只更新了EXE程序文件
4 |3 @- \2 Z P0 B+ {1 s$ }6 b( \http://www.matrixgames.com/forums/tm.asp?m=2729580
) K; W T2 L: V2 @; c CThis is an unofficial "short-term" beta install. [2 \0 t- N- W
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. 5 v% s' b+ K I) V9 i# v0 t2 u
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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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) d* N8 f0 j# E8 ]4 o7 ]0 H* XBackground: 5 @& R. O# t7 V$ i
Last month my development PC had a meltdown while I was working on changes since the last released build (02). 7 R* A. C$ L' J, \7 w
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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3 X: j( y( i2 b0 CThe build works fine on my PC, but then it is also the one that created it. # [$ L' q2 h5 A! b
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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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.
& I# q# i8 R" m' F ], _Load up a save and play a few turns. Let me know if you have any issues with it.
3 T9 p5 T' t$ Q" T1 t5 B! f; lAlso, try using tracker to see if the DLL still works. $ u$ V/ Y {( Y4 o1 h6 a7 j/ X
7 ^% v: k7 P3 g. c+ HAgain, my warning:
' b+ `9 x6 P, i" mPLEASE 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)
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$ L$ z. H7 m& Z2 o" M T[1108c+] ! U1 J" `$ v% ~0 e( U* t) `- i
Fixed Rebuilt LCUs tended to use wrong PP cost on the first display, esp component units.
$ |+ I( ~+ ^' L0 QRevised restore of report files from save
% G$ l% M! s$ _2 S3 eChanged Added group withdraw date to all split sub-groups, not just permanent withdraws
, K" f. \, T. L6 N2 O; g# [Fixed 'buy-for-supply' ships remained at 1 day delay
6 A' Y9 M5 J, L, ~6 zFixed Error in Kamikaze determination in Flak Attack " O8 F3 x3 g2 t8 c% P
Fixed Kamikaze training not affecting low naval bombing $ K, o8 p `; w7 {' E
Fixed Transferring pilot to group of different type losing 0-10 points off skills, rather than +/- 5
7 ]: B% H/ l, b/ ^' aChanged Pilot experience hit based on category rather specific air type / Y$ J4 S& G7 N6 u1 c
Changed Added more off-map checks to better handle the TF's 'Return to ...' buttons ' K7 h( S* F, k8 M I/ q, g
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[1108d] l: i# z' a1 Z: ?% Z
Fixed Removed ships under repair/conversion from AV support total
" R4 w" r- V! o( h1 JFixed Ground attacks against land units in friendly base hex could default to 'Commander Discretion'
2 |8 w2 p b& f! N0 p0 R; q8 [Changed Re-enabled limited on-map routing for off-map TFs * @4 P! @0 f( s
Removed Disband check for resource/oil that was added earlier as can be worked around $ S' T+ ^9 F q
Fixed Allow float planes to transport troops to coastal bases - allowed selecting but did not always make the move " M; ]. n9 g$ {1 d( u w. a
Changed Night missions on list using BLUE rather than BLACK
1 f7 W+ [6 @$ A3 H9 c: Y" x; \$ g, @' YChanged Halved the 5-day resource requirement/stockpile to 2-day. Added earlier in patch to help with resource distribution
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" J, }& K5 \9 c K[1108e]
' [5 p* X m$ p& P8 C. M' m* PChanged Arriving LCU units were building more than needed devices if not enough in device pool * J4 s$ E4 |5 l' d/ V M
Fixed Was returning wrong Allied device to pool on LCU device upgrade
" X$ E% D. D. `% YFixed Tried to align weapon and TOE for units without formal TOE before taking replacements; wrong numbers could be happening
9 ~( q4 [. e/ S j: G4 b0 H, FChanged Adjusted off-map entry point for way-points
: j& b$ w5 S( t3 M/ eFixed Altitude not being changed on some dive bomber attacks in AAA
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[1108f] ; Z+ q& T; `, T. P) u: E* C" m
Fixed Auto convoy returning resource/oil to home base when not required to
* B) g, \- a& d) N. i) ]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 8 j, P# I. }+ W2 |1 P4 p
Fixed CTD when checking groups on withdrawing ships 8 n9 y' L S" e
Changed Restored image files for centre windows . S3 u* W7 k% L0 R2 y' J6 C! O% {
Fixed Extend packing time and operMode to combining editor components of parent LCU , P) c+ k" o/ k. B% V8 I0 c
Changed Vary DL for base created TFs, use same DL for TF split
2 d: z+ n7 N" X) C% SFixed Leader of delayed group being re-assigned continually 0 e- g( I6 i7 K1 o- X8 ?1 R9 r
Fixed HQ check so that first HQ is included / W3 M- O$ f2 e+ E& l* l: q3 ~+ }
, s1 L3 ^1 r& h& a. q, L" m. Y[1108g] 5 ?- t5 O% a0 ]/ {7 D
Changed Update device in TOE when changed in order to fix land replacements
7 l2 N0 V9 v9 n) D& W& `% Q4 ~Fixed Return cargo for CS or AC not checked if home base and current base are the same
O, |8 j) v# i& A1 J3 i* G- zFixed Force TF to use offmap if incorrectly set due to changes of destination . U) ~( n0 D7 x. d7 @
4 u7 y. V( r9 `[1108h]
* C4 ` k; H6 v( RFixed Adjust for non-mine device being in special mine slot [#9] for sub minelaying
" o0 N9 _& R4 `/ O4 RChanged Force ships to arrive at national base if original location is not valid to form TF; stop ships arriving at 'land-locked' base
5 f- D% t* j- O; r2 r3 eFixed Group leader who is a pilot was losing the link under various conditions. Corrected conditions and added correction code
, M: D" x+ z. t+ U. m& j# d/ h! [Changed Allow 'independent' commands to change without cost to another Q/ q+ H% V; [, \. m2 p4 r/ M
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[1108i]
6 ?( k6 e+ S8 {& Q6 rFixed 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.
) O4 B- P+ A) sFixed Japanese production was over-producing upgraded devices for LCUs 5 T! W3 T1 }% C2 I6 D
Changed Ship display of ARD shows lift capacity
6 D0 a1 w+ i% F0 W+ g6 a9 VFixed Sub-units not having withdraw delay decremented
k/ J' e: c i7 ^) Z* C# dFixed Updated offmap checks for home base 1 G& c* ?+ }& B2 t. e: o
$ t& [9 p8 {' u) h% G6 w& n9 X[1108j] ) o- c* L0 Y+ O- a. b
Fixed Issue with carriers in range code; could cause data corruption + A* C5 q$ ^% d$ ^# h# c
Fixed Not all TRACOM pilots showed in lists
% O& h& p m' m: bFixed Limit retreat after meeting TF surface combat to actual combat
8 ~+ \; t( _& g& ]7 ~* P' OChanged Removed endurance limit on PTs that limits attacks 3 X# w0 T0 Z. V
Fixed LCU weapons being changed by AI code sometimes when LCU is human controlled
& \+ R$ L( H7 x" K% b" DChanged Defer device upgrade of LCUs with fragments existing; causes errors in devices when swaping to parent or merging with other fragments/parent + h/ g' y" A1 Z( W6 R$ o8 P I
Changed No TF unload if 'do not unload' set regardless of status of ship cargo handling 2 }1 }/ C5 d' K: E/ }. [1 ?5 \2 f
Fixed Empty fragments stopping editor sub-units from recombining |