只更新了EXE程序文件 w' T$ e/ P! }: N
http://www.matrixgames.com/forums/tm.asp?m=2729580
/ f+ M1 Y! N% }9 _This is an unofficial "short-term" beta install. , S6 \6 N- |& |9 l$ K* z
Short-term being the appropriate term as this thread may be removed after a few days. " q/ ^( ?0 X- e" q
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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. 2 J3 {' x0 j( P# \, q/ g0 ?
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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. + a, G" g4 Y" X7 W1 F1 P
3 a6 z; @1 K) ~4 ABackground:
$ [2 P4 W& }0 K PLast month my development PC had a meltdown while I was working on changes since the last released build (02). ; t& Y- u2 i2 q; e
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. " M$ n* T( e. g5 h' ]# D1 {
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The build works fine on my PC, but then it is also the one that created it. 7 S+ P2 z! P; x0 q# P" L7 `
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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1 a0 G* `5 g; ZI 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. 6 e5 N }. c5 e0 n1 a
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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.
! E* ?$ `; w Y8 Z9 v9 ~* \Load up a save and play a few turns. Let me know if you have any issues with it. , V% ~1 c) D* M. I- c- D. U( Z
Also, try using tracker to see if the DLL still works. & ?& t0 g8 p1 E0 m9 H! f; G4 u5 \6 p
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Again, my warning:
3 I( p F* F" S5 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. ' |* ~2 U2 }6 z1 D
7 ^+ X4 }) h' W" u9 `Here is a list of the additional changes since 1108c (build 2) 5 V3 w; o- p' z; _* A3 | q5 {
/ d- C% M8 @* ~$ w0 d[1108c+] ( H2 O5 J4 \: E8 g0 W5 u
Fixed Rebuilt LCUs tended to use wrong PP cost on the first display, esp component units. " O5 [( T3 ^2 k/ X) q6 P
Revised restore of report files from save
2 t" `( h O3 i2 m$ ~/ uChanged Added group withdraw date to all split sub-groups, not just permanent withdraws
6 j# M0 j4 W BFixed 'buy-for-supply' ships remained at 1 day delay
: e, b& w: P- mFixed Error in Kamikaze determination in Flak Attack " y' h" I8 U* |
Fixed Kamikaze training not affecting low naval bombing i) Z& R+ s! L$ `3 [8 \
Fixed Transferring pilot to group of different type losing 0-10 points off skills, rather than +/- 5
- S! U! ?- g+ ~Changed Pilot experience hit based on category rather specific air type ( _5 Z2 E: }- ^, s
Changed Added more off-map checks to better handle the TF's 'Return to ...' buttons . P n, c: d: M* [/ W
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[1108d]
" E- l0 h. p- NFixed Removed ships under repair/conversion from AV support total
: L+ J! i) R$ w/ \' HFixed Ground attacks against land units in friendly base hex could default to 'Commander Discretion' , `% w4 R; I8 }0 L D
Changed Re-enabled limited on-map routing for off-map TFs
, P( i5 X& r# `% _3 {5 g( mRemoved Disband check for resource/oil that was added earlier as can be worked around 9 X: L) C1 Y1 O- h/ N! B3 A: u. i
Fixed Allow float planes to transport troops to coastal bases - allowed selecting but did not always make the move 3 \, H- M& g' O; M' Y. w
Changed Night missions on list using BLUE rather than BLACK 9 H! ?" |# Y: E1 M7 j
Changed Halved the 5-day resource requirement/stockpile to 2-day. Added earlier in patch to help with resource distribution
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! k6 |6 H; t0 {& B$ N/ C: M[1108e] # _6 O( e1 a. I% l
Changed Arriving LCU units were building more than needed devices if not enough in device pool
; r% G" {% ]8 @& HFixed Was returning wrong Allied device to pool on LCU device upgrade . L3 c& `$ L2 D0 ]+ d* c
Fixed Tried to align weapon and TOE for units without formal TOE before taking replacements; wrong numbers could be happening
' m/ X2 } |# `( SChanged Adjusted off-map entry point for way-points
& K1 L0 l: U T( A6 n* R5 ]! c W% n' fFixed Altitude not being changed on some dive bomber attacks in AAA ! o8 t5 Q5 s) \7 i
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[1108f]
2 A0 h! C0 o9 n; nFixed Auto convoy returning resource/oil to home base when not required to
4 M& |7 {6 h4 [& x" MAdded 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
8 Y$ I6 y2 I! p8 Y; VFixed CTD when checking groups on withdrawing ships
3 S; [. J# h6 P, PChanged Restored image files for centre windows
) E/ x% q" a& T/ o; eFixed Extend packing time and operMode to combining editor components of parent LCU ! } l' v* A" L) x4 L' z) l) e
Changed Vary DL for base created TFs, use same DL for TF split # Q+ h, s8 k1 f4 A4 W( }% ~( V1 `
Fixed Leader of delayed group being re-assigned continually
2 @1 j) z. P8 Q( j$ K7 F) y: v* @Fixed HQ check so that first HQ is included , @. |0 d; z0 O5 m
, c8 N+ D0 {: M* M& Z1 B[1108g]
, @9 _: ?2 f! z+ ^( Q. Z5 Z5 yChanged Update device in TOE when changed in order to fix land replacements 1 y, B" @. T0 c* ]7 I4 b0 L
Fixed Return cargo for CS or AC not checked if home base and current base are the same
0 c, p; S0 T& Q) ]5 oFixed Force TF to use offmap if incorrectly set due to changes of destination
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[1108h]
, C$ ~& J2 [/ u9 C \ i tFixed Adjust for non-mine device being in special mine slot [#9] for sub minelaying C ~. ?8 @/ M' }0 k+ o% b- T8 ~
Changed Force ships to arrive at national base if original location is not valid to form TF; stop ships arriving at 'land-locked' base 3 ~3 |; s0 y q$ U0 j; D
Fixed Group leader who is a pilot was losing the link under various conditions. Corrected conditions and added correction code
: x+ L5 X4 J9 D" o4 L4 ?. kChanged Allow 'independent' commands to change without cost to another
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[1108i] $ K$ s& p+ F4 `. t/ B$ K+ D
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.
. w8 i9 X) m, {- }, GFixed Japanese production was over-producing upgraded devices for LCUs / ^' A' I$ x- {0 N. G. I0 B( B
Changed Ship display of ARD shows lift capacity
5 x" P& Z; I1 z% UFixed Sub-units not having withdraw delay decremented , ?% n4 s! Y, Y% B2 s5 N2 ?( j
Fixed Updated offmap checks for home base
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[1108j] # u) m/ W/ B" z( d8 X' S; D# b; U
Fixed Issue with carriers in range code; could cause data corruption ; g+ ~. f9 c5 x- k3 e) E8 X
Fixed Not all TRACOM pilots showed in lists 9 w% E4 \! S- S+ p0 e& N6 ^
Fixed Limit retreat after meeting TF surface combat to actual combat 8 }3 W, r5 j9 O) O- n9 u
Changed Removed endurance limit on PTs that limits attacks # A2 h T( d, ]" F2 q
Fixed LCU weapons being changed by AI code sometimes when LCU is human controlled
7 H/ z8 W3 W! W0 U( DChanged Defer device upgrade of LCUs with fragments existing; causes errors in devices when swaping to parent or merging with other fragments/parent 4 g0 |5 q: Q! A: ~- z
Changed No TF unload if 'do not unload' set regardless of status of ship cargo handling
& [2 n3 O0 P$ GFixed Empty fragments stopping editor sub-units from recombining |