只更新了EXE程序文件- e! h' j' M# J+ t
http://www.matrixgames.com/forums/tm.asp?m=2729580
+ t( c1 z8 f3 ^- x |This is an unofficial "short-term" beta install.
; b) D+ k/ A* B8 {+ y5 F2 \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.
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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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; P& ~- X3 L# A% i2 [ lBackground:
& j e, m i7 w3 B" T6 aLast month my development PC had a meltdown while I was working on changes since the last released build (02). a2 c* H+ [+ O+ S8 T$ |
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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The build works fine on my PC, but then it is also the one that created it.
8 @) ]' h) h' s( \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. ! h. M a- y( C6 a2 d0 x: ~! N
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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 |% v1 l7 B' r( U, h9 ?: v
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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. 5 t0 f5 r5 K1 ]5 l( ?/ d
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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. B$ `% c, @8 ^2 D5 P* W
Load up a save and play a few turns. Let me know if you have any issues with it. 4 e6 T3 t+ Y8 [( G# g; V4 n8 o
Also, try using tracker to see if the DLL still works. % v' i: m) H0 h
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Again, my warning:
3 a4 p T- k) 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. * X7 C, e# J7 O
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Here is a list of the additional changes since 1108c (build 2)
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[1108c+] 8 C$ t: J |7 M
Fixed Rebuilt LCUs tended to use wrong PP cost on the first display, esp component units. 1 M) D* B5 {5 o# u6 ^- j
Revised restore of report files from save
& C6 i- Z0 u9 v3 o2 Z; _Changed Added group withdraw date to all split sub-groups, not just permanent withdraws ) Q/ y' x4 V2 P9 K
Fixed 'buy-for-supply' ships remained at 1 day delay
6 ]. h) C) k( b+ u, s# V: TFixed Error in Kamikaze determination in Flak Attack . n0 a. [; B3 [7 e9 F
Fixed Kamikaze training not affecting low naval bombing
8 ~9 { u) ?' l7 w6 u4 V* R; [- a! ~Fixed Transferring pilot to group of different type losing 0-10 points off skills, rather than +/- 5 8 q/ l$ q6 u3 T0 ?: k$ b8 }# t( }
Changed Pilot experience hit based on category rather specific air type
& l; E- R2 {9 q7 e' T+ IChanged Added more off-map checks to better handle the TF's 'Return to ...' buttons ; V& z7 a' R3 J5 }7 @ L6 u
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[1108d] + q& Z+ Q% q' j- `! T
Fixed Removed ships under repair/conversion from AV support total 7 H- ?' C" ^- }% d: w
Fixed Ground attacks against land units in friendly base hex could default to 'Commander Discretion' 0 ?$ q: m( Z' b
Changed Re-enabled limited on-map routing for off-map TFs
$ v3 k2 t0 [: ]( D7 o4 _! uRemoved Disband check for resource/oil that was added earlier as can be worked around
( o' Q; l# X3 P$ LFixed Allow float planes to transport troops to coastal bases - allowed selecting but did not always make the move
N) k1 J, c: q" D2 jChanged Night missions on list using BLUE rather than BLACK 0 d1 R2 f, ]' c$ p$ U+ h
Changed Halved the 5-day resource requirement/stockpile to 2-day. Added earlier in patch to help with resource distribution
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z# P/ M( o* C% l. `0 v6 Y' T[1108e] " U% |0 X( j! h" O$ H: x! U1 p
Changed Arriving LCU units were building more than needed devices if not enough in device pool
2 k3 F- ~; j8 SFixed Was returning wrong Allied device to pool on LCU device upgrade
" b0 a' a, i, N& i: hFixed Tried to align weapon and TOE for units without formal TOE before taking replacements; wrong numbers could be happening ! c) `8 F v7 d6 Y' f
Changed Adjusted off-map entry point for way-points Y1 ]6 v; {1 z
Fixed Altitude not being changed on some dive bomber attacks in AAA 7 |. F# O) y3 A; v6 ^5 ]
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[1108f] ( b9 k( J% ^! N8 y8 n% x
Fixed Auto convoy returning resource/oil to home base when not required to 4 L3 b6 }. Z0 g# K
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
; ]4 k j6 M7 t8 VFixed CTD when checking groups on withdrawing ships
7 T1 r1 T4 s. j5 u4 RChanged Restored image files for centre windows
& H* I2 M9 l4 J/ v" D0 l" W/ VFixed Extend packing time and operMode to combining editor components of parent LCU ' U& _2 O9 v% H8 p' p0 e8 v
Changed Vary DL for base created TFs, use same DL for TF split 7 j6 p& g+ ]% p( g `8 r
Fixed Leader of delayed group being re-assigned continually
0 K9 j0 b6 X8 \7 w0 ~3 i# zFixed HQ check so that first HQ is included
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/ t1 E$ a$ t0 q5 H h T1 j[1108g] 6 S! \5 [- x( L' m
Changed Update device in TOE when changed in order to fix land replacements
) T+ x2 e. [0 ^% G4 s* m5 x7 vFixed Return cargo for CS or AC not checked if home base and current base are the same
' a) O% l6 i* e7 e: O+ SFixed Force TF to use offmap if incorrectly set due to changes of destination
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3 [, T7 l3 T8 m( v( w- t[1108h] ' |; {$ f; E/ c' X/ l, Q
Fixed Adjust for non-mine device being in special mine slot [#9] for sub minelaying . g$ r9 E& x. \/ K5 n' V
Changed Force ships to arrive at national base if original location is not valid to form TF; stop ships arriving at 'land-locked' base P0 K5 D7 t. L2 m; m
Fixed Group leader who is a pilot was losing the link under various conditions. Corrected conditions and added correction code
6 F1 |; C5 A2 J) d }Changed Allow 'independent' commands to change without cost to another # H7 n" [7 b. `, c6 E
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[1108i]
0 H2 @5 [) [5 p: X* HFixed 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. 0 W6 `6 d4 J0 w2 D5 x$ E
Fixed Japanese production was over-producing upgraded devices for LCUs ( e/ p; k' P( s) Y1 y- Y1 s! @
Changed Ship display of ARD shows lift capacity
7 g( N% N7 i! I# UFixed Sub-units not having withdraw delay decremented . s/ |9 _' e M& e, y
Fixed Updated offmap checks for home base 9 T9 j" W$ A5 V( ]$ P
4 m$ u0 N( U4 m0 w[1108j] 5 L/ D+ A1 I5 }
Fixed Issue with carriers in range code; could cause data corruption ; \! R- b3 G7 }6 k0 f l- d
Fixed Not all TRACOM pilots showed in lists
6 S5 f% L0 @% [% _8 `3 vFixed Limit retreat after meeting TF surface combat to actual combat
; |/ U, Q9 L' }( \/ I7 F. iChanged Removed endurance limit on PTs that limits attacks
! Z3 \/ q4 x& L5 y% ~0 oFixed LCU weapons being changed by AI code sometimes when LCU is human controlled : j- f k! V! B& R. B
Changed Defer device upgrade of LCUs with fragments existing; causes errors in devices when swaping to parent or merging with other fragments/parent % F4 \7 {. q* B ?0 d* G: [( f, ~
Changed No TF unload if 'do not unload' set regardless of status of ship cargo handling ! G2 [, C) e" G: \$ N
Fixed Empty fragments stopping editor sub-units from recombining |