只更新了EXE程序文件
; x7 J9 l/ F/ y2 }0 j- Fhttp://www.matrixgames.com/forums/tm.asp?m=2729580
0 F$ v; b ^- e4 ^: r+ u6 J4 v+ gThis is an unofficial "short-term" beta install. , b3 D% S7 Y- h; t7 T4 B) G6 l" ?3 O6 h0 O
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. : G3 V0 ^0 V2 N; D
1 g7 L: A& K7 N. p7 ]: }' V. aPLEASE 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: + ]) b3 L& D2 b/ e
Last month my development PC had a meltdown while I was working on changes since the last released build (02).
5 w- m6 c& @3 l" 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. # K: P; Q) J0 c
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The build works fine on my PC, but then it is also the one that created it. - x5 K& ?( `( R- L. u: ^; 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.
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As a result, I need to be 100% convinced that the new code will run on existing installs of AE. 5 \ n$ r* T# {+ g' }+ O
% {/ {6 D3 t5 A$ y* z: x" q/ o$ CI 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. : T. x7 j6 _3 r4 [& A1 x
Load up a save and play a few turns. Let me know if you have any issues with it.
0 R2 N1 y: |7 T6 hAlso, try using tracker to see if the DLL still works.
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Again, my warning: ; E+ i" d2 h$ i5 j3 j
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)
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[1108c+] # N* Z: ]' N8 p
Fixed Rebuilt LCUs tended to use wrong PP cost on the first display, esp component units.
/ }( p1 _ G& P$ `# @$ PRevised restore of report files from save
$ i: A1 h+ E& D0 q4 x8 p7 o1 z. ^/ k3 pChanged Added group withdraw date to all split sub-groups, not just permanent withdraws ) P2 Q! b' S% p- G- h
Fixed 'buy-for-supply' ships remained at 1 day delay
% x, l/ |" s& E3 IFixed Error in Kamikaze determination in Flak Attack 7 o0 k$ j( I/ p$ T0 ]: @
Fixed Kamikaze training not affecting low naval bombing " E1 x5 \4 [- B9 O/ G, S5 r/ O
Fixed Transferring pilot to group of different type losing 0-10 points off skills, rather than +/- 5 ! J/ v( V2 q0 Z) F5 x. v/ j% u6 ]# t
Changed Pilot experience hit based on category rather specific air type ) U7 ~: J) h+ o( k. E. B
Changed Added more off-map checks to better handle the TF's 'Return to ...' buttons 9 q# w. D1 q- d% S5 n' o" h- o
/ \6 H, g& }3 W- v[1108d] ) g' o9 o# R5 E1 Q; z1 ]
Fixed Removed ships under repair/conversion from AV support total ) i& E' P# w D: [8 {4 s' d$ a
Fixed Ground attacks against land units in friendly base hex could default to 'Commander Discretion' % J/ ~$ v! S9 @8 i% O! p, `+ r/ M
Changed Re-enabled limited on-map routing for off-map TFs
7 i& g8 E: V8 {% r i& o7 \( [Removed Disband check for resource/oil that was added earlier as can be worked around
* A7 M' Y( {' hFixed Allow float planes to transport troops to coastal bases - allowed selecting but did not always make the move
) C6 w k8 E; v0 WChanged Night missions on list using BLUE rather than BLACK ; ^4 @! g9 j* d2 @! t" p, X" P! X
Changed Halved the 5-day resource requirement/stockpile to 2-day. Added earlier in patch to help with resource distribution 1 p, q- y" E% o0 C2 F( _
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[1108e] : M1 _3 Q z7 [
Changed Arriving LCU units were building more than needed devices if not enough in device pool
: t" {6 J+ b- U2 b9 B1 fFixed Was returning wrong Allied device to pool on LCU device upgrade
% V9 h# l' \+ c& G1 CFixed Tried to align weapon and TOE for units without formal TOE before taking replacements; wrong numbers could be happening
# b( W _" b) E) I7 k7 O9 @Changed Adjusted off-map entry point for way-points
7 u% w/ k8 H" W! fFixed Altitude not being changed on some dive bomber attacks in AAA # G1 d9 h: y9 W h' J
6 G# ^$ Q8 \: O1 [# ?9 M Y. x[1108f] 1 G1 `+ v, g. [9 |7 I* }
Fixed Auto convoy returning resource/oil to home base when not required to ; `$ w' M& ?. e4 H) f& H
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
% o. A6 T8 P; C" X2 U, qFixed CTD when checking groups on withdrawing ships # ~ y5 i* @$ }: z; [2 Z
Changed Restored image files for centre windows
0 s, o1 Q3 z' u/ Q/ e& Q& r% QFixed Extend packing time and operMode to combining editor components of parent LCU
6 {* ?' x0 {6 xChanged Vary DL for base created TFs, use same DL for TF split 7 ?+ D( L' Y; n
Fixed Leader of delayed group being re-assigned continually
( s+ }# H' [- t5 t$ lFixed HQ check so that first HQ is included
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! g3 ?. v$ h& q- h1 R[1108g] & T2 N1 M, b( y! z- e; M
Changed Update device in TOE when changed in order to fix land replacements 6 V5 o, j. o8 I
Fixed Return cargo for CS or AC not checked if home base and current base are the same
- t3 B$ E9 u6 B- OFixed Force TF to use offmap if incorrectly set due to changes of destination 2 E$ x. \; h' S: P' |
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Fixed Adjust for non-mine device being in special mine slot [#9] for sub minelaying 7 l" x, Q/ Z6 x2 S _! F
Changed Force ships to arrive at national base if original location is not valid to form TF; stop ships arriving at 'land-locked' base 4 [* _, t% O4 B
Fixed Group leader who is a pilot was losing the link under various conditions. Corrected conditions and added correction code
/ ^; h& L5 j7 I9 j PChanged Allow 'independent' commands to change without cost to another
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[1108i]
$ l; [ X, R" B: ~% t; aFixed 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. * b; F5 J! u1 J4 v( U9 \$ l
Fixed Japanese production was over-producing upgraded devices for LCUs ( U5 ?* a8 w" i" A* Z! c$ M
Changed Ship display of ARD shows lift capacity % Z; Q5 E3 l. D1 J5 u9 {
Fixed Sub-units not having withdraw delay decremented
; C) {! J3 u6 a. z+ tFixed Updated offmap checks for home base
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' K5 [9 `, ?4 B4 u* j[1108j]
# c- F* N) F; x GFixed Issue with carriers in range code; could cause data corruption 0 w& G; m( S! l; r9 g
Fixed Not all TRACOM pilots showed in lists * _: F) k$ C) `8 c" p
Fixed Limit retreat after meeting TF surface combat to actual combat
@2 I# p# B. j2 W T' U) _# K$ P: ?% OChanged Removed endurance limit on PTs that limits attacks " o3 u4 J2 S" G% i
Fixed LCU weapons being changed by AI code sometimes when LCU is human controlled - a _( X& V* W' m7 [9 o+ _
Changed Defer device upgrade of LCUs with fragments existing; causes errors in devices when swaping to parent or merging with other fragments/parent " i" a( k! \# F- h; W5 d! \
Changed No TF unload if 'do not unload' set regardless of status of ship cargo handling
' M# d! A. K! }# p+ eFixed Empty fragments stopping editor sub-units from recombining |