ORIGINAL: Cohen

Downloaded it, used on a previous save of previous patch; and as soon as I conquer a hex not belonging to me, the game crashes.

No mods in play, I hope?
Peter
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RE: World in Flames v1.4.0.0 Beta is Now Available for Testing!

Post by AlbertN »

No mods.
Going to add - IF I try all Land impulses all goes smooth like the oil.
If some country does not take a Land Impulse (well tried Combined and Naval so can be either of the two, with Air Impulse went smooth), as soon as some hex with rail changes ownership (and some without rail) the game crashes in an eternal cycle of loading.
Attachments
TestTest2.zip
(1.56 MiB) Downloaded 8 times
bo
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RE: World in Flames v1.4.0.0 Beta is Now Available for Testing!

Post by bo »

ORIGINAL: Cohen

Downloaded it, used on a previous save of previous patch; and as soon as I conquer a hex not belonging to me, the game crashes.

Could you start a new game and try it and see if it crashes. Are you talking about netplay, solo, hotseat, what.

Bo
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RE: World in Flames v1.4.0.0 Beta is Now Available for Testing!

Post by Centuur »

This is very strange behaviour. I don't know what is wrong here. Can you give me the version number of the old game you've restored. Than I'm going to check in any of my saved games for that version if I can get that same bug happening (I might have one still around for that version, since I've got an awful lot of saved game in the library now. Some go back to version 1.0.7.1 and that one hasn't got this bug in it...

I've send the "time out" Mad except to Steve so he can investigate too.

Perhaps it's possible to avoid this bug by restoring the gamesave and immediately save it under another name. Than try again (I've had that problem in the past with older games). It's a long shot, but maybe you get lucky.
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RE: World in Flames v1.4.0.0 Beta is Now Available for Testing!

Post by AlbertN »

It was Hotseat mode.

The version is the 1.3.3.0 (The one that came out with the "links" in the manual). Thanksfully I had the installer for that still in my PC, so restored the game at the previous patch, and loaded the latest save me and my "Skype" companion of game we had. It was a very lucky occurrence for him! (He saved many units as we replayed through.)
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RE: World in Flames v1.4.0.0 Beta is Now Available for Testing!

Post by Centuur »

I can't recreate this bug using a gamesave out of version 1.3.3.1 (which is exactly the same as 1.3.3.0, but with debug functions on). I don't know what is wrong with this game...
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RE: World in Flames v1.4.0.0 Beta is Now Available for Testing!

Post by AlbertN »

Perhaps it's possible to avoid this bug by restoring the gamesave and immediately save it under another name. Than try again (I've had that problem in the past with older games). It's a long shot, but maybe you get lucky.

Tried that already.

We'll just play with 1.3.3.0. It was smooth enough and we can play merrily with our small house rules (especially one to cover up for the absence of En Route Interception optional).

And now that you pointed out, I do use a mod, but it's a mod for map tiles / icons; I doubt it affects the coding at all.

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RE: World in Flames v1.4.0.0 Beta is Now Available for Testing!

Post by bo »

I guess this is a dumb question but I have to ask it, V1.4.0.0 has been out now for about 1 week and outside of Cohan I have not seen any comments negative or positive about the patch one way or another. Now what is one to think about that.

1-download at your own risk has scared the hell out of me, so I wont download it.[;)]

2-nobody cares anymore [:-]

3-everything is working great and we are so rapt up with the good fixes we forgot to post [&:]

4-nothing is working right and there is nothing to say, or we are tired of saying how the game is unplayable [:@]

5-it has been well over a month since the last fix and I have been doing other things and forgot about MWIF [;)]

6-this fix might just might solve some major problems with the game and I would not want that [:D]

Many fixes for the vanilla game and many fixes for the netplay version of the game. There are too few beta testers and we need the general forum players to test things that they were having problems with to help us.

If I see the comments "we paid money but not to beta test" I will understand that, but isn't that a little like cutting off your nose to spite your face", meaning okay don't help and the game remains stagnant. Your choice![:(]

There are many good WIF board game players out there that could help, most of them much more astute about the game than I am.

Conclusion, please with these fixes start the game from scratch not from an old save, that way Steve might know better where a problem might lay, just a feeling not imbedded in concrete.



Bo
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RE: World in Flames v1.4.0.0 Beta is Now Available for Testing!

Post by Zorachus99 »

Why test?

The real beta-testers are satisfied with the game since they have the tools to fix issues that come up.

My first game lasted until 1941 when I found out supply across straights was bugged.
My second game lasted until 1940 when multiple units Manchuria reorganized when surrounded. There was nothing I or my opponent could do about it. Winter turns are short, we cannot re-roll the dice, we cannot force the same game results. Even if my opponent agrees to move an OOS unit that reorganized, I have to move units out of the way, then he has to move the unit, then I have to mass up to attack, but the terrain has changed, or the odds have changed, but in any case, due to the winter turn being 3-4 impulses long, I don't even have the time to attack an OOS unit. Ground striking is completely off the table during storm or blizzard, and trying to follow an OOS unit trying re-flip itself for realism?
Until surrounded units stop re-organizing during the reorganization phase, I can't play this game.
Seriously, stacks that are disrupted and surrounded by all 6 hex-sides reorganize at the end of the turn, because of course, that makes sense.

Most men can survive adversity, the true test of a man's character is power. -Abraham Lincoln
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RE: World in Flames v1.4.0.0 Beta is Now Available for Testing!

Post by warspite1 »

ORIGINAL: Zorachus99

Why test?

The real beta-testers are satisfied with the game since they have the tools to fix issues that come up.

My first game lasted until 1941 when I found out supply across straights was bugged.
My second game lasted until 1940 when multiple units Manchuria reorganized when surrounded. There was nothing I or my opponent could do about it. Winter turns are short, we cannot re-roll the dice, we cannot force the same game results. Even if my opponent agrees to move an OOS unit that reorganized, I have to move units out of the way, then he has to move the unit, then I have to mass up to attack, but the terrain has changed, or the odds have changed, but in any case, due to the winter turn being 3-4 impulses long, I don't even have the time to attack an OOS unit. Ground striking is completely off the table during storm or blizzard, and trying to follow an OOS unit trying re-flip itself for realism?
Until surrounded units stop re-organizing during the reorganization phase, I can't play this game.
Seriously, stacks that are disrupted and surrounded by all 6 hex-sides reorganize at the end of the turn, because of course, that makes sense.

warspite1

[8|] Yeah that's right, the Beta Testers have all downed tools because of course, as MWIF fans, they love that single map campaigns aren't programmed, optionals are missing, bugs still exist, netplay is not yet functioning.... They are delighted with the situation because they have a magic tool.

Sorry Zorachus99 I've had a lot of sympathy with you over Option 47 and sought to get something done about it, but this is the second such mindless attack on the Beta testers - like they are responsible for the direction of travel of this project rather than Matrix.

You're cheesed off? Fine - have a go at those who are responsible for the decisions around here - and stop with the false, infantile and cheap shots against those who are actually trying to help sort this out.
Now Maitland, now's your time!

Duke of Wellington to 1st Guards Brigade - Waterloo 18 June 1815
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RE: World in Flames v1.4.0.0 Beta is Now Available for Testing!

Post by rkr1958 »

ORIGINAL: bo

I guess this is a dumb question but I have to ask it, V1.4.0.0 has been out now for about 1 week and outside of Cohan I have not seen any comments negative or positive about the patch one way or another. Now what is one to think about that.

1-download at your own risk has scared the hell out of me, so I wont download it.[;)]

2-nobody cares anymore [:-]

3-everything is working great and we are so rapt up with the good fixes we forgot to post [&:]

4-nothing is working right and there is nothing to say, or we are tired of saying how the game is unplayable [:@]

5-it has been well over a month since the last fix and I have been doing other things and forgot about MWIF [;)]

6-this fix might just might solve some major problems with the game and I would not want that [:D]

Many fixes for the vanilla game and many fixes for the netplay version of the game. There are too few beta testers and we need the general forum players to test things that they were having problems with to help us.

If I see the comments "we paid money but not to beta test" I will understand that, but isn't that a little like cutting off your nose to spite your face", meaning okay don't help and the game remains stagnant. Your choice![:(]

There are many good WIF board game players out there that could help, most of them much more astute about the game than I am.

Conclusion, please with these fixes start the game from scratch not from an old save, that way Steve might know better where a problem might lay, just a feeling not imbedded in concrete.



Bo
Bo, #1 did scare me too a bit, but I went ahead and downloaded and installed the update over a week ago on Saturday, April 18th. I've been playing with it since then and have not experienced any problems except for the bug I reported yesterday in the tech forum. See: tm.asp?m=3849290# Now whether or not this bug is tied to the public beta version or not, I don't know. Honestly is wasn't that big of deal for me to play around it. And, just so you know, I've been able to break other units down without problem so the bug isn't a general problem as far as I can tell. It seems to be isolated to a specific case. And, as I mentioned, this bug may be present in the last official version and have nothing to do with the beta. But, for me, this latest public beta version appears to be stable.
Ronnie
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rkr1958
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RE: World in Flames v1.4.0.0 Beta is Now Available for Testing!

Post by rkr1958 »

ORIGINAL: Zorachus99

Why test?

The real beta-testers are satisfied with the game since they have the tools to fix issues that come up.

My first game lasted until 1941 when I found out supply across straights was bugged.
My second game lasted until 1940 when multiple units Manchuria reorganized when surrounded. There was nothing I or my opponent could do about it. Winter turns are short, we cannot re-roll the dice, we cannot force the same game results. Even if my opponent agrees to move an OOS unit that reorganized, I have to move units out of the way, then he has to move the unit, then I have to mass up to attack, but the terrain has changed, or the odds have changed, but in any case, due to the winter turn being 3-4 impulses long, I don't even have the time to attack an OOS unit. Ground striking is completely off the table during storm or blizzard, and trying to follow an OOS unit trying re-flip itself for realism?
Until surrounded units stop re-organizing during the reorganization phase, I can't play this game.
Seriously, stacks that are disrupted and surrounded by all 6 hex-sides reorganize at the end of the turn, because of course, that makes sense.

Zorachus99, if you wanted to "manually" enable the effect of option 47 I think you could do that in a way that's a lot easier than moving units about to disorganize them. Couldn't you enable die rolls, figure out what the odds really should be and then offline roll the die, determine what the result should be and then force that result by setting a die roll in the game that gives you that result? I understand that's a bit klugly but, honestly, how often does that situation come up in a game for you? If it's a handful of times and you and your opponent can work around it in this manner then why not?
Ronnie
bo
Posts: 4175
Joined: Thu Apr 30, 2009 9:52 pm

RE: World in Flames v1.4.0.0 Beta is Now Available for Testing!

Post by bo »

ORIGINAL: rkr1958

ORIGINAL: bo

I guess this is a dumb question but I have to ask it, V1.4.0.0 has been out now for about 1 week and outside of Cohan I have not seen any comments negative or positive about the patch one way or another. Now what is one to think about that.

1-download at your own risk has scared the hell out of me, so I wont download it.[;)]

2-nobody cares anymore [:-]

3-everything is working great and we are so rapt up with the good fixes we forgot to post [&:]

4-nothing is working right and there is nothing to say, or we are tired of saying how the game is unplayable [:@]

5-it has been well over a month since the last fix and I have been doing other things and forgot about MWIF [;)]

6-this fix might just might solve some major problems with the game and I would not want that [:D]

Many fixes for the vanilla game and many fixes for the netplay version of the game. There are too few beta testers and we need the general forum players to test things that they were having problems with to help us.

If I see the comments "we paid money but not to beta test" I will understand that, but isn't that a little like cutting off your nose to spite your face", meaning okay don't help and the game remains stagnant. Your choice![:(]

There are many good WIF board game players out there that could help, most of them much more astute about the game than I am.

Conclusion, please with these fixes start the game from scratch not from an old save, that way Steve might know better where a problem might lay, just a feeling not imbedded in concrete.



Bo
Bo, #1 did scare me too a bit, but I went ahead and downloaded and installed the update over a week ago on Saturday, April 18th. I've been playing with it since then and have not experienced any problems except for the bug I reported yesterday in the tech forum. See: tm.asp?m=3849290# Now whether or not this bug is tied to the public beta version or not, I don't know. Honestly is wasn't that big of deal for me to play around it. And, just so you know, I've been able to break other units down without problem so the bug isn't a general problem as far as I can tell. It seems to be isolated to a specific case. And, as I mentioned, this bug may be present in the last official version and have nothing to do with the beta. But, for me, this latest public beta version appears to be stable.

Hi rkr appreciate your comment, I was very unhappy about the "download at your own risk" comment, I do not know who Hybridspyda is, if he is new he should learn to phrase things a little differently. No real criticism intended towards him.

The reason I mentioned start from scratch was to make sure if possible that old saves were not corrupted in any way that could effect this new version.

Did you test netplay at all?

Bo
bo
Posts: 4175
Joined: Thu Apr 30, 2009 9:52 pm

RE: World in Flames v1.4.0.0 Beta is Now Available for Testing!

Post by bo »

ORIGINAL: Zorachus99

Why test?

The real beta-testers are satisfied with the game since they have the tools to fix issues that come up.

My first game lasted until 1941 when I found out supply across straights was bugged.
My second game lasted until 1940 when multiple units Manchuria reorganized when surrounded. There was nothing I or my opponent could do about it. Winter turns are short, we cannot re-roll the dice, we cannot force the same game results. Even if my opponent agrees to move an OOS unit that reorganized, I have to move units out of the way, then he has to move the unit, then I have to mass up to attack, but the terrain has changed, or the odds have changed, but in any case, due to the winter turn being 3-4 impulses long, I don't even have the time to attack an OOS unit. Ground striking is completely off the table during storm or blizzard, and trying to follow an OOS unit trying re-flip itself for realism?
Until surrounded units stop re-organizing during the reorganization phase, I can't play this game.
Seriously, stacks that are disrupted and surrounded by all 6 hex-sides reorganize at the end of the turn, because of course, that makes sense.


Whew for a minute I thought you meant me Zorachus, but when I saw the comment "real beta testers" that sure left me off the hook thank you [:D]

Why not test? Do you have anything else planned for the world of computer war games in the near future. I doubt it as there isn't a war game on the Matrix agenda or for that matter on the Battlefront agenda that even comes close to the caliber of MWIF that would even be a smidgen of some interest to me, but that is just me.

Not one of them including Grigsby's War in the West, you know Zorachus those kind of games where you push countless numbers of units here and there with little purpose, trying to figure out how combat is settled which seems mindless, again that is just me as I can only speak for myself.

If this is about rule 47 again then okay, I happen to be in agreement with you, but so what, it is not in as of now, try to live with it for the moment.

I made a comment above we need good testers in the general public to help out, and if those certain testers are going to hide behind the words "I bought the game to play not test" Then so be it. Go back to playing all of those great games you own, you know the ones sitting some wheres collecting dust [:(]

No beta tester or for that matter no one in the general public was more vociferous than I was in dealing with Steve, just ask him, especially when it came to the time this game was taking and the AI. But saying that I have the greatest of confidence that he will get this game right, and if he should not get it right there will be no MWIF netplay or MWIF AI, will that ever sink into peoples minds, Hmmmmm.

Bo
User avatar
rkr1958
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RE: World in Flames v1.4.0.0 Beta is Now Available for Testing!

Post by rkr1958 »

ORIGINAL: bo

Hi rkr appreciate your comment, I was very unhappy about the "download at your own risk" comment, I do not know who Hybridspyda is, if he is new he should learn to phrase things a little differently. No real criticism intended towards him.

The reason I mentioned start from scratch was to make sure if possible that old saves were not corrupted in any way that could effect this new version.

Did you test netplay at all?

Bo
No I haven't and I'm very unlikely to do so in the foreseeable future. Not that I have anything against netplay or any aversion to it, it's just that my work and family situation dictate that I continue to play solitaire, again for the foreseeable future. Though I am holding out hope one day for an AI. [;)]
Ronnie
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Furbet
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RE: World in Flames v1.4.0.0 Beta is Now Available for Testing!

Post by Furbet »

Been away, but downloaded and played a number of hours last night on the latest beta, seemed stable to me so far.

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