只更新了EXE程序文件
; @# f4 e0 M1 ]7 h4 ]http://www.matrixgames.com/forums/tm.asp?m=2729580+ ]4 l- J9 M4 G
This is an unofficial "short-term" beta install. ; I8 m$ J3 J3 d7 y! i$ F( }& U& h1 q
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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U8 ]9 b; j9 [& B4 `4 }! U1 EPLEASE DON'T USE THIS EXE FOR YOUR REAL ON-GOING GAMES AT THE MOMENT PENDING MY FINDINGS ON HOW SUITABLE THE NEW EXE IS. ( t" H. e2 v+ ^7 U8 [9 h
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Background:
l' x/ |1 j$ g/ h3 k- yLast month my development PC had a meltdown while I was working on changes since the last released build (02).
; n8 t3 j+ K5 G) wAs 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. # Y2 m. D% n" c9 { G9 \
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. 4 F6 G2 u7 P5 q+ \$ \/ i3 S
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As a result, I need to be 100% convinced that the new code will run on existing installs of AE. . }+ {+ S8 D6 H6 q% L4 P
% p8 g* t# r# X) q2 G5 c5 iI 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. 1 |; T9 A& `4 [
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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.
0 S3 W4 j! I" N" B/ wLoad up a save and play a few turns. Let me know if you have any issues with it.
! V/ s8 ?3 R- `8 M& N- _5 \# wAlso, try using tracker to see if the DLL still works.
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Again, my warning: 1 v3 a5 X5 b" h8 e5 r4 Z
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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2 p: K1 d& O0 e7 aHere is a list of the additional changes since 1108c (build 2)
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[1108c+] & e! H( @" ^/ D+ A& F9 y
Fixed Rebuilt LCUs tended to use wrong PP cost on the first display, esp component units. , V1 F" T' w/ h. g. W9 V
Revised restore of report files from save $ i; e2 U7 a/ T: I9 E! S1 f6 @
Changed Added group withdraw date to all split sub-groups, not just permanent withdraws
, b8 t3 [0 Z6 W; p, b# JFixed 'buy-for-supply' ships remained at 1 day delay $ j- [8 R1 F" ]7 r
Fixed Error in Kamikaze determination in Flak Attack
7 T, D/ J4 @$ G* T8 bFixed Kamikaze training not affecting low naval bombing + A7 N- ^( c, e" Y4 {
Fixed Transferring pilot to group of different type losing 0-10 points off skills, rather than +/- 5
/ Q) M/ v' M6 N& P" X8 Y1 z1 \Changed Pilot experience hit based on category rather specific air type
( Y! s" B- u r( x' v( YChanged Added more off-map checks to better handle the TF's 'Return to ...' buttons 1 m Z3 h2 v E0 d o7 }% N
! s5 j+ E/ {" o) F* I6 R[1108d]
6 J8 K" L1 F4 i. k; i( X9 xFixed Removed ships under repair/conversion from AV support total
0 T% Q, j3 P- {9 D; YFixed Ground attacks against land units in friendly base hex could default to 'Commander Discretion' 0 d% Q/ U! P$ ~
Changed Re-enabled limited on-map routing for off-map TFs
1 c4 \9 `) w* }. DRemoved Disband check for resource/oil that was added earlier as can be worked around . P- l+ Z# M: _, n* G4 m& | P
Fixed Allow float planes to transport troops to coastal bases - allowed selecting but did not always make the move 6 B a( l* Q* [/ ^5 q( e; L% l: Y+ Y
Changed Night missions on list using BLUE rather than BLACK $ f f, a9 G. S: Z1 l3 r [
Changed Halved the 5-day resource requirement/stockpile to 2-day. Added earlier in patch to help with resource distribution - [8 P% u: E' A# l% D/ j
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[1108e]
. V2 i5 k: U( g2 }2 K& VChanged Arriving LCU units were building more than needed devices if not enough in device pool . ^9 Z; V% j* J7 ]* Y
Fixed Was returning wrong Allied device to pool on LCU device upgrade , ?; q! B# L% C6 e7 U" W
Fixed Tried to align weapon and TOE for units without formal TOE before taking replacements; wrong numbers could be happening # F+ t, b |- a; ~$ y+ Z2 d" `5 F
Changed Adjusted off-map entry point for way-points
2 t' P+ T8 g0 x. ?8 `Fixed Altitude not being changed on some dive bomber attacks in AAA
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[1108f]
- L6 T M- v4 zFixed Auto convoy returning resource/oil to home base when not required to * [; X' [, ]& U& q; B
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 3 w1 M: c1 P5 X+ p
Fixed CTD when checking groups on withdrawing ships
5 U6 G% Q+ Y6 X" g' uChanged Restored image files for centre windows
# ]% P( M. E6 p% x1 u/ e, oFixed Extend packing time and operMode to combining editor components of parent LCU
. t8 A4 m6 B6 s; fChanged Vary DL for base created TFs, use same DL for TF split
! }1 S1 y0 T2 b5 }Fixed Leader of delayed group being re-assigned continually
( C- q6 K6 E4 A- K9 ]7 Z# pFixed HQ check so that first HQ is included ( {3 K: ~$ ]& B, b% \) O$ z
9 k: F7 h* e9 I9 g[1108g] ; l: \: V( E0 C) d" S# f
Changed Update device in TOE when changed in order to fix land replacements
; l0 A: K. @& AFixed Return cargo for CS or AC not checked if home base and current base are the same
- R p; T* Y. @' Q: ]5 ^2 KFixed Force TF to use offmap if incorrectly set due to changes of destination & q& \3 r7 F1 E, d
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[1108h] ! N: {) N0 r/ a
Fixed Adjust for non-mine device being in special mine slot [#9] for sub minelaying 5 ^- \) G* R) r- O
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 o: ^! V1 e) Q( P3 s
Fixed Group leader who is a pilot was losing the link under various conditions. Corrected conditions and added correction code ' C) Q$ j% }8 ?& M
Changed Allow 'independent' commands to change without cost to another
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- r9 q$ x- F# @( h[1108i] 3 z' L' y2 Z( n5 S/ v
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.
# K! S) m7 k: {Fixed Japanese production was over-producing upgraded devices for LCUs
% O9 t+ Y: m0 F' V5 n( J: aChanged Ship display of ARD shows lift capacity
! n C2 R3 v0 ~/ B3 s- J3 s( O# kFixed Sub-units not having withdraw delay decremented $ s; u- h1 \( L7 Y* S
Fixed Updated offmap checks for home base
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0 f6 ^! C7 s! @[1108j] 2 v5 A( q! \* |# f0 @
Fixed Issue with carriers in range code; could cause data corruption " v7 G" B% P# |2 `
Fixed Not all TRACOM pilots showed in lists % W; }3 Z/ e3 I
Fixed Limit retreat after meeting TF surface combat to actual combat # l$ {3 m* q9 }- s- x0 z( h; }( U
Changed Removed endurance limit on PTs that limits attacks
3 | n; q6 j8 _; l# S$ f$ B2 \) e0 IFixed LCU weapons being changed by AI code sometimes when LCU is human controlled , l0 L5 Y- M1 m" S. a6 q. q d/ D
Changed Defer device upgrade of LCUs with fragments existing; causes errors in devices when swaping to parent or merging with other fragments/parent
5 c. T( P2 n5 n/ S9 ?2 X. s' Q6 `, H2 {( EChanged No TF unload if 'do not unload' set regardless of status of ship cargo handling 2 ]0 {8 |" L8 V* i {2 U* T8 i7 y
Fixed Empty fragments stopping editor sub-units from recombining |