只更新了EXE程序文件4 F4 c* M& ]$ r( K- ]; u' E0 @& Q/ l
http://www.matrixgames.com/forums/tm.asp?m=2729580; d- G2 | i" K( T
This is an unofficial "short-term" beta install. # T& T% ^5 A" `7 h
Short-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. . E, `6 j1 C A+ ^: \ C7 i
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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. + F! E4 ~2 t7 k4 U/ D7 G3 R
: U# h8 v, N& q/ Y8 u. ?& Q8 h% H3 ABackground:
! j7 i+ T( M& MLast month my development PC had a meltdown while I was working on changes since the last released build (02).
7 I6 `/ j6 _! k5 u0 |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. ) s( j* x! I O# Y z8 w
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The build works fine on my PC, but then it is also the one that created it.
6 b* y" r$ w! O1 \" B0 D* SA 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. : |- A8 i+ R2 A8 u/ n) E& |
" q* \( x( _: y! @7 XAs a result, I need to be 100% convinced that the new code will run on existing installs of AE. ! p! G9 i! w+ r" G
x9 B' F+ [9 ?2 N4 r5 }; qI 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. ) X6 O$ {% `$ x; I; K! n: z5 C
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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.
, q# G9 m; ?( t$ S6 s" kLoad up a save and play a few turns. Let me know if you have any issues with it. 4 z) }0 q6 n6 n8 l
Also, try using tracker to see if the DLL still works. ) k$ X/ h8 L. }9 k
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Again, my warning: F( S, D1 F T* \6 V5 I& h, e
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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Here is a list of the additional changes since 1108c (build 2)
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' e& J& E4 Q9 i( z( j1 O[1108c+]
; v% ^7 ?# R( J1 k( P) e3 v+ _Fixed Rebuilt LCUs tended to use wrong PP cost on the first display, esp component units. 4 e4 T8 D3 t0 _
Revised restore of report files from save $ L2 p) C# F& [8 ~5 L% ^
Changed Added group withdraw date to all split sub-groups, not just permanent withdraws : v5 ], ~( q5 a' |7 h
Fixed 'buy-for-supply' ships remained at 1 day delay
9 g; M3 c. |* ~: |" aFixed Error in Kamikaze determination in Flak Attack
, k) ]( I# {, u+ e- }* o8 GFixed Kamikaze training not affecting low naval bombing 7 C" L4 Z( K1 c% {$ n! S" F
Fixed Transferring pilot to group of different type losing 0-10 points off skills, rather than +/- 5 : N$ `2 k9 R5 i. _0 R( F
Changed Pilot experience hit based on category rather specific air type 4 ^8 ?+ }2 p# |; G& L# B
Changed Added more off-map checks to better handle the TF's 'Return to ...' buttons " @6 f! N* }2 f* { ~) @
+ ~# D: D N. S! c[1108d] 5 \+ r1 I5 ~9 L( v. c) N
Fixed Removed ships under repair/conversion from AV support total ; ]; L5 x# S. L
Fixed Ground attacks against land units in friendly base hex could default to 'Commander Discretion' 2 \( F& |' n+ b9 u* ?% R
Changed Re-enabled limited on-map routing for off-map TFs * K5 {9 H8 U3 a: c7 R
Removed Disband check for resource/oil that was added earlier as can be worked around
/ D8 A* v1 ]3 h2 eFixed Allow float planes to transport troops to coastal bases - allowed selecting but did not always make the move : U: n9 c" X6 l4 R. h3 D9 }" h
Changed Night missions on list using BLUE rather than BLACK
( I! X9 H0 A0 E3 B' zChanged Halved the 5-day resource requirement/stockpile to 2-day. Added earlier in patch to help with resource distribution
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* A* R) q c8 {: u[1108e] 1 s. _; }7 ~+ x0 E# z2 n5 W
Changed Arriving LCU units were building more than needed devices if not enough in device pool . @! C, W% y5 N. t$ m
Fixed Was returning wrong Allied device to pool on LCU device upgrade 9 X: a% y" f' [# _
Fixed Tried to align weapon and TOE for units without formal TOE before taking replacements; wrong numbers could be happening 0 X L" A; ] T0 H
Changed Adjusted off-map entry point for way-points
" X5 {( R/ k# h6 ^Fixed Altitude not being changed on some dive bomber attacks in AAA
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7 c6 D8 v; k! |[1108f] 9 L2 t4 o& C% H$ R" f! Y
Fixed Auto convoy returning resource/oil to home base when not required to
" A1 }0 f/ g3 A+ LAdded 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
" g6 h5 K3 A: c+ y8 a* D8 yFixed CTD when checking groups on withdrawing ships $ `$ P* ~# u" h6 K! v( Z
Changed Restored image files for centre windows 7 q( D7 Y" c+ W6 h1 J
Fixed Extend packing time and operMode to combining editor components of parent LCU * T+ d, l$ y- u. ]9 v, e0 @
Changed Vary DL for base created TFs, use same DL for TF split & D8 f ^; H/ c( v |
Fixed Leader of delayed group being re-assigned continually ' n* R9 v( T5 e6 s i6 z
Fixed HQ check so that first HQ is included
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# B1 G3 `* X: C- m5 D( P[1108g]
, R6 x0 a$ x2 _8 @: nChanged Update device in TOE when changed in order to fix land replacements
3 c6 j* \, }0 \' kFixed Return cargo for CS or AC not checked if home base and current base are the same
+ v* D- R+ e! Y- ^* xFixed Force TF to use offmap if incorrectly set due to changes of destination . E7 @0 n2 v6 M9 @
6 f1 T, c9 u* E/ F3 J( Z[1108h]
- k: g8 {* ~4 s' z# _3 H: v- pFixed Adjust for non-mine device being in special mine slot [#9] for sub minelaying 6 y6 P9 i d3 Z9 o3 g
Changed Force ships to arrive at national base if original location is not valid to form TF; stop ships arriving at 'land-locked' base 2 D Y# h N9 V" C0 k, U8 I& x
Fixed Group leader who is a pilot was losing the link under various conditions. Corrected conditions and added correction code
+ X$ A& y- o- N8 O0 C2 s# tChanged Allow 'independent' commands to change without cost to another # I6 T# i3 C/ `- T, a
" h) p5 I, J4 d0 n! @, n8 o[1108i] 0 P. n0 [% W7 E) Y# Y4 j$ ?/ `
Fixed 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.
* i5 _. a$ \/ U* X* zFixed Japanese production was over-producing upgraded devices for LCUs 8 T f1 j% _2 ~4 b/ G, f
Changed Ship display of ARD shows lift capacity 8 `+ w# [. i N; w9 A j* S# a
Fixed Sub-units not having withdraw delay decremented
* ^4 U% ?) }- q. y% h: s' H; F- nFixed Updated offmap checks for home base 1 b: j: M5 _! m* f5 {
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[1108j]
+ t y$ M5 d3 I: ?: SFixed Issue with carriers in range code; could cause data corruption 6 _3 e, q- S$ o( a: S
Fixed Not all TRACOM pilots showed in lists 7 k3 }! E" s. u% X' |/ q9 @5 a0 q
Fixed Limit retreat after meeting TF surface combat to actual combat
( I3 g/ Z- ~9 J, N3 j8 h) `4 U [Changed Removed endurance limit on PTs that limits attacks - T$ Q3 ~& O! V2 w! J& w, H+ i
Fixed LCU weapons being changed by AI code sometimes when LCU is human controlled , U9 j6 ~/ X; b- ~$ L6 i
Changed Defer device upgrade of LCUs with fragments existing; causes errors in devices when swaping to parent or merging with other fragments/parent
& }' ]" ^) C. K1 u* ?$ I( x% L3 bChanged No TF unload if 'do not unload' set regardless of status of ship cargo handling
; r2 G& v5 Y5 i' {7 ]7 x& W* cFixed Empty fragments stopping editor sub-units from recombining |