只更新了EXE程序文件
' Q; d' w" N _6 ehttp://www.matrixgames.com/forums/tm.asp?m=2729580
+ H! w6 j, V( D$ EThis is an unofficial "short-term" beta install. 5 L( k, o! u6 u t8 O
Short-term being the appropriate term as this thread may be removed after a few days. ^6 B6 \8 c. N; w
* N: ~) ^$ ?$ t, D( C7 `# s
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.
8 P; H$ l K8 \4 }! j, ~2 K8 R; K
1 C$ b' C5 r. I, ]1 S3 XPLEASE DON'T USE THIS EXE FOR YOUR REAL ON-GOING GAMES AT THE MOMENT PENDING MY FINDINGS ON HOW SUITABLE THE NEW EXE IS.
* M+ A+ t, m3 m* o
% O2 R/ V( y3 O# ~- ?0 u! wBackground: " s4 Z% `( g$ v
Last month my development PC had a meltdown while I was working on changes since the last released build (02).
/ n5 m* i$ p1 }! _( JAs 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.
$ L6 @! m- C q8 E
m) l7 o2 u; g* f, U- nThe build works fine on my PC, but then it is also the one that created it. 3 r# A7 @+ g3 O: N* t
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.
" R( Z$ `# `. G3 ^' F( r9 M! q
4 C: `3 _7 E* U0 E& wAs a result, I need to be 100% convinced that the new code will run on existing installs of AE.
- E; r+ Q# o2 }0 z3 z9 N9 Z# g2 O7 d& m. U: I2 A1 p' b6 |2 D4 O
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.
* t2 A9 {' g* o0 Z' c, ] N$ S: D6 u! V% `2 e& z
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.
" P0 d9 v& p; g/ lLoad up a save and play a few turns. Let me know if you have any issues with it. 8 {9 R1 T7 z2 S
Also, try using tracker to see if the DLL still works.
, c- z& n$ b; g( a. Q0 W3 ~* V: H! C( N
Again, my warning: ! Z1 X0 W2 m. o& 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.
) n6 e- \; `% y( D# `" J* \
- N9 A( O: e/ d9 I; LHere is a list of the additional changes since 1108c (build 2) : J. L+ y- U$ w3 ^
, V% L# n4 {7 V! t1 Q0 U
[1108c+]
: d8 j8 a2 E9 WFixed Rebuilt LCUs tended to use wrong PP cost on the first display, esp component units. ' C6 ]! d: `8 O. y
Revised restore of report files from save
* [6 a5 \6 s( ^/ ]& A, t$ E( v' nChanged Added group withdraw date to all split sub-groups, not just permanent withdraws
e# }. o* C+ D+ OFixed 'buy-for-supply' ships remained at 1 day delay
# t( ^6 a9 H, P7 fFixed Error in Kamikaze determination in Flak Attack
; x# t+ P$ I# ]2 b( k- o: D, lFixed Kamikaze training not affecting low naval bombing 8 s' D' T% ~& J+ l, P
Fixed Transferring pilot to group of different type losing 0-10 points off skills, rather than +/- 5
3 u8 ^% l1 v% w( O: qChanged Pilot experience hit based on category rather specific air type
9 |7 z+ x! r" X% X( u2 y1 |Changed Added more off-map checks to better handle the TF's 'Return to ...' buttons
1 \ i/ s) b0 M, T8 `6 y( W4 D
% K( l" Y- X2 U6 E[1108d] $ A4 _/ ~ E) z1 f
Fixed Removed ships under repair/conversion from AV support total
0 ?. S6 P w( EFixed Ground attacks against land units in friendly base hex could default to 'Commander Discretion'
/ o/ _+ i5 r. b6 RChanged Re-enabled limited on-map routing for off-map TFs & z$ {9 w7 f. o) Y
Removed Disband check for resource/oil that was added earlier as can be worked around ) n$ k/ }. u7 ^. a
Fixed Allow float planes to transport troops to coastal bases - allowed selecting but did not always make the move 0 x0 C4 o& f; c [1 T3 E; ~
Changed Night missions on list using BLUE rather than BLACK
3 o( h' [+ O0 J& G9 K1 v( p% ?Changed Halved the 5-day resource requirement/stockpile to 2-day. Added earlier in patch to help with resource distribution 5 ]0 n) b' {( J+ w! _' N- _
) ?; d* k4 M4 V! G* F; k
[1108e]
; T2 D0 F- K( Y- A" z3 r5 m' tChanged Arriving LCU units were building more than needed devices if not enough in device pool
3 f; m7 `6 P4 r7 H w# P' PFixed Was returning wrong Allied device to pool on LCU device upgrade : L! j0 B) y: d0 g
Fixed Tried to align weapon and TOE for units without formal TOE before taking replacements; wrong numbers could be happening
9 a& `/ ~3 Y$ F4 C; U0 P2 CChanged Adjusted off-map entry point for way-points
. @3 {7 X: Z. X- Y! y: QFixed Altitude not being changed on some dive bomber attacks in AAA 0 U7 K! @) C) Y- H4 q0 T& D# h0 n
: @9 Y9 p5 O* o% c- U" Q- x& |1 d[1108f] 3 Z. q1 b% x/ Q: i/ N
Fixed Auto convoy returning resource/oil to home base when not required to # Y9 e4 O. y5 X q2 ]+ G6 @ Z
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 , T3 W% Z. y V$ H: C7 ~
Fixed CTD when checking groups on withdrawing ships
& _9 B; Y1 ^' r {$ w" E* ]9 qChanged Restored image files for centre windows 9 m3 ?" l F& l# b, O( J- W
Fixed Extend packing time and operMode to combining editor components of parent LCU , {/ n9 d4 M$ n/ a2 Y6 E
Changed Vary DL for base created TFs, use same DL for TF split
! q4 `* ^+ \$ ~Fixed Leader of delayed group being re-assigned continually 1 a/ Q$ e5 n M/ X' n2 w) l: K7 b
Fixed HQ check so that first HQ is included 5 }2 k" p& F# ~# M2 }
' r6 S. _7 d' W- I' }, v0 V' e
[1108g]
1 ?5 `( L4 L8 `0 W5 q- J0 n: h! I- oChanged Update device in TOE when changed in order to fix land replacements 3 P+ ]# X" b7 t9 Y$ t
Fixed Return cargo for CS or AC not checked if home base and current base are the same
8 N7 a- f+ r& f8 SFixed Force TF to use offmap if incorrectly set due to changes of destination
4 n; A1 L5 d. e" a9 Q! _1 `1 L+ [) l) e8 i& i" u
[1108h]
% a& I; { H& S( r* o1 Z* T# mFixed Adjust for non-mine device being in special mine slot [#9] for sub minelaying 5 T" u/ d) u8 w% V& y
Changed Force ships to arrive at national base if original location is not valid to form TF; stop ships arriving at 'land-locked' base
6 c$ C7 [. y$ @" yFixed Group leader who is a pilot was losing the link under various conditions. Corrected conditions and added correction code
! X, x. C6 f: j9 ]7 ^4 L+ c+ MChanged Allow 'independent' commands to change without cost to another 7 H# {) m. l; V# }
, R" o! q/ [- Y4 }& r# _: B
[1108i]
$ }" h% C5 ?" g6 o6 VFixed 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.
" {5 U5 U- n$ KFixed Japanese production was over-producing upgraded devices for LCUs
, U8 L' ^4 ?( Q" gChanged Ship display of ARD shows lift capacity
) _0 r, {- z% B9 g0 r* R7 \7 i7 @Fixed Sub-units not having withdraw delay decremented $ d' |$ m" c# \+ \- @) }' o
Fixed Updated offmap checks for home base " G' z- {) s( D/ D* M4 Z5 T
' S9 Y2 B: S0 ^. B/ o* y' ?
[1108j]
$ D3 Q- J; j% S0 b& t* W" fFixed Issue with carriers in range code; could cause data corruption
3 u' A$ Q. S! p6 Y9 E! hFixed Not all TRACOM pilots showed in lists
- Z9 R' x( J \8 h+ X1 B: TFixed Limit retreat after meeting TF surface combat to actual combat 2 m1 }( Y0 D0 j6 V1 K/ c2 t
Changed Removed endurance limit on PTs that limits attacks
; { N! x) g) j- JFixed LCU weapons being changed by AI code sometimes when LCU is human controlled
$ g: W* l, v$ gChanged Defer device upgrade of LCUs with fragments existing; causes errors in devices when swaping to parent or merging with other fragments/parent
) M% y# D$ c& Z* x9 BChanged No TF unload if 'do not unload' set regardless of status of ship cargo handling ! ?0 M. g! X, |0 A# u
Fixed Empty fragments stopping editor sub-units from recombining |