只更新了EXE程序文件
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This is an unofficial "short-term" beta install. ( q5 V- g6 F F# ?+ S2 A% W
Short-term being the appropriate term as this thread may be removed after a few days. : H) A! M" r* C7 m6 G
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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 c$ V3 [ g; q, F/ [9 V6 N
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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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Background: 9 p* X0 e& ]1 J4 g2 K6 |+ w
Last month my development PC had a meltdown while I was working on changes since the last released build (02). ! r, m9 p3 Y- i; [
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. ' o/ b, i' { c* e
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The build works fine on my PC, but then it is also the one that created it.
& ]; g. k' v0 S7 s2 |% c# E7 L+ @% ~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. 5 {3 ^2 h! Q1 F4 O' T
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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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Q' `; i+ X0 B9 i, y, gI 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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' K" n0 p, ` W. v) SI 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. , F, g K0 l& D F) L( s( L. A" G, }
Load up a save and play a few turns. Let me know if you have any issues with it. # q* J* Y6 h; t) S. _
Also, try using tracker to see if the DLL still works. d* Q1 ~8 y# B& K& `* _& L
* X8 `+ J3 y3 lAgain, my warning: 6 n( _2 z6 q0 w D f" x
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. . q, c$ B% j% {; C, }) J
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Here is a list of the additional changes since 1108c (build 2) . ] H6 v2 s7 A" u3 O
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[1108c+] 6 ~) ] Q5 Q) [
Fixed Rebuilt LCUs tended to use wrong PP cost on the first display, esp component units. " O6 y$ N5 n0 u7 m5 ?
Revised restore of report files from save
8 ~2 E9 R. h5 |1 v# c0 b( GChanged Added group withdraw date to all split sub-groups, not just permanent withdraws 5 i! d( z3 j' g
Fixed 'buy-for-supply' ships remained at 1 day delay - ~8 X0 Q% q6 R! [# j6 i# O1 u. S
Fixed Error in Kamikaze determination in Flak Attack . R0 K3 ?2 X* B- d( c/ L
Fixed Kamikaze training not affecting low naval bombing ( @; |0 f9 k4 O: O8 t& j: W' D
Fixed Transferring pilot to group of different type losing 0-10 points off skills, rather than +/- 5
% b9 z9 O! L4 A' I, KChanged Pilot experience hit based on category rather specific air type
4 D) `$ }( [1 m; N- x1 j& f2 h" q2 y& `Changed Added more off-map checks to better handle the TF's 'Return to ...' buttons
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* }2 N# ~( @6 a# a9 l8 ^2 K! D& o[1108d] 2 E" f) i% x" z9 [# Z: k
Fixed Removed ships under repair/conversion from AV support total
: @- i2 I2 ~. Z( g* Y8 CFixed Ground attacks against land units in friendly base hex could default to 'Commander Discretion'
3 ]: |9 @. K4 I0 l+ W2 ]+ LChanged Re-enabled limited on-map routing for off-map TFs ) l0 m$ u& N2 z5 R4 k3 X
Removed Disband check for resource/oil that was added earlier as can be worked around t! e: l4 J# v5 D5 \8 Z- w
Fixed Allow float planes to transport troops to coastal bases - allowed selecting but did not always make the move * m2 k. v* c, i7 a. X" F* j
Changed Night missions on list using BLUE rather than BLACK / [! b6 Q* Y" p, x c( b
Changed Halved the 5-day resource requirement/stockpile to 2-day. Added earlier in patch to help with resource distribution
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4 ^& F3 R0 j5 ^* W W w[1108e]
! A& z/ }/ W8 G' d6 Y* WChanged Arriving LCU units were building more than needed devices if not enough in device pool ; j$ G- u& I0 p4 o! ^
Fixed Was returning wrong Allied device to pool on LCU device upgrade 4 P( ]3 H$ \9 m6 Z3 V
Fixed Tried to align weapon and TOE for units without formal TOE before taking replacements; wrong numbers could be happening / m/ r9 {" x; L; l, ?; a
Changed Adjusted off-map entry point for way-points & U" {; j9 }, @3 l' W/ v; ^
Fixed Altitude not being changed on some dive bomber attacks in AAA : f. V' b$ j# F2 C- I
. V/ Y9 z5 J' g& L% u; W/ a! H/ `[1108f] 9 i. q( q: [, Z9 D
Fixed Auto convoy returning resource/oil to home base when not required to 8 Y+ ]; h6 o! z0 A! k8 O0 Q5 J
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 ! C! f8 t5 [. z/ d/ ^+ T
Fixed CTD when checking groups on withdrawing ships , `5 J5 J5 U, a ]* C5 @
Changed Restored image files for centre windows
2 M" M# ?3 I9 P- E' r, DFixed Extend packing time and operMode to combining editor components of parent LCU
* _) g: H( O+ N7 i6 m9 CChanged Vary DL for base created TFs, use same DL for TF split
0 ^* z# ~3 a% TFixed Leader of delayed group being re-assigned continually
5 U$ x6 O, p+ A/ gFixed HQ check so that first HQ is included ( o3 H! o; X$ \% W
9 E, |+ U9 B; i[1108g]
4 {- c# G* L! O9 u" b3 f# vChanged Update device in TOE when changed in order to fix land replacements - G4 q# o1 }" q5 v i6 }, R+ N, d( {
Fixed Return cargo for CS or AC not checked if home base and current base are the same ( U y. C# Z" Q2 F
Fixed Force TF to use offmap if incorrectly set due to changes of destination : F1 ?/ ~: ~) u+ x; y7 y
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[1108h]
( ^1 @/ z2 v5 q" M) l6 n4 o7 V5 N1 oFixed Adjust for non-mine device being in special mine slot [#9] for sub minelaying 4 ~, b; a# G0 i/ g# L
Changed Force ships to arrive at national base if original location is not valid to form TF; stop ships arriving at 'land-locked' base 9 b- _9 @3 A. D$ C7 G
Fixed Group leader who is a pilot was losing the link under various conditions. Corrected conditions and added correction code 4 w( H! l0 B0 Z$ B& P
Changed Allow 'independent' commands to change without cost to another
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3 Y8 ^* q: @8 ]& U[1108i]
$ a6 d' d( O( I3 [ _6 TFixed 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. ' g. |7 S) x& ]( U P. E" a
Fixed Japanese production was over-producing upgraded devices for LCUs
( q/ A. U& y4 Y, ` |Changed Ship display of ARD shows lift capacity
! u) H9 P' C# N/ n! {0 r3 sFixed Sub-units not having withdraw delay decremented : A2 l% u$ \ C6 J: k$ \1 @1 K
Fixed Updated offmap checks for home base ' l$ |4 i$ H# |& g% D8 A' |6 u
V2 N, Q) i- ~[1108j] / ~: N3 p6 d1 P- F( W8 `0 D
Fixed Issue with carriers in range code; could cause data corruption
( t9 O5 B' B# n5 iFixed Not all TRACOM pilots showed in lists 5 H( B) R8 s8 f1 r' G$ l7 H
Fixed Limit retreat after meeting TF surface combat to actual combat 5 F7 W7 m7 T7 {" ~: N
Changed Removed endurance limit on PTs that limits attacks
) ~& F( h9 q4 k. \, o8 dFixed LCU weapons being changed by AI code sometimes when LCU is human controlled
" t8 F% h3 l, f+ l0 _5 NChanged Defer device upgrade of LCUs with fragments existing; causes errors in devices when swaping to parent or merging with other fragments/parent
5 s v, M' t% u1 {- c; WChanged No TF unload if 'do not unload' set regardless of status of ship cargo handling W5 M3 [; b$ E
Fixed Empty fragments stopping editor sub-units from recombining |