只更新了EXE程序文件
- Y) \2 y: M- k. T$ L' y2 bhttp://www.matrixgames.com/forums/tm.asp?m=2729580% M5 N$ t: {, J% R& n& W/ x0 F
This is an unofficial "short-term" beta install.
& o7 F* p% {8 m. x# b gShort-term being the appropriate term as this thread may be removed after a few days. 4 i: ]# [/ b# A% Q* U" Z! P
: K( `+ `. C2 K: _. yThis 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 C- ?+ ?" j, v1 ~
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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. $ S1 E( b# A9 {/ R
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Last month my development PC had a meltdown while I was working on changes since the last released build (02). # d7 ?5 C2 T6 W/ y3 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. + Q) X4 R2 o" d
$ ^4 A& D) u0 WThe build works fine on my PC, but then it is also the one that created it.
4 P* G0 _2 \5 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. . l' H9 n8 Q4 \8 P' ^
- [0 S; z3 B1 S7 G$ T$ IAs a result, I need to be 100% convinced that the new code will run on existing installs of AE. b, u; }* C# }9 @* s
3 f& B2 L q; u; |5 h9 c* {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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8 [4 Z1 c( D% u7 J& pI 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.
0 O* R2 r2 A. s9 ] S+ @ M( dLoad up a save and play a few turns. Let me know if you have any issues with it.
+ j3 Q, ^& `' E: h5 jAlso, try using tracker to see if the DLL still works.
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4 O; E" B7 { G0 d1 Z6 j" D3 `Again, my warning:
7 f; u6 N& F6 e u8 x$ QPLEASE DON'T USE THIS EXE FOR YOUR REAL ON-GOING GAMES AT THE MOMENT PENDING MY FINDINGS ON HOW SUITABLE THE NEW EXE IS. # {7 U9 N6 C7 @# f& Q
# Z7 e) k. G; n5 E6 X0 dHere is a list of the additional changes since 1108c (build 2)
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[1108c+] * W5 q ], u9 u" }+ Q& m
Fixed Rebuilt LCUs tended to use wrong PP cost on the first display, esp component units. 9 A0 t& q; c3 ?- G
Revised restore of report files from save
7 ]- M# D7 j& GChanged Added group withdraw date to all split sub-groups, not just permanent withdraws % `+ b/ Z4 L+ W0 l
Fixed 'buy-for-supply' ships remained at 1 day delay ' I3 F3 q: K3 p* u1 E' Z- p
Fixed Error in Kamikaze determination in Flak Attack ( F {% w+ m( I+ o: v: ? Q
Fixed Kamikaze training not affecting low naval bombing
( n+ o4 B% n/ Y# yFixed Transferring pilot to group of different type losing 0-10 points off skills, rather than +/- 5
4 \( A% ~7 Y& I* S' xChanged Pilot experience hit based on category rather specific air type
4 J1 O$ K5 @! I/ i' K |* m/ ZChanged Added more off-map checks to better handle the TF's 'Return to ...' buttons : ]- q9 e" E8 b5 V" v% e! S9 a: \
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[1108d]
8 {# H9 x k" T1 f1 E4 Q- AFixed Removed ships under repair/conversion from AV support total 3 `8 b" V2 F& x- S
Fixed Ground attacks against land units in friendly base hex could default to 'Commander Discretion' 1 M1 W# q. q* o; `* @
Changed Re-enabled limited on-map routing for off-map TFs
1 m. p; k# f5 m; {: m& BRemoved Disband check for resource/oil that was added earlier as can be worked around . Y' \3 y; @5 ]. t2 b3 m
Fixed Allow float planes to transport troops to coastal bases - allowed selecting but did not always make the move
# j( d) ~" F3 OChanged Night missions on list using BLUE rather than BLACK
/ u& U a1 d( e' @6 a" i2 gChanged Halved the 5-day resource requirement/stockpile to 2-day. Added earlier in patch to help with resource distribution , b3 E a; L' {+ ]7 \* b& @
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[1108e] ( p4 i& u# [6 Y1 s) R
Changed Arriving LCU units were building more than needed devices if not enough in device pool
/ y' P* C6 u% t8 w5 Y3 q3 \% N/ fFixed Was returning wrong Allied device to pool on LCU device upgrade . x8 ~4 E7 x& `) b: e4 Z
Fixed Tried to align weapon and TOE for units without formal TOE before taking replacements; wrong numbers could be happening
* e- `9 L- u% B, Z) BChanged Adjusted off-map entry point for way-points
" G6 k7 O: ^# w0 l4 W! XFixed Altitude not being changed on some dive bomber attacks in AAA
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" e% [3 @# G# Q+ j) @1 _[1108f]
2 {' R! ?9 n' ZFixed Auto convoy returning resource/oil to home base when not required to ; z' _9 I' }7 Q/ Y+ Z7 ?$ \9 Y6 R
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 4 q, X- h4 @$ [# S
Fixed CTD when checking groups on withdrawing ships
4 C1 Q7 X$ V8 d6 j5 j G+ }7 kChanged Restored image files for centre windows
+ X# V1 L: g& R3 Y( s! j+ G5 ` kFixed Extend packing time and operMode to combining editor components of parent LCU % E; z0 B% J- n
Changed Vary DL for base created TFs, use same DL for TF split ' y3 G" N& |: `/ `+ c; J
Fixed Leader of delayed group being re-assigned continually 3 o9 H6 X W3 e) A1 K6 @, e
Fixed HQ check so that first HQ is included . K" J0 b p* V8 x0 B9 E8 v1 x- ^
% h& g( b" @3 L6 M+ M[1108g]
# {0 n2 q' D8 v J( Y+ IChanged Update device in TOE when changed in order to fix land replacements
2 Z" B! y$ }0 P. @Fixed Return cargo for CS or AC not checked if home base and current base are the same
; \4 @2 _, R3 k& BFixed Force TF to use offmap if incorrectly set due to changes of destination 5 A5 s6 P( c# X/ s- Q0 E
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[1108h] . \. u$ V. e( O+ t- J
Fixed Adjust for non-mine device being in special mine slot [#9] for sub minelaying
9 v$ |- N$ {# \* V" v5 BChanged Force ships to arrive at national base if original location is not valid to form TF; stop ships arriving at 'land-locked' base
% g& d6 n, W7 `. AFixed Group leader who is a pilot was losing the link under various conditions. Corrected conditions and added correction code 4 j9 j+ r- ?. A- }- \
Changed Allow 'independent' commands to change without cost to another
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5 d" ^1 _+ S$ ~& m" X6 Y7 a[1108i]
9 \% g. K" I1 [' m! y+ X7 ^. tFixed 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. % t4 V- ]1 g$ _, Z( D0 c
Fixed Japanese production was over-producing upgraded devices for LCUs ! }3 {" [( l7 v( W2 l8 C! i. N
Changed Ship display of ARD shows lift capacity 6 c% b+ q J! T! i2 h
Fixed Sub-units not having withdraw delay decremented
2 g$ [9 \; V o0 RFixed Updated offmap checks for home base 3 I4 I! G b s0 i
3 l& x* V! B. @9 { s[1108j] & z, N) v, \; {1 n" k5 b! L
Fixed Issue with carriers in range code; could cause data corruption 6 x0 |# R! G* ]+ `: o' B' G
Fixed Not all TRACOM pilots showed in lists 5 d9 p; [2 J* \7 @% f: Q
Fixed Limit retreat after meeting TF surface combat to actual combat
8 l) @4 } S0 h+ ]/ H# OChanged Removed endurance limit on PTs that limits attacks * } \3 K! A3 D- ]3 I3 J1 v7 x
Fixed LCU weapons being changed by AI code sometimes when LCU is human controlled
2 k0 o5 {% S; ?- p) Q# pChanged Defer device upgrade of LCUs with fragments existing; causes errors in devices when swaping to parent or merging with other fragments/parent
& W! g0 ^. ?/ ]$ M, IChanged No TF unload if 'do not unload' set regardless of status of ship cargo handling
9 E6 V5 g4 r0 QFixed Empty fragments stopping editor sub-units from recombining |