These are the same as the Release Notes for version 02.05.07.00 with the following additions:
[Corrections to version 02.05.07.00]
A. Fixed a problem where collapsing Vichy France would sometimes move the Axis unit that entered Vichy to the Destroyed Pool.
B. Fixed a (newly created) problem where creating a new game failed when applying the conquest of Ethiopia.
C. Fixed a problem with Rumania not being able to trace overseas supply through the Black Sea.
[Corrections to version 02.05.07.02]
D. Fixed a problem with Rydz not acting as a secondary supply source after he becomes a Commonwealth unit.
E. Fixed a problem with a supply source tracing tertiary supply to a secondary supply source under some circumstances.
F. Fixed a (newly created in version 02.05.07.02) problem with Conquest at the end of a turn.
All Modes of Play
1. Enabled overrun air units to rebase at triple their normal range when overrun. This rule clarification was provided by Harry Rowland (thanks to Paul for asking Harry Rowland and Michael for reporting this bug).
2. Fixed a problem where a minor country’s units (e.g., tactical bombers) were not getting the benefit of surprise when their controlling major power had surprised the targeted minor country. For example, when Germany DOWs Yugoslavia, the aligned-to-Germany Rumanian air units should be doubled when providing ground support on Yugoslavian units in the impulse of the DOW.
3. Fixed a problem with naval air combat when playing without carrier air units and there are no air units on one side.
4. Fixed a problem with naval air combat when deciding about the role of fighter-bombers (fighter of bomber) and there are fighter-bombers from different major powers on the same side. The program now asks each major power to decide about its fighter-bombers. Previously one major power on a side would be asked, but then the second major power wouldn’t have any air units to decide about.
5. Added code so carriers that have their carrier air component destroyed during an air mission phase over a land hex abort at the end of the phase instead of waiting until the next naval phase (i.e., naval movement, naval combat, and return to base).
6. Added code to fix problems with carrier air units showing up on the map as being aboard two different carriers - which might not even be in the same port/sea area. The program now corrects that situation by clearing the data that marks a carrier as carrying a carrier air unit, which is actually aboard a different carrier.
7. For the 2D10 Land Combat Results Table, removed the requirement that for attacking engineers to receive their City Bonus they have to be using their engineer bonus. Now attacking engineers help reduce the defensive 2D10 City Bonus merely by being one of the attacking units.
8. Fixed a problem where Japan invading Wake Island was causing a US Entry die roll for Japan occupying the Marshalls. Since Japan is already at war with the US, the US Entry action is irrelevant.
9. Added code to avoid a fatal error in land combat calculations after a paradrop has been made. I am not sure why this problem occurred (since I do not have an accompanying saved game), but there was a hole in the CWIF logic which no one had encountered/reported in the past 13 years. I patched the logic hole.
10. Fixed a problem with selecting which land units to disorganize in a land combat when a player changes his mind. Previously selecting a unit would have unpredictable results as to which unit the program actually processed when changing Disorganized to No Effect or vice-versa.
11. Fixed a problem with the program requesting an additional attacking unit be destroyed - one more than there are attacking units - after the player fiddles around with the No Effect and Destroy buttons.
12. Fixed a major problem (newly created) where ending a subphase of a digression (e.g., naval interception, air support) caused the PHASE to end.
13. Fixed a non-fatal error when loading units from a coastal hex onto naval units which just moved to sea after there was the possibility of a naval interception of the moving naval units.
14. Added a check to avoid a possible non-fatal error when merging convoys.
15. Made a small change in the code for initializing for a naval combat to avoid a fatal error caused by damaged game data.
16. Added a check to avoid a non-fatal error when in the middle of processing Production Planning Preliminary and that form has been closed.
17. Fixed a problem in Production with Retraining pilots causing a fatal error.
18. Fixed a (newly created) problem with the USSR claiming the Baltic States leaving them neutral instead of conquered by the USSR.
19. Fixed a problem with enforced peace leaving hexes in Karelia and Eastern Poland as Axis controlled instead of reverting them back to USSR control.
20. Fixed a problem with determining whether there are USSR units in the Finnish Borderlands. This fatal error was newly created.
21. Fixed a problem with Liberating France when Vichy France still exists and there are Vichy French convoys to Split.
22. Added code to avoid the problem of the United States liberating Japan (which was marked as conquered by Germany). The game where this occurred was damaged - somehow.
23. Fixed a bug where the setting (ON/OFF) for the optional rule Limited Overseas Supply Across Straits was never being referenced. Instead, the setting for Limited Overseas Supply was being referenced in its place.
24. Fixed a bug in calculating supply (newly created) which was causing an infinite loop. Also reduced the time to recalculate supply when restoring some strange game positions (from 100+ seconds to 50 seconds).
25. Added some code to avoid a (rarely occurring) fatal error with calculating overseas supply after loading a saved game.
26. Fixed a bug with correcting Overstacking which was generating a fatal error.
27. Fixed a bug in Overstacked hexes where a Partisan unit is overstacked (e.g., it is in a Lake hex that changed from ice back to water).
28. Fixed a new bug where restoring saved games was removing the second carrier air unit from all carriers that had two carrier air units. This correction also repairs any saved games that have this problem.
29. Fixed a problem with restoring damaged games where a carrier air unit is marked as being on a carrier but it is actually in the Reserve Pool. The program now removes its image from the map (leaving it in the Reserve Pool where it belongs). The carrier data is corrected to reflect the fact that the carrier air unit is no longer on the carrier.
30. Added some messages to restoring saved games that report on misaligned carrier air units and carriers. How the carrier data and the carrier air data get out-of-sync is still unknown. These changes correct the data so which units are on which carriers is correct. As part of the corrections, the program also reports the problems that were found (and corrected).
31. Added some code to restoring saved games to correct a problem where the data for Naval Moving Stacks (caused by overrun units) is inaccurate. This fix causes the program to stop and process the Naval Abort Queue instead of stopping (permanently) in the Air Transport CAP subphase.
32. Added a check to avoid a possible non-fatal error when displaying the total factor data for a stack of units.
33. Added a check to avoid a possible non-fatal error when displaying the Unit Data panel in the Naval Review Details form.
34. Added a check to avoid an error when quitting the game in the middle of relocating Peacekeepers.
35. Added some checks to avoid an error when quitting the game in the middle of aligning Rumania after the claim for Bessarabia was denied.
36. Added a line of code to avoid a non-fatal error when trying to focus on the Main form when it is not visible.
37. Improved the Weather Report to show the probabilities of the possible Modifiers and Impulse Advance values for the next weather roll.
38. Changed the minimum amount of a form that is visible (when the saved Screen Layout positions it off the current monitor) from 100 pixels to 300 pixels.
39. Fixed a cosmetic problem with the Spend Surprise Points form that was showing the projected results of air-to-sea combat incorrectly during the anti-aircraft fire subphases.
All Modes of Play
1. Fixed a problem with setting up the Germans in the scenario Decline and Fall, where the captured Italian naval transport was not being transferred to German ownership.
2. Fixed a problem with the USSR pre-game scheduled naval reinforcements being omitted. This affected many scenarios.
3. In Barbarossa, fixed a problem with an Italian Inf not being included as a pre-game scheduled reinforcement.
4. Fixed a problem with the defender taking a mandatory winterized unit loss in combination with a shattered result, so that a winterized unit must be destroyed. Previously the program was permitting a winterized unit to be shattered as the mandatory winterized ‘loss’. That bug was causing other problems with defending units remaining in the hex when they should have all been destroyed or shattered.
5. Removed a line of code which was adding a cost of 1 movement point for any naval stack that continued on after interception was declined, a failed interception, or after interception combat was resolved. There should be no penalty for a naval stack continuing to move.
6. Fixed a couple of problems in the Return to Base phases: (1) when the side moving last (last Phasing Side) was not the Initiative side for the turn, then units at sea with no available port were being permitted to remain at sea instead of being destroyed, and (2) if the units at sea forced to be destroyed were carrying cargo, the cargo remained floating at sea (even after their transport was destroyed) instead of also being destroyed.
7. Fixed a problem with supply where units were permitted to trace an overseas supply path to a secondary/tertiary supply source that was tracing supply overseas. Tracing supply overseas twice is illegal.
8. Fixed a problem with determining Tertiary supply for a supply source (usually an HQ) that is a valid Secondary Supply Source (SSS) to an aligned minor country. For example, a German HQ in Iraq that can trace supply to Baghdad is a valid SSS for Iraqi units, but is itself out of supply - unless it can trace a path back to a valid primary supply source for German units. Previously, a bug was preventing the HQ from searching for a supply path which would make it a valid Tertiary Supply Source (TSS) - which would put the HQ itself in supply and enable it to act a supply source for German units. The code now correctly determines the case where an HQ is a valid SSS for aligned minor country units and also a valid TSS for units belonging to its own controlling major power.
9. Inserted a check when searching for overseas routes for resources going to Europe to ignore arrival ports that are not in Europe. For example, when shipping resources from South America to Manchester in Great Britain, the program was examining all of the South American and North American railways looking for a connection to Manchester. What the program now does is to ignore any arrival ports (from overseas) that are not in Europe. So the American ports are not considered once the search has been extended to the sea. This will reduce the time required to search for resource routes that go overseas.
10. Fixed several bugs in recording and reusing saved routes for resources.
11. Fixed a problem in editing Production Planning routes where right clicking on the last sea area would sometimes bring up an incorrect warning message about clicking on the destination.
12. Fixed a problem with the Production Planning form’s report on the number of convoys used where the number kept doubling each time Recompute was executed.
13. Fixed some problems with resources that have Override and Default Action settings of Idle not being skipped.
14. Standardized the processing of override, default, most recent, and last turn stored actions, destinations, factories, and routes. In the process, eliminated some potential problems with executing the saved ‘instructions’ correctly.
15. Fixed several problems with modifying routes in Production Planning.
16. Fixed a major problem in changing the action and destination for resources in Production Planning.
17. Fixed a minor problem in changing the action for a resource in Production Planning.
18. In Production Planning, added code to clear a flag for a neutral major power having already saved an oil point when the player clears the Override or Default settings of an oil resource being saved.
19. Added a check to avoid a possible non-fatal error when opening the Production Planning form.
20. Fixed a newly created problem in Production Planning where a fatal error was being generated due to a resource being in a coastal hex.
21. Added some code to check for damaged saved games where resource routes are insanely long. When discovered, they are completely cleared.
22. Added some code to make sure that any USSR home country hexes taken by Finnish/Rumanian units are returned to USSR control once Finnish/Rumanian Peace is enforced by Germany.
23. Fixed a problem with conquered minor countries not being shown as such when starting a new game of Barbarossa. This might have also been a problem for other scenarios.
24. Added a check, when forming Vichy France, so French controlled naval units that are forced to rebase are only forced to rebase to hexes where they can legally stack. This is to handle cases where the naval units belong to a minor country controlled by France (e.g., Belgium) and the closest port is in a country where the units would violate FTC Limits (e.g., Eritrea).
25. Added a check so when Vichy France is collapsed, Free French naval units in ports controlled by Free France, where both the units and the ports have just become Free French, are no longer forced to rebase.
26. Restored some code so when Vichy France has no units to place on the map in the vspSetup subphase, the game advances to the next subphase. This code change now supports both Solitaire/Head-to-head play as well as NetPlay.
27. Fixed a problem with a Vichy France owned Militia unit being removed from the map and placed in the Free French Force Pool when an Allied major power declares war on Vichy France (or vice-versa).
28. Added several checks to avoid possible non-fatal errors in the Reform Units phase when there are no divisions capable of being reformed into corps/army units.
29. Fixed a memory leak in checking for Cities Full when placing units on the map and the optional rule Off-City-Reinforcements is being used. This change avoids an error about the program being out-of-memory.
30. Fixed a problem with Resource Lending where the Switch Major Power button was enabled even though all but the current major power had already ended the phase.
31. Fixed a problem win Skip Major Powers, in general, where after choosing which major power to switch to, the form reappeared with no choices shown and the only option was to Cancel skipping a major power. This affected the Skip Major Power button on a lot of forms, (e.g., Production Planning, Naval Combat, DOW Majors, etc.).
32. Fixed a problem with Retraining Pilots where it was possible to retrain a single pilot multiple times and acquire unlimited build points by doing so.
33. Added a check to avoid a possible non-fatal error when left clicking on an invalid area of the Detailed Map.
34. Added some more entries to the terrain data file for the AIO - identifying which hexes are in which Land Regions - for operations and tactics.
35. Removed a diagnostic message about the Hungarian resource. This message had no effect on game play.
All Modes of Play
1. Fixed a major problem with recomputing Production Planning, introduced in version 18.104.22.168, that was causing the program to crash.
2. Fixed a newly created problem with not being able to specify that a resource should be used to satisfy a Trade Agreement.
3. Added some checks to avoid an occasional fatal error in computing production planning overseas routes.
4. Fixed a problem with storing and using Most Recent Action and Destination for routed resources.
5. Added code to clear the Default and Override settings for NEI oil when they are transferred from Japan receiving some of them to all the oil belonging to the Commonwealth.
6. Added code to clear the previously stored action and destination for a resource when it is assigned to satisfy a trade agreement.
7. Removed a line of code which was causing changing from Save to Produce (or vice versa) to sometimes require an extra mouse click in the setting Production Planning action choices.
8. Added a check to avoid non-fatal error when displaying the Production Planning form.
9. Added a check to avoid a non-fatal error with the Production Planning form when quitting the game.
10. Corrected the Main form panel describing the factories and resources in a hex so both are described when both are present. For instance, Metz has both a factory and a resource. Previously the Factory/Resource Panel was just showing 1 factory.
11. Added a check to avoid a possible non-fatal error when skipping major powers during a Select Naval Combat phase.
12. Added a check to avoid a fatal error when closing the Anti-Aircraft Fire form.
Fixed a problem with the program asking about calling out Vichy France reserves.
Enabled restoring games in the middle of DOW on majors and minors. However, after restoring a game the decisions in the subphase have to be made anew for all major powers.
Fixed an occasional non-fatal error in Assign Roles to Carrier Air Units when the current major power is not the major power that needs to decide the role for a carrier air unit.
Changed the current major power to the deciding major power when necessary for deciding roles for carrier air units in port attacks and naval air combats.
Enabled restoring games which were saved in the Defender Intercept subphase of air missions after fighter interceptors have flown.
Modified the routines that check for use of surprise points to hide the originating forms (i.e., either Antiaircraft Fire, Air-to-air Combat, and Naval Combat Results) so only one form is visible at a time. The originating form is redisplayed after the decision about using surprise points is made.
Fixed a fatal error with using surprise points to avoid combat in a Port Attack during the air-to-air combat subphase. Usually the question about using surprise points is first asked during the anti-aircraft fire subphase. But in those instances when there is zero anti-aircraft fire, the air-to-air combat subphase becomes the first time that surprise points can be used. The program was having trouble processing a decision to avoid combat.
Fixed a problem with returning air units from missions when both sides have fighters to return to base. In some instances the program branched (bizarrely) to a naval interception digression. That no longer occurs.
Fixed a problem with French partisans not being controlled by the USSR once France is completely conquered.
Rewrote the code for routing resources overseas so it always finds a path using the minimum number of convoys. Previously it would sometimes take a circuitous route.
Fixed a problem with Production Planning when a resource (e.g., a build point originating from Washington D.C.) would add an extra sea area to the beginning of a route because the hex of origination was a coastal hex. Usually starting the overseas route with the adjacent sea area is best but sometimes a shorter overseas route can be found by moving along rail lines to a different port.
Fixed a problem in Production Planning where sometimes a route for a resource was found but the resource was not marked as Used. The result of this error was that the program kept finding ‘new’ routes for the resource. This caused multiple convoys in a sea area to be marked as Used for getting the (one) resource to its destination. Ultimately, there were insufficient convoys to get other resources shipped overseas. This only came up when using routes that had been successful previously.
Fixed a problem with Production Planning when choosing which convoys to use in a sea area so that the priority is: (1) receiving country’s convoy, (2) sending country’s convoy, and (3) convoy belonging to another major power on the same side that will permit its convoys to be used. Previously, the USA (while neutral) shipping resources to China would oftentimes usurp a Commonwealth convoy - ignoring its own convoy in the sea area.
Fixed a problem in Production Planning where the maximum number of build points being sent from a factory hex was always twice the number of factories in the hex. Now it is equal to the number of factories in the hex times the production multiple (PM), with any excess over a non-integer value rounded up. For example, if there are 2 factories in a hex and the PM is 0.5, then only 1 build point can be sent from the hex to another major power as part of a trade agreement. But if the PM is 0.75, then 2 can be sent. If the PM is 1.25, then a hex containing only 1 factory can send two build points.
Fixed a problem in Production Planning where the number of idle factories in a hex became negative (e.g., 254, 255) after a single factory received multiple resources for production.
Fixed a problem with Production Planning where routes were being set to a nil value instead of being cleared of all hex entries.
Made changes to Production Planning so that when a game is restored during a Production Planning phase, the previously stored routes for the resources are reaffirmed as valid. Previously, some routes through enemy ZOCs where being assumed valid. Now the program checks for enemy ZOCs, as well as all the other stuff, and does not accept invalid routes.
Added code to reduce (somewhat) the search time for finding overseas paths for resources.
Fixed a problem with the Production Planning form where the informative message about no viable destination for resource to the be saved/used in production kept reappearing, after its first appearance, whenever the player clicked on almost any place on the form.
In Production Planning, eased the restrictions on setting source, destination, and action for a resource. If a player controls the sending major power then he can change the source resource, destination, route, and action at any time before the final production planning phase or after the production phase. If a player controls the receiving major power, then he can change the destination and action at any time before the final production planning phase or after the production phase. What this means in practice is that when playing Solitaire, you no longer have to change the current major power to make changes to which resources go where, how they get there, or what happens once they arrive. Also, if you control the Axis major powers, you can change the source, destination, route, and action for all the resources the Axis control, plus the destination and action for all the resources the Axis receive from the Allied side. And vice-versa for the Allies.
Added missing code for saving which resources go where each time a successful route is found, labeled Most Recent. Previously this was only done for resources that were part of a trade agreement. Separate sets of data on “which resource goes where and what happens when it arrives” are maintained for Override, Default, Most Recent, and Last Turn. The processing order is: Override, Default, Most Recent, and Last Turn. Only if all of those fail (or are undefined) does the program search for a new destination.
For all major powers, initialized the variable Return Unused Convoys to Base to False at the beginning of the Preliminary Production phase. These flags were not being initialized and sometimes would have a value of True, which meant that convoys not needed for getting resources moved overseas would be taken off Sentry status and forced to return to base. Those variables are also reset to False when a game is restored - so older saved games won’t have the problem of convoys incorrectly being forced to return to base.
Added a check to avoid a possible fatal error when restoring a saved game where no major power controls a resource.
Fixed a problem with saved resources being used in production not being restored correctly if the game is saved and then restored.
Fixed a problem with the Production Planning form where sometimes selecting the Route layout did not change to the Route layout. This happened if no resource was selected. Now the program selects the first resource in the list if one exists and none has been selected.
Increased the maximum number of units in the game from 8000 to 8050. More importantly, added code so the program reuses temporary units (e.g., pilots, convoys) that have been removed from the game, once the number of units exceeds 5000. For example, when a player builds a pilot, a temporary unit is created and placed in a Production Pool to arrive in a future turn. When that turns occurs, the major power’s number of pilots is increased by 1. Concurrently, the temporary unit is moved to the Removed Pool. After the number of units in the game passes 5000, the program starts checking for a unit of the same type in the Removed Pool. If one is found, it reuses it rather than creating a new unit.
Removed City Based Volunteers from the list of units that can be built unless the optional rule for those units is being used.
Fixed a problem with conquest of territories (i.e., not major powers, not minor countries, and not subcountries) so that a hex occupied by a land or air unit (not a partisan) remains under the control of the player owning the land/air unit.
Modified the code for Conquest so processing hex H, containing only air units and H does not have a land combat unit exerting a ZOC into H, and H belongs to the conquered country, assigns control of H to the air unit’s controlling major power.
Fixed a problem with the complete conquest of a major power (M) where hexes held by M that were not in M’s home country and not in countries M had conquered, were being left in the control of M. These hexes were usually in countries conquered by an ally of M, so they are now given to that ally. An example would be hexes in France (which was conquered by Germany) held by Italy when Italy is completely conquered. Those hexes now become controlled by Germany. In the odd case where M held hexes in countries conquered by or aligned to major powers on the other side, then those hexes are given to the major power that conquered M. For example, if Italy held hexes in Greece (unconquered and aligned to the Commonwealth) when Italy was conquered, then those hexes are now given to whichever major power conquered Italy.
Added some code to the end of the Conquest phase to check to two conditions. (1) Saved oil and build points that belong to a completely conquered major power so they become controlled by whichever major power now controls their hex. (2) Overrun units that haven’t been forced to rebase; they are now forced to rebase. The latter would sometimes occur when a territory become conquered.
Fixed a newly created bug (due to changes for NetPlay) that left units belonging to conquered countries in the game (even on the map!).
Fixed a problem with determining which major power controls a minor country (MinC) that had been conquered and its conquering major power is completely conquered. The problem only arose if there where no units in MinC. After these changes, control of MinC reverts to its original controlling major power. This problem happened when Italy was completely conquered and there were no Allied units in Ethiopia. Under those circumstances, Ethiopia now reverts to control by the Commonwealth.
Modified the processing of incomplete conquest of major powers so their units “not on the map which arrive in future years” are no longer removed from the game. Those units are available as future force pool additions.
Fixed a problem with being unable to move Axis peacekeepers out of Bessarabia if peace is enforced between the USSR and Rumania. Made a similar change for the Finnish Borderlands if peace is enforced between the USSR and Finland.
Fixed a problem for the first conquest of Italy where if two of the conquering major powers had equal priority for becoming the conqueror of Italy, the ‘first’ is assigned the conquest. The order for Allied major powers is: China, Commonwealth, France, United States, USSR. Previously in this situation, China was being awarded the conquest even though it was not even at war with Italy.
Added a check to delete trade agreements between major powers on the same side when one of them becomes neutral. The situation where this occurred in a game was when Italy was only at war with France and upon Vichy being declared, all French administrative areas went to Vichy. That set Italy to Neutral. The change in the code now deletes any trade agreements between Italy and Germany. Another place where this might occur is if the USSR is at war with Japan and ‘peace’ between those two major powers is declared. Any trade agreements that the USSR has with France and the Commonwealth would now be deleted. However, any arguments with the USA are left intact because of the various US Entry Options for sending resources and build points to the USSR.
Added some checks to avoid a non-fatal error when trying to move the AOI unit after Italy has been conquered.
Confirmed that the Liberation of Italy cannot occur on the same turn that it is conquered.
For Liberation, added a call to the same code used in Conquest to handle saved oil and build points, and overrun units.
Fixed a problem with liberating France where Vichy units in Vichy France were causing those hexes to remain Vichy controlled, even though Vichy France no longer existed.
Fixed a problem with liberating France where naval units newly transferred from Vichy France to France were being forced to rebase out of hexes newly converted to ownership by France.
Added Gearing Limit information to the Pools form. It appears when Force Pool data is selected.
Added code for the Production Planning form’s Route List to show which major power’s convoy is being used in each sea area in the route. For example, when the United States ships the Alaska resource to the lower 48 states to be saved or used in production, the sea area in the Route List is shown as: “USA Gulf of Alaska”. Previously it had simply displayed “Gulf of Alaska” without specifying which major power’s convoy in the sea area was being used. This is especially useful when the Allies have convoys belonging to multiple major powers in a sea area and resources/build points are being shipped through the sea area. This is merely a cosmetic change to provide more information to the players. Older saved games are missing the requisite data and may show Germany as providing a convoy - that gets corrected when a new overseas route is determined.
Corrected the positioning of the Resources View in the Production Planning form so it aligns with the Summary Statistics. This is for purely cosmetic reasons.
Modified the Assign Roles to Carrier Air Units form so double the number of carrier air units are visible. Previously in a large naval air combat, involving multiple carriers, the number of carrier air units would be more than 14 and scrolling left and right to see them all was difficult. The new version of this form has the same functionality as the old: the buttons are the same, the depiction of units is the same. The only substantiative change is that the list of carrier air units for whom roles need to be decided shows twice as many units.
Modified the New Owner form so multiple units can be selected for assignment to a major power. For instance, you can now selected a dozen units and assign them all to be controlled to a major power by clicking once on the new owner’s flag. Before you had to select each unit, one at a time, and click on the new owner’s flag.
Resized the New Owner form for assigning a new owner to units so more units are shown.
Forced the Choose New Home Country form to appear on top of other forms, so it doesn’t get buried.
Added checks to avoid non-fatal errors when quitting the game.
Fixed a recently created bug where after an Overstacking Digression the phase of the game did not advance.
Corrected a newly created problem with Australian units not being added to the list of units belonging to Australia.
Removed the execution of the US Entry Action “Japan Militarizes the Marshalls” when Japan simply defends them with a notional unit against an invasion.
Fixed a problem with using oil that was caused by recent changes to the search algorithm.
Added some code so if China passes, then the Communist Chinese have zero for all their action limits. This handles the special case when the USSR action choice is made after the action for China. Previously under those circumstances, the program gave the Communist Chinese the same action limits as the USSR, even though China had passed.
Added some checks to reforming corps when playing with Unlimited Breakdown where the absence of any divisions was causing a non-fatal error.
Added some code to avoid an occasional non-fatal error in recalculating supply.
< Message edited by jjdenver -- 4/3/2018 8:17:15 PM >