只更新了EXE程序文件
- a5 k+ }( g, |; \/ F! ihttp://www.matrixgames.com/forums/tm.asp?m=2729580
% o& B, d* ?+ J9 z! P, Y$ m" s! t0 z! X8 ?This is an unofficial "short-term" beta install.
! ]: J/ R: o# E4 _0 ?2 r+ ZShort-term being the appropriate term as this thread may be removed after a few days.
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This is being done solely on my responsibilty and outside the normal Matrix process. I still don't have any info on WHEN patch 6 will be made official, but this would be helpful step to ensure that there are not runtime issues with the code when it is. 5 P2 w9 V( f. U- D$ G/ C
7 X0 Y" ?2 |& @$ V# M. xPLEASE DON'T USE THIS EXE FOR YOUR REAL ON-GOING GAMES AT THE MOMENT PENDING MY FINDINGS ON HOW SUITABLE THE NEW EXE IS.
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Background:
, l( k) K4 E+ Q2 G9 \Last month my development PC had a meltdown while I was working on changes since the last released build (02). 3 h9 N8 M7 W- c( y
As a result, I had to rebuild the dev environment on a new PC. The new PC had a newer O/S than my old one plus additional Window patches installed.
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3 ]* z- s1 R$ T7 E- q* }2 MThe build works fine on my PC, but then it is also the one that created it. & P5 X* j+ R }
A few beta testers have tried the new EXE but I am not sure as to how many actually have tried it on various PC combinations. ( u" O! Q+ l4 m4 ^" ^
8 ~" p; x% H. g: AAs a result, I need to be 100% convinced that the new code will run on existing installs of AE.
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I have created an installer that will install the new EXE and DLL (for build 03) onto your PC in a new directory called Beta2. A shortcut, like the original Beta one, will be created on the desktop referencing the new directory. ! C! J7 p( `7 S3 r; @9 I
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I would appreciate it if some of you could try this out on your various O/S and CPUs to ensure that ongoing code will be executable. , u1 @) s% V" d% X Y
Load up a save and play a few turns. Let me know if you have any issues with it.
* c1 D% W6 }3 n& E8 sAlso, try using tracker to see if the DLL still works. ' `$ _1 y2 k8 c8 S B+ L
' B# |; ]. d H6 oAgain, my warning:
( b- B: Q# b4 u) g: n5 P7 n1 |PLEASE DON'T USE THIS EXE FOR YOUR REAL ON-GOING GAMES AT THE MOMENT PENDING MY FINDINGS ON HOW SUITABLE THE NEW EXE IS. 3 s3 r2 t9 j2 A: z4 l I' `
; H5 R/ S* k2 Y9 |" k1 l: b8 N" AHere is a list of the additional changes since 1108c (build 2)
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! ^9 X$ r+ u0 F3 A) `+ q[1108c+] ' L$ L# T. [/ ^0 X: k; X4 O
Fixed Rebuilt LCUs tended to use wrong PP cost on the first display, esp component units. 0 {* X/ T( T3 U$ ~# E: T0 J2 f# d
Revised restore of report files from save - [. S% G$ u5 ^: b$ h
Changed Added group withdraw date to all split sub-groups, not just permanent withdraws ! z" A% G! k4 c% e! L( `
Fixed 'buy-for-supply' ships remained at 1 day delay 6 O7 X$ Y# G0 S! F9 \3 ]) o
Fixed Error in Kamikaze determination in Flak Attack
1 R, h7 {' L8 \4 `( q, ]+ uFixed Kamikaze training not affecting low naval bombing 0 C; ]+ T2 N3 K i9 H+ Q
Fixed Transferring pilot to group of different type losing 0-10 points off skills, rather than +/- 5
3 P$ _2 b/ |8 wChanged Pilot experience hit based on category rather specific air type
c* M! F7 N0 x5 p, jChanged Added more off-map checks to better handle the TF's 'Return to ...' buttons
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. Q6 `" b6 I+ [' R9 W[1108d] ) v3 K' v: X+ o! Y$ L S! T
Fixed Removed ships under repair/conversion from AV support total : u; D- u# o1 I8 ]
Fixed Ground attacks against land units in friendly base hex could default to 'Commander Discretion'
( `+ h" M" ^9 b/ PChanged Re-enabled limited on-map routing for off-map TFs + R* p: K% J8 I- u7 v2 j
Removed Disband check for resource/oil that was added earlier as can be worked around
# i# J) {" g" g# k# jFixed Allow float planes to transport troops to coastal bases - allowed selecting but did not always make the move
' W/ R# S) }" l5 EChanged Night missions on list using BLUE rather than BLACK * z0 X. w3 k9 i, g
Changed Halved the 5-day resource requirement/stockpile to 2-day. Added earlier in patch to help with resource distribution " } y+ G) z" ?0 \- {' D* S9 p8 D
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[1108e] & R7 e3 z5 O( I0 M! [5 V! Z
Changed Arriving LCU units were building more than needed devices if not enough in device pool : v1 {/ }' K, R, s0 J; ? G
Fixed Was returning wrong Allied device to pool on LCU device upgrade
- N; [& p) p5 O) R! J+ t! XFixed Tried to align weapon and TOE for units without formal TOE before taking replacements; wrong numbers could be happening 3 e# E% r, p0 U( ~4 T
Changed Adjusted off-map entry point for way-points
4 V8 A# }/ W4 b9 d+ C- p; e! yFixed Altitude not being changed on some dive bomber attacks in AAA ) O9 S( U1 \# v( |
; f- @0 W3 \+ |8 K; s[1108f] 6 m( W# s5 X( i8 y" o" @
Fixed Auto convoy returning resource/oil to home base when not required to " x3 T W( o+ {% w, A
Added Army screen shows a '+' next to under-strength devices that are in pool, a '!' next to device if upgrade in the pool. Helps to see what replacements can be used / m7 b2 V% j2 v6 C/ a# n
Fixed CTD when checking groups on withdrawing ships
1 u, q) e# }% M1 pChanged Restored image files for centre windows
) b1 r- L/ f- p+ ?3 l) Z6 bFixed Extend packing time and operMode to combining editor components of parent LCU 2 I7 z0 r$ n+ _8 S* T- d: P
Changed Vary DL for base created TFs, use same DL for TF split 9 F, N$ P+ N; o5 ` j4 r
Fixed Leader of delayed group being re-assigned continually 9 C6 C5 K, { i2 y" h1 y
Fixed HQ check so that first HQ is included * a; j4 F2 d2 ]1 b
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[1108g]
, x$ X- i4 }4 M- {% T9 B( I* SChanged Update device in TOE when changed in order to fix land replacements
! c; t4 |. L4 rFixed Return cargo for CS or AC not checked if home base and current base are the same % l9 b) F! b8 ~$ W! C( C
Fixed Force TF to use offmap if incorrectly set due to changes of destination 0 T* f" A. x* w4 f
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[1108h]
b& x& W2 L) f1 c0 wFixed Adjust for non-mine device being in special mine slot [#9] for sub minelaying : v2 t% F/ D- n J
Changed Force ships to arrive at national base if original location is not valid to form TF; stop ships arriving at 'land-locked' base 6 l* K, I5 h% V) S" K$ { W
Fixed Group leader who is a pilot was losing the link under various conditions. Corrected conditions and added correction code
) x; B2 i+ p& EChanged Allow 'independent' commands to change without cost to another
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[1108i]
% X+ `1 _4 Q" qFixed Unoccupied bases were not being getting correct hq, mainly affecting Allies. New HQ will be the theatre hq of base doing capture, or first LCU in hex.
' q7 i# n3 j+ \: ?8 JFixed Japanese production was over-producing upgraded devices for LCUs ) ?# j3 n) D3 a+ Y1 R
Changed Ship display of ARD shows lift capacity
1 x" R) A" q; r k8 _. E7 F# EFixed Sub-units not having withdraw delay decremented
5 h8 K! Y$ {0 S$ W" SFixed Updated offmap checks for home base
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[1108j]
6 R0 b( m6 ]$ \6 z6 E8 A( pFixed Issue with carriers in range code; could cause data corruption
0 l( i" Q% q% S6 t) N: EFixed Not all TRACOM pilots showed in lists
: Q& D- t- U5 n% S4 t" f5 ]Fixed Limit retreat after meeting TF surface combat to actual combat , {/ s! c- X4 g$ |6 p; s
Changed Removed endurance limit on PTs that limits attacks
6 }. [" M/ g; h G3 VFixed LCU weapons being changed by AI code sometimes when LCU is human controlled j. K1 g, P; q& P$ g' T
Changed Defer device upgrade of LCUs with fragments existing; causes errors in devices when swaping to parent or merging with other fragments/parent
( a0 D2 K/ [$ Y* {Changed No TF unload if 'do not unload' set regardless of status of ship cargo handling
+ K7 O, H7 o7 d) LFixed Empty fragments stopping editor sub-units from recombining |