只更新了EXE程序文件
1 M5 e) j3 M3 G* Chttp://www.matrixgames.com/forums/tm.asp?m=2729580
v9 }9 r# a6 cThis is an unofficial "short-term" beta install. % R* Z, ~( V9 ^- Y
Short-term being the appropriate term as this thread may be removed after a few days. 4 s3 Y/ |$ \6 [! e& d4 K: p) M
) n' ~/ N% \1 [* N8 e7 ~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. # \3 ~! K6 t% Q' g: @% h
+ ]) F/ z6 ]3 G. V2 P2 lPLEASE DON'T USE THIS EXE FOR YOUR REAL ON-GOING GAMES AT THE MOMENT PENDING MY FINDINGS ON HOW SUITABLE THE NEW EXE IS. 4 F. a/ D8 ^9 y% s
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Background: 8 l4 X+ y9 \# Z# b0 O
Last month my development PC had a meltdown while I was working on changes since the last released build (02).
' M1 G8 i7 O Z! A% w9 xAs 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.
" n8 y# T7 ]3 V5 m& Q. X- s* KA 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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0 I( B; T' c: m# x. HAs a result, I need to be 100% convinced that the new code will run on existing installs of AE. ) f1 g3 H s5 K6 G' N
2 a( b' s; N- [( hI 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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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.
; E# [) P2 ~( Q6 T- n1 Q$ q2 b8 }Load up a save and play a few turns. Let me know if you have any issues with it.
/ N6 r3 M- f+ j8 {9 R0 D" ~* AAlso, try using tracker to see if the DLL still works.
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Again, my warning:
' U8 R& N5 J- P, B2 m) aPLEASE 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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6 L% N G! u: _Here is a list of the additional changes since 1108c (build 2)
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8 K, t' s& S4 M9 ?& M[1108c+] * a8 p! q8 ^6 F
Fixed Rebuilt LCUs tended to use wrong PP cost on the first display, esp component units. 3 H K# O- R8 P( G+ ]
Revised restore of report files from save # L% f) u: t9 o8 e/ t$ ^2 k
Changed Added group withdraw date to all split sub-groups, not just permanent withdraws $ c/ x3 q' J1 D. D- T
Fixed 'buy-for-supply' ships remained at 1 day delay
8 }4 e$ I1 x; d" QFixed Error in Kamikaze determination in Flak Attack
0 X) ~5 E% {3 Q _0 I' n1 x. MFixed Kamikaze training not affecting low naval bombing
* {6 L9 @- ^, \- E& z1 ?4 x2 |( m JFixed Transferring pilot to group of different type losing 0-10 points off skills, rather than +/- 5
+ f# O" N, i; O9 N3 |Changed Pilot experience hit based on category rather specific air type 8 \+ {, `- j. r9 |) O9 R
Changed Added more off-map checks to better handle the TF's 'Return to ...' buttons
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[1108d]
, V# \1 N. b1 o( Y: {) e- ]Fixed Removed ships under repair/conversion from AV support total ) q; T7 [ l0 x6 l4 b1 }4 b& y
Fixed Ground attacks against land units in friendly base hex could default to 'Commander Discretion' |5 u1 N4 Z4 Q' G: r
Changed Re-enabled limited on-map routing for off-map TFs ; P+ D8 G8 b/ l3 t# X% e
Removed Disband check for resource/oil that was added earlier as can be worked around ( u% {4 S! o8 w: q1 C2 z9 d6 o6 c% y
Fixed Allow float planes to transport troops to coastal bases - allowed selecting but did not always make the move
+ T$ H& \- j4 gChanged Night missions on list using BLUE rather than BLACK
) K2 f! _0 D2 G! {- AChanged Halved the 5-day resource requirement/stockpile to 2-day. Added earlier in patch to help with resource distribution
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1 n% J) k: G7 A1 T[1108e]
+ A8 Q, r- s0 h0 }4 t7 MChanged Arriving LCU units were building more than needed devices if not enough in device pool
B9 p8 T5 f: r" b9 KFixed Was returning wrong Allied device to pool on LCU device upgrade
4 ?/ T, M' B7 s! _Fixed Tried to align weapon and TOE for units without formal TOE before taking replacements; wrong numbers could be happening
% A8 C3 s' u7 y# Y J- rChanged Adjusted off-map entry point for way-points
* u' d# y% p7 T4 O1 n) t! ]Fixed Altitude not being changed on some dive bomber attacks in AAA 6 m$ N* t8 |0 Z$ X; [
2 p6 K. y% K# D$ {[1108f]
; Y' k7 N$ H. RFixed Auto convoy returning resource/oil to home base when not required to
3 T7 c7 y* _, A: ~5 V0 d |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
) ]3 s/ G' \% X2 v9 L0 [Fixed CTD when checking groups on withdrawing ships " {8 T0 u$ A1 V' `
Changed Restored image files for centre windows
0 f" |! T6 M+ C+ NFixed Extend packing time and operMode to combining editor components of parent LCU 3 j# K4 R% w& D) }9 }4 N" w' l
Changed Vary DL for base created TFs, use same DL for TF split
3 k# H1 m$ e( ~% B3 ^8 _% k, OFixed Leader of delayed group being re-assigned continually 2 g% `3 I& M& d, z1 A, k0 s1 u9 m/ Y
Fixed HQ check so that first HQ is included
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% C2 H9 i' A9 |6 c[1108g] ) J |1 k9 @$ K% H1 b3 [
Changed Update device in TOE when changed in order to fix land replacements
; I' ]4 R" v. n0 f$ `& C3 k& f3 qFixed Return cargo for CS or AC not checked if home base and current base are the same
# j$ R; K9 a! E/ H/ DFixed Force TF to use offmap if incorrectly set due to changes of destination
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7 l! b( r5 s# \$ t[1108h] : x/ ^+ [" a* J0 j* W
Fixed Adjust for non-mine device being in special mine slot [#9] for sub minelaying
8 Q9 g- g; k7 G/ f! E/ a: A; FChanged Force ships to arrive at national base if original location is not valid to form TF; stop ships arriving at 'land-locked' base
; I* ~7 v" B5 C7 \4 r' ` oFixed Group leader who is a pilot was losing the link under various conditions. Corrected conditions and added correction code
9 e+ g4 v" J; b5 K, o" b9 gChanged Allow 'independent' commands to change without cost to another
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% C* M( |% j7 E$ N; a[1108i]
( r9 t0 E' n% H0 t& ^; j7 R3 |, S( XFixed 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.
( C$ `4 y6 `3 v, KFixed Japanese production was over-producing upgraded devices for LCUs
, c, c0 `: l4 lChanged Ship display of ARD shows lift capacity
i0 j, j& J# e2 r1 |Fixed Sub-units not having withdraw delay decremented 6 b# Z& r6 I$ |, B; l
Fixed Updated offmap checks for home base . \7 }1 W5 x; y+ d& q9 F/ Z
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[1108j] 3 |. N; _' K8 F4 X9 m/ c) J' h
Fixed Issue with carriers in range code; could cause data corruption
8 S& H$ C+ q$ M; pFixed Not all TRACOM pilots showed in lists
( \8 S( a" C+ a7 k8 lFixed Limit retreat after meeting TF surface combat to actual combat 8 w7 g: f3 k! S& f+ \- ]7 E, G
Changed Removed endurance limit on PTs that limits attacks
4 A9 j) o7 L5 m. O" s) X; WFixed LCU weapons being changed by AI code sometimes when LCU is human controlled
# K3 [5 M- U Z4 ?Changed Defer device upgrade of LCUs with fragments existing; causes errors in devices when swaping to parent or merging with other fragments/parent # y$ d6 N4 n2 d0 S7 I
Changed No TF unload if 'do not unload' set regardless of status of ship cargo handling
5 u6 q; `$ O: \. y, SFixed Empty fragments stopping editor sub-units from recombining |