只更新了EXE程序文件
. Q5 Q# B+ D9 [+ u: D4 Yhttp://www.matrixgames.com/forums/tm.asp?m=27295806 P- W( W" ]2 ^' U9 q. m
This is an unofficial "short-term" beta install. $ C6 b0 P+ u: O3 {, |, \
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. 1 b8 F& z% u. L* z6 ]
1 }& v1 V1 E9 LPLEASE 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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Background:
' g6 l# G1 k- s: A) M+ m' n, SLast month my development PC had a meltdown while I was working on changes since the last released build (02). ' [& k$ c! I7 |0 ?
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.
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The build works fine on my PC, but then it is also the one that created it. ) s3 }. L# \3 k% G
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.
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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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- `( e4 ~: X" \$ H% yI 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. 9 f/ r+ \4 B, Z1 ^
Load up a save and play a few turns. Let me know if you have any issues with it.
1 C$ z* [. {' Z0 |0 J6 nAlso, try using tracker to see if the DLL still works.
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5 b4 u; Z) M8 ]9 d: r' v2 r8 N* ]Again, my warning: 2 b9 A7 b; D, X+ G# a7 R
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. & H. q% e& y" o- D1 \3 M7 o
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Here is a list of the additional changes since 1108c (build 2)
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[1108c+] 2 p0 @: \8 z; |2 v: z
Fixed Rebuilt LCUs tended to use wrong PP cost on the first display, esp component units. 6 J& c' | Q, Z2 n ]
Revised restore of report files from save
; M8 m$ Z+ G4 w$ d. |. SChanged Added group withdraw date to all split sub-groups, not just permanent withdraws
! t9 d% \6 K+ H$ N; X* E0 K8 PFixed 'buy-for-supply' ships remained at 1 day delay 5 |& \( Q8 w6 K) v+ o
Fixed Error in Kamikaze determination in Flak Attack
$ {1 N6 d) t3 T. o$ PFixed Kamikaze training not affecting low naval bombing
9 M- [9 s2 s+ l: aFixed Transferring pilot to group of different type losing 0-10 points off skills, rather than +/- 5 7 W! h( x4 m- I4 n& _8 W
Changed Pilot experience hit based on category rather specific air type
5 i- W: I7 f9 w; o Z2 R& qChanged Added more off-map checks to better handle the TF's 'Return to ...' buttons 2 @0 _+ B* L: B* r$ y+ K$ M& |$ K$ }
' M% u( b$ X2 A& d; v- ^: r9 r[1108d] 0 C! b3 R. q) H
Fixed Removed ships under repair/conversion from AV support total
1 R& K+ g- S* L, ?9 S# KFixed Ground attacks against land units in friendly base hex could default to 'Commander Discretion'
4 `) S; n1 r q, h) j4 hChanged Re-enabled limited on-map routing for off-map TFs
4 ]' P& J7 Q# G' o# R" v( dRemoved Disband check for resource/oil that was added earlier as can be worked around 8 m5 Z5 j0 n' \& f9 N
Fixed Allow float planes to transport troops to coastal bases - allowed selecting but did not always make the move
6 h- u8 |9 q6 ?' ~- XChanged Night missions on list using BLUE rather than BLACK ; e' U# J& ?; [ H" P
Changed Halved the 5-day resource requirement/stockpile to 2-day. Added earlier in patch to help with resource distribution 9 d4 F( f8 [0 I6 S6 ?+ w0 s
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[1108e] $ s X. l" G9 ~& P8 R2 a- T9 v
Changed Arriving LCU units were building more than needed devices if not enough in device pool , x5 U6 ~. M0 s/ F
Fixed Was returning wrong Allied device to pool on LCU device upgrade , V r, _/ D; I$ o
Fixed Tried to align weapon and TOE for units without formal TOE before taking replacements; wrong numbers could be happening
* h: M( L7 e4 I# v: J4 NChanged Adjusted off-map entry point for way-points
* ` B8 k( N" U, y% ? g( EFixed Altitude not being changed on some dive bomber attacks in AAA 3 S& ]; D2 }' g M' ?
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[1108f] + _( F$ I6 b g* U
Fixed Auto convoy returning resource/oil to home base when not required to
6 I5 E, t/ @0 A) a5 K# Y$ kAdded 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
* [) T4 M& s( _2 _4 p3 jFixed CTD when checking groups on withdrawing ships
4 {3 q5 {4 o7 I: y' ?7 VChanged Restored image files for centre windows / D8 c1 w/ F6 e5 N) _0 ?6 f
Fixed Extend packing time and operMode to combining editor components of parent LCU
# q, A. Q' M1 F5 _7 NChanged Vary DL for base created TFs, use same DL for TF split I8 F2 ?4 Q6 y2 z1 w: V3 Z$ P
Fixed Leader of delayed group being re-assigned continually
j+ ]/ M" Z; y. KFixed HQ check so that first HQ is included * l- m" ~+ Y3 k; Y
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[1108g] 2 u/ L8 O3 f$ u* R
Changed Update device in TOE when changed in order to fix land replacements
. T6 |& D- D* B+ F5 v' r" R- p w, nFixed Return cargo for CS or AC not checked if home base and current base are the same - M1 v/ O+ C. T0 W2 [" [, f
Fixed Force TF to use offmap if incorrectly set due to changes of destination
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[1108h]
1 S5 |, i6 h+ ^* |Fixed Adjust for non-mine device being in special mine slot [#9] for sub minelaying , o* V, [% p( B/ I, l# S6 J
Changed Force ships to arrive at national base if original location is not valid to form TF; stop ships arriving at 'land-locked' base ! y2 b Z% z5 T
Fixed Group leader who is a pilot was losing the link under various conditions. Corrected conditions and added correction code * m0 _) r( @2 J8 D/ f
Changed Allow 'independent' commands to change without cost to another
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[1108i]
. U& g! J' j" Q. U# d4 qFixed 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. 1 ]0 H) M( U0 l C" y R
Fixed Japanese production was over-producing upgraded devices for LCUs
* p; L2 a0 k2 l: C. eChanged Ship display of ARD shows lift capacity
$ y4 L" `# e, OFixed Sub-units not having withdraw delay decremented , D+ c: [2 u- u8 @4 V9 c+ I( H" s
Fixed Updated offmap checks for home base ! Y! g! ]5 x" m2 q3 k
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[1108j] X5 i& M# d0 i
Fixed Issue with carriers in range code; could cause data corruption
& H! r# ]) I* E' S. MFixed Not all TRACOM pilots showed in lists
5 T- `! r: U8 W% G6 i# |) ZFixed Limit retreat after meeting TF surface combat to actual combat 1 {) ~2 y4 \7 }
Changed Removed endurance limit on PTs that limits attacks ) ]4 w1 _$ E& ^7 ^! \
Fixed LCU weapons being changed by AI code sometimes when LCU is human controlled
7 Y5 R& Y5 u2 EChanged Defer device upgrade of LCUs with fragments existing; causes errors in devices when swaping to parent or merging with other fragments/parent
7 V+ c! s* w$ E# i, ]# D4 H/ pChanged No TF unload if 'do not unload' set regardless of status of ship cargo handling / l, c6 A) J" a o) f
Fixed Empty fragments stopping editor sub-units from recombining |