Matrix Games Forums

Forums  Register  Login  Photo Gallery  Member List  Search  Calendars  FAQ 

My Profile  Inbox  Address Book  My Subscription  My Forums  Log Out

New Public Beta v2.3.4.0 for WiF

 
View related threads: (in this forum | in all forums)

Logged in as: Guest
Users viewing this topic: none
  Printable Version
All Forums >> [New Releases from Matrix Games] >> World in Flames >> New Public Beta v2.3.4.0 for WiF Page: [1]
Login
Message << Older Topic   Newer Topic >>
New Public Beta v2.3.4.0 for WiF - 1/27/2017 2:21:25 PM   
Indirectlemon

 

Posts: 35
Joined: 11/12/2015
Status: offline
Hi Everyone,

The next public beta for World in Flames (v2.3.4.0) is now available in the Members Club

Please check it out and note any new issues with the listed changes.


Change History:


    DOW

    • Fixed a problem with Militia units in the Reserve Pool incorrectly moving to the Force Pool when a major power declares war on another major power. They now stay in the Reserve Pool and can be called out.
    • Fixed a recently created problem with City Based Volunteers sometimes being shown as available as reserve units when a DOW on a major power is made. The same problem occurred with USSR reserve units which should only be available when at war with Germany, becoming available when the USSR went to war with (merely) Japan.
    • Fixed a minor problem where the Call Out Reserves button was visible and enabled on the Pools form, even though the major power viewing the form was not at war with any other major powers.

    Air Operations

    • Fixed a problem with undoing paradrop missions so that the number of available land moves is correctly incremented.
    • 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.
    • 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.
    • 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.
    • Fixed a problem with an air transport being able to load a disorganized para unit belonging to a cooperating major power.
    • Fixed a problem with strategic bombing where the defending major power was unable to fly interceptors if land units belonging to another major power (with which the defender did not cooperate) were in the target hex. The defender still has to cooperate with the owner of the target hex.
    • Modified the table indices for Air-to-air combat. Previously they had been using an index of 2 to 20, which appeared to work “almost all the time”. But there was at least one case where the program treated the table as if it were from 0 to 18, which is the normal way of indexing a table. Anyway, I changed the table indices to 0 to 18. Hopefully that will eliminate this problem that rarely occurred. By the way, there was another instance where it treated the indices as if they were from 4 to 22 - [I am not responsible for compiler weirdness!].
    • Enabled air units to be relocated (or rebased due to conquest/liberation) from and over hexes belonging to neutral major powers. This oftentimes is required to relocate an air unit out of a country that has just become neutral.
    • Fixed a minor problem with anti-aircraft fire. Now when there are no damage points to apply to the attacking aircraft, the OK - Done button is always enabled. Previously, the player needed to click on an aircraft to enable that button.
    • Fixed a recent bug where air units belonging to Commonwealth member nations were not being given the opportunity to fly defensive ground support missions for Commonwealth units in land attacks.

    Naval Operations

    • Fixed a recent bug where air units belonging to Commonwealth member nations were not being given the opportunity to fly defensive ground support missions for Commonwealth units in land attacks.
    • 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.
    • 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.
    • 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.
    • Fixed a newly created problem (by code added for NetPlay) with avoiding a naval combat causing the program to halt.
    • 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.
    • 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).
    • 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
    • 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.
    • Added some checks to avoid a possible fatal error when loading a unit aboard a naval transport in a port.
    • Fixed several problems with returning to the Land Movement phase after a group of overrun naval units is intercepted, engages in combat, then rebases successfully, and some remaining naval units (which had also been overrun) move out to sea, get intercepted and engage in combat and are destroyed. The nested digressions are now processed correctly regardless of whether the overrun and intercepted naval units survive the naval combat(s) or not. The code also handles 3+ groups of naval units rebasing out of a single overrun hex.
    • Fixed a problem with transported units being shown incorrectly in the Naval Abort Queue form.
    • Fixed a newly created problem (by changes for NetPlay) that caused the program to halt during the Naval Air Support subphases of a naval combat when playing Solitaire.
    • Fixed a problem with air and SCS units on sentry, at sea in the zero section box, being permitted to stay at sea instead of being forced to return to base.

    Land Operations

    • 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.
    • 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.
    • Enabled territorial units to move within conquered countries even when their home country is ‘neutral’.
    • 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.
    • Fixed a problem with doubled (by an O-chit) combat engineers not having their city modifier also doubled.
    • 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.
    • Fixed a problem when Vichy France is created with units relocated out of Vichy France not being able to move in the subsequent impulse.
    • Made a general fix following all Relocate Units events so that once a major power completes moving his units, their MPUsed value (i.e., movement points used) is reset to zero so the units can move in the subsequent phases of the impulse.
    • 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.

    Use Oil

    • Added a check to avoid a potential fatal error in the Use Oil phase.
    • Fixed a problem with restoring saved games in the middle of the Use Oil phase where one of the major powers, that has used oil, expended a saved oil.

    Production

    • 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 preprocessing for the Production phase.
    • Added a check to avoid a fatal error if a player tries to build ahead a unit and there are no units of that force pool type available to be built ahead.

    Peace

    • Fixed a problem in the Conquest phase where assigning a trade country for a resource could generate a fatal error.
    • Added a couple of checks to avoid possible fatal errors during the Liberation phase.

    Player Interface

    • Added a couple dozen checks to make sure forms are not displayed twice by accident.
    • 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.
    • 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.
    • Made some changes for Head-to-head play to make sure the prompt message to switch players has the correct name of the player to whom control is switching.
    • For Head-to-head play, eliminated some spurious calls to switch to the player who is the current player.
    • Fixed several problems with Head-to-head play where the prompt for switching major powers was not being shown/executed. In particular, automatic DOWs (e.g., on Poland) were not generating the prompt to switch to the US for the US Entry die rolls.
    • Added another check to avoid a possible non-fatal error with the Flyouts form.
    • Fixed a problem with the number of columns displayed in the Activities Limits form when China has been completely conquered.

    Game Save/Restore

    • 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.
    • 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.
    • Fixed a problem with restoring a saved game from the Setup phase where there are no more units to be set up but there was an air unit placed in the Reserve Pool. The program had marked that unit as still needing to be placed on the map. It no longer does that.
    • Added code to restoring saved games so if cargo was somehow lost (i.e., marked as in the MovingStack) when a game is restored, it is now placed aboard the transport which is suppose to be carrying it. I still do not know how the cargo became stuck as ‘Moving’ but at least now those damaged games are repaired when they are restored.

    Supply

    • 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.
    • Fixed an problem with calculating tertiary supply from the capitals of aligned minor countries overseas which was causing an infinite loop under special circumstances.
    • Fixed a problem with Mao being able to trace a Railway Supply Path through Japanese zones of control if Japan were not at war with the USSR.

    Quit

    • Added a check to avoid a possible fatal error when quitting the game during the DOW phase.
    • Added numerous checks to avoid possible fatal errors when quitting the game.

    Other

    • 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 controlled by Spain.
    • Enabled breaking down a corps/army when the second possible 1st division listed is the first unit listed as the possible 2nd division. This comes up rarely, but the code now lets you select the second unit in the list of possible 1st divisions and automatically changes the selected 2nd division so they form a pair that can be created by breaking down the given corps/army.
    • Fixed a problem in the HQ Reorganization phase where sometimes the Flyouts form would generate a non-fatal error.
    • Added a check to avoid a possible fatal error when placing reinforcements on the map using the Off-City optional rule.

    NetPlay

    • Fixed a problem with NetPlay executing naval combat search rolls twice.


_____________________________

Lucas Young

Production Assistant

Post #: 1
RE: New Public Beta v2.3.4.0 for WiF - 1/29/2017 4:26:27 PM   
adarbrauner

 

Posts: 1494
Joined: 11/3/2016
From: Zichron Yaaqov, Israel; Before, Treviso, Italy
Status: offline
Hello Lucas;

from the link in the Members club, i'm directed to the ols 1.2.4 version only.......

(in reply to Indirectlemon)
Post #: 2
RE: New Public Beta v2.3.4.0 for WiF - 1/29/2017 7:20:18 PM   
paulderynck


Posts: 8160
Joined: 3/24/2007
From: Canada
Status: offline
Here's what I had to do. Followed the link to the Members Club. This opened a second browser window. Logged in at the top right and identified that I am not a robot. (Really, I'm not, honest.) Followed the link for MWiF (which showed as "registered"). Like you, I only found the public releases. Closed the window then clicked the link to the Members Club again. That worked.

_____________________________

Paul

(in reply to adarbrauner)
Post #: 3
RE: New Public Beta v2.3.4.0 for WiF - 1/30/2017 2:33:54 PM   
gw15


Posts: 896
Joined: 3/21/2010
Status: offline
800MB!!!??? and that's zipped.

(in reply to paulderynck)
Post #: 4
RE: New Public Beta v2.3.4.0 for WiF - 1/30/2017 2:59:32 PM   
chemkid

 

Posts: 1238
Joined: 12/15/2012
Status: offline
.

< Message edited by chemkid -- 1/30/2017 5:18:35 PM >

(in reply to gw15)
Post #: 5
RE: New Public Beta v2.3.4.0 for WiF - 1/30/2017 4:42:29 PM   
adarbrauner

 

Posts: 1494
Joined: 11/3/2016
From: Zichron Yaaqov, Israel; Before, Treviso, Italy
Status: offline
Yes Paul, this is what happened to me as well seemingly.

(in reply to chemkid)
Post #: 6
RE: New Public Beta v2.3.4.0 for WiF - 1/30/2017 9:39:40 PM   
paulderynck


Posts: 8160
Joined: 3/24/2007
From: Canada
Status: offline

quote:

ORIGINAL: bommerrang

800MB!!!??? and that's zipped.

It's pretty much a full install because of the data file changes beginning with 2.3.1.

If you just substitute EXEs going from pre to post 2.3.X, you'll have all kinds of problems (voice of experience).

_____________________________

Paul

(in reply to gw15)
Post #: 7
RE: New Public Beta v2.3.4.0 for WiF - 2/4/2017 7:36:27 PM   
PeteGarnett

 

Posts: 100
Joined: 12/6/2015
Status: offline
This was a good opportunity to install on my laptop to latest beta version whilst keeping my desktop on the more stable earlier version.

(in reply to paulderynck)
Post #: 8
RE: New Public Beta v2.3.4.0 for WiF - 4/19/2017 7:05:25 PM   
alexmike1


Posts: 8
Joined: 11/29/2013
Status: offline
Apologies for resurrecting this thread, but does anyone know where I can get hold of this version. It doesn't seem
to be in the Members Area any more (and I tried Paulderynck's suggestion).

(in reply to Indirectlemon)
Post #: 9
RE: New Public Beta v2.3.4.0 for WiF - 4/19/2017 9:41:48 PM   
alexmike1


Posts: 8
Joined: 11/29/2013
Status: offline
Got it now, thanks.

(in reply to alexmike1)
Post #: 10
RE: New Public Beta v2.3.4.0 for WiF - 4/20/2017 7:45:16 AM   
Joseignacio


Posts: 2315
Joined: 5/8/2009
From: Madrid, Spain
Status: offline
It took me a time to be able to get it, as well.

(in reply to alexmike1)
Post #: 11
Page:   [1]
All Forums >> [New Releases from Matrix Games] >> World in Flames >> New Public Beta v2.3.4.0 for WiF Page: [1]
Jump to:





New Messages No New Messages
Hot Topic w/ New Messages Hot Topic w/o New Messages
Locked w/ New Messages Locked w/o New Messages
 Post New Thread
 Reply to Message
 Post New Poll
 Submit Vote
 Delete My Own Post
 Delete My Own Thread
 Rate Posts


Forum Software © ASPPlayground.NET Advanced Edition 2.4.5 ANSI

0.254