只更新了EXE程序文件7 y, x! P. L! b5 I
http://www.matrixgames.com/forums/tm.asp?m=2729580
J3 e) ?- u; j, w0 VThis is an unofficial "short-term" beta install.
& H& T' E% m' n6 K9 RShort-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.
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* e: C) h4 ^8 E5 T! uPLEASE 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:
; X, ?: y I( k5 H8 YLast month my development PC had a meltdown while I was working on changes since the last released build (02). , g' ~" M8 _7 w+ H7 U, e* r3 \
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. 5 f7 |' h/ O6 k+ S9 B" l
& K7 J& O+ X# r) sThe build works fine on my PC, but then it is also the one that created it. $ v! ?. d" d3 S3 |
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. 0 m' w, j+ L, T2 {5 r0 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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B! ?8 i$ k0 l# f' @3 k! s) i) B$ cI 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. % T W8 c- j( q8 h; P Z
Load up a save and play a few turns. Let me know if you have any issues with it.
1 n6 a4 z/ L9 [! \3 ]Also, try using tracker to see if the DLL still works. " }/ {% V7 Y% o/ Q" Y6 _
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Again, my warning: " C6 V, X% F! K% D- O2 k# D
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. 7 U( q! w: F9 G% _
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Here is a list of the additional changes since 1108c (build 2) ! R) L' |& J: y3 j4 N
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[1108c+]
+ k) P( H4 M3 [ A) gFixed Rebuilt LCUs tended to use wrong PP cost on the first display, esp component units. + _, M, w8 Z" o3 i1 T& g4 D3 n% \ x8 W
Revised restore of report files from save 4 L' H) t: C r( K! [" z
Changed Added group withdraw date to all split sub-groups, not just permanent withdraws ; d7 z7 i" L, X8 U
Fixed 'buy-for-supply' ships remained at 1 day delay J/ ^! i7 x2 m( C2 C; o
Fixed Error in Kamikaze determination in Flak Attack 4 Q2 [: p/ |0 ?; v
Fixed Kamikaze training not affecting low naval bombing 4 E6 K/ B# ~2 c. ^! W
Fixed Transferring pilot to group of different type losing 0-10 points off skills, rather than +/- 5 7 l* t6 J( T2 ]7 |- C" O/ ?
Changed Pilot experience hit based on category rather specific air type 9 V( p0 A! s0 H% ?% B+ D1 S' R
Changed Added more off-map checks to better handle the TF's 'Return to ...' buttons
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7 ?3 }. @3 Z1 `. S) s3 b" r$ [[1108d] , _5 `7 \. v; o2 j9 q
Fixed Removed ships under repair/conversion from AV support total
3 i8 W) a1 e+ u CFixed Ground attacks against land units in friendly base hex could default to 'Commander Discretion'
9 @0 J$ P/ s2 j5 a- E2 o( o* nChanged Re-enabled limited on-map routing for off-map TFs
- l* [9 ~6 z% J" pRemoved Disband check for resource/oil that was added earlier as can be worked around
4 t$ g% y( w/ i& LFixed Allow float planes to transport troops to coastal bases - allowed selecting but did not always make the move . a. t8 M4 V& b0 X5 F! z
Changed Night missions on list using BLUE rather than BLACK
+ r/ t3 O0 A, f4 n7 D+ V1 u3 MChanged Halved the 5-day resource requirement/stockpile to 2-day. Added earlier in patch to help with resource distribution
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4 o6 ]# l# p3 A- P[1108e] / ?4 M9 L' X; {' _" ?
Changed Arriving LCU units were building more than needed devices if not enough in device pool & o- U, l9 W6 g8 Y
Fixed Was returning wrong Allied device to pool on LCU device upgrade ! ?; ~9 H& M3 i: d! q4 {
Fixed Tried to align weapon and TOE for units without formal TOE before taking replacements; wrong numbers could be happening # o. x5 n$ V# g( E
Changed Adjusted off-map entry point for way-points ; o# c$ k" _/ ]+ D" B
Fixed Altitude not being changed on some dive bomber attacks in AAA
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[1108f] ; Q+ ~7 ]6 h7 X+ K! W- F" K
Fixed Auto convoy returning resource/oil to home base when not required to
( ^, L" Z; k! qAdded 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 u3 a$ Z3 @9 ^ t0 {7 ^& y, y6 \
Fixed CTD when checking groups on withdrawing ships : \8 Y' W. d1 }; l
Changed Restored image files for centre windows 0 K u. Z- d# L1 ]2 i- }* r$ T0 h
Fixed Extend packing time and operMode to combining editor components of parent LCU
% }% t/ e7 b( LChanged Vary DL for base created TFs, use same DL for TF split
% G$ r0 Y- n2 Q0 O& U4 kFixed Leader of delayed group being re-assigned continually & q# X& R- p% G1 D) A4 x9 x
Fixed HQ check so that first HQ is included
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0 @3 x$ _% {8 o+ g! J H# t! n8 T[1108g]
, |: S2 z3 b0 Q9 p+ JChanged Update device in TOE when changed in order to fix land replacements
7 |" q' x* ~, ?9 tFixed Return cargo for CS or AC not checked if home base and current base are the same
$ M8 h! E- a7 t; x, z# y2 c8 V$ nFixed Force TF to use offmap if incorrectly set due to changes of destination
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; P9 W9 V' H v( J# s6 v* D[1108h]
# P) g- z9 X6 J+ N# u5 H( HFixed Adjust for non-mine device being in special mine slot [#9] for sub minelaying / D2 v7 y& n+ P$ d5 ^7 a3 L: J1 Y
Changed Force ships to arrive at national base if original location is not valid to form TF; stop ships arriving at 'land-locked' base ! x$ v; {+ d& b
Fixed Group leader who is a pilot was losing the link under various conditions. Corrected conditions and added correction code
7 B. R. G" o; w3 Y4 z( E4 NChanged Allow 'independent' commands to change without cost to another & G& |2 x+ c' G( h$ q$ B/ M P
# g- @% v) E4 G/ Q) L4 C& d" O[1108i] & L- K8 k0 ^) }" t4 Y2 w1 }- s
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. * Y7 \3 H$ I# [, K: R! L( f t
Fixed Japanese production was over-producing upgraded devices for LCUs 2 a+ a" @, o" [2 G% i. m$ P& I
Changed Ship display of ARD shows lift capacity
& q4 R$ A, O8 L0 S! Q2 |9 j' ^0 iFixed Sub-units not having withdraw delay decremented
' R1 R# Z2 l# C# x* r& w, IFixed Updated offmap checks for home base 2 o% |' N7 u1 C9 Y$ q
1 e4 d. W( F. l[1108j]
5 W, C& Q# m/ r* ?9 H5 M1 |/ k' KFixed Issue with carriers in range code; could cause data corruption ; e/ q% K2 H x' z: m/ C H% G
Fixed Not all TRACOM pilots showed in lists 3 K0 S/ _% x/ H2 H% L- I
Fixed Limit retreat after meeting TF surface combat to actual combat . l1 h8 N4 r! s1 f' y& U7 r; U
Changed Removed endurance limit on PTs that limits attacks
^, R' l- K6 L- hFixed LCU weapons being changed by AI code sometimes when LCU is human controlled " D/ M% o9 D$ U2 r6 c7 ~0 W$ d- K
Changed Defer device upgrade of LCUs with fragments existing; causes errors in devices when swaping to parent or merging with other fragments/parent ! s; G" f( ]: _# V6 Q4 Q9 G3 ?
Changed No TF unload if 'do not unload' set regardless of status of ship cargo handling 0 S2 x4 ` p T, M; o5 k+ P( O: k
Fixed Empty fragments stopping editor sub-units from recombining |