只更新了EXE程序文件
C; `/ j2 R N6 b: _: a1 o" ohttp://www.matrixgames.com/forums/tm.asp?m=2729580. N! M8 ~" `& J' ~
This is an unofficial "short-term" beta install. / O; r Q4 S1 D+ a
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. / L- S8 ?2 R/ W4 E2 x
) R5 t! V; @3 A' ]/ F; n6 J% DPLEASE 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: P# v5 C' H/ r
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Background: m l4 W* o2 m* O8 j; A; `
Last month my development PC had a meltdown while I was working on changes since the last released build (02).
* ?8 w6 i- |& _0 U6 KAs 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.
7 k1 O; D+ F- xA 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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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. 9 Z* }* N5 `- l3 d& w
) J. k- n3 W( p" m) H: C9 F% p d7 QI 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. + p; ^9 J; B8 G* w7 \* ~
Load up a save and play a few turns. Let me know if you have any issues with it. ' ^8 `0 R& q3 f) A7 _9 I! D @4 o
Also, try using tracker to see if the DLL still works.
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3 j/ G, @ N' z# ~8 EAgain, my warning: 7 w/ w6 w; F' L( H: X
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. $ B( c$ h1 X! u7 ^1 P
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Here is a list of the additional changes since 1108c (build 2) $ Y: _) U( f% s
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[1108c+]
" V- v" N9 z8 H) r% B w# MFixed Rebuilt LCUs tended to use wrong PP cost on the first display, esp component units. z" F/ g- u2 H* f; W! z
Revised restore of report files from save
1 @9 ?- w' J& V3 i& B" V, l7 m& o! ZChanged Added group withdraw date to all split sub-groups, not just permanent withdraws + g/ L7 R5 D% P0 J3 w u6 {6 p5 M
Fixed 'buy-for-supply' ships remained at 1 day delay
3 M$ }) u2 L4 y& t; nFixed Error in Kamikaze determination in Flak Attack
6 @. Z( K. y# l# x- Q6 w. d1 MFixed Kamikaze training not affecting low naval bombing
! M) T- E$ i# E% o. j& ZFixed Transferring pilot to group of different type losing 0-10 points off skills, rather than +/- 5 8 Q4 b$ B& G& G% w& D! s+ L! E/ l- Q- M
Changed Pilot experience hit based on category rather specific air type 2 q* F, c- n9 y' L: o5 E! H
Changed Added more off-map checks to better handle the TF's 'Return to ...' buttons
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[1108d] $ w+ V& s4 y3 w' u2 V
Fixed Removed ships under repair/conversion from AV support total z# j; E8 c8 L6 c
Fixed Ground attacks against land units in friendly base hex could default to 'Commander Discretion' & P+ u( e' ^: m; A: i7 {
Changed Re-enabled limited on-map routing for off-map TFs
5 q2 l7 `7 T3 \7 B" Q; D4 {Removed Disband check for resource/oil that was added earlier as can be worked around * ~: D7 Y4 W4 c( W+ ~
Fixed Allow float planes to transport troops to coastal bases - allowed selecting but did not always make the move
4 O7 i, }6 [! e2 cChanged Night missions on list using BLUE rather than BLACK
8 U! S( x U" K9 T0 g) ]/ U9 nChanged Halved the 5-day resource requirement/stockpile to 2-day. Added earlier in patch to help with resource distribution
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9 Z8 V6 H" S G* I) C[1108e]
+ q. @% n- B5 g6 M+ ?Changed Arriving LCU units were building more than needed devices if not enough in device pool - E& r- A# ]' Z- |7 w
Fixed Was returning wrong Allied device to pool on LCU device upgrade 4 _# `6 V3 }4 f8 ~* ?8 e& N
Fixed Tried to align weapon and TOE for units without formal TOE before taking replacements; wrong numbers could be happening % r/ g! G" t) j- q$ B% X$ @
Changed Adjusted off-map entry point for way-points
5 n5 P1 l" a. i! [% r2 uFixed Altitude not being changed on some dive bomber attacks in AAA 6 B& |0 F# Y. [/ t
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: d" m& B1 y& Z+ d& Z+ B( E1 K' gFixed Auto convoy returning resource/oil to home base when not required to # ~; i- _+ z, I1 n- ]* K# ]$ ^4 V
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
* \7 n$ ~6 i0 _* nFixed CTD when checking groups on withdrawing ships / w4 b' z9 ^0 Z Y1 Z5 a
Changed Restored image files for centre windows
# Q5 d& A) x/ e1 wFixed Extend packing time and operMode to combining editor components of parent LCU
: z6 Z8 E, t7 jChanged Vary DL for base created TFs, use same DL for TF split 1 `. v5 {/ e6 B, {& s
Fixed Leader of delayed group being re-assigned continually
( J. p, f- A! ^( k2 N; ^Fixed HQ check so that first HQ is included
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[1108g] ( K6 J( X& O4 H
Changed Update device in TOE when changed in order to fix land replacements ; k! B* Z2 j$ O7 G
Fixed Return cargo for CS or AC not checked if home base and current base are the same 0 ~+ {3 w1 E3 u" E# M* r
Fixed Force TF to use offmap if incorrectly set due to changes of destination
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" r+ r$ G% }1 P' q/ L; v[1108h] 5 j9 s& w* ?" W8 _: K! k
Fixed Adjust for non-mine device being in special mine slot [#9] for sub minelaying
6 h$ ~' B2 L2 ^: N) d9 x8 SChanged Force ships to arrive at national base if original location is not valid to form TF; stop ships arriving at 'land-locked' base
8 c/ E% t' }5 |+ l. jFixed Group leader who is a pilot was losing the link under various conditions. Corrected conditions and added correction code
6 _: o- w7 C- P8 R: s$ o$ FChanged Allow 'independent' commands to change without cost to another 9 W- O7 Y+ c+ i
3 @7 v$ c, C/ C% Z4 ^4 |2 i, M[1108i]
7 ~- y+ g* ]2 Y' M' P' ?8 _* AFixed 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.
# E! Q B% l% {8 X! j; HFixed Japanese production was over-producing upgraded devices for LCUs Z$ _, g" {+ G1 ^" E% b t) R
Changed Ship display of ARD shows lift capacity . t+ \! J$ _7 B$ X7 T
Fixed Sub-units not having withdraw delay decremented
$ h$ N( N7 n! Z3 Z) oFixed Updated offmap checks for home base / N! b* `$ \; T, K# X1 A% `9 i7 M
9 C# K; U4 [. B) f, W7 g$ |[1108j]
% R7 i6 S9 Z8 D& s9 OFixed Issue with carriers in range code; could cause data corruption
2 S# j9 y( p' Q x: {% J4 nFixed Not all TRACOM pilots showed in lists ' `+ M/ s1 l; @7 k8 i* Y
Fixed Limit retreat after meeting TF surface combat to actual combat
) C2 U2 @; I3 j. c1 ]Changed Removed endurance limit on PTs that limits attacks 6 {1 a; D4 M- n' M4 u: \( c
Fixed LCU weapons being changed by AI code sometimes when LCU is human controlled
7 G1 G& V( m2 y2 _) Y9 P$ uChanged Defer device upgrade of LCUs with fragments existing; causes errors in devices when swaping to parent or merging with other fragments/parent
2 @8 R% w' O' c' @) v, r8 wChanged No TF unload if 'do not unload' set regardless of status of ship cargo handling 2 m( p2 l6 j! q: c
Fixed Empty fragments stopping editor sub-units from recombining |