只更新了EXE程序文件1 R# P' R+ Y4 c
http://www.matrixgames.com/forums/tm.asp?m=2729580
) j. b/ B& ~5 m# b2 F% ^+ \) d$ oThis is an unofficial "short-term" beta install. $ |8 Y+ h* h/ a6 Y
Short-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.
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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. 5 @" K& T: z! M6 Z
$ ^: r/ Z) |& zBackground:
, \- Q2 f" m1 F; qLast month my development PC had a meltdown while I was working on changes since the last released build (02).
0 G+ C. b6 k* Y+ B4 q/ |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. 8 d+ e6 W: {1 X) G
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The build works fine on my PC, but then it is also the one that created it.
/ p Q" }& q3 Z0 RA 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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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. 2 J/ r6 H0 t3 W
Load up a save and play a few turns. Let me know if you have any issues with it. / x8 @' T" A! S% f) @2 ]7 [
Also, try using tracker to see if the DLL still works. 2 Y" M! @8 B- \" |9 ], |9 }- B
, S8 ?/ e h1 ~7 g9 c+ nAgain, my warning:
+ T9 R) ]6 q6 O# V: h$ bPLEASE 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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% ? a8 t& r. j5 gHere is a list of the additional changes since 1108c (build 2) / S; W! s' M: o1 a
4 ?: Y1 o) q- L5 {: b9 M3 I[1108c+] 2 d; k$ z" R( Y4 q, _$ q8 h! R$ V
Fixed Rebuilt LCUs tended to use wrong PP cost on the first display, esp component units.
& u3 t3 n. r/ W% LRevised restore of report files from save
1 [& ^ V! E, O# e/ P @0 sChanged Added group withdraw date to all split sub-groups, not just permanent withdraws
' [! a- N& a3 W) a1 j% v9 tFixed 'buy-for-supply' ships remained at 1 day delay ! z2 c7 d+ P. T
Fixed Error in Kamikaze determination in Flak Attack * E% d8 d* h7 R+ ^7 ?* \# K6 Q
Fixed Kamikaze training not affecting low naval bombing
* d$ f7 ^# W& w q, U$ S5 F! WFixed Transferring pilot to group of different type losing 0-10 points off skills, rather than +/- 5
2 |0 @# W6 Q- J( R1 k5 BChanged Pilot experience hit based on category rather specific air type
$ x" b w1 z0 I" HChanged Added more off-map checks to better handle the TF's 'Return to ...' buttons 1 i1 S! Q+ v& m0 p
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[1108d] ; [" O6 a+ ?/ k* H4 S ]
Fixed Removed ships under repair/conversion from AV support total
8 V4 ~& C' s& ^+ q) I' RFixed Ground attacks against land units in friendly base hex could default to 'Commander Discretion' ! h0 {$ d' k7 C0 [
Changed Re-enabled limited on-map routing for off-map TFs
% F4 u/ v$ I+ l% y8 _. mRemoved Disband check for resource/oil that was added earlier as can be worked around
/ {. X6 g* q4 D% V1 L/ xFixed Allow float planes to transport troops to coastal bases - allowed selecting but did not always make the move / ?" Y) A, S. ~) Q* f
Changed Night missions on list using BLUE rather than BLACK
. s% L1 T1 P3 w* \: YChanged Halved the 5-day resource requirement/stockpile to 2-day. Added earlier in patch to help with resource distribution : Z5 q* ~% X. ~* ~3 E! h+ E5 x
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[1108e] & ]8 j$ Q+ ~4 k5 m* B9 p# N
Changed Arriving LCU units were building more than needed devices if not enough in device pool , P. j7 b2 Z" @0 H/ U
Fixed Was returning wrong Allied device to pool on LCU device upgrade
. ^) G. d4 a* ~- o" |$ ^, iFixed Tried to align weapon and TOE for units without formal TOE before taking replacements; wrong numbers could be happening
# f2 p2 v! i! [/ x4 C }6 i+ j5 LChanged Adjusted off-map entry point for way-points 9 R& {* k. n2 L: \9 C3 K5 y+ ~) w9 ^
Fixed Altitude not being changed on some dive bomber attacks in AAA 6 M3 p5 F& M8 L
8 G% e' @, c. k& c: _[1108f]
" @1 H0 m; Q7 z" \Fixed Auto convoy returning resource/oil to home base when not required to
, N' M3 |$ b+ AAdded 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
4 ]9 {+ [* ?8 [5 }Fixed CTD when checking groups on withdrawing ships
$ x$ g. k2 L" hChanged Restored image files for centre windows : H. U7 G( D; d& l$ @
Fixed Extend packing time and operMode to combining editor components of parent LCU 6 n( Q- v+ U9 q: P8 x( r* ^; F C. n
Changed Vary DL for base created TFs, use same DL for TF split
1 T/ T/ W E# X8 t5 uFixed Leader of delayed group being re-assigned continually
5 ^% \. g: a4 R; N; MFixed HQ check so that first HQ is included
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[1108g]
& y% _/ ]0 a- L* r4 k( JChanged Update device in TOE when changed in order to fix land replacements
1 F" o; m: I3 ^- uFixed Return cargo for CS or AC not checked if home base and current base are the same ! _: R6 V+ {/ O4 h T9 M( q
Fixed Force TF to use offmap if incorrectly set due to changes of destination 6 `5 v2 B% E) U& X. Y
: k2 L# W6 E: z J$ s. P3 u4 w[1108h]
8 J; I7 G) A, ?1 CFixed Adjust for non-mine device being in special mine slot [#9] for sub minelaying
5 S& h/ \: s' h; Y. m9 v% EChanged Force ships to arrive at national base if original location is not valid to form TF; stop ships arriving at 'land-locked' base
0 e2 Q4 I9 ?% |4 E$ l* i OFixed Group leader who is a pilot was losing the link under various conditions. Corrected conditions and added correction code ; o5 J h1 f7 v& @, Y7 [5 X
Changed Allow 'independent' commands to change without cost to another
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: {( d4 V$ X7 w$ G: h( E. J# p[1108i] : |5 D; @3 G2 [. x
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. - T$ r+ z0 p, d' l" H" g4 l) G8 s
Fixed Japanese production was over-producing upgraded devices for LCUs - h* q0 b) b, w! Y! E% q
Changed Ship display of ARD shows lift capacity
0 Y! ^) u# e1 K# l+ |9 v+ d, {' HFixed Sub-units not having withdraw delay decremented
4 W* F4 J6 r4 K6 w! C% k/ ~5 E f fFixed Updated offmap checks for home base $ r% ~- a- @9 w; t3 c; _6 I
' ]2 j7 d, B* F. p" r" \[1108j] ; T7 x( f* E$ C* u
Fixed Issue with carriers in range code; could cause data corruption 1 C9 X- J7 q. ^- w3 A8 q# w
Fixed Not all TRACOM pilots showed in lists
6 @# T8 w- T. C' T6 M( DFixed Limit retreat after meeting TF surface combat to actual combat & l r5 k7 M7 l4 ]8 |) [
Changed Removed endurance limit on PTs that limits attacks
8 H) Y; q- ~( h2 e; }) MFixed LCU weapons being changed by AI code sometimes when LCU is human controlled
. I! v& [* i6 [) W' zChanged Defer device upgrade of LCUs with fragments existing; causes errors in devices when swaping to parent or merging with other fragments/parent
) g9 ~& K, L( fChanged No TF unload if 'do not unload' set regardless of status of ship cargo handling ' P8 [( M1 Q# r
Fixed Empty fragments stopping editor sub-units from recombining |