只更新了EXE程序文件3 [5 ]6 f6 I, t. @+ k4 \, T+ M8 O
http://www.matrixgames.com/forums/tm.asp?m=2729580
' h/ I/ b$ K: w# m/ U% EThis is an unofficial "short-term" beta install. 3 w& E2 V! b! W
Short-term being the appropriate term as this thread may be removed after a few days. ' K. m+ J" f. X0 F! V0 \* F) K6 @
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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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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 {1 J3 M7 K, r! |' |7 e: d
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Last month my development PC had a meltdown while I was working on changes since the last released build (02).
) ^" Y. L6 s' e. j: yAs 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. ( T1 E! w+ d7 s3 v5 |
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The build works fine on my PC, but then it is also the one that created it.
( C1 Q7 [/ I8 p7 b, H% k; LA 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. * Q8 w5 y* b4 `
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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.
9 `$ r9 X" d3 S2 _; ~Load up a save and play a few turns. Let me know if you have any issues with it.
9 p" j' F. \! w' P B! d9 z$ }Also, try using tracker to see if the DLL still works. - M! O2 j6 M; G& s8 i
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Again, my warning:
8 @, I r" q4 }0 \" R1 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. : z h4 ~- b/ y) ^
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Here is a list of the additional changes since 1108c (build 2) 2 j) K5 [, `& m+ t
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Fixed Rebuilt LCUs tended to use wrong PP cost on the first display, esp component units. , K z; c$ H6 _& |
Revised restore of report files from save
1 m0 N4 f/ U- CChanged Added group withdraw date to all split sub-groups, not just permanent withdraws ; T. A+ R- x0 r1 x
Fixed 'buy-for-supply' ships remained at 1 day delay
1 H% h: o, K/ N/ e" aFixed Error in Kamikaze determination in Flak Attack 7 o. l- b! M# A5 ]' t; H! f, g
Fixed Kamikaze training not affecting low naval bombing 8 Y" t4 C3 P- H# ?5 q5 T
Fixed Transferring pilot to group of different type losing 0-10 points off skills, rather than +/- 5 / ]1 ?( z2 X2 a0 S- Q9 d0 J
Changed Pilot experience hit based on category rather specific air type 9 F9 u7 p! r: h+ ~
Changed Added more off-map checks to better handle the TF's 'Return to ...' buttons
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[1108d]
9 j" o/ k& ~' C6 J b3 m1 ZFixed Removed ships under repair/conversion from AV support total ; P* Q. ^2 h; `$ Z" F
Fixed Ground attacks against land units in friendly base hex could default to 'Commander Discretion'
& Y6 G7 F8 r% u; D1 jChanged Re-enabled limited on-map routing for off-map TFs 5 B$ E6 }6 W5 Y) F( B/ T
Removed Disband check for resource/oil that was added earlier as can be worked around ; L: \* {' h1 ?+ \6 b
Fixed Allow float planes to transport troops to coastal bases - allowed selecting but did not always make the move 5 [/ t' m; a) i7 Y9 {* }/ b5 H
Changed Night missions on list using BLUE rather than BLACK % l/ _. k# v* [
Changed Halved the 5-day resource requirement/stockpile to 2-day. Added earlier in patch to help with resource distribution
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[1108e] 9 y: ~5 o2 l' w+ l; ?/ A
Changed Arriving LCU units were building more than needed devices if not enough in device pool 5 Q# X8 {0 R2 [6 r# U
Fixed Was returning wrong Allied device to pool on LCU device upgrade
9 n3 O8 U; E' I4 ?Fixed Tried to align weapon and TOE for units without formal TOE before taking replacements; wrong numbers could be happening
4 U7 F( [+ [! DChanged Adjusted off-map entry point for way-points * B, k8 \; l7 c
Fixed Altitude not being changed on some dive bomber attacks in AAA 6 Y: | ?+ J; d q
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[1108f] . |* U3 }+ r4 m6 D+ w; J8 e
Fixed Auto convoy returning resource/oil to home base when not required to
* l; V. G" W$ }5 V* n- K; d; f9 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 ) a& w% J3 J- I+ |$ s+ a! k" L
Fixed CTD when checking groups on withdrawing ships
7 h& l. V9 D: s+ @; ]) ^! TChanged Restored image files for centre windows
. J/ T! |! }4 G9 ~& a2 d) `Fixed Extend packing time and operMode to combining editor components of parent LCU
9 i" B' I/ T8 W: u, b( U+ @Changed Vary DL for base created TFs, use same DL for TF split
2 D& ^/ G! R8 j! r& \1 aFixed Leader of delayed group being re-assigned continually
# D- Q5 X& H, {3 B' x/ L6 e SFixed HQ check so that first HQ is included
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- J' ?5 h, E7 f3 A# T G[1108g] - d" V# F! |! x1 @
Changed Update device in TOE when changed in order to fix land replacements 0 m) Y, y0 g. l4 P/ W% S3 A
Fixed Return cargo for CS or AC not checked if home base and current base are the same
0 I2 \- p( J: ?- A9 _: r/ p RFixed Force TF to use offmap if incorrectly set due to changes of destination e# Q2 b% W+ w4 l
: O: v! A& ?0 b6 B% `' `/ n[1108h] ! X4 u. _9 h6 u
Fixed Adjust for non-mine device being in special mine slot [#9] for sub minelaying $ Z- ^/ D4 M. X- G0 U& I3 L
Changed Force ships to arrive at national base if original location is not valid to form TF; stop ships arriving at 'land-locked' base & s# ~; Q3 z! x& q+ D! C
Fixed Group leader who is a pilot was losing the link under various conditions. Corrected conditions and added correction code
! V$ q6 K! ~( X! V4 D, yChanged Allow 'independent' commands to change without cost to another
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9 Y1 A2 G& p" f/ F: j[1108i]
# T4 J3 A! Q! ]- J O( n5 b0 EFixed 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.
0 S ]! J: X5 \# h$ MFixed Japanese production was over-producing upgraded devices for LCUs 4 C" Z, }) O7 ^9 E; }, ~8 ~" n
Changed Ship display of ARD shows lift capacity
8 Z" J5 R" \- f! @! o; DFixed Sub-units not having withdraw delay decremented 0 Y! Y. }9 w- G$ l6 X/ K: S) g
Fixed Updated offmap checks for home base 0 o J# r0 H' d- K5 d
9 |3 S0 P4 E* A4 T+ F[1108j] 0 z1 p5 a$ [ g8 c
Fixed Issue with carriers in range code; could cause data corruption
: [0 f" G' W! v* A8 a& g0 mFixed Not all TRACOM pilots showed in lists ! o& W) h& t1 E
Fixed Limit retreat after meeting TF surface combat to actual combat
: \* ]6 n) S9 C/ EChanged Removed endurance limit on PTs that limits attacks
) d( n* P9 d% ~Fixed LCU weapons being changed by AI code sometimes when LCU is human controlled - C- T1 ~: w Q
Changed Defer device upgrade of LCUs with fragments existing; causes errors in devices when swaping to parent or merging with other fragments/parent " a6 @& y) C* D: d
Changed No TF unload if 'do not unload' set regardless of status of ship cargo handling
0 y1 q- k: Z, @( K2 LFixed Empty fragments stopping editor sub-units from recombining |