只更新了EXE程序文件9 a7 g6 u, L. R- Z2 x3 e/ p) K
http://www.matrixgames.com/forums/tm.asp?m=2729580
4 q' n1 t) L9 E- C( z6 x2 pThis is an unofficial "short-term" beta install. + {* P6 R% I7 k' O
Short-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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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. % W( A/ o6 p. J1 _, Q
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Background: 7 L7 I9 z' d& y' c# K3 N' v& K; _
Last month my development PC had a meltdown while I was working on changes since the last released build (02). , m/ \9 |; x7 ?" K' t
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. Z% _6 G/ N( c2 n0 T
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The build works fine on my PC, but then it is also the one that created it.
! K1 v4 M" i$ m, |4 e( A3 f* _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. 3 O) ] Q" i/ _
; j% S+ h# Y- D# k+ M7 DAs a result, I need to be 100% convinced that the new code will run on existing installs of AE. A0 ]: z( J6 L: n8 [/ S0 v6 b
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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. " }$ @) h; m3 ?7 z9 _' s$ F5 H
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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.
; m' ^ g% n; YLoad up a save and play a few turns. Let me know if you have any issues with it.
/ ^1 l" S9 o0 O3 [ [Also, try using tracker to see if the DLL still works.
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Again, my warning:
/ L3 Y" Q2 {9 vPLEASE 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) - j! p7 @& j+ h0 c
% ~- f# I9 E; ~0 W+ }& P! f% o[1108c+] 0 U z' B0 |; Y1 B( X
Fixed Rebuilt LCUs tended to use wrong PP cost on the first display, esp component units. - t. _1 m x! U' v
Revised restore of report files from save ; g+ b" N9 }5 W: N `6 U
Changed Added group withdraw date to all split sub-groups, not just permanent withdraws 0 i z" B3 a) ?
Fixed 'buy-for-supply' ships remained at 1 day delay ) ?0 k* H, \9 c- j+ @) @
Fixed Error in Kamikaze determination in Flak Attack 0 U* \5 Y$ K6 R, C
Fixed Kamikaze training not affecting low naval bombing
4 z9 H3 J$ m$ QFixed Transferring pilot to group of different type losing 0-10 points off skills, rather than +/- 5 7 w R9 Q) @ f0 ]( _' d" c
Changed Pilot experience hit based on category rather specific air type
1 x7 e( g+ {0 i8 UChanged Added more off-map checks to better handle the TF's 'Return to ...' buttons $ g6 v* G" ]6 u* A+ u3 x7 e, o
+ {* ?7 h+ X a) g( x/ B( }: R[1108d]
( v& b' t/ N2 d8 {$ r* R6 WFixed Removed ships under repair/conversion from AV support total
; @% [+ _ ~" Y. T+ j! G) UFixed Ground attacks against land units in friendly base hex could default to 'Commander Discretion'
& U. \% i0 V1 pChanged Re-enabled limited on-map routing for off-map TFs
! k% ~& g) Z: G4 A/ n- a8 |4 GRemoved Disband check for resource/oil that was added earlier as can be worked around
* S; x& h! s3 i+ P7 Q/ U( M$ {Fixed Allow float planes to transport troops to coastal bases - allowed selecting but did not always make the move * X0 A8 k. i( Q! x' }
Changed Night missions on list using BLUE rather than BLACK ' \& g0 f* _4 M7 a; h# l) W0 i
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]
$ u7 ~# q4 @ A* HChanged Arriving LCU units were building more than needed devices if not enough in device pool 7 X! Q" f- |5 |& J, ^' r
Fixed Was returning wrong Allied device to pool on LCU device upgrade
8 A1 [9 F7 T/ V( E+ j+ q8 g2 iFixed Tried to align weapon and TOE for units without formal TOE before taking replacements; wrong numbers could be happening 7 n& S( b) `& V7 w) E1 P
Changed Adjusted off-map entry point for way-points 1 M" i" C. G: f. k# B Z" i
Fixed Altitude not being changed on some dive bomber attacks in AAA - m O8 S9 u) V2 F
0 P! P0 r* B3 I4 T. v6 A[1108f]
! ^7 [% {/ W5 Y0 N, b" k( aFixed Auto convoy returning resource/oil to home base when not required to
) g- B* `% e1 k% C4 JAdded 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
3 `( J, i$ d' h, j' [; x% VFixed CTD when checking groups on withdrawing ships
1 z; N) ^# U7 f- ?Changed Restored image files for centre windows 6 f- {1 o* q* P1 m }8 B$ S
Fixed Extend packing time and operMode to combining editor components of parent LCU
8 x9 S9 z3 ~! b5 ZChanged Vary DL for base created TFs, use same DL for TF split * O" ?' w# K( m& x" d7 B
Fixed Leader of delayed group being re-assigned continually 2 x- V4 c' `3 k( p
Fixed HQ check so that first HQ is included 1 d4 ]' _" }' Z
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[1108g] ' G8 W" p1 @3 G* D
Changed Update device in TOE when changed in order to fix land replacements
+ p' a0 U% W6 H9 J# LFixed Return cargo for CS or AC not checked if home base and current base are the same - ]: w$ I7 |* ~& J: j
Fixed Force TF to use offmap if incorrectly set due to changes of destination
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; k( r/ {: G; L7 Z[1108h] " p- b8 s& c6 s. f0 F8 p* q& z
Fixed Adjust for non-mine device being in special mine slot [#9] for sub minelaying
1 c5 o+ S9 e: Z T# ~Changed Force ships to arrive at national base if original location is not valid to form TF; stop ships arriving at 'land-locked' base
& p8 T8 l$ h2 A8 QFixed Group leader who is a pilot was losing the link under various conditions. Corrected conditions and added correction code # _" ~- Q9 Z& S7 q6 T- b1 |
Changed Allow 'independent' commands to change without cost to another ( K% J, j$ s/ g9 ~6 l% U# n7 C* R
4 J' a) w1 o" R$ t[1108i] ( S% X; C3 h! G5 A; U u
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.
- I6 V6 n" n$ g# x$ ?. A I' b. ~Fixed Japanese production was over-producing upgraded devices for LCUs
r. m- z, p7 \4 Z# t1 r* c, {% ~Changed Ship display of ARD shows lift capacity
4 b# _) k9 B* ~& o0 }4 i fFixed Sub-units not having withdraw delay decremented
( [; C3 [ H0 B& o6 }- ?) |; Y. v+ ]5 ]Fixed Updated offmap checks for home base
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1 ]4 H4 v: p; ^# f2 G[1108j] 3 D0 V; y. U P y- ~! N- x3 u( z) W
Fixed Issue with carriers in range code; could cause data corruption W; D3 H0 R, F s" S- x( S
Fixed Not all TRACOM pilots showed in lists
/ j3 l2 h) q U" p: k: E% MFixed Limit retreat after meeting TF surface combat to actual combat # q7 ~. j# t, @
Changed Removed endurance limit on PTs that limits attacks
- o- H9 S; Z! r% E1 U9 D- J" gFixed LCU weapons being changed by AI code sometimes when LCU is human controlled % v4 j8 B9 C8 Q, h; H+ s* L
Changed Defer device upgrade of LCUs with fragments existing; causes errors in devices when swaping to parent or merging with other fragments/parent
$ B- [8 E0 i; h3 }3 ~, ~Changed No TF unload if 'do not unload' set regardless of status of ship cargo handling " c& ^% M7 s+ Y* S {9 ]
Fixed Empty fragments stopping editor sub-units from recombining |