Shannon V. OKeets
From: Honolulu, Hawaii
Attached is Hot Patch version 03.01.00.05.
Previously the attachment had been version 03.01.00.04. Both the zipped files only contain the MWIF.exe and Release Notes files. Obviously, 03.01.00.05 supersedes (replaces) 03.01.00.04.
A beta tester just found a major problem with calculating air-to-air combat odds. I need to fix that - so I have removed the attachment from this post. I should be able to get a corrected version available later today.
Version 03.01.00.05 fixes the air-to-air combat problem in 03.01.00.04. See item #1 below.
The attached Zipped file contains a replacement executable (MWIF.exe) and the Release Notes for the Hot Patch - shown below.
Release Notes for Hot Patch Version 03.01.00.05
(changes since 03.01.00.04)
All Modes of Play
1. Fixed a problem with applying Surprise points to air-to-air combat differentials (air combat values). The surprise point bonuses apply to the differential in air combat strengths, not to the air combat strengths themselves. For example, a +1 from surprise points for the attacker in a combat where each side has an air-to-air combat rating/strength of 3, would put the attacker on the +1 column (3 - 3 + 1 = +1) and the defender on the 0 column (3 - 3 = 0). The air combat rating/strength of both sides would remain 3 throughout the first round of air-to-air combat, for both the attacker and defender die rolls.
Release Notes for Hot Patch Version 03.01.00.04
(changes since 03.01.00.03)
All Modes of Play
2. Made hundreds of edits to simplify the checks for whether a unit is an air unit throughout the code. The older code had worked for 20+ years but the system seemed to be choking on it from time to time recently. I always believe the simplest code is the best. Using fancy new stuff makes me nervous.
3. Added code to prevent rebasing a carrier air unit from land to a carrier at sea during the Air Rebase phase when the major power making the move has zero air missions remaining.
4. Fixed a problem with returning air units to base after an air mission where they were being allowed to land in the hex to which they flew the mission even if overstacking occurred. Now every landing hex is checked for overstacking.
5. Fixed a problem with flying defensive fighters as CAP or as defensive escorts during the Ground Support phase where all the attacking land units are controlled by a major power that has surprised the fighter’s home country. This is now true regardless of the hex in which the land combat is taking place. An example of the problem that these changes correct is when Belgium has been surprised by Germany and Germany is attacking French land units in France. Previously, the Belgian fighter had been permitted to fly CAP or as a defensive escort during the Ground Support phase to hexes in France attacked by Germany.
6. Added code so HQ units do not have to check for FTC limits if they move into a hex by themselves. This lets them disembark into the home country of a friendly major power ignoring FTC limits. Note that if they are accompanied by other units, then they do have to check for FTC limits. This is important when moving an HQ aboard a naval transport into a port, since the FTC limits could be violated in that case. But if the HQ moves alone into a hex, then it merely increases the FTC limit for that major power moving into the other major power’s home country. One situation where this new code is likely to be needed is in France if a Commonwealth HQ moves into Belgium, leaving a couple of Commonwealth infantry corps in France, If later the HQ wants to return to France, it should be permitted to do so.
7. Added a check to avoid a potential Mad Except error at the end of the Land Movement phase.
8. Fixed an extremely rare problem where USSR units were not being permitted to attack a hex in Eastern Poland that was occupied exclusively by German Peacekeepers. The USSR was at war with Rumania but not with Germany. The German units had moved into Eastern Poland from Rumania.
9. Fixed a problem with the 1D10 Land Combat Resolution calculation of fractional odds when the odds fall between 1:1 and 1:2.
10. Fixed a problem with invasions into a hex that is in the home country of a friendly major power. FTC limits are now checked and enforced even though the hex is controlled by an enemy major power. For instance, if the Commonwealth wants to invade a German held hex in the USSR (e.g., Murmansk), then it must satisfy FTC limits to do so.
11. Fixed a problem with some units being shown as capable of making a land attack even though there were no enemy units in the adjacent hex. There are several places where they can attack a hex that does not contain enemy units: (1) in support of an invasion (by air or sea) and (2) when there are peacekeepers in the hex.
12. Added a check to avoid a potential Mad Except error when displaying the Land Combat Selection & Resolution form.
13. Added a check to avoid a potential Mad Except error when displaying the current odds for a land combat on the Land Combat Selection & Resolution form.
14. Added several checks to avoid potential fatal errors in Return to Base phases - this problem was created in a recent new version.
15. Added a check to avoid a potential Mad Except error when deciding whether to commit subs to a naval combat.
16. Added some code to retain data on which sea areas air and naval units have moved during the impulse - for the purposes of permitting the non-phasing side to initial combat therein. This correction handles the case where the player moves multiple units into a sea ara and then undoes some of the moves. The program was getting confused when the player took these actions in certain sequences.
17. Fixed several problems with interception of naval units that are aborting from naval combats.
18. Fixed a rare problem with naval interception of naval units aborting from a naval combat in the phasing side’s naval combat phase. The program checks to see if the intercepting player has a unit capable of initiating combat in the sea area. Usually a player on the phasing side is unable to initiate combat in the phasing side’s naval combat phase unless he has taken a Naval, Air, or Combined action. The exception (which was missing from the code) is that they can do so to intercept enemy naval units aborting through a sea area, even if they have taken a Land or Pass action for the impulse.
19. Fixed a problem with US convoys taking losses in naval combat when the US is neutral and has not chosen either of the US Entry Options: Refutes Naval War Zones or Unrestricted Naval Warfare.
20. Fixed a problem with applying destroyed results to convoys in submarine combat when there are convoys from multiple different countries and the first convoy to take a Destroyed result has only 1 convoy point AND there are no other convoys belonging to the same country available to take the second loss. Previously the program was destroying one too many convoys.
21. Added a check to avoid a potential non-fatal error in the Reorganize phase when the HQ has no units to reorganize.
22. Added code to reset the Action value for an oil resource marked as “Used for Reorganization” to “Idle” in any phase before the Use Oil phase. This change in Action value occurs anytime the Production Planning form is displayed (prior to the Use Oil phase). There had been a problem in some games where an oil point was used to reorganize units in a previous turn and this flag was never reset.
23. Added a check to avoid a potential Mad Except error when determining the controlling major power of all units after a major power (e.g., Japan) was completely conquered.
24. Fixed a problem with collapsing Vichy France incorrectly causing US Entry chits to be drawn for the alignment of Madagascar and French Indochina from Vichy France to Free France.
25. Fixed a problem with moving non-Vichy Axis units (land, air, and naval) into Vichy Controlled Administrative Areas (e.g., Syria, Algeria). The program now checks for whether the unit belongs to the major power that installed Vichy France. If not, the move is prevented. For units belonging to the major power that installed Vichy France, there is a check to see if Vichy is At War and Hostile to any Allied major power. If so, then the move is permitted. If Vichy is not At War then the move is prevented. If Vichy is At War but not Hostile, the FTC Limits apply for the major power that installed Vichy France. Note that none of this applies to entering Metropolitan Vichy France, where units belonging to any Axis major power may enter at any time - although doing so collapses Vichy France.
26. Fixed a problem where Vichy French territorial units were incorrectly unable to disembark into their home country due to FTC Limits.
27. Fixed an very rare problem with invasions of Vichy France. When the invasion by an Allied major power has both DOW Surprise and makes Vichy France Hostile to the invading major power, then the invasion automatically succeeds and the program immediately converts the invaded hex to the control of the invading major power. Once that has been done, additional units should be able to invade the same hex during the invasion phase. Previously, the program was treating the invasion hex as belonging to the invading major power and therefore incapable of being invaded by additional units. The program now checks to see if the hex already contains a unit that has invaded in the current impulse, and if so, it permits additional units to invade the hex. Note that the invasion still automatically succeeds.
28. Added a check to avoid a potential Mad Except error when a Vichy French land unit was still on the map although Vichy France had been conquered.
29. Fixed a problem with Vichy units incorrectly cooperating with territorial units from minor countries that were previously held by Vichy but are now controlled by an Allied major power.
30. Fixed a problem with UndoAll sometimes not performing that task. The change in the code was simply to keep searching for units whose moves can be undone until no more are found. I also sped up this code so it only checks for units that are in the map.
31. Added a check to avoid a potential Mad Except error when selecting units using the Selectable Units form.
32. Added a change so that units which are destroyed while using Emergency Supply, have the Emergency Supply flag set to False. This change shouldn’t affect game play.
33. Reviewed, revised, and corrected the NetPlay Naval Interception code. Processing all the possible logic branches for player decisions and die rolls requires thousands of lines of code. My addition of new code to handle the situation of intercepting naval units aborting from a naval combat, earlier (see # 16 and #17 above) was imprecise and caused an assortment of problems in NetPlay. These new changes fix those errors.
< Message edited by Shannon V. OKeets -- 5/10/2020 4:53:46 AM >
Perfection is an elusive goal.