World in Flames Version 2.1.4.0 patch notes

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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Daniele
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Joined: Sat Feb 07, 2015 2:27 am

World in Flames Version 2.1.4.0 patch notes

Post by Daniele »

Hi all!

World in Flames has been updated to Version 2.1.4.0!

This update brings a lot of improvements and enhancements for both NetPlay and solitaire play!

You can download the patch from here


World in Flames
Version 2.1.4.0 Changelog

Items marked with an asterisk (*) were made after Hot Patch version 2.1.3.0

Setup

• Added a check to avoid a fatal error when setting up the Northern Ireland territorial unit at the start of the Global War scenario.

• Modified some of the background colors for the Start a New Game form so the labels are easier to read. This change was necessary because the conversion to Delphi XE8 changed the colors that were displayed using Delphi 2010.

Lend Lease

• Fixed a problem with lend leasing a second air unit from a lend lease group. Previously lend leasing the first unit in a group disabled requesting any other air units from the same lend lease group.

• * Added some code so when a game is restored, the air units that have been lent as part of Lend Lease appear with the label ‘Lent’ underneath them in the Lend Lease Air Units form. Previously that label had been left blank. Similarly, I added another item to the unit menu for Air Units, to show the status of air units that can be part of Lend Lease. That is the same information that is shown in Lend Lease Air Units form. The purpose behind these changes is to let the player be better informed about Lend Lease air units.

Saved Setups

• For Fascist Tide, added a check for restoring Saved Setups so convoys can no longer be placed in illegal sea areas (e.g., in the Pacific Ocean).

• Fixed a problem with restoring Saved Setups where the check for whether convoys can set up in sea areas was incorrect in assessing the legality of the setup sea area and incorrect in displaying the name of the unit. At the same time, replaced the name of the location from the column and row with the name of the sea area.

• Added a saved setup for the Commonwealth for Fascist Tide so the convoy pipeline maximizes production. Note that no attention was paid to placing any units other than convoys on the map.

Reinforcements

• Fixed a problem with placing reinforcements on the map when there are no legal hexes in which to place a reinforcement. The program now always recognizes such situations and moves the reinforcement to arrive next turn.

• Fixed a problem with anti-aircraft unit reinforcements which had been destroyed after using their anti-aircraft fire capability, becoming disorganized following the Port Attack phase because the units’ anti-aircraft fired flags were still set. Those flags are now cleared when an anti-aircraft unit is placed in the Setup Tray and also at the beginning of the Port Attack phase. The latter change is for older saved games.

• * Added code to destroy new factories that have no available place on the map to arrive.

• * Fixed a problem with hundreds of copies of the same message being shown when a Territorial reinforcement was unable to be placed on the map.

Action Limits

• * Added code for Fascist Tide and Day of Infamy for changing the Action Limits once the specified conditions are met for those scenarios. Similarly, both Germany and Italy declare war on the United States once the United States is at war with Japan.

• * Added a series of “just in case” checks to make sure activity limits never go below zero (i.e., to 255) or above the total limit available at the start of the impulse.

Trade

• Added a check to avoid a non-fatal error when closing the New Trade form without having specified the details of the trade.

• Made the New Trade Agreement form “Stay on Top” so it isn’t hidden behind the Lending form.

• * Added some more checks (probably unnecessary) to avoid a possible fatal error when creating a new trade agreement during the Lending phase.

Initiative

• Fixed a problem with choosing Roll/Reroll using the Initiative form for Head-to-head play. [This problem was introduced with version 2.0.2.3].

• Fixed a problem with deciding which side goes first when the Axis gets to reroll and decides not to reroll [this problem was introduced with version 2.0.2.3].

DOW

• Fixed a problem with Germany incorrectly being surprised by Polish units in the second impulse of the Global War and Fascist Tide.

• Fixed a problem with the USSR claiming Bessarabia and the Finnish Borderlands.

• Added some checks to avoid a fatal error if the DOW Minors form was closed while the decision about whether to allow a USSR claim on Bessarabia or the Finnish Borderlands was being made.

Air Operations


• Added checks to prevent USSR units from being active during air mission phases if the USSR takes a Pass action. The problem occurred when China did not Pass and the USSR did Pass. Because the Communist Chinese units are controlled by the USSR player, the USSR was inadvertently being allowed to use its units. In fact, neither the USSR or the Communist Chinese should be permitted to do anything with their units if the USSR take a Pass action.

• Fixed a problem with applying Anti-Aircraft Fire reductions for all 8 air missions.

• Fixed a problem with Anti-Aircraft Fire halting the game when playing head-2-head. This problem had been newly introduced by changes for NetPlay. Also corrected a problem with the announcement to switch sides sometimes being wrong for Anti-Aircraft Fire when playing head-2-head.

• Fixed a problem with Anti-Aircraft Fire for solitaire [which was caused by changes made for NetPlay].

• Fixed a problem with Anti-Aircraft Fire aborting a Ground Support bomber during the phasing side’s Anti-Aircraft Fire subphase.

• Eliminated the ability to return air units to base in an enemy controlled hex. This had been possible during Ground Support missions and explains why there were games with both Axis and Allied units in a hex during non-combat phases.

• Revised code to properly execute the Air Transport mission when the ATR starts in a different hex and flies to another hex where it loads a unit as cargo. Previously the ATR was able to continue moving after picking up cargo in a different hex. Now it must stop in the hex where it picks up cargo and can only move again in the return to base subphase of the Air Transport phase.

• Changed the code so land based air units that return to base during a Return to Base phase become disorganized.

• Enabled Interning air units during the Air Rebase phase as well as other air phases and digressions (e.g., forced rebase).

• Fixed a problem with the Commonwealth being unable to rebase carrier air units in a port once they had zero air activities available. The problem had to do with not checking if any the Commonwealth member nations (e.g., United Kingdom, Canada) had units that could rebase for free.

• * Modified code so determining which units can move in the Naval Air phase is redetermined for the entire side after a unit moves. For example, if moving a German unit enables an Italian unit to move - when before it couldn’t because it was out of supply - then the Italian unit would now be Selectable. However, if Italy had already terminated its Naval Air phase, then the Italian unit would not be selectable. So, if you want to put an OOS unit in supply during the naval air phase, be sure to not terminate that unit’s major power in the phase.

• * Modified code so determining which units can move in the FlyA and FlyD subphases of the air phases is redetermined for the entire side after a unit moves. For example, if flying a US bomber enables a Commonwealth fighter to move - when before it couldn’t because there were no bombers to escort - then the Commonwealth fighter would now be Selectable. However, if the Commonwealth had already terminated its subphase, then the Commonwealth unit would not be selectable. So, if you want to fly an escort from a cooperating major power during the FlyA or FlyD subphases, be sure to not terminate the escort’s /fighter’s major power in the subphase.

• * Fixed a problem with returning air units to base following ground strikes.

• * Made changes so air units belonging to the conqueror can fly in support of territorial units belonging to a conquered country.

Land Operations

• Fixed a problem when removing a unit from a land attack when multiple major powers were attacking, with whether multiple major powers were still attacking not being recalculated. For example, if both German and Italian units were attacking a hex while still in the Declaration of Land Attack phase the attacking player decided to not use the Italian units in the attack, the program was incorrectly still inflicting the -1 Die Roll Modifier on the 2D10 table for multiple major powers participating in the attack.

• Fixed the problem with not being able to Undo moves into the hex adjacent to Hongkong.

• Fixed an obscure problem where German Peacekeepers could not be attacked in Rumania by USSR units from South Dobruja.

• Fixed a rare problem with land movement where sometimes a non-fatal error would occur.

• * Added some checks to avoid a fatal error when finding a path for a land move.

Invasions

• Fixed a problem with deciding whether to include Notional units sometimes causing the program to halt instead of advancing to the Shore Bombardment phase.

• Fixed a problem with two divisions invading from the same transport separately. Now the divisions do not have to invade as group. That means they can belong to different major powers and/or invade different hexes.

• Fixed a problem with an invading unit changing hex control immediately, which prevents the use of Offensive Shore Bombardment and Ground Support. Now the unit changes hex control immediately only if the Notional unit is not included and the hex is empty, or later if the land combat succeeds.

• * Fixed a problem with invading units not receiving all their proper Die Roll Modifiers: in particular, elite Japanese units invading jungle hexes and armored marines invading and using the Blitz land combat results table.

Naval Operations

• Fixed a problem with the end-of-phase buttons sometimes being disabled during the Naval Movement phase (e.g., after skipping some major powers).

• Fixed a problem so a unit no longer becomes disorganized when loaded from a coastal hex onto a naval unit which is moving to a lower section box in a sea area.

• Enabled picking up units while passing through a port during the Return-To-Base phases.

• Fixed the problem with loaded/loading naval transports when passing through ports. That is now possible, provided that a digression is not being executed. For example, if forced to abort from naval combat, a transport cannot pass through a port to pick up cargo and then exit the first port and continue on to a second. However, that would be possible (given sufficient movement points and range) during a normal Return to Base phase. Note that naval units that end their move in a port during the Naval Movement and Return to Base phases might not be marked as disorganized until the phase is ended by all major powers on the phasing side.

• Fixed a problem with transitioning from Naval Combat for the Phasing Side to Naval Combat for the Non-phasing Side possibly halting the program.

• Fixed the error where it was possible to reuse shore bombardment points simply by undoing and redoing the shore bombardment by naval units.

• Fixed a problem with the end-of-phase button being disabled after ending a naval interception digression that had followed an overrun digression.

• Fixed a problem when if no organized unit on the non-phasing side is capable of initiating combat in a sea area, the fact that an enemy unit has attempted an interception in the sea area was being ignored. Now units on the non-phasing side that have attempted an interception can initiate combat in a sea area, provided that a non-submarine unit on the phasing side has moved into or within the sea area. Note that if a unit on the phasing side has merely moved through a sea area, then combat cannot be initiated in that sea area by the non-phasing side.

• Fixed a problem with assigning a naval interception/naval combat initiation unit for a naval interception. This was causing problems when the interception failed.

• Fixed a problem with naval air support subphases halting the game [which was caused by changes for NetPlay].

• Removed the first occurrence of the message about no enemy bombers during naval air combat. The first time the message appeared was during anti-aircraft fire. Now it only appears when the naval air units bomb the enemy naval units.

• Enabled aborting the first naval group placed in the naval abort queue for a non-interception naval combat.

• Fixed a problem with aborting one convoy from a convoy unit with more than 1 convoy point. Previously, after splitting off the aborted convoy as a new unit, the remaining convoys were also being aborted – incorrectly.

• Fixed a problem with overrunning ‘captured’ convoys that need to be split. This also applies to Vichy France convoys. Splitting the convoys was returning the split-off convoys to the original owner. In the case of the Vichy France convoys, the first convoy would be Vichy French but the remaining convoys would magically become Free French.

• Made a minor change so splitting convoys that are on Sentry during the Stay-At-Sea phases causes the new unit(s) to also be on Sentry.

• At the beginning of the Stay at Sea phases, added code to clear the Interception flag for units that had intercepted in the previous impulse.

• Added some code so all units that are on Sentry at the beginning of the Return-To-Base phases, and can stay at sea, are set to Staying at Sea.

• Added a new variable for the Return-To-Base phases to keep track of which major powers have only units on sentry duty that can return to base. This enables those major powers to return some or all of those units on sentry duty to base, or to simply click on the end-of-phase button, since those units can legally stay at sea. Note that if a major power has non-sentry units that have to return to base during those phases, then the end-of-phase button is disabled until all the non-sentry units have been returned to base.

• Fixed a bug where the end-of-phase button was enabled during the Return-To-Base phases when there were still units at sea that had to return to base.

• Changed the processing for the end of the Return-To-Base phases so damaged naval units in port are first sent to the Repair Pool, then the check for overstacking is made.

• * Changed the processing for splitting convoys so if the original convoy was set to Sentry, then that original convoy unit remains on Sentry after the new/split off units are created. The newly created convoy units are set to NOT be on Sentry.

Reorganization

• * Added some checks (probably unnecessary) to avoid a fatal error during the Reorganization phase if an HQ is shown in the Selectable Units form as capable of reorganizing units but in reality, there are no units which the HQ can reorganize.

Supply

• Fixed a problem where a city was being considered a valid secondary supply source even though there was an enemy partisan occupying the city.

• Fixed a problem with carrier air units rebasing to carriers in port being incorrectly shown as out of supply.

• Added a check to avoid a fatal error when checking for overseas supply paths.

• Added a line of code to force the recalculation of supply when a Supply unit is expended to make an HQ a primary supply source.

• Fixed a problem with recalculating supply where major powers were incorrectly able to successfully get supply from primary supply sources for aligned/conquered minor countries.

• Removed the unnecessary recalculation of supply at the end of the Surrender phase when no major power has surrendered.

• Eliminated submarine movement into or from a sea area causing supply to be recalculated. That change is because submarines never affect overseas supply. Did the same for air and naval units under some circumstances - depending on whether the optional rule for Limited Overseas Supply is in use.

• * Added code so supply is recalculated when moving a unit into a sea area, if doing so might change the supply status of other units. For instance, moving an air unit out to sea during the Naval Air phase might put OOS units in supply when using the standard oversea supply rules.

Partisans

• Fixed a problem with assigning the controlling major power for a partisan so if the country where a non-red partisan is to appear, is or was aligned to a major power, then that major power controls the partisan. Previously, Yugoslavia, aligned to the Commonwealth, was getting partisans controlled by France (the nearest major power), and that was wrong.

Production Planning

• * For the Fascist Tide scenario, modified the code so the Commonwealth always receives 3 additional production points and another 3 addition production points if the Food in Flames optional rule is in effect.

• * For the Fascist Tide scenario, modified the code so the USSR always receives 4 additional production points.

• * For the Day of Infamy scenario, modified the code so the USSR production is zero until at war with Japan, and the USSR activity limits are always halved.

Use Oil

• Fixed a problem with Use Oil where the program was searching for a path through all of the USSR trying to connect hexes in United Kingdom to oil in Kuwait. My solution was to limit the path to 3,000 hexes or less. After that allotment is used, the program assumes there is no path. This should also improve the search time (marginally) for the Use Oil phase calculations.

• Added a check in the Use Oil form for the situation where there is one or more separate pockets of units with oil resources and more than one partially used oil point that has to be expended. That is, some units can reach oil points that other units cannot reach. The result often is that there are two (or more) partially expended oil points. If the total of the oil that needs to be expended requires two (or more) oil points to be expended, then the program now checks for a second partially used oil point after the first partially used oil point is expended (by the player clicking on the Expend Oil Point button). The program then positions the unit list index on a unit that used the second partially used oil point and positions the oil list index on the partially used oil point that also needs to be expended.

• * Fixed a problem with a unit able to go through enemy ZOCs to reach an oil resource in a hex controlled by the unit’s controlling major power, but originally in the enemy’s home country. All enemy ZOCs now block the path for tracing to oil unless a freiendly land unit occupies the hex.

• * Modified the code for tracing from disorganized units needing oil to oil sources, to improve the efficiency (somewhat), but more importantly, so that paths that exist are found.

Breakdown/Reform

• * Added some more checks to avoid possible fatal errors when reforming units during the Reform Units phase.

• * Added some more checks to avoid possible fatal errors when breaking down units during the Break Down Units phase.

• * Made all units unselectable at the end of the Break Down phase.

Production

• Changed the processing sequence for the end of the Production phase so newly saved oil points appear on the map.

• Fixed a problem with ‘collecting’ build points from the map using the Saved Build Points form where it was possible to collect a build point without reducing the number build points in the hex.

• Modified the message about saving build points so the player knows that the location for where each build point is saved isn’t decided until after all major powers complete production.

• Added a conditional statement so red factories are not automatically repaired at the beginning of the Production phase when there is a friendly engineer in the hex - when the optional rule Construction Engineers is being used. Instead, any damaged red factory with an engineer in the hex is displayed in the Production form with the row heading Factory Repair. Then 4 Build Points need to be spent and the factory doesn’t get repaired for 2 turns.

• Fixed the problem with repairing factories both: (1) those that had merely been captured, and (2) those that had been damaged (usually via strategic bombing). The former are automatically repaired immediately upon being recaptured unless playing with the optional rule Construction Engineers. In the latter case, an engineer unit has to be in the factory hex during the production phase for the factory to become usable again. Damaged factories have to be repaired using build points and become usable again 2 turns later (e.g., repaired at the end of the Jan/Feb turn makes them available for production in May/June).

• Added several missing lines of code to complete the repair of Captured Factories at the beginning of the Production phase when there is an engineer in the hex - the engineer is necessary when playing with the optional rule Construction Engineers.

• * Restricted building new factories to one per turn per major power.

• * Fixed a problem where the USSR was gaining 0.25 to its production multiple if attacked in Siberia.

• * Made corrections so Vichy France can build naval units and cannot build forts.

• * Enabled engineers on the same side to be used to perform repairs: factories, oil resources, major ports.

• * Added a restriction to which factories can be repaired: the major power controlling the factory hex must be on the same side as the major power making the repair. For example, the Commonwealth cannot repair factories in Belgium unless a major power on the Allied side controls the factory hex.

• * Modified when a captured red factory is repaired (when playing with Construction Engineers) to take 1 additional turn, instead of being available immediately. Note the repair still requires an engineer unit be in the hex with the captured factory.

• * Fixed the last line of code in repairing damaged oil resources so the oil resources are now repaired correctly.

• * Fixed a problem with building air units ahead so that those belonging to a lend lease source country are now included in the list of possible builds.

• * Added a check (probably unnecessary) to avoid a fatal error when undoing and all built units have already been undone.

Peace: Conquest, Liberation, Surrender, Vichy France, Claims

• Added a check for the conquest of Denmark so if the US has already claimed Greenland and Iceland, then those countries remained controlled by the US - instead of becoming neutral.

• Fixed a problem with complete conquest when deciding disposition of convoys and other units that are created dynamically (e.g., forts, partisans).

• Fixed several problems with complete conquest to avoid a fatal error when determining whether a previously valid supply path for a captured unit is still valid (i.e., when there are zero primary supply sources for the unit’s country).

• Fixed a problem with a non-fatal error when France is completely conquered and a Territorial unit from New Caledonia is on the map. The unit is now moved to the Force Pool if New Caledonia becomes a neutral minor country.

• Fixed a dozen problems with the complete conquest of Germany when Germany still has numerous units on the map. The saved game with which I was testing still had Vichy France intact, with no one at war with Vichy France.

• Fixed a problem with the complete conquest of the Commonwealth - the last major power on the Allied side.

• Fixed a problem with creating Vichy France where French units (on and off map) were not being processed.

• Added code so if Vichy France is collapsed when Free France does not exist, then newly created Free France has the same relationships to other countries in the game as the Commonwealth.

• Fixed a problem when collapsing Vichy France with changing hex control within Metropolitan Vichy France if the major power collapsing Vichy France is not the same as the major power that installed Vichy France.

• Fixed a problem with Conquest where the ZOC of units belonging to the conquered country were being used to determine hex control. This had the strange effect of a conquered land unit disappearing from the map (as it should) and the hex it occupied becoming controlled by the conqueror, but the hexes around the removed/conquered land unit remaining under the control of the conquered country.

• Made changes so the presence of USSR units on the border of Eastern Poland do not cause empty hexes in Western Poland to be given to the USSR when Poland is conquered. The general rules on conversion of hexes of a conquered country imply that the USSR ZOCs should cause empty western Poland hexes - not in the ZOC of German units - to become controlled by the USSR. However, that was clearly not the intent of the Nazi-Soviet pact, so these changes enable Germany to control all of western Poland when Poland is conquered. Note that there is an exception: if the Commonwealth has land units in, say Danzig, then the Commonwealth would control Danzig and possibly other hexes in western Poland, according to the normal rules about hex control of conquered countries. It is only the ZOCs of USSR units in eastern Poland which are now ignored when determining hex control of conquered western Polish hexes.

• Broadened the elimination of ZOC from consideration when determining hex control during conquest (or liberation or surrender) so if a unit is outside of the conquered country and is not at war with the conqueror, then the unit’s ZOCs into the conquered country are ignored for the purpose of deciding which major power controls the hex in the conquered country. For example, the USSR units outside of Poland with ZOC into Poland, when the Axis conquers Poland, do not influence which major power controls hexes inside Poland. This would also be true for Italian units adjacent to Polish hexes. An earlier change had already been made for USSR units in eastern Poland no longer affecting hex control in western Poland when Poland is conquered.

• Improved the report on the location of a conquered naval unit in the form showing: the Results of the Die Roll for whether a unit is captured, destroyed, or escapes.

• Fixed a problem with Liberation where the return of hexes to the liberated country was not occurring even though a major power chose to do so. At the same time, fixed a problem where saved oil and build points in the hex of a liberated country were being given to the liberating major power instead of remaining controlled by a major power which had a land unit stacked with the oil/build points.

• Cleaned up the last of a trio of problems with the liberation of China.

Save/Restore GameAir Operations


• Added a line of code to avoid a rare non-fatal error when restoring a saved game during strategic bombing.

• Added a check when restoring saved games that no naval combat is “in progress” when that is impossible given the phase of the game (e.g., during Initiative, Land Combat Declaration, etc.).

• Added a line of code so the End-of-Phase button is enabled for the Factory Destruction phase even when no factories can be destroyed. This can occur when restoring a saved game from that phase of the game.

• * Fixed a problem with restoring Fascist Tide saved games.

• * Fixed a problem with restoring a saved game in the Production phase so the number of build points for the first deciding major power is correct.

• * Fixed a problem with restoring saved game where all captured red factories were being damaged when a saved game was restored.

Quit Game

• Modified how copies of hex lists for moving stacks are created so each list is separate. Previously, some of the lists were being used by multiple variables and this could generate a fatal error when the game was terminated and each list was deleted (i.e., removed from memory).

• Added a check to avoid a non-fatal error when quitting a game in the middle of an air-to-air combat.

• Added a check to avoid a non-fatal error when quitting a game in the middle of viewing the results of an air mission (i.e., bombing factors arriving on target).

• Added a check to avoid a non-fatal error when quitting the game during Strategic Bombing and the form showing the results of the air bombardment is visible.

• * Added a check to avoid a fatal error when terminating the program.

• * Added a check to avoid a fatal error when terminating the program while the Land Carrier Planes form is visible.

• * Added a check to avoid a fatal error when terminating the program while the Scrap Units form is visible.

Other

• Fixed a Foreign Troop Commitment problem with territories controlled by a major power counting as being part of their home countries. For instance, placing Commonwealth convoys in Martinique (controlled by France) had mistakenly been counted as Commonwealth units in France proper.

• Fixed a problem where units that destroyed factories or other facilities in the Factory Destruction phase were being disorganized incorrectly.

• Added a check so units on the same side are never considered enemy units.

• Fixed a problem with moving units when two or more Detailed Maps are in use.

• Set the US Entry Option choices and number of US Entry markers drawn for Fascist Tide and Day of Infamy according to the special rules for those scenarios.

• Set the Unit Filter form to Stay-On-Top so it doesn’t get hidden by other forms.

• Added some checks for empty hex stacks on the map to avoid non-fatal errors.

• * Added a check to avoid a fatal error when using 4 monitors.

• * Changed the calculation of Foreign Troop Commitment counts so that units in subcountries (e.g., Karelia or Siberia in the USSR) count towards the parent country’s FTC counts. So, an Allied HQ in Karelia would enable other units from the same Allied country to land in the USSR.

Cosmetic

• Changed the designation of the Communist Chinese action in the Action Limits form to Pass if either China or the USSR Pass.

• Fixed a problem with the Naval Review Details form where if only air units were in the sea area, they would not be shown.

• Changed the message for the attacker taking losses in land combat so the text “invading units” is only added when there are actually invading units taking losses.

• Enabled the flags in the Main form correctly for the major powers still moving during the Land Movement phase after the USSR claims the Baltic States.

• Added an informative message describing which major power is receiving Anti-aircraft Fire prior to the die rolls if Set Die Rolls is ON. This new message’s purpose is to clarify for the player the target of the AA Fire when choosing the values for the die rolls.

• Added the name of the location to the message about the hex (or sea area) where Anti-aircraft Fire has no effect.

• Removed a duplicate message about Damage Points = 0 on the Assign Losses due to Anti-aircraft Fire form.

• Removed the X Close button from the top right corner of the Initiative and Move First forms.

• Removed a spurious message about overstacking when retreating units from a hex which had been invaded and therefore has 3 corps sized units present, one of which is an invading enemy corps.

• Fixed several typos in tutorials #18 and #20.

NetPlay

Initiative

• Fixed a problem in the Initiative phase where the incorrect side was asked to decide which side moves first in a turn.

• Added a check so the form asking who should Move First does not appear a second time by mistake.

DOW

• Fixed a problem in the DOW subphase Setup Attacked Minor when a major powers on one side DOW’d both a major power and a minor country such that the DOW’ing major power needed to set up its reserves and the attacked minor country needed to setup its units. Under these precise conditions, the program was halting with the minor country’s Setup Tray not appearing.

• Fixed a problem with claiming the Finnish Borderlands halting the game when the claim was denied and the Finns needed to set up their units.

Air Operations

• Fixed a problem with the program stopping when both sides abort from an air-to-air combat.

• Fixed a problem with Air-to-air Combat failing when there is more than 1 combat to resolve.

Anti-Aircraft Fire

• Fixed a problem with Port Attack Anti-Aircraft Fire halting the game.

• Enabled processing Anti-Aircraft Fire for naval combats.

• Fixed a problem with Anti-Aircraft Fire during naval air combat.

• Added text to inform the side firing anti-aircraft units what the total damage points were from the Anti-Aircraft Fire.

• Fixed a problem with divisional anti-aircraft units not getting disorganized on the phasing side’s computer after land combat resolution has been completed for all combats.

• Modified the processing sequence for Anti-Aircraft Fire for all 8 air missions to correctly process aborting bomber digressions due to Anti-Aircraft Fire . This also corrects a potentially similar problem in head-to-head games.

• Fixed a problem with aborting an air unit due to Anti-Aircraft Fire where the players not aborting the air unit could terminate the digression prematurely.

• Added text so both sides see what the die rolls are for Anti-Aircraft Fire.

• Fixed a problem with the Anti-Aircraft Fire Results form being shown prematurely - before the die rolls had been made.

• Fixed the problem with the game halting during application of Anti-Aircraft Fire Results on the computer not flying bombers.

• Fixed a possible problem with rolling the dice for Anti-aircraft Fire causing the problem to halt.

Naval Operations

• Fixed an occasional problem with one computer not advancing from the Naval Movement phase to the Naval Combat phases - while the other computer did advance.

• Added code to report to all players which major powers get to decide about initiating combat during the Phasing Side’s and Non-phasing Side’s Naval Combat phases.

• Fixed a problem with the program halting when the phasing side decided to not select any sea areas for naval combat.

• Added code to prevent the non-phasing side from selecting sea areas during the Phasing Side’s Naval Combat phase (and likewise for the phasing side during Non-phasing Side’s Naval Combat).

• Fixed a problem where naval interceptions were halting the game.

• Fixed a problem with intercepting naval units causing future interceptions to be processed incorrectly.

• Eliminated a redundant second call to change to the Choose Naval Combat Type subphase.

• Made dozens of changes to insure that the Axis player continues processing GRLs (game record logs) it receives from the Allied computer during naval combats.

• Eliminated a redundant second request for the non-initiating player in a naval combat to decide whether to abort or stay once a naval combat finishes.

• Fixed a problem with terminating a naval combat phase when a naval combat had resulted in multiple groups of units in the naval abort queue.

• Eliminated non-fatal Mad Except errors when moving units during Naval Combat Abort.

• Fixed a problem with a damaged submarine that is also aborted, not showing as Aborted + Aborting on both computers.

• Fixed a problem with damaged naval units in port not always being moved into the Repair Pool on both computers.

• Disabled sending GRLs for units on Sentry staying at sea when the Stay-At-Sea phases are initialized.

Surprise Points

• Fixed a problem with the spend surprise points form being shown to both players, instead of just to the side which was awarded surprise points.

• Added code for the players not deciding about Surprise Points so they can receive the GRL from the player who is deciding.

• Fixed a problem with using Surprise Points for selecting a target unit in a Port Attack or Naval Combat causing the program to halt when there are additional losses to be assigned by the player who did not receive surprise points.

Oil

• Fixed a problem with saved oil not always being saved on both computers.

• Fixed the problem with updating saved oil at the end of the Production phase. These changes will work for up to 6 players.

Production

• Fixed a problem with saving build points after production where the number of build points on the “other player’s computer” showed an extra build point. This could lead to an overstacked digression problem later.

Save/Restore Games

• Saved games should not be made during Production - except at the very beginning of the Production phase when all major powers on both sides still need to decide about Production. Restoring saved games made after one or more major powers have completed the Production decisions can result in the program halting at the end of the Production phase. Note that this only applies to NetPlay games.

Other

• Eliminated a bug that was causing the Weather Report to flash repeatedly.

• Fixed a problem in Barbarossa (and possibly Guadalcanal) where factories in Belgium, The Netherlands, and Yugoslavia were being considered ‘captured’ and placed in the Reserve Pool. That was causing the Axis and Allied computers to become misaligned as to unit numbers for convoys, oil points, and forts.

• Made the standardization of the processing of the end-of-turn phases (e.g., Conquest, Vichy, Liberation, Surrender) more rigorous so the program flows through all of the end-of-turn phases keeping all computers synchronized as to what the current phase is.

• Added a text message when the connection to the NetPlay forum is lost. This replaces a MadExcept error message.

• Made a couple dozen changes for processing unique decisions: New Home Country, Surrender, Claims, Hex Control (after liberation), and other places where one major power decides Yes/No in the middle of other processing. This fixes problems with the program getting out-of-sync on the two computers.

• Removed the sending of GRLs for skipping a major power using a button on a form. Previously, the sending of the GRL (Game Record Log) merely confused the other players’ computers and caused them to halt. Since the switch to another local major power by one player has no effect on the other players, sending the GRL isn’t necessary. This change affects the following forms: DOW Align, DOW on Majors, DOW on Minors, Lending/Trade Agreements, Naval Combat, and Production Planning.
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paulderynck
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RE: World in Flames Version 2.1.4.0 patch notes

Post by paulderynck »

Not a big deal, but the "What's New" pdf and the Readme file are both showing the date for this release as Jan 15, 2015.
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RE: World in Flames Version 2.1.4.0 patch notes

Post by RJL5188 »

Does this mean that Fascist Tide and Day of Infamy are now playable scenarios solitaire?
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RE: World in Flames Version 2.1.4.0 patch notes

Post by paulderynck »

No they are not yet ready.
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RE: World in Flames Version 2.1.4.0 patch notes

Post by Cataphract88 »

Many thanks for continuing to improve this game. [:)]
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RE: World in Flames Version 2.1.4.0 patch notes

Post by Shannon V. OKeets »

ORIGINAL: rjl518

Does this mean that Fascist Tide and Day of Infamy are now playable scenarios solitaire?
I am whittling away at coding the special rules for those scenarios. Each line of text in the Rules booklet for those scenarios requires special code that overrides code for standard rules.

For instance, primary supply sources, ability to use resources and factories within a country's borders, tracing overseas routes from resources to factories, where oil points can be saved, and naval movement between the Atlantic and Pacific Oceans, are all dramatically changed when playing the half map scenarios.
Steve

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RE: World in Flames Version 2.1.4.0 patch notes

Post by PeteGarnett »

ORIGINAL: cataphract88

Many thanks for continuing to improve this game. [:)]


Seconded [;)]
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jusi
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RE: World in Flames Version 2.1.4.0 patch notes

Post by jusi »

Thanks. This new version seems to contain very useful patches.
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Hansstory
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RE: World in Flames Version 2.1.4.0 patch notes

Post by Hansstory »

Thanks for the continued hard work everyone!
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RE: World in Flames Version 2.1.4.0 patch notes

Post by VictorCharlie »

Can you apply the patch on top of the latest hotfixes? Or should I reinstall again?
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RE: World in Flames Version 2.1.4.0 patch notes

Post by Rasputitsa »

Many thanks, much appreciated. [:)]
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RE: World in Flames Version 2.1.4.0 patch notes

Post by Centuur »

ORIGINAL: victor charlie

Can you apply the patch on top of the latest hotfixes? Or should I reinstall again?

Yes you can...
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RE: World in Flames Version 2.1.4.0 patch notes

Post by AlbertN »

On Vichy'ing France, New Caledonia and Ethiopia went German (???).
Ships on Sentry do not go down of boxes - which pratically means the 0 Box contains only convoys - and the units at the 4 box remain stuck at the 4 box.

On collapsing Vichy, Free France got fully conquered - as it had no territories whatsoever (with New Caledonia being German!)
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RE: World in Flames Version 2.1.4.0 patch notes

Post by tom730_slith »

+ 1
Glad to see the work continuing!

ORIGINAL: Hansstory

Thanks for the continued hard work everyone!
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RE: World in Flames Version 2.1.4.0 patch notes

Post by LeeChard »

ORIGINAL: Shannon V. OKeets

ORIGINAL: rjl518

Does this mean that Fascist Tide and Day of Infamy are now playable scenarios solitaire?
I am whittling away at coding the special rules for those scenarios. Each line of text in the Rules booklet for those scenarios requires special code that overrides code for standard rules.

For instance, primary supply sources, ability to use resources and factories within a country's borders, tracing overseas routes from resources to factories, where oil points can be saved, and naval movement between the Atlantic and Pacific Oceans, are all dramatically changed when playing the half map scenarios.
Sounds promising.
I look at 'Fascist tide/Day of Infamy' as gameplay I will enjoy until the arrival of an AI.
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