只更新了EXE程序文件; E+ c3 O. O4 K" E) e# Y$ k
http://www.matrixgames.com/forums/tm.asp?m=27295802 s* A6 S ~" M8 A, T! ^
This is an unofficial "short-term" beta install. ! A2 r! L( n2 l/ j- {0 m4 u
Short-term being the appropriate term as this thread may be removed after a few days. 4 h8 H5 p5 U. a" {1 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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Background: + T( n1 E5 ~7 e/ ^
Last month my development PC had a meltdown while I was working on changes since the last released build (02).
/ j/ P4 z" k8 }( jAs 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. # ]2 V2 @( k+ C5 M
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The build works fine on my PC, but then it is also the one that created it. 6 O* ]+ [/ }& j2 n
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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6 P* X D; Q" a' bAs a result, I need to be 100% convinced that the new code will run on existing installs of AE. ; q. _3 y. f0 d0 K2 {8 m# T2 ^$ |
9 q: C7 F2 q* s0 S, X( _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. ; S8 q7 A2 i9 [ h) y
Load up a save and play a few turns. Let me know if you have any issues with it. , p; o: ?& E) _* w) x* ~
Also, try using tracker to see if the DLL still works. J! |3 @) g1 M" v6 Q
; q& v8 j A- ]3 S' q% D l+ o2 yAgain, my warning: 6 p( L x+ U# D a# s7 m$ C% O% t# D
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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% ^+ w+ ~( H2 r9 m% ^) [. |& j0 @Here is a list of the additional changes since 1108c (build 2) / c4 i, l/ z+ X3 K U9 l6 y
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[1108c+] + d2 A0 p" J7 z" |
Fixed Rebuilt LCUs tended to use wrong PP cost on the first display, esp component units.
8 Y" Z# W9 N* H# Y- l7 IRevised restore of report files from save 4 p# C1 S: o$ Q) A6 |
Changed Added group withdraw date to all split sub-groups, not just permanent withdraws " L( K9 z% J" c) n% q# J/ A+ d
Fixed 'buy-for-supply' ships remained at 1 day delay
3 y [$ w0 b. r J' U- kFixed Error in Kamikaze determination in Flak Attack & x" ]" b) A: X* r. s G
Fixed Kamikaze training not affecting low naval bombing 1 g# c4 R% Q! I0 B. f
Fixed Transferring pilot to group of different type losing 0-10 points off skills, rather than +/- 5
7 c( y$ N8 r) c& RChanged Pilot experience hit based on category rather specific air type # Q3 a& d( Z# w% ^
Changed Added more off-map checks to better handle the TF's 'Return to ...' buttons ( F6 d E! ?: c% o% I P% r
4 K3 J7 p, A4 G; K[1108d] 8 F$ s* A4 m$ M4 s% }; E
Fixed Removed ships under repair/conversion from AV support total ) N. h' ?- O D0 r. D: }: \2 i
Fixed Ground attacks against land units in friendly base hex could default to 'Commander Discretion' " d# i$ ]; D5 ?; w& h
Changed Re-enabled limited on-map routing for off-map TFs % W, q3 h0 L2 j5 J
Removed Disband check for resource/oil that was added earlier as can be worked around
$ H/ |' A1 M7 Q8 X8 F/ |Fixed Allow float planes to transport troops to coastal bases - allowed selecting but did not always make the move
2 r" ]$ m* M2 i6 I& Z/ P9 sChanged Night missions on list using BLUE rather than BLACK
, ]/ A3 F( m( F: M3 N. h# ZChanged Halved the 5-day resource requirement/stockpile to 2-day. Added earlier in patch to help with resource distribution ! L6 M3 C' K6 t& i* D! G0 R- k* H
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[1108e]
% T m8 F7 r; t, }" Z$ iChanged Arriving LCU units were building more than needed devices if not enough in device pool
0 H$ {8 x7 X4 dFixed Was returning wrong Allied device to pool on LCU device upgrade
0 k# L2 J' V3 e5 OFixed Tried to align weapon and TOE for units without formal TOE before taking replacements; wrong numbers could be happening
5 X- e# i$ k% }* B o" jChanged Adjusted off-map entry point for way-points
; Q3 q0 D; B; V* \3 a" ^7 d1 c5 ZFixed Altitude not being changed on some dive bomber attacks in AAA 6 Z4 O5 j7 o, J2 H$ c; L
$ n* A( Z8 W# z[1108f]
, a) Q; ]3 E5 t0 X; mFixed Auto convoy returning resource/oil to home base when not required to 5 y6 u: G0 C) \; ?
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 + b. J; }5 Y. ~3 D" H
Fixed CTD when checking groups on withdrawing ships - C) C' k' W0 A$ [4 U6 d
Changed Restored image files for centre windows
3 ~6 |: `' _6 ?8 z( S9 vFixed Extend packing time and operMode to combining editor components of parent LCU . o6 m, v7 F* d: m9 S+ |
Changed Vary DL for base created TFs, use same DL for TF split % p4 u8 T# \! U( K& [7 D
Fixed Leader of delayed group being re-assigned continually / T+ Q0 ~- b1 }2 b1 i% f0 U1 y" u/ N
Fixed HQ check so that first HQ is included ; A1 _5 J1 p& O g4 \
8 l+ t! Y, C% v$ d[1108g] 0 U- B& Q* t) O5 M) o
Changed Update device in TOE when changed in order to fix land replacements
: o, d' ~3 Z& x) m0 d# FFixed Return cargo for CS or AC not checked if home base and current base are the same 8 [7 z r. H( e& p3 b/ `" _
Fixed Force TF to use offmap if incorrectly set due to changes of destination
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[1108h]
% d- W* m& T% S* t0 c( f( t, mFixed Adjust for non-mine device being in special mine slot [#9] for sub minelaying ' v, E7 _) P+ K* r
Changed Force ships to arrive at national base if original location is not valid to form TF; stop ships arriving at 'land-locked' base + @! B2 i, A4 m; h7 f" c5 c
Fixed Group leader who is a pilot was losing the link under various conditions. Corrected conditions and added correction code
' y7 {8 q' ?. QChanged Allow 'independent' commands to change without cost to another
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[1108i]
4 A& Y0 e1 u4 q- s/ i( C% X0 l/ xFixed 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. . A& Y# x5 ~$ ?, k3 W
Fixed Japanese production was over-producing upgraded devices for LCUs ; l- L. A3 {: y% ^1 u! }: @
Changed Ship display of ARD shows lift capacity
9 w& `. [5 _7 h7 w0 b0 UFixed Sub-units not having withdraw delay decremented 7 `: b) h) G4 c8 a+ k! A2 j4 K" g
Fixed Updated offmap checks for home base ( L& ? t7 C. n# i9 F" ]: G
o X: W6 L: V- ], _; A4 j) i& `[1108j] 7 F, L1 D8 H- R8 b% e
Fixed Issue with carriers in range code; could cause data corruption
- b+ S! F3 j& N& J8 t- L0 OFixed Not all TRACOM pilots showed in lists # S) F5 O$ Y$ s8 s5 D2 c. ]* R8 R
Fixed Limit retreat after meeting TF surface combat to actual combat
4 j; _: q% S1 KChanged Removed endurance limit on PTs that limits attacks
' J2 v8 W! E$ o( [, qFixed LCU weapons being changed by AI code sometimes when LCU is human controlled
6 s* y* h6 f- A- j8 R. fChanged Defer device upgrade of LCUs with fragments existing; causes errors in devices when swaping to parent or merging with other fragments/parent ! f4 D, y8 b7 C! x4 {
Changed No TF unload if 'do not unload' set regardless of status of ship cargo handling
: \, r# t+ g% n6 q! o8 @: T6 ]Fixed Empty fragments stopping editor sub-units from recombining |