Shannon V. OKeets
From: Honolulu, Hawaii
Attached is a zipped file that contains Release Notes and the new MWIF.exe: version 02.03.01.00
The primary reason for making this available as a hot patch are: #4, #9, #12, #13, and #20 below.
Release Notes for Version 02.03.01.00
1. Fixed a problem with undoing paradrop missions so that the number of available land moves is correctly incremented.
2. Fixed a problem with non-Chinese air units belonging to the Allied side being permitted to air rebase to Communist Chinese cities - ignoring FTC Limits.
3. Fixed a problem with overrun air units having to rebase twice if there were also naval units in the same hex that had to rebase
4. Fixed a newly created problem with units belonging to member countries of the Commonwealth (e.g., United Kingdom) not being able to fly air missions.
5. Fixed a problem with an air transport being able to load a disorganized para unit belonging to a cooperating major power.
6. Added the ability to destroy Vichy naval units whose only possible return to base ports would violate stacking. The mechanism used is that the warning message about the unit being “unable to return to base to a specific port because it would violate stacking limits” now includes the option to use the Backspace key to destroy the unit. This has to be used judiciously since the message occurs even if there is another port where the unit could safely return to base. The specific case where this occurred was when the only port controlled by Vichy France was occupied by Italian (i.e., non-cooperating) units.
7. Added a couple of checks to prevent fatal errors when selecting a sea area for naval combat - and the deciding major power for that sea area is blank.
8. Added a line of code so naval units that start at sea during the Naval Movement phase, and are intercepted returning to base, have to fight through from the zero section box.
9. Fixed a newly created problem (by code added for NetPlay) with avoiding a naval combat causing the program to halt.
10. Fixed a problem with dropping off some naval units that are carrying cargo (which includes carriers with carrier air units) in a sea area. Previously the ‘cargo’ would become part of the stack of units that were “continuing on” and end up in the final stopping sea area (or port). At that time their transports would be in the sea area where the transports were dropped off. This bug has been around forever (inherited from CWIF) and is the likely culprit for some of the stranger bugs reported where carrier air units were at sea without carriers. Thanks go to Peter who discovered the cause of this problem and provided a saved game so I could fix it (that only took me 15 minutes using his instructions to recreate it).
11. Fixed a problem with the non-phasing side being able to initiate combat in a sea area that the phasing side merely moved through (although units did stop for an interception combat).
12. Fixed a problem with submarine combat where if surprise points were used to select a target and then convoys took the remaining losses, the local major power was not switching from the attacking side (which had used surprise points to select a target) to the defending side, thereby causing the program to halt with the Naval Combat Results form displayed but no buttons enabled to close it
13. Fixed a recently created bug in Solitaire (caused by changes for NetPlay) that caused naval combats not to proceed to the Naval Combat Abort phases following a naval combat.
14. Added the ability to destroy land units whose only retreat hexes would violate FTC Limits. The mechanism used is that the warning message about the unit being “unable to retreat to a specific hex because it would violate FTC Limits” now includes the option to use the Backspace key to destroy the unit. This has to be used judiciously since the message occurs even if there is another hex (or hexes) where the unit could retreat safely. Since the enemy player controls where units retreat, this capability could be abused. I also modified the order in which units retreat so that HQs are always retreated first - this overrides whatever order the enemy player has chosen. By having the HQs retreated first, they might enable other units to retreat successfully by increasing the FTC Limits for the destination country. The specific case which this change in the code addresses is when the Commonwealth had to retreat from Belgium into France and did not have any HQs in France; hence the units would violate FTC Limits and have to be destroyed.
15. Fixed a problem with calculating Foreign Troop Limits for hexes in Metropolitan Vichy France when Vichy France does not exist. This came up in a game when a Spanish HQ (controlled by the Allies) moved into Metropolitan Vichy France.
16. Enabled territorial units to move within conquered countries even when their home country is ‘neutral’.
17. Fixed a cosmetic problem with reporting fractional odds for the 1D10 CRT in land combat. When the odds are precisely 1:2, the fractional odds are now shown as zero and no die roll is made.
18. Fixed a problem with doubled (by an O-chit) combat engineers not having their city modifier also doubled.
19. Added some more checks for no units in a hex (i.e., Hex Stack is nil) to avoid a fatal error when identifying the units in a hex.
20. Fixed a problem when Vichy France is created with units relocated out of Vichy France not being able to move in the subsequent impulse.
21. Made a general fix following all Relocate Units events so that once a major power completes moving his units, their MPUsed (i.e., movement points used) is reset to zero so the units can move in the subsequent phases of the impulse.
22. Added some more checks to avoid a fatal error when there are no units available to Reform. Reform Units can occur as part of the preamble for the Production phase.
23. Added a couple dozen checks to make sure forms are not displayed twice by accident.
24. Added some equal signs to checks for positioning forms on multiple monitors. Previously, having a form exactly against the left edge of a monitor could result in the form being displayed on a different monitor.
25. Fixed a problem with the Selectable Units form where air units were not being listed during the Ground Strike phase if their only viable targets were partisan units.
26. Added some code to restoring saved games so if country C has not been marked as conquered, yet its controlling major power has been completely conquered, then C is now marked as having the same conqueror as its controlling major power. This fixes a problem with Austria maybe not being marked as conquered when Germany is completely conquered. The bug had been causing the tertiary supply calculations to go into an infinite loop.
27. Fixed a problem with restoring saved games for the Barbarossa scenario from the partisan phase where the restored game had the Commonwealth (i.e., not part of the scenario) as the deciding major power.
28. Made some more checks for tertiary supply to avoid infinite loops. The particular case avoided by these changes are repeated attempts to find a secondary supply source for supply source S when S has already found an overland path to an aligned minor country’s (M) capital - which is a primary supply source for M’s units, but not for S itself. In this unusual case, S is out-of-supply but can still act as a supply conduit for units belonging M.
29. Fixed an problem with calculating tertiary supply from the capitals of aligned minor countries overseas which was causing an infinite loop under special circumstances.
30. Fixed some problems with Support for Allied Minors by checking for minors controlled by other minors. For instance, NEI is a minor controlled by the Netherlands, but supporting NEI shouldn't count towards Allied minor support. The same is true for Spanish Morocco and Spain.
Perfection is an elusive goal.