只更新了EXE程序文件
/ ]( m. E2 Y$ L/ G, _9 Rhttp://www.matrixgames.com/forums/tm.asp?m=27295805 _! y {# L5 h. N
This is an unofficial "short-term" beta install.
4 T, X d1 e/ z; zShort-term being the appropriate term as this thread may be removed after a few days. 9 i4 Y2 R {/ P
4 \" o( ^4 U2 b- ?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.
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Background:
9 @7 W" d2 e* Y4 w8 c# r, D; M! BLast month my development PC had a meltdown while I was working on changes since the last released build (02).
2 Z. D e8 b' k8 [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.
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The build works fine on my PC, but then it is also the one that created it. , N5 u( b6 \+ ^& `, g
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. " S6 z& F& V1 Z$ r: G- z& r6 s6 m4 V
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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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# y% K# H- K8 FI 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.
4 l& G1 b5 g& l& n pLoad up a save and play a few turns. Let me know if you have any issues with it.
: U1 U* r! N- }4 ~ t |, _Also, try using tracker to see if the DLL still works. ) f; n) j# U8 \6 A
0 B& R. k' r) ]" c: [0 [1 e; SAgain, my warning: 9 `3 b* d" C2 d" {9 \% \: 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.
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Here is a list of the additional changes since 1108c (build 2)
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0 x+ K" u( c4 u' m[1108c+]
0 x; |! l, s2 o0 p8 ]7 bFixed Rebuilt LCUs tended to use wrong PP cost on the first display, esp component units.
5 N+ [4 ? ]( v0 @5 l, i6 n' V# vRevised restore of report files from save $ }3 Q' m5 `: @. j6 D! d0 R* ]
Changed Added group withdraw date to all split sub-groups, not just permanent withdraws 1 ?- _/ O6 T6 T9 j9 r
Fixed 'buy-for-supply' ships remained at 1 day delay 1 `( m; d& u( ?1 C- [' N6 G
Fixed Error in Kamikaze determination in Flak Attack * y( l5 ]3 L7 A8 @, \# n
Fixed Kamikaze training not affecting low naval bombing * Y) i" e+ c1 z, |- X' Y. @
Fixed Transferring pilot to group of different type losing 0-10 points off skills, rather than +/- 5 3 H$ t8 i3 y8 g( Y9 W
Changed Pilot experience hit based on category rather specific air type % Z- H% P' q0 b* K& U& ^. a
Changed Added more off-map checks to better handle the TF's 'Return to ...' buttons
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" c p; k& X1 A: i3 H* u5 E( X[1108d] 1 b$ u4 E- T/ M% @4 L+ L, W+ m
Fixed Removed ships under repair/conversion from AV support total
+ a+ L* u% ]& q' P& O% q" |Fixed Ground attacks against land units in friendly base hex could default to 'Commander Discretion' ! L( w# y# K/ @; x
Changed Re-enabled limited on-map routing for off-map TFs % @* Y) a$ `$ V/ [6 g
Removed Disband check for resource/oil that was added earlier as can be worked around 4 @4 B/ e! `3 v& _
Fixed Allow float planes to transport troops to coastal bases - allowed selecting but did not always make the move " l9 m2 b8 u7 {8 U) S( ^( j
Changed Night missions on list using BLUE rather than BLACK
( q% }2 `4 ]3 qChanged Halved the 5-day resource requirement/stockpile to 2-day. Added earlier in patch to help with resource distribution ) }. b6 {: X0 j4 f2 y e
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[1108e] 1 f* S3 z+ p( l2 l6 \
Changed Arriving LCU units were building more than needed devices if not enough in device pool " q- k2 L1 ]. _: `$ G
Fixed Was returning wrong Allied device to pool on LCU device upgrade & D0 K) r3 Q/ z) z0 H8 t2 R) {$ ?$ U. ^
Fixed Tried to align weapon and TOE for units without formal TOE before taking replacements; wrong numbers could be happening
# X) @( w8 y8 Y9 l! A n" o! hChanged Adjusted off-map entry point for way-points / K4 }/ V3 z. a1 |1 E1 |
Fixed Altitude not being changed on some dive bomber attacks in AAA $ {; J% s1 M5 {) ?( |( L* j; }
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[1108f] % n. V) J$ m3 ^' h; s2 Y& `
Fixed Auto convoy returning resource/oil to home base when not required to 7 C$ R6 Z9 A( X+ s! R& t7 m4 L0 f O
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 " W8 U( q/ `, {9 X/ ^
Fixed CTD when checking groups on withdrawing ships : K4 r: V" [ h
Changed Restored image files for centre windows
. e" _$ V$ W9 _8 a ?Fixed Extend packing time and operMode to combining editor components of parent LCU 1 G/ N1 a) i9 ^. \
Changed Vary DL for base created TFs, use same DL for TF split
" n3 D& T* N+ e& y' m3 vFixed Leader of delayed group being re-assigned continually
9 u! f* }* V5 n$ M' K; r+ uFixed HQ check so that first HQ is included
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& y; b% P7 v G. u[1108g]
: _$ i& |7 P* b8 ?: T$ z$ N |Changed Update device in TOE when changed in order to fix land replacements S' x8 Q: C, u
Fixed Return cargo for CS or AC not checked if home base and current base are the same 2 d& R; c6 [; I8 u* F( g
Fixed Force TF to use offmap if incorrectly set due to changes of destination
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[1108h] 3 m2 E* ^- J6 v6 }5 `6 n; t% l9 W
Fixed Adjust for non-mine device being in special mine slot [#9] for sub minelaying + q% w$ M2 d, b4 W
Changed Force ships to arrive at national base if original location is not valid to form TF; stop ships arriving at 'land-locked' base + K/ v ?8 U- t2 J- ?$ K
Fixed Group leader who is a pilot was losing the link under various conditions. Corrected conditions and added correction code % @* |, u3 L+ O+ f/ A( Z
Changed Allow 'independent' commands to change without cost to another & u1 Y$ M/ i; D4 D( O* A' M* x
/ c5 v& H( M+ B, W! k[1108i] ! K6 O9 M! w7 w' E% ]% | 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.
- b* q+ C; z2 m9 z3 A% ~7 H* }Fixed Japanese production was over-producing upgraded devices for LCUs
) g; l+ p* P* {) iChanged Ship display of ARD shows lift capacity
# `, i c$ [% J' v" mFixed Sub-units not having withdraw delay decremented
4 O6 D7 `+ F( L4 fFixed Updated offmap checks for home base
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[1108j]
- `6 A3 P; {: t4 \2 iFixed Issue with carriers in range code; could cause data corruption * b c1 x- Q! U9 ^
Fixed Not all TRACOM pilots showed in lists
! J" Y0 n8 }* ]8 q4 c1 DFixed Limit retreat after meeting TF surface combat to actual combat , A3 T& w/ s; n! f6 w7 v% d0 K
Changed Removed endurance limit on PTs that limits attacks
x8 j) ^, {2 Q7 ^* aFixed LCU weapons being changed by AI code sometimes when LCU is human controlled
y8 f8 Y( l0 g/ v6 l- ZChanged Defer device upgrade of LCUs with fragments existing; causes errors in devices when swaping to parent or merging with other fragments/parent : e, L I- E J, |( ~
Changed No TF unload if 'do not unload' set regardless of status of ship cargo handling 2 G% Y8 V/ {" Y! u/ I G, Q
Fixed Empty fragments stopping editor sub-units from recombining |