只更新了EXE程序文件/ s% m0 t& _3 y
http://www.matrixgames.com/forums/tm.asp?m=2729580
9 ]% D; [0 X3 [# iThis is an unofficial "short-term" beta install.
% b3 {* w9 u1 K/ y) x& H2 J! ^Short-term being the appropriate term as this thread may be removed after a few days.
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: q+ }1 A9 h7 _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. 7 ^% a5 N2 Y8 v4 K# V
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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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Last month my development PC had a meltdown while I was working on changes since the last released build (02). ; M" M2 W' v# n7 g$ ?
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. ' _2 c( Q/ E& r' e
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The build works fine on my PC, but then it is also the one that created it.
9 z/ q: O0 E, B- G9 `! Q4 \5 F2 s; k5 KA 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. ) j$ B+ V+ a! @4 h
. Y J* I7 H; E$ z6 S& r# vAs a result, I need to be 100% convinced that the new code will run on existing installs of AE.
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- [8 J* B' O! p; PI 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.
+ c) L% f/ y- x3 T$ X+ JLoad up a save and play a few turns. Let me know if you have any issues with it.
, z$ w& Y* T* U0 T9 g/ B( SAlso, try using tracker to see if the DLL still works. 3 _- w9 }7 o; E4 A& h1 k# S2 _! X
0 r% j' B. w. q# nAgain, my warning:
- _5 t. r6 t1 y; X& W; |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) - \+ ~+ K& b6 j( B, t1 K
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[1108c+]
+ r2 g# Q4 a! y1 O% I. ^" {) EFixed Rebuilt LCUs tended to use wrong PP cost on the first display, esp component units.
" E8 t' q+ A) d F* }- QRevised restore of report files from save
6 R" p8 C* A+ G) a2 S) m2 _. yChanged Added group withdraw date to all split sub-groups, not just permanent withdraws 9 O# i6 w! {( H- S! l9 h
Fixed 'buy-for-supply' ships remained at 1 day delay
9 x% P; O$ y/ G) o8 F; _Fixed Error in Kamikaze determination in Flak Attack ! }4 I. l* p* a/ n6 q
Fixed Kamikaze training not affecting low naval bombing
- E/ C- S$ F1 x. L3 WFixed Transferring pilot to group of different type losing 0-10 points off skills, rather than +/- 5
2 f# o' j8 \: k* h, Y- w2 F( f- NChanged Pilot experience hit based on category rather specific air type ; f. C/ L& l$ C
Changed Added more off-map checks to better handle the TF's 'Return to ...' buttons 5 E5 ^- J8 @; k6 P
( w0 ]' K# [- l$ u! P# z[1108d] q8 ~, W4 l( j- C
Fixed Removed ships under repair/conversion from AV support total 7 S7 o h1 j; d, m0 t0 [ N/ Q
Fixed Ground attacks against land units in friendly base hex could default to 'Commander Discretion'
g) `1 Y0 b& T, {4 M0 MChanged Re-enabled limited on-map routing for off-map TFs
0 ?; ], l1 e3 L: a. O4 p# u6 T U8 IRemoved Disband check for resource/oil that was added earlier as can be worked around }& G" y; ^7 t7 \, o5 j
Fixed Allow float planes to transport troops to coastal bases - allowed selecting but did not always make the move
; W& U. b" g7 S9 {$ l% dChanged Night missions on list using BLUE rather than BLACK ) M7 Y3 z" L6 C$ F8 h( l+ \! u8 w
Changed Halved the 5-day resource requirement/stockpile to 2-day. Added earlier in patch to help with resource distribution
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* L; r0 |8 k. ]; I$ j6 g3 ^% e[1108e] - X: u9 G, d5 F V0 m
Changed Arriving LCU units were building more than needed devices if not enough in device pool ; t% ?0 }, \& E: U
Fixed Was returning wrong Allied device to pool on LCU device upgrade
" z: E+ e) ?% T4 ?. \, BFixed Tried to align weapon and TOE for units without formal TOE before taking replacements; wrong numbers could be happening
f. f* Z1 b' N2 G I0 }& }; C5 TChanged Adjusted off-map entry point for way-points 2 ]8 E" C w+ K' ?2 i( Y3 K8 j
Fixed Altitude not being changed on some dive bomber attacks in AAA ) F0 O8 @. D: w/ ?
1 \% v2 \' U+ U6 ^; l# w[1108f] * B/ o( k, d7 ^7 e0 {7 y0 K
Fixed Auto convoy returning resource/oil to home base when not required to " ?' y1 ?0 }3 o* W# S
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
# N- V. `+ Q- {% ~Fixed CTD when checking groups on withdrawing ships
( u/ u5 W9 J, P7 p' M# ^Changed Restored image files for centre windows
" T: N/ C& W4 HFixed Extend packing time and operMode to combining editor components of parent LCU
+ s* j- i n; Q$ q4 K. [ MChanged Vary DL for base created TFs, use same DL for TF split
- g4 o6 w$ _2 IFixed Leader of delayed group being re-assigned continually 8 h, s5 d% A* X9 m7 ~
Fixed HQ check so that first HQ is included
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! ]: s: o5 M4 z! m b[1108g] - x# Q, v* m/ ]1 f, s' O: ^
Changed Update device in TOE when changed in order to fix land replacements
! K: e5 D6 \* h! T1 s7 h5 X# xFixed Return cargo for CS or AC not checked if home base and current base are the same * j" w |- {$ s2 t6 i
Fixed Force TF to use offmap if incorrectly set due to changes of destination
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[1108h]
6 d6 ^: L% {' d0 L0 f: kFixed Adjust for non-mine device being in special mine slot [#9] for sub minelaying . s- E% Y2 Z( n2 q5 j2 f2 p
Changed Force ships to arrive at national base if original location is not valid to form TF; stop ships arriving at 'land-locked' base
9 a! m% F1 S" T8 H$ ~Fixed Group leader who is a pilot was losing the link under various conditions. Corrected conditions and added correction code
$ S* |: L+ \. ]# o$ p4 s8 k/ \Changed Allow 'independent' commands to change without cost to another
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[1108i] ( g& q, l' j, T. |8 U+ D, z$ V
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. 4 F6 b* M: `/ ^- P& M& d* k
Fixed Japanese production was over-producing upgraded devices for LCUs
6 }* U, l" T% K: f7 o) B. I& I QChanged Ship display of ARD shows lift capacity ) I; _7 I/ X3 L* ?7 p+ P1 ?) n4 P+ \. l
Fixed Sub-units not having withdraw delay decremented 3 A! S$ B: J4 ~3 a& H7 [
Fixed Updated offmap checks for home base / n* a$ T q; l) j8 a6 [
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[1108j] * G; a7 l' f; b( h }6 C
Fixed Issue with carriers in range code; could cause data corruption
; v* ^: ]* {+ Z/ m( Z% h# T1 p) e& oFixed Not all TRACOM pilots showed in lists + x, [+ L0 K& @2 K
Fixed Limit retreat after meeting TF surface combat to actual combat 0 n2 Q4 t+ t- C/ @+ o2 o) I
Changed Removed endurance limit on PTs that limits attacks 3 U+ C5 R0 }1 @: F
Fixed LCU weapons being changed by AI code sometimes when LCU is human controlled
6 |0 c: n9 p# wChanged Defer device upgrade of LCUs with fragments existing; causes errors in devices when swaping to parent or merging with other fragments/parent
1 ?: [$ s' J0 z3 W2 pChanged No TF unload if 'do not unload' set regardless of status of ship cargo handling $ W3 R% {! @ J; g2 \- S3 X0 ~4 n
Fixed Empty fragments stopping editor sub-units from recombining |