只更新了EXE程序文件
( M0 p' v, A# Bhttp://www.matrixgames.com/forums/tm.asp?m=2729580
0 _! W3 i8 _5 E! W8 Y0 ]This is an unofficial "short-term" beta install.
! P( {+ [# C, [ OShort-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. 1 U; Q* K5 h J5 X
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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. + B% S" R+ t& R% C3 o
" ^. j9 o+ y0 ~; T4 S# UBackground:
! H/ a$ `% }# B& q+ F* M6 @Last month my development PC had a meltdown while I was working on changes since the last released build (02). 1 ?9 r& X: h) L' S ?
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. 7 W+ A. J0 ^: P) z2 g3 R
$ I6 r) B8 I' @, h! dThe build works fine on my PC, but then it is also the one that created it. a9 |+ G: q0 D
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. & y3 X0 X+ r. _! x5 H
0 R$ P, ?( f6 V2 f/ gAs a result, I need to be 100% convinced that the new code will run on existing installs of AE. , i4 U: P6 L) P0 ~) k Q
- B* x' \6 a) {1 i7 e5 N: z zI 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. ! ~1 S. R3 z T2 r. o
9 B t$ H$ n0 }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. 9 n1 Q2 ?9 ?7 n
Load up a save and play a few turns. Let me know if you have any issues with it. 8 Y9 n" J- |. D8 l6 ]
Also, try using tracker to see if the DLL still works.
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Again, my warning:
$ L/ A5 g! q3 N; L3 D. M4 b; G8 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 k- Y+ x p9 @. r( U3 k
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Here is a list of the additional changes since 1108c (build 2)
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[1108c+]
" Z& F7 N9 l2 X3 f+ u5 g: eFixed Rebuilt LCUs tended to use wrong PP cost on the first display, esp component units. + s: a1 d. {- R4 @1 g/ g
Revised restore of report files from save ) |% {1 D- O) G) ]
Changed Added group withdraw date to all split sub-groups, not just permanent withdraws
/ v) S$ ]/ B0 V0 dFixed 'buy-for-supply' ships remained at 1 day delay : |/ l E4 r7 |$ A9 [9 m* e a
Fixed Error in Kamikaze determination in Flak Attack
. O1 l* }5 L0 ^( ^Fixed Kamikaze training not affecting low naval bombing
1 L% u5 J, A5 ?$ @6 TFixed Transferring pilot to group of different type losing 0-10 points off skills, rather than +/- 5 : Y1 M- f+ L) G8 _
Changed Pilot experience hit based on category rather specific air type
: A$ c W; e' C0 `) }( yChanged Added more off-map checks to better handle the TF's 'Return to ...' buttons
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[1108d]
3 x0 f* z# o7 {: MFixed Removed ships under repair/conversion from AV support total
. k- T ?- K# w7 H. ?5 W1 wFixed Ground attacks against land units in friendly base hex could default to 'Commander Discretion' 3 f& C& P8 f! _1 |; q9 Z
Changed Re-enabled limited on-map routing for off-map TFs * T, L" G$ H& v
Removed Disband check for resource/oil that was added earlier as can be worked around 7 m8 M! m& H+ C g: x$ _' f
Fixed Allow float planes to transport troops to coastal bases - allowed selecting but did not always make the move 5 E) ^) {4 m) n! `
Changed Night missions on list using BLUE rather than BLACK
8 M$ G# K+ x4 T5 ]; MChanged Halved the 5-day resource requirement/stockpile to 2-day. Added earlier in patch to help with resource distribution
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[1108e]
/ U7 t6 { G8 O$ ^% L1 K3 EChanged Arriving LCU units were building more than needed devices if not enough in device pool " q$ L8 H6 u8 _) I, N; |" n
Fixed Was returning wrong Allied device to pool on LCU device upgrade
$ ^7 A, E% v* A& ]2 x+ oFixed Tried to align weapon and TOE for units without formal TOE before taking replacements; wrong numbers could be happening 0 g4 z5 `+ U/ ]& a. m9 Q
Changed Adjusted off-map entry point for way-points 6 o# |4 d. z; q( T. t1 T, C
Fixed Altitude not being changed on some dive bomber attacks in AAA
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4 A2 e3 m4 I1 i[1108f]
6 l8 k2 }. Z6 j* ~- _' IFixed Auto convoy returning resource/oil to home base when not required to & ^- G4 ]9 O! G: H
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 J6 ~0 B! ]0 qFixed CTD when checking groups on withdrawing ships
/ P( @3 V4 |5 [: Q" m1 G' b( R4 V& ~Changed Restored image files for centre windows
- o/ b. n* S3 _, x* UFixed Extend packing time and operMode to combining editor components of parent LCU
& u9 }4 X0 D7 j |% Q+ L( Y! ?$ uChanged Vary DL for base created TFs, use same DL for TF split 8 [( E" J3 ]7 I: K; d" \& Z
Fixed Leader of delayed group being re-assigned continually - q) ^! ? n2 B
Fixed HQ check so that first HQ is included ) b1 {0 M( L% `! [: k+ N$ M8 l9 `
2 u0 E* R* I' o7 _1 i3 r% f[1108g]
+ p4 q9 v3 i9 ~" v L/ ~2 xChanged Update device in TOE when changed in order to fix land replacements 1 \1 C' r* |: }) U. G
Fixed Return cargo for CS or AC not checked if home base and current base are the same & M( A0 C' _/ J) k
Fixed Force TF to use offmap if incorrectly set due to changes of destination ; n" b, f* R0 S! r0 I7 r* x! z
0 m3 F# ]* O5 w0 t$ O% _. D[1108h]
$ k3 L& }" R2 hFixed Adjust for non-mine device being in special mine slot [#9] for sub minelaying : I$ j: r- z) J$ X( y
Changed Force ships to arrive at national base if original location is not valid to form TF; stop ships arriving at 'land-locked' base
; X' v9 B7 ?/ R+ G6 ^! oFixed Group leader who is a pilot was losing the link under various conditions. Corrected conditions and added correction code 2 R" ^; Y" d$ n _) m
Changed Allow 'independent' commands to change without cost to another
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[1108i]
; U4 q6 I! ~" o+ E2 p1 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. + N; x0 z! B1 X! v7 z5 T# ]
Fixed Japanese production was over-producing upgraded devices for LCUs / }; V, Y% P+ m( a$ Z
Changed Ship display of ARD shows lift capacity
6 L. F! U" k/ N! y& b oFixed Sub-units not having withdraw delay decremented 9 U' q. u9 ^ V# v' C& E/ S
Fixed Updated offmap checks for home base
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+ b* k9 `) B$ _2 y8 I9 b& E$ _4 G[1108j] + w8 e( T# V# ^8 L. T: V z
Fixed Issue with carriers in range code; could cause data corruption
2 ^3 k7 K6 h1 u; @) vFixed Not all TRACOM pilots showed in lists * V' [4 T) } U6 X9 U
Fixed Limit retreat after meeting TF surface combat to actual combat # J3 K, G8 J; T* @; `# t
Changed Removed endurance limit on PTs that limits attacks
5 P& r& i& m3 Y* e9 W( U; p, `2 EFixed LCU weapons being changed by AI code sometimes when LCU is human controlled - f1 {/ R- r/ Y4 ^1 u% R( }
Changed Defer device upgrade of LCUs with fragments existing; causes errors in devices when swaping to parent or merging with other fragments/parent 8 B9 p6 E, [8 {- |; i1 q
Changed No TF unload if 'do not unload' set regardless of status of ship cargo handling . A# k0 Q3 Y# P7 j0 S; y" S
Fixed Empty fragments stopping editor sub-units from recombining |