只更新了EXE程序文件9 g j+ j8 {* ?' @
http://www.matrixgames.com/forums/tm.asp?m=2729580
2 d+ V( }/ k; d. K6 `$ vThis is an unofficial "short-term" beta install.
7 z% B% a7 b( _/ a) D6 {- P$ k' hShort-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.
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' q/ v: s. A. Z" x& S$ v7 NPLEASE DON'T USE THIS EXE FOR YOUR REAL ON-GOING GAMES AT THE MOMENT PENDING MY FINDINGS ON HOW SUITABLE THE NEW EXE IS. 4 k: K' K* R" W/ k
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Background: $ R, w& V2 q; H* E# {4 o% B
Last month my development PC had a meltdown while I was working on changes since the last released build (02).
8 R, n& H6 P/ G7 _) \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. 7 Z. p9 I1 |% H- }
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The build works fine on my PC, but then it is also the one that created it. ' T5 f5 c9 I" v" `7 r: |5 v
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. 0 |* V( [1 e' l% l$ W0 c
6 p$ T, ~, |* IAs a result, I need to be 100% convinced that the new code will run on existing installs of AE.
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3 m. ^6 b! U0 ^) Z$ n' T6 k9 o& xI 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.
: o( X+ E6 s$ QLoad up a save and play a few turns. Let me know if you have any issues with it. 7 {7 n2 Y4 q# r9 V
Also, try using tracker to see if the DLL still works. 3 i" N* C# j S/ @$ x \
6 \8 l" U+ |) D9 fAgain, my warning:
/ `: j" N1 @% i% \- B; d$ t7 s) a" NPLEASE DON'T USE THIS EXE FOR YOUR REAL ON-GOING GAMES AT THE MOMENT PENDING MY FINDINGS ON HOW SUITABLE THE NEW EXE IS. $ Y* C7 N, t& T( h
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Here is a list of the additional changes since 1108c (build 2) . ]! h- Z, M& L+ G
$ v2 m0 H+ E0 t, Y' z[1108c+]
) G+ I; t8 q5 Y$ vFixed Rebuilt LCUs tended to use wrong PP cost on the first display, esp component units. 6 j' g9 c1 k1 S) Y/ Q4 M5 w/ y
Revised restore of report files from save . \5 @% j3 T( a* T$ ^
Changed Added group withdraw date to all split sub-groups, not just permanent withdraws
, }1 G5 _- `( p, z) N$ e0 ZFixed 'buy-for-supply' ships remained at 1 day delay 2 x+ e; Y, p8 I
Fixed Error in Kamikaze determination in Flak Attack ^% v/ F2 _' e6 k+ t4 l
Fixed Kamikaze training not affecting low naval bombing 7 G1 ^9 C8 |/ W' m# V n
Fixed Transferring pilot to group of different type losing 0-10 points off skills, rather than +/- 5 + p/ k: D8 k0 E h5 N' q. n
Changed Pilot experience hit based on category rather specific air type & y. W6 x# f( p4 `* l. u2 I
Changed Added more off-map checks to better handle the TF's 'Return to ...' buttons ; ?. g( Z6 M% }, I( q4 }( K
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[1108d]
8 X) R/ H& j& K+ D+ j) RFixed Removed ships under repair/conversion from AV support total
8 Y, ^9 N( {' Q( F5 \4 \- uFixed Ground attacks against land units in friendly base hex could default to 'Commander Discretion'
; ]/ X0 m1 c. w% x0 F5 w4 K6 oChanged Re-enabled limited on-map routing for off-map TFs
0 M. H$ j0 I! J: XRemoved Disband check for resource/oil that was added earlier as can be worked around 9 I% F8 t) t* F
Fixed Allow float planes to transport troops to coastal bases - allowed selecting but did not always make the move 7 D) P* ~4 C2 }% b6 y& P
Changed Night missions on list using BLUE rather than BLACK
$ C1 q1 D4 ?, ^* vChanged Halved the 5-day resource requirement/stockpile to 2-day. Added earlier in patch to help with resource distribution
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$ ^! @/ w( b; A) _# {[1108e]
4 _/ d9 M4 p% g A2 M( O0 _! yChanged Arriving LCU units were building more than needed devices if not enough in device pool
/ H. g" V1 e" |+ mFixed Was returning wrong Allied device to pool on LCU device upgrade 8 s7 j7 m$ q5 ^
Fixed Tried to align weapon and TOE for units without formal TOE before taking replacements; wrong numbers could be happening
# W9 H# L" M3 TChanged Adjusted off-map entry point for way-points 6 b% _$ u# ^& U* D' w: K$ i
Fixed Altitude not being changed on some dive bomber attacks in AAA
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7 x) s! x, R+ \ O) ~2 ^/ S[1108f] ! \7 r! y4 N2 c6 r1 z3 n
Fixed Auto convoy returning resource/oil to home base when not required to
e/ q: Z: 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
# G* @& a3 n) h, P" [Fixed CTD when checking groups on withdrawing ships
$ g b- j; ~0 R: T. @Changed Restored image files for centre windows ) }& l! o5 _- T1 {) v" E0 P
Fixed Extend packing time and operMode to combining editor components of parent LCU
: G# O3 l' ?3 Y+ D8 r' I/ Z' kChanged Vary DL for base created TFs, use same DL for TF split
2 M* l! W+ L6 a2 P& _. I0 L! I2 @Fixed Leader of delayed group being re-assigned continually ' T" l. n, k2 |1 k+ h
Fixed HQ check so that first HQ is included 6 L G- u9 [+ F2 G: }
3 \" u# @! c9 _$ m% O- L6 B[1108g]
/ z' _3 n7 j, ^6 ]Changed Update device in TOE when changed in order to fix land replacements
4 q8 X! n* [! r! N/ [" XFixed Return cargo for CS or AC not checked if home base and current base are the same
1 R4 W+ }6 g, Y# ^0 q2 y5 o3 E: HFixed Force TF to use offmap if incorrectly set due to changes of destination " o. V! I4 K( y; v! ?
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[1108h] 1 k& T! @7 ]4 z$ s1 k
Fixed Adjust for non-mine device being in special mine slot [#9] for sub minelaying h! ^6 ?# J x# l, X
Changed Force ships to arrive at national base if original location is not valid to form TF; stop ships arriving at 'land-locked' base $ }/ i1 u& h" K7 }; k9 N1 r) x
Fixed Group leader who is a pilot was losing the link under various conditions. Corrected conditions and added correction code
" V& s x7 F8 F% BChanged Allow 'independent' commands to change without cost to another T( I1 a8 w1 a+ E u
+ O. W+ U' @2 d. W; `: W[1108i] 7 I( r7 \# C2 Y1 i$ E% m- [
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.
( x7 F- R! C( V9 [3 N2 NFixed Japanese production was over-producing upgraded devices for LCUs / j1 |- {4 P! \% B
Changed Ship display of ARD shows lift capacity
0 ?( V# x- T" o& @# H8 sFixed Sub-units not having withdraw delay decremented
! R% I% y7 F6 b2 M: D' |' f6 P. XFixed Updated offmap checks for home base $ i3 S* P; Y8 t: s/ z$ O% A4 [9 ^
5 x E8 }* v; T+ M+ [[1108j]
* _3 j1 b! K, x, {Fixed Issue with carriers in range code; could cause data corruption
) A# B) q2 k: f& }Fixed Not all TRACOM pilots showed in lists
) T( `& Z( o/ |( k! p) D& XFixed Limit retreat after meeting TF surface combat to actual combat * M7 Q; j2 z% }/ l1 K; K4 @6 L
Changed Removed endurance limit on PTs that limits attacks 9 A3 e) o. G( l+ t* u
Fixed LCU weapons being changed by AI code sometimes when LCU is human controlled ) m% j% E, D4 ?* d8 C. ]
Changed Defer device upgrade of LCUs with fragments existing; causes errors in devices when swaping to parent or merging with other fragments/parent 4 T/ {$ ~7 n) c; b( p' w' t
Changed No TF unload if 'do not unload' set regardless of status of ship cargo handling : E' f7 g7 v _, H
Fixed Empty fragments stopping editor sub-units from recombining |