只更新了EXE程序文件 F) y$ v/ B8 p/ @
http://www.matrixgames.com/forums/tm.asp?m=2729580. R5 u/ ~9 P+ X2 N4 ]$ L
This is an unofficial "short-term" beta install. - n0 `, U0 F; Y
Short-term being the appropriate term as this thread may be removed after a few days. ' V. ?! g, [, E( y4 p1 y8 Y1 U! n! A! Z
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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. m# m. N3 c: T! X; D6 T
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Last month my development PC had a meltdown while I was working on changes since the last released build (02). 3 a% ]4 T: G1 j' S( X, z0 G+ `
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, t# F9 `* `( z' f# E, n/ r. D
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The build works fine on my PC, but then it is also the one that created it. 5 i4 {0 F3 |; H4 f3 o
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. + I% c- u' e% R7 N8 G* Z
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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. ( z5 ~- v. ?/ d$ S2 \. w* P
Load up a save and play a few turns. Let me know if you have any issues with it.
# R- d# @8 t6 dAlso, try using tracker to see if the DLL still works. - o/ O9 S/ g+ i/ A
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Again, my warning: - }& O: ~9 W$ v+ E
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. / a5 i6 l% f- C* H. F
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Here is a list of the additional changes since 1108c (build 2)
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( t( Y. H+ R" ]8 Y[1108c+] . o& h+ o1 h2 `9 d% H' V' u6 F5 Q
Fixed Rebuilt LCUs tended to use wrong PP cost on the first display, esp component units. 4 ?$ v, e9 C! C1 M2 F2 Z
Revised restore of report files from save
7 g" Y$ S- I1 X2 g# ?/ kChanged Added group withdraw date to all split sub-groups, not just permanent withdraws 0 I" ` H3 K" @% |% J
Fixed 'buy-for-supply' ships remained at 1 day delay
7 e' {4 u6 |2 W7 YFixed Error in Kamikaze determination in Flak Attack
7 `7 W& b" P7 {) oFixed Kamikaze training not affecting low naval bombing * X0 k {9 {+ @% m8 Q1 v
Fixed Transferring pilot to group of different type losing 0-10 points off skills, rather than +/- 5 ) L' B6 ^6 ^1 l7 ~" a0 `+ E
Changed Pilot experience hit based on category rather specific air type 5 ?6 Z5 d, f2 B8 O% T8 }2 a
Changed Added more off-map checks to better handle the TF's 'Return to ...' buttons
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[1108d]
1 P* k* h1 r7 k* L/ YFixed Removed ships under repair/conversion from AV support total
8 b' O( `5 N3 q( P; ZFixed Ground attacks against land units in friendly base hex could default to 'Commander Discretion' 9 x6 @% K5 p1 Q9 @- E8 R
Changed Re-enabled limited on-map routing for off-map TFs + J& ~3 T0 F# w4 {5 ^# K* t
Removed Disband check for resource/oil that was added earlier as can be worked around 2 k" q7 ]3 Z* ]1 U, M/ L: d+ z6 }% q
Fixed Allow float planes to transport troops to coastal bases - allowed selecting but did not always make the move . C3 x/ i/ X2 ?2 i G" W
Changed Night missions on list using BLUE rather than BLACK 7 c* q# O- Q( J, _! K' q4 ]
Changed Halved the 5-day resource requirement/stockpile to 2-day. Added earlier in patch to help with resource distribution . h" U/ k4 i! L- s3 n6 |3 K
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Changed Arriving LCU units were building more than needed devices if not enough in device pool
$ j- `* Q8 ?1 ]& Q3 ^9 ZFixed Was returning wrong Allied device to pool on LCU device upgrade + n- e) C, K* M! c. W, |$ z" Q% f, ^
Fixed Tried to align weapon and TOE for units without formal TOE before taking replacements; wrong numbers could be happening $ v- X: \+ T4 d k+ T
Changed Adjusted off-map entry point for way-points
& p+ c& A" Y# f% t* `/ o8 N6 v; oFixed Altitude not being changed on some dive bomber attacks in AAA
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[1108f]
. J! z. S$ R& w* jFixed Auto convoy returning resource/oil to home base when not required to
" D5 o* v9 o8 R& S* vAdded 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
# W% g- Y% Q# x: x- G4 `4 y# dFixed CTD when checking groups on withdrawing ships
# t/ f2 f& y) p: ]Changed Restored image files for centre windows 4 C0 N* [# k4 U" l. `% k" k
Fixed Extend packing time and operMode to combining editor components of parent LCU
0 M& v* Z* K* N( CChanged Vary DL for base created TFs, use same DL for TF split
6 }& q `: m9 o: D- kFixed Leader of delayed group being re-assigned continually 3 k1 D$ M( y& [( y6 M1 V" c7 h6 t! V
Fixed HQ check so that first HQ is included , j* f# V& ]# O
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[1108g] 3 P- H+ L! k7 [9 t6 f- h6 a
Changed Update device in TOE when changed in order to fix land replacements
: @7 p! B9 H. b- SFixed Return cargo for CS or AC not checked if home base and current base are the same
& }: d0 N' W" K+ x+ R+ D2 \Fixed Force TF to use offmap if incorrectly set due to changes of destination
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5 L8 m, v- N8 Q$ D) q2 j" R0 I2 _Fixed Adjust for non-mine device being in special mine slot [#9] for sub minelaying ( H6 R7 B9 g" j9 x
Changed Force ships to arrive at national base if original location is not valid to form TF; stop ships arriving at 'land-locked' base
- O; y+ h! y" cFixed Group leader who is a pilot was losing the link under various conditions. Corrected conditions and added correction code . e2 {8 z) Z- e# j3 W3 w
Changed Allow 'independent' commands to change without cost to another $ `/ ?) R# I! U8 N
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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.
$ ~2 W4 C1 F6 Q2 f9 \6 QFixed Japanese production was over-producing upgraded devices for LCUs ) _. `+ L9 `+ t9 a! h; B8 o
Changed Ship display of ARD shows lift capacity
+ l% q9 z9 T* I, x' rFixed Sub-units not having withdraw delay decremented 7 Q( M3 v2 B3 v2 v, o1 R/ `
Fixed Updated offmap checks for home base ) M) G p1 T% o7 B
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[1108j]
" ?# q# A( {. ?0 N# k8 BFixed Issue with carriers in range code; could cause data corruption
8 ^% W+ ]# j. t7 J3 f" y2 GFixed Not all TRACOM pilots showed in lists
5 ?+ F! N4 a0 o1 |0 ?, bFixed Limit retreat after meeting TF surface combat to actual combat 3 S0 U: b6 Q& o
Changed Removed endurance limit on PTs that limits attacks
1 N. M' [/ q/ o8 |1 G/ A0 ZFixed LCU weapons being changed by AI code sometimes when LCU is human controlled - \8 T2 J) s! w# t$ I
Changed Defer device upgrade of LCUs with fragments existing; causes errors in devices when swaping to parent or merging with other fragments/parent
: W8 p/ B) Z+ `1 V0 x) MChanged No TF unload if 'do not unload' set regardless of status of ship cargo handling " @# Q& Z& O: i. |4 ~5 _5 z
Fixed Empty fragments stopping editor sub-units from recombining |