只更新了EXE程序文件; D2 L* D$ Y9 z' G. K
http://www.matrixgames.com/forums/tm.asp?m=2729580
. ^" f" {4 W; R& Y/ ]This is an unofficial "short-term" beta install.
) s3 @7 _2 ]2 ]3 [( J- rShort-term being the appropriate term as this thread may be removed after a few days.
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7 z; c5 n/ `$ t# u7 ]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.
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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.
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2 G! v! Z) P+ \5 y4 e4 nBackground:
0 g; G8 u+ L, n7 U$ VLast month my development PC had a meltdown while I was working on changes since the last released build (02). 5 l1 W+ W6 x3 V" O' _
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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The build works fine on my PC, but then it is also the one that created it.
6 R7 R: O# b3 IA 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. 9 y, ]8 u7 V8 A4 b) ~7 `
8 k; e5 C1 d! u4 {. e, CAs 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.
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% k1 D$ {/ d( b YI 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.
8 w" }3 k' h# a( l$ e, KLoad up a save and play a few turns. Let me know if you have any issues with it. ! a3 M' }* E% P$ w8 N/ ]) @- B
Also, try using tracker to see if the DLL still works. " C9 z8 g) W" V; }" H! I
( H8 _ o; x- k+ e5 L0 U9 }4 }7 iAgain, my warning: : H% a8 z, |1 T$ X5 [* W. O) ?. F+ Z, I
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. 8 W P- A/ z0 M3 b; L) L
" H/ Z4 }+ f9 }& r s2 \$ W4 jHere is a list of the additional changes since 1108c (build 2)
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! b1 g/ u9 t' b6 y8 v0 H[1108c+] " z" c9 e* g: D, f3 O, n
Fixed Rebuilt LCUs tended to use wrong PP cost on the first display, esp component units. # W+ [- P9 I: M$ b
Revised restore of report files from save
; L! q8 P8 T* q( [# KChanged Added group withdraw date to all split sub-groups, not just permanent withdraws
6 i# ?4 r7 [" X1 g3 {0 HFixed 'buy-for-supply' ships remained at 1 day delay # A4 Q, L: Q% j+ Y9 w$ c
Fixed Error in Kamikaze determination in Flak Attack
; m% {$ `; ~5 ?. oFixed Kamikaze training not affecting low naval bombing
$ ]* c- j0 H0 ^6 g, k0 ~Fixed Transferring pilot to group of different type losing 0-10 points off skills, rather than +/- 5
2 Q2 ~: @9 U$ x! ?. }Changed Pilot experience hit based on category rather specific air type 9 M; E9 W4 s3 k6 ~
Changed Added more off-map checks to better handle the TF's 'Return to ...' buttons
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[1108d]
- q6 |1 t. f7 H/ n9 j+ j* CFixed Removed ships under repair/conversion from AV support total
H! Z& D- c) A! J3 {6 EFixed Ground attacks against land units in friendly base hex could default to 'Commander Discretion'
% q3 O. X3 R. ^: jChanged Re-enabled limited on-map routing for off-map TFs
( l" U3 u" V; S4 URemoved Disband check for resource/oil that was added earlier as can be worked around - _* F, Y7 M5 q9 f) N
Fixed Allow float planes to transport troops to coastal bases - allowed selecting but did not always make the move
0 m( W8 W0 V8 C/ ^( z+ pChanged Night missions on list using BLUE rather than BLACK - q% [5 l- Q6 p" W
Changed Halved the 5-day resource requirement/stockpile to 2-day. Added earlier in patch to help with resource distribution ) h( `) q( R. A" [, N* p# s
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[1108e] ( g, P7 _8 o& ]8 {
Changed Arriving LCU units were building more than needed devices if not enough in device pool
8 y: E( t9 s0 H9 Y; kFixed Was returning wrong Allied device to pool on LCU device upgrade ! @: e8 T' d) V, ]) a: |* \
Fixed Tried to align weapon and TOE for units without formal TOE before taking replacements; wrong numbers could be happening 3 l; Q: L+ P( e3 m1 s
Changed Adjusted off-map entry point for way-points
2 y4 `1 _+ f% G9 z! a9 kFixed Altitude not being changed on some dive bomber attacks in AAA
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$ P# {$ b/ s; c8 [+ J, p: i5 h& G2 l/ [[1108f] * }. z: D: P |3 r
Fixed Auto convoy returning resource/oil to home base when not required to 6 o+ k7 P1 |$ E0 V5 |% g, @% T
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 1 [( q' ]$ o6 W7 I
Fixed CTD when checking groups on withdrawing ships
/ k' k$ w0 R5 i- Q% Z: LChanged Restored image files for centre windows $ q/ h0 x, E. q1 T
Fixed Extend packing time and operMode to combining editor components of parent LCU 7 y# T1 }0 H) L* G+ [/ ?% v
Changed Vary DL for base created TFs, use same DL for TF split ; G3 v7 v0 Q7 L3 z0 F
Fixed Leader of delayed group being re-assigned continually
5 X3 L- F7 X& k! U6 G- sFixed HQ check so that first HQ is included 8 }/ [0 }% ?% f0 a. k" X' K+ F
; q# @/ x3 c$ u( y9 ]/ j, V[1108g]
4 Y9 H, e) E1 r8 q fChanged Update device in TOE when changed in order to fix land replacements % i; ]& ]/ j) Q$ V
Fixed Return cargo for CS or AC not checked if home base and current base are the same
$ w1 k+ E# j& m& lFixed Force TF to use offmap if incorrectly set due to changes of destination ' q: F, `/ p: u! H: v9 ^
) x5 {4 K7 l. _( w7 `. Y[1108h] , i O, y8 f8 Z+ `! H9 G! }) O
Fixed Adjust for non-mine device being in special mine slot [#9] for sub minelaying
$ W4 [9 V) N; n4 Y' NChanged Force ships to arrive at national base if original location is not valid to form TF; stop ships arriving at 'land-locked' base
1 o' @. L4 }" r- p( Z/ [$ u$ ~7 NFixed Group leader who is a pilot was losing the link under various conditions. Corrected conditions and added correction code $ a/ F& s) E" y0 T
Changed Allow 'independent' commands to change without cost to another
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; P* d1 K5 F3 W4 ~6 G! n[1108i]
$ L7 g9 N8 V! o1 X p5 _2 ZFixed 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. ' g9 P t- y J* `0 A {
Fixed Japanese production was over-producing upgraded devices for LCUs - n0 A* X$ }5 U, F2 N1 Q1 J5 f) ~
Changed Ship display of ARD shows lift capacity : F9 H' k ?9 U) T, {
Fixed Sub-units not having withdraw delay decremented 8 y; s( ]8 Z4 _0 W! q. V
Fixed Updated offmap checks for home base 6 F6 E$ v' s6 Q' f
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[1108j] - j/ L# {% ?9 j- C& _5 ~3 P
Fixed Issue with carriers in range code; could cause data corruption 4 f7 b! e/ t9 X2 |: B* J9 W
Fixed Not all TRACOM pilots showed in lists 9 K& Q; S5 X7 n5 I* g
Fixed Limit retreat after meeting TF surface combat to actual combat ' `3 u, q8 s( E# T6 q4 P4 K. f
Changed Removed endurance limit on PTs that limits attacks
" h" s+ _ x; R) ~Fixed LCU weapons being changed by AI code sometimes when LCU is human controlled 4 Y7 E) l8 g2 s
Changed Defer device upgrade of LCUs with fragments existing; causes errors in devices when swaping to parent or merging with other fragments/parent % d# f5 G% l* |) N, h, ^
Changed No TF unload if 'do not unload' set regardless of status of ship cargo handling + F' g' X8 {( i$ X; H
Fixed Empty fragments stopping editor sub-units from recombining |