只更新了EXE程序文件
) V+ e1 |4 T' r, [; I3 _9 ohttp://www.matrixgames.com/forums/tm.asp?m=27295807 B& E* ~, n# `# R' W0 b) k
This is an unofficial "short-term" beta install. , U$ e7 G: _: A: b, F
Short-term being the appropriate term as this thread may be removed after a few days. 7 G8 }) W8 R9 j; D4 t
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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. 9 f8 u: _: p4 s& v9 c4 t) D% y
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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. / n7 {+ h" H$ X( @/ }- [. w8 o
+ ]1 X; [$ n9 HBackground: 3 J3 |; n5 s R& K8 @
Last month my development PC had a meltdown while I was working on changes since the last released build (02).
' ?( P) G! c7 [' }, I. o+ m# PAs 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. : E4 K1 X E+ y9 g( C4 C0 q
: D+ X( d! R7 X. h7 X7 |1 g) [: Z% TThe build works fine on my PC, but then it is also the one that created it.
5 F( _8 C/ G0 C( Q$ ~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.
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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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$ c7 M: k+ `' |2 L$ i1 m; @8 mI 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.
8 S l p2 o' H8 Q( W6 @ rLoad up a save and play a few turns. Let me know if you have any issues with it. 9 l- I) P1 i, v1 V% }; _8 S1 @; t
Also, try using tracker to see if the DLL still works. # D* v e2 i1 f* M# Z& p0 o; @
- n, {7 h+ _9 K5 S( HAgain, my warning:
8 @$ |4 y$ f* z3 {) @6 g+ t$ jPLEASE 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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% a2 Q: `( n) a& w5 P M" Q4 p$ `" UHere is a list of the additional changes since 1108c (build 2) 6 N: [1 z! P/ |4 Y
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[1108c+]
5 h( \2 |( `! h* y- s7 NFixed Rebuilt LCUs tended to use wrong PP cost on the first display, esp component units.
/ X% u4 D6 ^6 D! TRevised restore of report files from save 4 ]7 Y$ F8 Z& |5 F5 Y& ~3 X; ]
Changed Added group withdraw date to all split sub-groups, not just permanent withdraws % ~% B. g0 ]4 i* u+ B
Fixed 'buy-for-supply' ships remained at 1 day delay
C1 Q' ^" U7 [) Q, AFixed Error in Kamikaze determination in Flak Attack
" n( G4 p; c; G0 ]1 u& T* GFixed Kamikaze training not affecting low naval bombing
' @% y% a4 V4 H4 ]6 u( v7 O, aFixed Transferring pilot to group of different type losing 0-10 points off skills, rather than +/- 5
4 j. e7 m# `3 B5 q# IChanged Pilot experience hit based on category rather specific air type
, u2 f+ c. a( L3 l6 @Changed Added more off-map checks to better handle the TF's 'Return to ...' buttons
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[1108d]
$ f# r7 b9 ]+ m/ G, |Fixed Removed ships under repair/conversion from AV support total
( c k- N: @/ m! N8 F! n4 bFixed Ground attacks against land units in friendly base hex could default to 'Commander Discretion'
7 a4 T3 @6 R7 p+ C' d( e2 C: vChanged Re-enabled limited on-map routing for off-map TFs 3 P. {) d* E) V0 n; ]) z7 J
Removed Disband check for resource/oil that was added earlier as can be worked around ; b0 `0 S& ~* H
Fixed Allow float planes to transport troops to coastal bases - allowed selecting but did not always make the move
- S+ B6 ^" Y+ \6 K' _Changed Night missions on list using BLUE rather than BLACK + @3 u# V [4 U' _
Changed Halved the 5-day resource requirement/stockpile to 2-day. Added earlier in patch to help with resource distribution 9 K3 `) e6 J. k# d$ L0 W
( G& r/ Y" Q7 @4 U$ J[1108e]
% C, t; C' x0 C( yChanged Arriving LCU units were building more than needed devices if not enough in device pool
1 j, U- r' D8 J4 V- W( G! IFixed Was returning wrong Allied device to pool on LCU device upgrade 1 A" ^2 d( l5 v( b
Fixed Tried to align weapon and TOE for units without formal TOE before taking replacements; wrong numbers could be happening
# ], u* t" z5 j* D4 _Changed Adjusted off-map entry point for way-points 9 r' M2 A: r6 R: h
Fixed Altitude not being changed on some dive bomber attacks in AAA
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7 p' g3 E, P3 f k; D- q[1108f]
?' E1 Q, X8 fFixed Auto convoy returning resource/oil to home base when not required to ( O% C& `% L! p" r/ @$ F4 i7 W& \: 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
' t% O- }6 r8 ]/ TFixed CTD when checking groups on withdrawing ships
4 R" H6 a f) @0 _" K" O" IChanged Restored image files for centre windows ! u& w% ?; F" |. O0 a9 ~
Fixed Extend packing time and operMode to combining editor components of parent LCU ) K! Q2 n3 P: K7 }
Changed Vary DL for base created TFs, use same DL for TF split
+ ]$ @) h" o* ?/ o1 \8 k8 hFixed Leader of delayed group being re-assigned continually " u. z& `7 n( g( G( Q+ Q5 B
Fixed HQ check so that first HQ is included $ B8 \- a, |& W1 A# j) C9 b# P# s
" j- _4 J8 f; e6 h: c+ e3 H[1108g]
7 W# L* W' r, F0 dChanged Update device in TOE when changed in order to fix land replacements - \3 r; _3 G. a6 [: f# g
Fixed Return cargo for CS or AC not checked if home base and current base are the same ; p, X( ^" ~1 s! y: s
Fixed Force TF to use offmap if incorrectly set due to changes of destination
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[1108h]
5 e# U7 p) D( j" W9 s" x9 qFixed Adjust for non-mine device being in special mine slot [#9] for sub minelaying
3 U/ {- u P; ~5 e6 X% D5 FChanged Force ships to arrive at national base if original location is not valid to form TF; stop ships arriving at 'land-locked' base
- m1 u( r: i$ J# I/ S1 p+ aFixed Group leader who is a pilot was losing the link under various conditions. Corrected conditions and added correction code , K; m! e+ g, s7 L; @. m
Changed Allow 'independent' commands to change without cost to another
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[1108i]
. \9 @7 O6 n! ^" @+ s4 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.
% K2 t) K x; r `5 }' B: R+ yFixed Japanese production was over-producing upgraded devices for LCUs % j0 z2 ?8 u& l8 I8 s2 X0 [+ c9 C
Changed Ship display of ARD shows lift capacity
$ o8 y- }& g1 O: E# J% R7 zFixed Sub-units not having withdraw delay decremented
9 R; E3 h9 Y9 B; l( a3 [# H7 kFixed Updated offmap checks for home base 4 v9 r3 N* v4 z& \
% Q" J) l) W+ C9 K. x) n; Q[1108j] , K2 s0 U9 y( ~" z; `$ P
Fixed Issue with carriers in range code; could cause data corruption & M/ C$ s$ l. t! |# c+ ^- L$ e( I C \
Fixed Not all TRACOM pilots showed in lists
O" B' R( c6 ]9 O2 cFixed Limit retreat after meeting TF surface combat to actual combat
/ n0 H$ d2 H z1 F, G: YChanged Removed endurance limit on PTs that limits attacks * s1 w; {8 e" b. L
Fixed LCU weapons being changed by AI code sometimes when LCU is human controlled
3 x: v& }1 O& f3 Z& P; N6 n( q: xChanged Defer device upgrade of LCUs with fragments existing; causes errors in devices when swaping to parent or merging with other fragments/parent ( E; E" q& m, `' @- A! }- ~
Changed No TF unload if 'do not unload' set regardless of status of ship cargo handling + L' }& k. v' M% K+ i- p6 P1 j
Fixed Empty fragments stopping editor sub-units from recombining |