只更新了EXE程序文件6 Q+ k: ?7 t$ e' d8 _3 F
http://www.matrixgames.com/forums/tm.asp?m=2729580- d. T, o. E, Y9 M( q( I( Z) O
This is an unofficial "short-term" beta install. 4 `) D6 f) n& Y) c4 p( b8 _2 H% d! b
Short-term being the appropriate term as this thread may be removed after a few days. 7 }6 w3 Z/ r! }( ]
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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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0 n9 P6 n( h4 @' P& zPLEASE 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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# C1 d" b7 b' j' ^Background:
7 l) ]) r, I* ~) `' m: ^% z8 LLast month my development PC had a meltdown while I was working on changes since the last released build (02).
% [( f+ P9 Z: `- d5 IAs 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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8 `0 Z+ n# h9 ^' g$ D8 CThe build works fine on my PC, but then it is also the one that created it. * t! R) l ~+ B* I7 H
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. ; r \/ A# p) [- N
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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.
I. b/ y) D: m9 DLoad up a save and play a few turns. Let me know if you have any issues with it.
( Y0 C, y( l) V8 _0 R @Also, try using tracker to see if the DLL still works.
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Again, my warning: * {; Z5 d. G" }% o: h; V
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. 4 X/ R" ~) @" Y7 Q
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Here is a list of the additional changes since 1108c (build 2)
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* G9 Y4 v4 v* G& s* a$ Q+ n( \[1108c+]
) i. {8 ~% k7 F' N& sFixed Rebuilt LCUs tended to use wrong PP cost on the first display, esp component units.
4 D6 m( C( Z! b( ^: G3 b( WRevised restore of report files from save
) |7 d1 r& T9 Z: ^Changed Added group withdraw date to all split sub-groups, not just permanent withdraws
- z" l A) B$ B+ o& }! gFixed 'buy-for-supply' ships remained at 1 day delay # E, [; v" h' z( Z
Fixed Error in Kamikaze determination in Flak Attack 0 p+ e; a% M( v" _6 }; v
Fixed Kamikaze training not affecting low naval bombing ' l. j: x! E) m
Fixed Transferring pilot to group of different type losing 0-10 points off skills, rather than +/- 5
% ?7 X8 W6 i, H; T- |0 u2 AChanged Pilot experience hit based on category rather specific air type
$ X7 f+ S& c& a& _2 A! g8 kChanged Added more off-map checks to better handle the TF's 'Return to ...' buttons
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[1108d] 1 m: n! a7 J$ u6 J0 L2 V& T w
Fixed Removed ships under repair/conversion from AV support total # f6 W8 B% a {. b3 C& S. D
Fixed Ground attacks against land units in friendly base hex could default to 'Commander Discretion' - G+ B* f# e' s# g$ p* p# O
Changed Re-enabled limited on-map routing for off-map TFs ! [, a4 T$ X# Y, n8 G- ~
Removed Disband check for resource/oil that was added earlier as can be worked around 3 a# I9 T$ {# S! O6 L! s0 `# `4 b
Fixed Allow float planes to transport troops to coastal bases - allowed selecting but did not always make the move ) Q; S9 G5 B% P) B; I7 V, ^, R
Changed Night missions on list using BLUE rather than BLACK
$ f W" p. B& Z1 GChanged Halved the 5-day resource requirement/stockpile to 2-day. Added earlier in patch to help with resource distribution ) Z4 d {2 U0 N; k
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[1108e]
; T6 p; _% D; FChanged Arriving LCU units were building more than needed devices if not enough in device pool 1 w: _# D5 l+ u5 Y8 s+ \$ i: x5 Y
Fixed Was returning wrong Allied device to pool on LCU device upgrade
0 g7 h+ c- l' Y, y! GFixed Tried to align weapon and TOE for units without formal TOE before taking replacements; wrong numbers could be happening ) h7 q# L& \& {. f; ?" L
Changed Adjusted off-map entry point for way-points
" \# x8 V0 Y# }Fixed Altitude not being changed on some dive bomber attacks in AAA
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[1108f]
8 f: [* Y' m' ^. u( H/ dFixed Auto convoy returning resource/oil to home base when not required to
( z1 X2 J% S( E8 L* ]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 / F5 V1 R* g7 N) T
Fixed CTD when checking groups on withdrawing ships
3 J; O7 b* J# R0 X' M& Z: UChanged Restored image files for centre windows
, R" R2 B4 D6 n& L- EFixed Extend packing time and operMode to combining editor components of parent LCU 9 u, C0 T8 p6 `' I$ d
Changed Vary DL for base created TFs, use same DL for TF split
# B& ]. d8 p! G" `8 I5 t" lFixed Leader of delayed group being re-assigned continually + f# \. E O! L% E ~7 e
Fixed HQ check so that first HQ is included
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[1108g] 2 S0 x: B9 s, d+ z5 [: ?2 `; h% O
Changed Update device in TOE when changed in order to fix land replacements ( o, I/ m5 P1 I `' x# p
Fixed Return cargo for CS or AC not checked if home base and current base are the same
, n0 ]6 |2 ~( \0 l4 I Q1 vFixed Force TF to use offmap if incorrectly set due to changes of destination
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" o% t' d- y$ K, h" y. L, [7 ][1108h]
- S8 ]! M3 Y9 Q* a9 }) `Fixed Adjust for non-mine device being in special mine slot [#9] for sub minelaying
: S! ^* c: s/ S: E" uChanged Force ships to arrive at national base if original location is not valid to form TF; stop ships arriving at 'land-locked' base 5 t3 m1 q9 X4 \3 [" Q, g+ m- T
Fixed Group leader who is a pilot was losing the link under various conditions. Corrected conditions and added correction code
, M9 _6 D4 R& ?6 D3 gChanged Allow 'independent' commands to change without cost to another
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[1108i] 3 I4 N4 E) E0 O7 O- n& _8 v1 W
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.
7 k' ^. Z5 `8 R% I7 j5 {* BFixed Japanese production was over-producing upgraded devices for LCUs
9 N- g; o1 e# Q9 o% M, zChanged Ship display of ARD shows lift capacity 2 ~+ z2 L7 ~7 u! q
Fixed Sub-units not having withdraw delay decremented 5 t T: T4 Q- ~* A: t n0 G$ u1 B
Fixed Updated offmap checks for home base 0 |5 E9 H1 s1 {" L
2 r4 n4 J7 T% C) ]1 [+ w[1108j] " ? ?6 y6 f3 b( X+ G; U
Fixed Issue with carriers in range code; could cause data corruption * i, c3 P7 c' @# n
Fixed Not all TRACOM pilots showed in lists
( y( G; z g: K, k8 @ fFixed Limit retreat after meeting TF surface combat to actual combat
7 z9 ~5 u, V0 c P( I. J, F# \Changed Removed endurance limit on PTs that limits attacks
' l4 v% i5 E8 G" M( l' @" x1 a! YFixed LCU weapons being changed by AI code sometimes when LCU is human controlled 1 @7 S# [8 w0 U1 K$ c
Changed Defer device upgrade of LCUs with fragments existing; causes errors in devices when swaping to parent or merging with other fragments/parent ! y- I( D( z9 d$ w3 U( z) b% d' z
Changed No TF unload if 'do not unload' set regardless of status of ship cargo handling ) p. l# v5 w) o6 m9 ]! I
Fixed Empty fragments stopping editor sub-units from recombining |