只更新了EXE程序文件
3 D$ `+ h+ y% ~" khttp://www.matrixgames.com/forums/tm.asp?m=27295805 V( i5 b4 B8 w0 J% q
This is an unofficial "short-term" beta install.
# |. T0 d& J# V" Z$ J+ YShort-term being the appropriate term as this thread may be removed after a few days.
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0 o/ z* U4 g5 dThis 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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! V: c" ~6 h$ m: \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: 3 [' r9 S, \. K, P: {
Last month my development PC had a meltdown while I was working on changes since the last released build (02). $ q. F5 n5 \. E9 A
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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# j1 ?9 W! s& v9 z, kThe build works fine on my PC, but then it is also the one that created it.
' P. a+ T5 K N$ Y- A0 GA 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. ( d% |- s, l8 N7 s8 B
; ]0 m* W- \: `: j1 rI 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. 0 Q/ e, m0 A# O% B: Q# C7 ]
`8 o/ ?1 h5 g+ `# x' jI 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. " a) J& l, G/ n1 }; I
Load up a save and play a few turns. Let me know if you have any issues with it.
0 d$ K# P5 q' N3 ]6 {Also, try using tracker to see if the DLL still works.
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Again, my warning: * |# }4 M: \+ g8 a. 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* |7 Y! o# L* }. w, Z
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[1108c+] ! S+ X8 P; ?( P P2 p; v
Fixed Rebuilt LCUs tended to use wrong PP cost on the first display, esp component units. 4 a3 T3 R' i5 N0 [4 e4 U/ K7 \
Revised restore of report files from save
% i, N( m; u6 kChanged Added group withdraw date to all split sub-groups, not just permanent withdraws
' q$ W& ?& y( A; D5 wFixed 'buy-for-supply' ships remained at 1 day delay ! g c9 h& b; o% W: V2 H
Fixed Error in Kamikaze determination in Flak Attack
: N8 A0 K: e) [& ]Fixed Kamikaze training not affecting low naval bombing
+ }( |/ I' e8 a% eFixed Transferring pilot to group of different type losing 0-10 points off skills, rather than +/- 5
8 j; [ f& i0 dChanged Pilot experience hit based on category rather specific air type 2 ^0 X* _ z0 f: O! E
Changed Added more off-map checks to better handle the TF's 'Return to ...' buttons
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% E5 q& H- T4 e; W6 S[1108d]
B9 N) E. ^. b# |$ E, y4 t0 }Fixed Removed ships under repair/conversion from AV support total
. O+ A0 M' P0 X! ~- iFixed Ground attacks against land units in friendly base hex could default to 'Commander Discretion' $ o% y* X5 H; W6 I% R' L' P5 n# C
Changed Re-enabled limited on-map routing for off-map TFs
: v) D& y# k0 i. p6 T$ gRemoved Disband check for resource/oil that was added earlier as can be worked around
1 I4 ~- T3 w% A kFixed Allow float planes to transport troops to coastal bases - allowed selecting but did not always make the move 4 n% `2 R( v" a8 d# d2 H5 s
Changed Night missions on list using BLUE rather than BLACK
+ X, w1 v+ p) q& y! PChanged Halved the 5-day resource requirement/stockpile to 2-day. Added earlier in patch to help with resource distribution
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8 c8 d) u! v' H) M# \4 r( o6 z) e[1108e]
- t9 ]4 j# F8 W7 K! j8 \# f/ p; W+ KChanged Arriving LCU units were building more than needed devices if not enough in device pool ! a2 h7 W/ W) ?$ A) [
Fixed Was returning wrong Allied device to pool on LCU device upgrade 1 f% Y( x* Z/ b; n* j
Fixed Tried to align weapon and TOE for units without formal TOE before taking replacements; wrong numbers could be happening ' I) D: J" i. n( R
Changed Adjusted off-map entry point for way-points $ E {. [- ?, x. n
Fixed Altitude not being changed on some dive bomber attacks in AAA . H. R8 J" Z3 u, X4 {/ e& x
' ?+ {) ~' ~5 o' o/ i[1108f] 1 d8 O0 L' O) [: u
Fixed Auto convoy returning resource/oil to home base when not required to
8 q) P: U r9 o9 OAdded 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 ; ]: N8 C+ t+ S. q7 D5 d
Fixed CTD when checking groups on withdrawing ships / W# k- i0 h4 \! m
Changed Restored image files for centre windows * b- _! B! z3 b8 w) k) Y9 i
Fixed Extend packing time and operMode to combining editor components of parent LCU
* E$ v3 Y1 w0 zChanged Vary DL for base created TFs, use same DL for TF split
8 `) }/ F, ], R+ B6 I$ rFixed Leader of delayed group being re-assigned continually
' r4 ]7 ^ E9 r9 d! LFixed HQ check so that first HQ is included ; K+ h7 F, Q, c1 p7 }8 Q
( Y& l4 p8 l% \" n1 L[1108g]
3 G1 u \, J# [Changed Update device in TOE when changed in order to fix land replacements
7 q5 u8 ]) h" b$ d; m0 F& uFixed Return cargo for CS or AC not checked if home base and current base are the same
/ _3 B& c: c2 B4 T6 d% eFixed Force TF to use offmap if incorrectly set due to changes of destination
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[1108h]
! @2 n" h! I0 ]) j& KFixed Adjust for non-mine device being in special mine slot [#9] for sub minelaying + t* b+ Z& r) Q; n( K
Changed Force ships to arrive at national base if original location is not valid to form TF; stop ships arriving at 'land-locked' base
: U/ S9 Q' j8 c" L4 l' NFixed Group leader who is a pilot was losing the link under various conditions. Corrected conditions and added correction code 6 R# v5 I8 l; E1 B4 F
Changed Allow 'independent' commands to change without cost to another
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* y4 F7 _$ W$ h* e9 S1 \[1108i] / e$ e$ Q& N" g9 t* C h
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. 5 E- l% M# e0 _8 u8 ^
Fixed Japanese production was over-producing upgraded devices for LCUs
0 t, m: m4 F: {8 q0 @- L. SChanged Ship display of ARD shows lift capacity # l3 `7 f% `6 V) e8 G4 E$ B5 u
Fixed Sub-units not having withdraw delay decremented
& [/ J% [7 m) D% K$ \Fixed Updated offmap checks for home base
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[1108j] 6 @, ` R2 d1 K" n. E7 a* p7 T
Fixed Issue with carriers in range code; could cause data corruption : r0 s8 p) J. y1 |# k. ?
Fixed Not all TRACOM pilots showed in lists & t+ M0 W$ \" u) R; I- L
Fixed Limit retreat after meeting TF surface combat to actual combat ! g- J' o' V, ?4 K
Changed Removed endurance limit on PTs that limits attacks : V& R% _, L! ]" f1 `' F& p4 j. u
Fixed LCU weapons being changed by AI code sometimes when LCU is human controlled
8 q3 n o h7 J$ e9 wChanged Defer device upgrade of LCUs with fragments existing; causes errors in devices when swaping to parent or merging with other fragments/parent + B r/ v$ g8 R3 W8 r9 |( @
Changed No TF unload if 'do not unload' set regardless of status of ship cargo handling
! `0 w- Q" e0 ~. y' LFixed Empty fragments stopping editor sub-units from recombining |