1.1.6 is up

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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joshuamnave
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1.1.6 is up

Post by joshuamnave »

Or at least, there's a link for it on the site. Downloading very slowly however.
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Manack
Posts: 30
Joined: Mon Aug 29, 2005 4:47 am

RE: 1.1.6 is up

Post by Manack »

ORIGINAL: Zartacla

Or at least, there's a link for it on the site. Downloading very slowly however.

Good timing. The group I'm am playing with has a session this afternoon.
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Dabrion
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Location: Northpole

RE: 1.1.6 is up

Post by Dabrion »

V1.1.6 – March 3, 2014
Bug Fixes
• Fixed a problem with finding a secondary supply source’s overseas path in China for the
Japanese (and elsewhere for other countries). This problem had been most prevalent
around the river roads and railroad network near Changsha.
• Reduced by half the time to recalculate supply when moving units on the map. This was
accomplished by only running the calculations once, after the unit’s destination hex was
determined. So, picking up a unit takes zero time. Only after the unit has been placed in
a new hex are supply calculations executed.
• Reduced the time to recalculate supply when moving units behind friendly lines by not
recalculating supply for enemy units (which never have their supply status affected by
such moves).
• Reduced the time for recalculating supply by several orders of magnitude when there are a
lot of secondary supply sources out-of-supply. Previously, because there is always a
possibly for an OOS secondary supply source finding an overseas path to a primary
supply source, the program would execute a routine to identify which ports can trace to a
primary supply source. That can take a lot of time. But if the primary supply sources
haven’t changed, and hex control hasn’t changed, then the program does not need to
execute that routine. This drastically reduced the response time when simply moving
units on the map.
• Reduced the time for minor countries to search for a rail path to a primary supply source
for an Out-of-Supply secondary supply source. This search rarely adds to the list of valid
supply sources for minor country units, since most of the time they use the supply sources
of their controlling major power.
• Reduced the time to calculate supply by limiting the search distance to a primary supply
source for the Commonwealth’s secondary supply sources in Iraq and Persia (e.g.,
Baghdad and Teheran) to 20 hexes. Previously, when the USSR was at war with
Germany, the Commonwealth would use the USSR rail lines and try to find a rail path to
the primary supply sources in India. That search would encompass all of the USSR and take a lot of CPU cycles, all of which were always fruitlessly expended.
• Fixed a problem in recalculating supply where HQ units that moved were not finding new supply paths for themselves and the units that previously used the HQs for supply. Similarly, units that had been out-of-supply were not tracing supply to the newly moved HQs.
• Fixed a problem where moving an HQ with other units caused the other units to arrive in the new hex disorganized (because they were out-of-supply from the HQ at the moment they were picked up).

FYI: the whoppers are gone, but the more subtile supply issues remain. should upgrade China experience significantly.

p.s.: when reading these note I understand why he has to go through 10k lines of code..
"If we come to a minefield, our infantry attacks exactly as it were not there." ~ Georgy Zhukov
bo
Posts: 4175
Joined: Thu Apr 30, 2009 9:52 pm

RE: 1.1.6 is up

Post by bo »

ORIGINAL: Dabrion
V1.1.6 – March 3, 2014
Bug Fixes
• Fixed a problem with finding a secondary supply source’s overseas path in China for the
Japanese (and elsewhere for other countries). This problem had been most prevalent
around the river roads and railroad network near Changsha.
• Reduced by half the time to recalculate supply when moving units on the map. This was
accomplished by only running the calculations once, after the unit’s destination hex was
determined. So, picking up a unit takes zero time. Only after the unit has been placed in
a new hex are supply calculations executed.
• Reduced the time to recalculate supply when moving units behind friendly lines by not
recalculating supply for enemy units (which never have their supply status affected by
such moves).
• Reduced the time for recalculating supply by several orders of magnitude when there are a
lot of secondary supply sources out-of-supply. Previously, because there is always a
possibly for an OOS secondary supply source finding an overseas path to a primary
supply source, the program would execute a routine to identify which ports can trace to a
primary supply source. That can take a lot of time. But if the primary supply sources
haven’t changed, and hex control hasn’t changed, then the program does not need to
execute that routine. This drastically reduced the response time when simply moving
units on the map.
• Reduced the time for minor countries to search for a rail path to a primary supply source
for an Out-of-Supply secondary supply source. This search rarely adds to the list of valid
supply sources for minor country units, since most of the time they use the supply sources
of their controlling major power.
• Reduced the time to calculate supply by limiting the search distance to a primary supply
source for the Commonwealth’s secondary supply sources in Iraq and Persia (e.g.,
Baghdad and Teheran) to 20 hexes. Previously, when the USSR was at war with
Germany, the Commonwealth would use the USSR rail lines and try to find a rail path to
the primary supply sources in India. That search would encompass all of the USSR and take a lot of CPU cycles, all of which were always fruitlessly expended.
• Fixed a problem in recalculating supply where HQ units that moved were not finding new supply paths for themselves and the units that previously used the HQs for supply. Similarly, units that had been out-of-supply were not tracing supply to the newly moved HQs.
• Fixed a problem where moving an HQ with other units caused the other units to arrive in the new hex disorganized (because they were out-of-supply from the HQ at the moment they were picked up).

FYI: the whoppers are gone, but the more subtile supply issues remain. should upgrade China experience significantly.

p.s.: when reading these note I understand why he has to go through 10k lines of code..


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