只更新了EXE程序文件% _3 b8 O N! @ Z% u+ ~% F
http://www.matrixgames.com/forums/tm.asp?m=27295800 m5 k: i( n/ E
This is an unofficial "short-term" beta install.
' \/ r+ ^. j6 r9 [Short-term being the appropriate term as this thread may be removed after a few days. , z5 o# `$ ]2 A- T( G
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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.
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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). - r3 E4 j' R+ _9 b0 z
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. : O' ~& b; }6 J2 U* K+ N
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The build works fine on my PC, but then it is also the one that created it.
, ~) |" [2 y/ N1 ?# W2 o+ fA 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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( H+ S6 ]: K* N6 AAs 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. / ]: o4 |/ X3 k
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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.
( _1 m- M N: F4 n! \6 zLoad up a save and play a few turns. Let me know if you have any issues with it.
9 R: Q O) f) l+ g* q( bAlso, try using tracker to see if the DLL still works. " w4 x/ D6 w0 ^. L
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Again, my warning:
3 g! e4 X+ o9 ^0 N6 ?7 i5 fPLEASE 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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: q! m3 _0 g1 H" M$ nHere is a list of the additional changes since 1108c (build 2)
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S; R& _- I P- \2 j) F( U[1108c+]
# d3 y* _! p+ ^; A6 d/ V GFixed Rebuilt LCUs tended to use wrong PP cost on the first display, esp component units.
% p1 {% D, t+ I/ D5 ?& ~Revised restore of report files from save 2 ?* D ?1 ]0 `3 b) v
Changed Added group withdraw date to all split sub-groups, not just permanent withdraws
$ o, s! b! i* j( p$ n4 W7 sFixed 'buy-for-supply' ships remained at 1 day delay ; |8 Q9 y/ r( K. K4 ?/ Y- f
Fixed Error in Kamikaze determination in Flak Attack
5 V1 a7 C7 y" H" aFixed Kamikaze training not affecting low naval bombing 6 d+ L$ H1 u1 s# r& q8 p" f
Fixed Transferring pilot to group of different type losing 0-10 points off skills, rather than +/- 5
4 H* m1 c; E2 Z1 Z! x7 k& N& aChanged Pilot experience hit based on category rather specific air type
. z; S4 H$ B2 f& mChanged Added more off-map checks to better handle the TF's 'Return to ...' buttons
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/ c: q! F. U5 i# Q2 a5 E7 m[1108d]
% ~$ f( U" T0 H" O6 nFixed Removed ships under repair/conversion from AV support total
- C1 R8 h% v0 ]! sFixed Ground attacks against land units in friendly base hex could default to 'Commander Discretion' ; M. U* @: T3 R. F' b# u. `
Changed Re-enabled limited on-map routing for off-map TFs
& g# k) X- o# IRemoved Disband check for resource/oil that was added earlier as can be worked around
$ z0 u5 ~7 i2 \8 TFixed Allow float planes to transport troops to coastal bases - allowed selecting but did not always make the move 1 q$ u7 ~6 V5 h/ M
Changed Night missions on list using BLUE rather than BLACK
1 H* ]; p5 a+ |0 z; k3 OChanged Halved the 5-day resource requirement/stockpile to 2-day. Added earlier in patch to help with resource distribution ' o- o0 H2 N! Z" @+ [; i/ f$ C1 ]
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[1108e] + ^2 w/ c. U$ R7 Y2 A! _
Changed Arriving LCU units were building more than needed devices if not enough in device pool
$ r c5 y' f; q: I3 v- ?1 QFixed Was returning wrong Allied device to pool on LCU device upgrade
) G7 `, r+ s1 ]7 }1 BFixed Tried to align weapon and TOE for units without formal TOE before taking replacements; wrong numbers could be happening $ w8 y5 }* _" s8 a3 k
Changed Adjusted off-map entry point for way-points . H1 J( s1 f/ a' x$ q
Fixed Altitude not being changed on some dive bomber attacks in AAA
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[1108f] 5 @# p: e( W5 C" [; j& E
Fixed Auto convoy returning resource/oil to home base when not required to . V. W$ o- k$ U- E2 W0 E9 W
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 Z) q+ J' t8 M y% v# Y
Fixed CTD when checking groups on withdrawing ships 0 i/ U) a) |5 x" w( `
Changed Restored image files for centre windows
) a {0 ~" ~& w; dFixed Extend packing time and operMode to combining editor components of parent LCU
. ~' Q" a' i+ {9 ZChanged Vary DL for base created TFs, use same DL for TF split
) O5 v/ d/ O- i1 D* K) `. I- A, vFixed Leader of delayed group being re-assigned continually " z3 Z- H5 j. p" \1 K
Fixed HQ check so that first HQ is included 8 x6 K2 M1 L0 I# V' a3 v7 E
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[1108g] + H! A+ T9 R% B
Changed Update device in TOE when changed in order to fix land replacements 7 I6 V$ F; B4 F
Fixed Return cargo for CS or AC not checked if home base and current base are the same 5 @/ o7 {3 ~: G5 ? s
Fixed Force TF to use offmap if incorrectly set due to changes of destination ' u/ M W9 f( V" e
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[1108h]
- {5 V X& m5 @0 M5 w0 D7 bFixed Adjust for non-mine device being in special mine slot [#9] for sub minelaying . f a; @6 m9 L* b+ @
Changed Force ships to arrive at national base if original location is not valid to form TF; stop ships arriving at 'land-locked' base % U2 R$ t. y' e
Fixed Group leader who is a pilot was losing the link under various conditions. Corrected conditions and added correction code
8 u+ R8 U% }/ m# |" M, G' LChanged Allow 'independent' commands to change without cost to another & h- c3 `- n1 `: C0 j
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[1108i]
t7 ~+ W* K, E: [1 b2 kFixed 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.
. F! W3 k8 d/ t, ZFixed Japanese production was over-producing upgraded devices for LCUs * w9 l, J6 Q7 j/ n/ y
Changed Ship display of ARD shows lift capacity
0 y9 t1 K: H* x! U1 \Fixed Sub-units not having withdraw delay decremented ; z x2 N( B6 x/ d# T
Fixed Updated offmap checks for home base
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[1108j] % ~8 t4 z9 o( h
Fixed Issue with carriers in range code; could cause data corruption 1 |7 n2 ]$ V6 G+ {
Fixed Not all TRACOM pilots showed in lists
6 Z" Y5 D& m" J6 r+ nFixed Limit retreat after meeting TF surface combat to actual combat
5 E6 ~/ d* c8 u) X' T5 DChanged Removed endurance limit on PTs that limits attacks 8 o# W' Z; K! G, V3 J& f* G( c
Fixed LCU weapons being changed by AI code sometimes when LCU is human controlled
9 c# v# F5 M) N) L) UChanged Defer device upgrade of LCUs with fragments existing; causes errors in devices when swaping to parent or merging with other fragments/parent & |* {4 M7 x) [0 R! i
Changed No TF unload if 'do not unload' set regardless of status of ship cargo handling ) d- Z8 W* m2 ~) s
Fixed Empty fragments stopping editor sub-units from recombining |