只更新了EXE程序文件# m1 F& [" y4 s
http://www.matrixgames.com/forums/tm.asp?m=2729580
2 [' q) \% D' G. C8 _+ MThis is an unofficial "short-term" beta install.
4 a+ ]8 `. r B" uShort-term being the appropriate term as this thread may be removed after a few days. ' A0 G7 @! I& u1 U
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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. 6 Z& x0 Y5 i$ T3 s' ^* w
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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. ; I: Y r2 @! d8 F8 b% d
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Background:
. W# L+ _. Y- t* ]3 Z, ALast month my development PC had a meltdown while I was working on changes since the last released build (02).
+ B! C' o( d9 M" K) d2 h) qAs 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. * L m' S% C8 m( q7 h
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The build works fine on my PC, but then it is also the one that created it.
/ T5 S7 {& p& h, t/ sA 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. * k, [ p3 m& ~/ Y+ F* j
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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 E; ?' C- `5 G X/ l3 c! HLoad up a save and play a few turns. Let me know if you have any issues with it. 5 z1 I. j+ m F% g* q/ R. M! m! c7 p
Also, try using tracker to see if the DLL still works. [& a: a0 v" C) b
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Again, my warning: " h; b+ U- k% `7 K% b7 p
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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Here is a list of the additional changes since 1108c (build 2)
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[1108c+] / _! K; {; O* j2 X0 _3 m
Fixed Rebuilt LCUs tended to use wrong PP cost on the first display, esp component units.
/ f' l& A: l6 @9 \$ k9 l: }2 BRevised restore of report files from save ; N% r" i* u0 y: O& ]* {
Changed Added group withdraw date to all split sub-groups, not just permanent withdraws % Q4 Q& z5 X8 i6 Z3 a9 n. k/ x
Fixed 'buy-for-supply' ships remained at 1 day delay
6 b( a2 c% |) B* v. P. _7 G% N. mFixed Error in Kamikaze determination in Flak Attack 8 V1 ^3 [" T$ z5 i+ X" ]
Fixed Kamikaze training not affecting low naval bombing 4 u5 N! R3 X' H7 u) s2 R5 M
Fixed Transferring pilot to group of different type losing 0-10 points off skills, rather than +/- 5
1 a. M r5 @2 o! x, V8 }Changed Pilot experience hit based on category rather specific air type # r; l* n$ ]# o4 t
Changed Added more off-map checks to better handle the TF's 'Return to ...' buttons
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[1108d] 5 W- }% v9 r2 j* Z: ~5 J
Fixed Removed ships under repair/conversion from AV support total 8 k- L3 l: b8 f! N5 @
Fixed Ground attacks against land units in friendly base hex could default to 'Commander Discretion'
, B* n, J% b! XChanged Re-enabled limited on-map routing for off-map TFs
S) m* A, M9 Y+ W# i9 `3 v `Removed Disband check for resource/oil that was added earlier as can be worked around ' o' g6 \% B3 `% w
Fixed Allow float planes to transport troops to coastal bases - allowed selecting but did not always make the move
6 d, X' v1 C# \' `2 D& WChanged Night missions on list using BLUE rather than BLACK
6 C7 C/ u, Z |$ S9 iChanged Halved the 5-day resource requirement/stockpile to 2-day. Added earlier in patch to help with resource distribution / t. V% m3 K( W% l) i
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[1108e]
& d8 K3 u. t7 y- r" t% n* L3 o- |$ KChanged Arriving LCU units were building more than needed devices if not enough in device pool & n# A# j; L3 f$ b( D. Z
Fixed Was returning wrong Allied device to pool on LCU device upgrade % d4 O( O) j1 ^# h/ v C
Fixed Tried to align weapon and TOE for units without formal TOE before taking replacements; wrong numbers could be happening
7 {3 C' c3 d d; {% PChanged Adjusted off-map entry point for way-points / Q F1 E( m+ R% M# t+ x
Fixed Altitude not being changed on some dive bomber attacks in AAA
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[1108f]
$ L/ J. p' ?1 }! E6 m0 E6 G% K1 m j0 ~Fixed Auto convoy returning resource/oil to home base when not required to 9 \8 [( n& P# g" P
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
5 T3 Y+ M, Z0 m5 ZFixed CTD when checking groups on withdrawing ships
4 h- i% {% g2 p1 Z6 O3 cChanged Restored image files for centre windows
2 u0 M% | A: ?- ?. eFixed Extend packing time and operMode to combining editor components of parent LCU
5 X- Z$ X$ X9 w2 v! G" q* UChanged Vary DL for base created TFs, use same DL for TF split 4 a6 R3 L2 D& Y+ c# N) L
Fixed Leader of delayed group being re-assigned continually 0 ]# K( b9 O" t, m' |6 @
Fixed HQ check so that first HQ is included 5 g9 y2 u$ M' G+ ^
4 E2 f4 G8 z3 L- N, s[1108g] * i8 \# G0 u' N2 U0 B
Changed Update device in TOE when changed in order to fix land replacements # U& W/ s& E% |( J
Fixed Return cargo for CS or AC not checked if home base and current base are the same 4 x% E ~4 H6 p
Fixed Force TF to use offmap if incorrectly set due to changes of destination 7 s; l$ w q# G) P: c+ o
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Fixed Adjust for non-mine device being in special mine slot [#9] for sub minelaying
9 \! I! |8 M. h- DChanged Force ships to arrive at national base if original location is not valid to form TF; stop ships arriving at 'land-locked' base * |. y' C! U: ^ C! }
Fixed Group leader who is a pilot was losing the link under various conditions. Corrected conditions and added correction code " [9 n+ ~; W5 U8 G
Changed Allow 'independent' commands to change without cost to another 3 U" j/ c4 B! @% Z6 x
& q* y* v. g& @- c+ h& Q[1108i]
# S5 v5 Z0 ?+ I: c& G% zFixed 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.
% r1 r5 a/ F* p* t: H( K0 l2 a) a* qFixed Japanese production was over-producing upgraded devices for LCUs Z w% f- N5 S+ D/ r5 o) B( Y) k
Changed Ship display of ARD shows lift capacity
) N! m# n; p! Q9 \7 d6 b: A) W) qFixed Sub-units not having withdraw delay decremented 1 h2 Y4 |6 A# s9 d; J
Fixed Updated offmap checks for home base
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[1108j]
~4 b A! f' e4 R: aFixed Issue with carriers in range code; could cause data corruption % _ t4 B) r {
Fixed Not all TRACOM pilots showed in lists # @* d `5 P# e0 P3 {, v) j7 ^( y: A
Fixed Limit retreat after meeting TF surface combat to actual combat
( \' N9 j$ `8 U# l" M1 WChanged Removed endurance limit on PTs that limits attacks n; L% M, ~3 w& ?$ p
Fixed LCU weapons being changed by AI code sometimes when LCU is human controlled
/ `/ O" Q& y! ~/ ? C0 k, b8 ]7 N, h/ IChanged Defer device upgrade of LCUs with fragments existing; causes errors in devices when swaping to parent or merging with other fragments/parent 3 N) c! {8 w/ v, j9 L! }' |
Changed No TF unload if 'do not unload' set regardless of status of ship cargo handling
% e) p/ R& Z6 X9 F% C0 P0 HFixed Empty fragments stopping editor sub-units from recombining |