The next public beta for World in Flames (v2.0.1.0) is now available in the Members Club
Please check it out and note any new issues with the listed changes.
Change History:
Version 2.0.1.0 – August 18, 2015
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Delphi XE8[/b]
[ul]
- Recompiled all of the library and source code for MWIF using Delphi XE8. #
- Embedded all the Bpl’s into the MWIF.exe. This made the exe much larger, but did away with the need for all of the separate Bpl files (e.g., te_d2010.bpl, Jv...140.bpl).
- Fixed the map data for the connection between Rangoon and the hex immediately east of Rangoon. The visual depiction of these two land hexes being connected is now implemented in the game data. For example, an attack can be made on Rangoon from the hex immediately east of Rangoon.
- Added a check to avoid a fatal error when calculating supply for a stack of units during naval combat.
- Added a check to avoid a fatal error when calculating supply for units advancing after combat.
- Fixed a problem with invasions where if the Notional unit was not included in the defense and there were no other land units in the hex, the invasion would succeed, but control of the hex would not change. Now it changes whenever an invading unit survives in, or another attacking unit advances into, the hex.
- Added a check to avoid a fatal error when determining adjacent hexes during land movement.
Peace
- Added a check for the relocate units digression to make sure the units to be relocated are still on the map. In some Conquest and Surrender cases, the units are moved into the Conquered Pool after being placed into the Relocate Stack. This check makes sure they are later deleted from the Relocate Stack.
- Added a check for conquering China so the Communist Chinese units still on the map do not influence which major power controls hexes in China. Previously, the USSR was gaining control of hexes occupied by Communist Chinese units, even though those units were removed from the map and placed in the Conquered Pool later in the Conquest processing sequence.
- Fixed a problem with using screen layouts for 3 monitors that was causing a fatal error.
NetPlay
- Changed the processing sequence for the Production phase. Previously, newly saved oil and build points were placed on the map for each major power after a major power completed its builds. Because those saved points often required the creation of new units, the numbering of the units could get confused when multiple players were finishing their production simultaneously. Basically, two or more units could be assigned the same ID number, which messed up a whole lot of stuff. The new sequence is for the major powers to still perform production simultaneously, but rather than place the saved points on the map immediately, the game simply records how many points are to be placed on the map. Once all the major powers have completed production, then each major power, in turn, which has build points to place on the map, does so. Once all the build points are placed, MasterMWIF (the team leader for the Allied side) executes the routine to place the newly saved oil points on the map. It does that using the information from the Final Production Planning phase for each major power. All the players’ computers are updated as the saved oil points are created and put on the map. Because of these changes, modifications to the saved game format for the GAM files needed to be changed as well. Now those files record the number of saved build points for each major power during the Production phase. These changes will affect older saved games which were made during the Production phase - since the older games will not have the necessary information about saved build points yet to be placed on the map. Even worse, the older games may have placed newly saved oil points on the map already and then have duplicate saved oil points placed at the end of the Production phase by MasterMWIF. Therefore, there is a warning message if a player restores an older saved game made during the production phase.
- Disabled saving NetPlay games while the Spend Surprise Points form is visible. If a NetPlay game were restored while that form is showing, the program would not know which of several places in the sequence of play called for the form to be displayed.
- Removed a redundant second call for die rolls for AA Fire during the Ground Support phase.