只更新了EXE程序文件
8 u# I5 p8 W' e1 @' J( Chttp://www.matrixgames.com/forums/tm.asp?m=2729580* @" D# W& S Q) C
This is an unofficial "short-term" beta install. 5 K2 |3 m: [* p9 B" N
Short-term being the appropriate term as this thread may be removed after a few days. + Y! X! @( \( q) s4 {% `
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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. ( p8 v m! |, j3 w' B6 M
$ B& z) R" c9 r* T" \5 \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 m7 k' Z& _4 K8 E s8 Z; YBackground:
0 }& [; N2 r$ V xLast month my development PC had a meltdown while I was working on changes since the last released build (02). 2 I: U+ ^" ?6 _& h
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. 5 E2 \% V, ~: S0 _& F8 l, q$ q
( X% I0 v- w7 x# Y qThe build works fine on my PC, but then it is also the one that created it.
( C4 ^5 j0 s3 |0 gA 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.
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As 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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# Z* |& o6 o2 x3 b z9 bI 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. ' Y! c# a6 s2 L( _0 b! s; c
Load up a save and play a few turns. Let me know if you have any issues with it.
7 D: d9 ~5 Q D9 [4 DAlso, try using tracker to see if the DLL still works. 5 f* g% y/ s. ^7 O- Z3 U: C
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Again, my warning:
" B k& x" n) v, S7 X$ u2 {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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[1108c+]
) |# o2 i: ?) x# vFixed Rebuilt LCUs tended to use wrong PP cost on the first display, esp component units.
: _3 E G& {( p0 S; g* ARevised restore of report files from save # A* s% a6 Z* R1 t5 Y) _
Changed Added group withdraw date to all split sub-groups, not just permanent withdraws 4 r! b, }( ], G: P& f" s! b
Fixed 'buy-for-supply' ships remained at 1 day delay
$ n8 t! u' y3 D# E% uFixed Error in Kamikaze determination in Flak Attack
9 x% k6 q5 I- ^0 F% o% EFixed Kamikaze training not affecting low naval bombing
* A% _( m9 t6 T, W4 A' O3 B5 _Fixed Transferring pilot to group of different type losing 0-10 points off skills, rather than +/- 5 - {$ C2 I$ M4 V: j# G
Changed Pilot experience hit based on category rather specific air type
: w6 n! [& i! R4 S: R9 FChanged Added more off-map checks to better handle the TF's 'Return to ...' buttons * ~2 i6 T% @1 e
: p* r0 @7 y% e5 u" `[1108d]
. ]& ]/ M- }7 T) C! H% qFixed Removed ships under repair/conversion from AV support total
8 j" _9 t4 [/ p$ w- uFixed Ground attacks against land units in friendly base hex could default to 'Commander Discretion'
/ E5 v4 Y( @$ a& pChanged Re-enabled limited on-map routing for off-map TFs
9 f( B, w. e1 @0 ^ DRemoved Disband check for resource/oil that was added earlier as can be worked around
+ k% x: X/ e# U2 {$ D) [' g8 AFixed Allow float planes to transport troops to coastal bases - allowed selecting but did not always make the move
# u' P0 v# K0 E" I' KChanged Night missions on list using BLUE rather than BLACK
9 s; d' J7 a; u9 y, b0 sChanged Halved the 5-day resource requirement/stockpile to 2-day. Added earlier in patch to help with resource distribution & U) k: r: e0 v; K
/ y' u4 ]: a) ?[1108e]
9 y+ S4 b) w1 ]( f0 L7 [Changed Arriving LCU units were building more than needed devices if not enough in device pool : ~' ^0 N( M# E7 |
Fixed Was returning wrong Allied device to pool on LCU device upgrade
% ~1 T; y+ n2 `+ XFixed Tried to align weapon and TOE for units without formal TOE before taking replacements; wrong numbers could be happening 4 A/ [ U* j! K1 R0 k1 a* ]( |3 q' H% m
Changed Adjusted off-map entry point for way-points $ c- }* }# B8 g+ @# L
Fixed Altitude not being changed on some dive bomber attacks in AAA
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[1108f]
8 r8 r) K+ D/ S- f' B' RFixed Auto convoy returning resource/oil to home base when not required to : h2 W, ~' s1 L
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 ' i' o) G! N; B
Fixed CTD when checking groups on withdrawing ships
1 g* }; y" A, ?Changed Restored image files for centre windows
0 e5 T( d" n1 X k3 PFixed Extend packing time and operMode to combining editor components of parent LCU
9 S! P z- u( V5 t( dChanged Vary DL for base created TFs, use same DL for TF split - s9 k, f, U, U. ^. v
Fixed Leader of delayed group being re-assigned continually
4 E9 o0 j2 @" G7 A/ \1 B. r3 zFixed HQ check so that first HQ is included
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[1108g]
9 ]# e3 K' o2 L; M# V- zChanged Update device in TOE when changed in order to fix land replacements
$ N& o$ d* I# v: a% l# ?, ~Fixed Return cargo for CS or AC not checked if home base and current base are the same 6 `) S# J% r0 |
Fixed Force TF to use offmap if incorrectly set due to changes of destination
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[1108h]
) H( n4 v, c$ E0 s) B% CFixed Adjust for non-mine device being in special mine slot [#9] for sub minelaying ( S( N3 N) Q; Z5 T- x4 U+ q
Changed Force ships to arrive at national base if original location is not valid to form TF; stop ships arriving at 'land-locked' base " H+ j, o1 T. T1 H9 V/ {
Fixed Group leader who is a pilot was losing the link under various conditions. Corrected conditions and added correction code . x7 X5 E: a! D+ z0 L+ p
Changed Allow 'independent' commands to change without cost to another / M7 O7 X' h6 b# Y3 D
: x5 C: i( ]+ v8 l4 ~[1108i]
6 D0 w* Q1 R5 e6 Q# LFixed 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.
" ?. S* o+ H: _Fixed Japanese production was over-producing upgraded devices for LCUs * B) K4 }8 c! ~8 ~/ j- B' H" T/ T
Changed Ship display of ARD shows lift capacity
4 l- g4 A. `1 H2 n, Y$ k( UFixed Sub-units not having withdraw delay decremented
. z e9 F3 H) q* sFixed Updated offmap checks for home base
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[1108j] & p! D& b* K- ? t5 i
Fixed Issue with carriers in range code; could cause data corruption + J- G( R) z' k6 r" @1 W4 w
Fixed Not all TRACOM pilots showed in lists , }* D5 I0 v+ \& |( Y+ ^$ f
Fixed Limit retreat after meeting TF surface combat to actual combat
) j4 S, \7 k( h7 r# LChanged Removed endurance limit on PTs that limits attacks
v( D2 k; {) K7 k V% X. P6 _Fixed LCU weapons being changed by AI code sometimes when LCU is human controlled 2 \4 d1 ~4 {9 `% A: V8 Y) X/ _* g# G
Changed Defer device upgrade of LCUs with fragments existing; causes errors in devices when swaping to parent or merging with other fragments/parent # `5 z/ D" M8 Q4 P
Changed No TF unload if 'do not unload' set regardless of status of ship cargo handling , `% H) l. K$ H5 r
Fixed Empty fragments stopping editor sub-units from recombining |