只更新了EXE程序文件
: }5 X, w5 a- B7 e2 `' a o9 _http://www.matrixgames.com/forums/tm.asp?m=2729580
* Z4 f8 ~! K5 P/ @. cThis is an unofficial "short-term" beta install. ! Q* f7 C& F1 D% f% M
Short-term being the appropriate term as this thread may be removed after a few days.
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1 O- q# ^- s0 q# ^0 EThis 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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3 {0 M. x: A, KPLEASE DON'T USE THIS EXE FOR YOUR REAL ON-GOING GAMES AT THE MOMENT PENDING MY FINDINGS ON HOW SUITABLE THE NEW EXE IS. $ [5 Z4 F$ z) Q; p9 U7 Z# f; y- d& l
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Background:
* Q w* q/ j- sLast month my development PC had a meltdown while I was working on changes since the last released build (02). / l$ a# R9 o" B" l
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. $ Z4 |" z* a3 Q7 J& `+ q! e
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The build works fine on my PC, but then it is also the one that created it.
. ?- s7 _& | c$ C4 C. ?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. ' ~8 O, g5 u7 a1 g. p
: E8 g3 A0 d9 O+ w& g1 kAs 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. & K" i5 e( ^6 j/ {5 U: U
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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. ' b0 u4 `4 b: F' z% c! N% J
Load up a save and play a few turns. Let me know if you have any issues with it.
, d/ J' m5 {# r( q: {* Q5 dAlso, try using tracker to see if the DLL still works.
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Again, my warning: ' |5 T5 Y9 ]/ G2 V5 o; ?7 U5 u
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.
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Here is a list of the additional changes since 1108c (build 2) $ l+ w- N- z1 }# r! j) o
( W9 J7 y5 w& _0 b1 F[1108c+]
( m2 P4 e3 v+ Q$ l" y% v6 JFixed Rebuilt LCUs tended to use wrong PP cost on the first display, esp component units. ' e/ o2 {( O) Q7 C6 [* }. w" x" c
Revised restore of report files from save 8 x! U9 W Q2 Z- \' [
Changed Added group withdraw date to all split sub-groups, not just permanent withdraws
4 A% _/ K9 a" \9 G0 L' i+ J# kFixed 'buy-for-supply' ships remained at 1 day delay 3 T* F' K( r) S( ]1 j+ s
Fixed Error in Kamikaze determination in Flak Attack 9 R6 T8 E; W% _9 E! r- U* K" x
Fixed Kamikaze training not affecting low naval bombing
; j8 c) v0 X W" q" [9 t% s, r+ EFixed Transferring pilot to group of different type losing 0-10 points off skills, rather than +/- 5 4 M+ ]& M% @: ]1 L0 L4 @
Changed Pilot experience hit based on category rather specific air type
0 h% \& _9 y9 n, j) q3 `0 cChanged Added more off-map checks to better handle the TF's 'Return to ...' buttons
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[1108d]
! r! z# o5 R2 }, p6 ~Fixed Removed ships under repair/conversion from AV support total . l' ]: o4 d% P' F0 \( n
Fixed Ground attacks against land units in friendly base hex could default to 'Commander Discretion'
; m2 v3 i; w" u% ?. n* v0 \/ J0 j7 y# dChanged Re-enabled limited on-map routing for off-map TFs $ T/ l# a+ U7 K4 Z; [3 D
Removed Disband check for resource/oil that was added earlier as can be worked around 1 _$ R. W' k: V4 I; _
Fixed Allow float planes to transport troops to coastal bases - allowed selecting but did not always make the move 5 x) X: E# m h2 k( m T( D1 _
Changed Night missions on list using BLUE rather than BLACK
# Z& a7 ~) R! ]2 R1 j8 AChanged Halved the 5-day resource requirement/stockpile to 2-day. Added earlier in patch to help with resource distribution - F1 k! v. U" l' S J2 ^0 M% a
9 D8 ^3 _$ y% R5 X' s[1108e] # O) K: e0 |4 f
Changed Arriving LCU units were building more than needed devices if not enough in device pool
# }. Q, N% ~* IFixed Was returning wrong Allied device to pool on LCU device upgrade # ~$ J' ]6 S0 Q4 G! w6 t9 h! y
Fixed Tried to align weapon and TOE for units without formal TOE before taking replacements; wrong numbers could be happening
. C) v, V6 z, G+ f0 H' H8 KChanged Adjusted off-map entry point for way-points
& F. T a6 A+ m7 h( I( e/ yFixed Altitude not being changed on some dive bomber attacks in AAA 7 N0 ? L$ d m% J
! o: |$ B0 a" o' B9 g2 \" {" C[1108f]
1 k9 w# Q, K5 ?% xFixed Auto convoy returning resource/oil to home base when not required to 5 B9 N2 x' ^" |" u9 g7 c
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 9 ^1 R8 N" v( E1 m1 P0 e# Y* d
Fixed CTD when checking groups on withdrawing ships # ?' y5 t n6 v0 @" f
Changed Restored image files for centre windows
& ?& u% K7 P. IFixed Extend packing time and operMode to combining editor components of parent LCU
( v% a; }: f( A+ O) p# X% s+ jChanged Vary DL for base created TFs, use same DL for TF split
# m# ^5 C$ v% U6 k( V* E3 AFixed Leader of delayed group being re-assigned continually 9 y. ~$ P% S% x# m u/ L. w7 U
Fixed HQ check so that first HQ is included 7 K X5 v* B& @8 M2 n- p+ O
5 C$ |% y- V$ |5 _6 i2 g. w[1108g] ' c7 X6 ^- [* p7 z( _
Changed Update device in TOE when changed in order to fix land replacements
- l4 M2 n+ j6 ]6 Z2 I, j& E3 rFixed Return cargo for CS or AC not checked if home base and current base are the same
) O+ C5 h9 a! \+ ]+ f' J" SFixed Force TF to use offmap if incorrectly set due to changes of destination ; g. M) P& ~" L1 A! P
3 n3 m- |! {3 W. q[1108h]
: I# v1 _ T+ D( h2 m5 y) ~* HFixed Adjust for non-mine device being in special mine slot [#9] for sub minelaying $ t6 A8 Z) l! `# x P- S
Changed Force ships to arrive at national base if original location is not valid to form TF; stop ships arriving at 'land-locked' base
: m' p' Y* f q# ]3 t9 hFixed Group leader who is a pilot was losing the link under various conditions. Corrected conditions and added correction code
1 c. Q: O- m& w) DChanged Allow 'independent' commands to change without cost to another 2 `1 {8 y9 c# s5 t' Z" D* ^* {( f! ]
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[1108i] 2 E% s2 S: j6 ?, o
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.
& f4 N: [! L8 BFixed Japanese production was over-producing upgraded devices for LCUs
$ \ ~8 Y3 Q7 S: t+ sChanged Ship display of ARD shows lift capacity 7 l. P0 p+ i8 H; X d4 l
Fixed Sub-units not having withdraw delay decremented 8 S. x/ Z, `7 A( F! ^
Fixed Updated offmap checks for home base
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, ]7 [. T; w- j. Z/ L$ b" U( k[1108j]
3 A3 L( x( a+ n: V j, TFixed Issue with carriers in range code; could cause data corruption
' C V+ U, I9 R1 NFixed Not all TRACOM pilots showed in lists 3 j8 J/ b' A% H/ W
Fixed Limit retreat after meeting TF surface combat to actual combat - W: g; T1 \3 X
Changed Removed endurance limit on PTs that limits attacks
7 V9 R9 {/ f& v4 HFixed LCU weapons being changed by AI code sometimes when LCU is human controlled
; t' R1 J0 x/ j" h; T: E# X! K- K: hChanged Defer device upgrade of LCUs with fragments existing; causes errors in devices when swaping to parent or merging with other fragments/parent
' k8 l& a* {3 x" S fChanged No TF unload if 'do not unload' set regardless of status of ship cargo handling
# @ X( ^% L/ s5 ZFixed Empty fragments stopping editor sub-units from recombining |