只更新了EXE程序文件7 Q; U5 S4 \( n- e9 a1 A
http://www.matrixgames.com/forums/tm.asp?m=2729580. t- S& h6 ?' N$ L# y& a
This is an unofficial "short-term" beta install.
6 z j, B# _4 Z' f! zShort-term being the appropriate term as this thread may be removed after a few days. 3 t |# ?1 Y. ^) u& J
! G: x" G) Y) n# p' T: {This is being done solely on my responsibilty and outside the normal Matrix process. I still don't have any info on WHEN patch 6 will be made official, but this would be helpful step to ensure that there are not runtime issues with the code when it is. ( F; I8 j; T# x' @; H' Q3 G- x* N7 w
8 a8 Y1 Q% m9 }9 f/ B1 A8 EPLEASE DON'T USE THIS EXE FOR YOUR REAL ON-GOING GAMES AT THE MOMENT PENDING MY FINDINGS ON HOW SUITABLE THE NEW EXE IS.
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$ N) b% f w: X* SBackground: ! c" i2 m: E) ?# q7 ~1 E
Last month my development PC had a meltdown while I was working on changes since the last released build (02).
$ G# z/ G2 m, u, |% p: lAs a result, I had to rebuild the dev environment on a new PC. The new PC had a newer O/S than my old one plus additional Window patches installed.
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1 J+ b$ q' ?# \) w" r) `The build works fine on my PC, but then it is also the one that created it.
! ]3 H" N% T& {6 \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. 4 g6 X% F8 [- }
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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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7 [: H0 q% \) c$ r, o% 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. . H2 p! I' E" m. o
: ]1 t* _+ r/ c8 G$ XI 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.
2 D3 l, S5 a" y: YLoad up a save and play a few turns. Let me know if you have any issues with it. 1 Z0 M: W+ O( {9 u6 N
Also, try using tracker to see if the DLL still works.
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|, s/ V9 w/ j6 S6 i# ]; v( }Again, my warning: # }/ u! F1 v# ~' I1 V8 X+ U
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. # g: a& m2 u+ n% \1 ~/ j
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Here is a list of the additional changes since 1108c (build 2)
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* W& f$ [! J7 q$ o4 g0 O* `) x[1108c+]
6 `' x! t' O. r. a5 e5 j4 \Fixed Rebuilt LCUs tended to use wrong PP cost on the first display, esp component units. 6 i/ d5 T2 D e' `* R3 j" c% ?
Revised restore of report files from save
* R& R7 M% e3 x$ KChanged Added group withdraw date to all split sub-groups, not just permanent withdraws . j- \* r/ ^ V, n4 H2 h+ D
Fixed 'buy-for-supply' ships remained at 1 day delay / o: L4 u4 A/ u- ^2 Q0 R7 A; _" C
Fixed Error in Kamikaze determination in Flak Attack
9 H6 _8 ^* N. mFixed Kamikaze training not affecting low naval bombing $ P( @8 L6 P1 G% g! {; V7 G; B8 y& g
Fixed Transferring pilot to group of different type losing 0-10 points off skills, rather than +/- 5
7 q$ N5 U! s. ?; `2 F( t, h6 l! FChanged Pilot experience hit based on category rather specific air type
+ D! \7 I/ d {Changed Added more off-map checks to better handle the TF's 'Return to ...' buttons
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[1108d]
1 M4 J: X! N1 t- g. OFixed Removed ships under repair/conversion from AV support total
. D' Y, l4 i: R7 S4 MFixed Ground attacks against land units in friendly base hex could default to 'Commander Discretion'
" M& A8 h w' x/ k- FChanged Re-enabled limited on-map routing for off-map TFs : D# Z- r2 f2 _$ c. D& q
Removed Disband check for resource/oil that was added earlier as can be worked around : v. Q9 e. h6 y# t" y1 m3 n
Fixed Allow float planes to transport troops to coastal bases - allowed selecting but did not always make the move 1 {; a- P4 Z! G6 n8 e# w8 M7 e
Changed Night missions on list using BLUE rather than BLACK # w! W' k6 f0 j& R# r; m2 s# J* j
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 Q _( h* q' L I[1108e]
* `6 U X. t3 ^* yChanged Arriving LCU units were building more than needed devices if not enough in device pool 5 ] X* h/ `% x3 w' X7 g6 _ H2 ~
Fixed Was returning wrong Allied device to pool on LCU device upgrade
3 p. D; b& R! ?9 wFixed Tried to align weapon and TOE for units without formal TOE before taking replacements; wrong numbers could be happening " _7 n7 ^" ]: X; t' |# \, J! l7 {
Changed Adjusted off-map entry point for way-points 6 u4 L" S; H: O! x+ z" z, u1 s; {
Fixed Altitude not being changed on some dive bomber attacks in AAA 8 q5 N- U( N- P! P6 s
7 N+ G' e. Q8 M, C) {, L% E7 K0 Q# ][1108f]
8 y& n) R; S; A6 I: b7 fFixed Auto convoy returning resource/oil to home base when not required to : R2 q M9 y' G4 d) a: I: B
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 . z5 F0 R) L% G9 c4 o
Fixed CTD when checking groups on withdrawing ships
, F7 r8 P2 o, D9 eChanged Restored image files for centre windows
8 ~$ ^9 p& A3 }; R7 `Fixed Extend packing time and operMode to combining editor components of parent LCU
3 i0 x' K3 w4 w- ]Changed Vary DL for base created TFs, use same DL for TF split 4 X$ [% P' D8 N
Fixed Leader of delayed group being re-assigned continually
8 b+ f+ g2 {6 R% cFixed HQ check so that first HQ is included ' r9 j) H- a9 U6 M
9 n' {8 {; I" K* A" ~[1108g] $ C a7 l8 Y& }, {: r( ]- ^9 I
Changed Update device in TOE when changed in order to fix land replacements # Z# w! L/ F0 X4 Z8 ]: H
Fixed Return cargo for CS or AC not checked if home base and current base are the same 8 P9 p+ {) d- R/ i- Y7 U' s
Fixed Force TF to use offmap if incorrectly set due to changes of destination
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9 e8 Z! `8 h& \ \[1108h] 1 e! O$ @2 x/ w4 T
Fixed Adjust for non-mine device being in special mine slot [#9] for sub minelaying
, d$ S5 Z; V4 S; HChanged Force ships to arrive at national base if original location is not valid to form TF; stop ships arriving at 'land-locked' base 9 U0 v) w+ U# o4 { @7 x$ E0 S
Fixed Group leader who is a pilot was losing the link under various conditions. Corrected conditions and added correction code # Y" N2 u& S2 r; H! a, \. E6 O
Changed Allow 'independent' commands to change without cost to another
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[1108i] + u6 q$ z( Q) G1 v
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.
9 u6 P! v8 x% m3 W& N# D. }Fixed Japanese production was over-producing upgraded devices for LCUs
; O) B* s# Y" SChanged Ship display of ARD shows lift capacity
( o. a8 k# E2 BFixed Sub-units not having withdraw delay decremented
# [/ B: K q4 AFixed Updated offmap checks for home base
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+ e) m' {+ h5 I, J. y2 v+ a8 M- |[1108j] " F8 r4 P" `( S3 a7 y3 `5 {
Fixed Issue with carriers in range code; could cause data corruption ; C' K& f, J/ X9 D X
Fixed Not all TRACOM pilots showed in lists * b( a$ U& C) T, K; @: D v8 ~
Fixed Limit retreat after meeting TF surface combat to actual combat 7 ^/ J2 Z& T, m$ I. } M, K* u
Changed Removed endurance limit on PTs that limits attacks
/ i3 i& U2 j z$ Z& y0 I+ W& mFixed LCU weapons being changed by AI code sometimes when LCU is human controlled
. F- W6 `8 F0 W( m7 ZChanged Defer device upgrade of LCUs with fragments existing; causes errors in devices when swaping to parent or merging with other fragments/parent 9 r$ P/ Q8 v: @, V( v8 i7 t
Changed No TF unload if 'do not unload' set regardless of status of ship cargo handling ; s% p D1 }, X; V) |$ R
Fixed Empty fragments stopping editor sub-units from recombining |