只更新了EXE程序文件3 r% _) U$ x% U; i3 {% ?4 u8 \
http://www.matrixgames.com/forums/tm.asp?m=2729580
1 X# Y2 X% h; v! |/ }This is an unofficial "short-term" beta install.
. V: O, `7 V1 Q9 R5 A8 C& R1 vShort-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. $ B8 Z( k y3 J* w
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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. 8 J# p% m$ ?) D6 m; a+ O
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Background: & o4 u3 _7 f2 e( k! S
Last month my development PC had a meltdown while I was working on changes since the last released build (02). ! z) d% O4 S0 a
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.
0 n1 B% q/ x6 v- n; `9 }6 aA 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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As a result, I need to be 100% convinced that the new code will run on existing installs of AE. - K( y# C, h2 N9 s* E# O
" f# v J1 {9 [! X n# }, ^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. : m& |/ c5 A" j. r
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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. 3 i- l; G" Z. L5 i
Load up a save and play a few turns. Let me know if you have any issues with it. 1 U# f5 ~9 g8 t5 c1 n
Also, try using tracker to see if the DLL still works.
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Again, my warning:
' ~+ b5 j8 r5 |. OPLEASE DON'T USE THIS EXE FOR YOUR REAL ON-GOING GAMES AT THE MOMENT PENDING MY FINDINGS ON HOW SUITABLE THE NEW EXE IS. 2 a) B# o ]! b; V& o/ K
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Here is a list of the additional changes since 1108c (build 2)
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" h F/ ^& ~+ @- Z8 y) G5 p[1108c+]
# p. d6 U# O* h/ yFixed Rebuilt LCUs tended to use wrong PP cost on the first display, esp component units. 6 a5 ?+ S4 s5 g3 o/ b; R" X
Revised restore of report files from save
6 d# s5 c g+ S/ T* \# s [- QChanged Added group withdraw date to all split sub-groups, not just permanent withdraws
6 v) @, p( d0 T' oFixed 'buy-for-supply' ships remained at 1 day delay 0 Z/ _4 t8 z/ c
Fixed Error in Kamikaze determination in Flak Attack 3 P% i6 Q# K* t1 B8 M3 ^
Fixed Kamikaze training not affecting low naval bombing 3 m$ ?, i) O3 X" ]" H) O7 [
Fixed Transferring pilot to group of different type losing 0-10 points off skills, rather than +/- 5 5 o2 }* g( X1 n! A! {5 b
Changed Pilot experience hit based on category rather specific air type
, [& Q1 M# R" p2 ]0 o kChanged Added more off-map checks to better handle the TF's 'Return to ...' buttons 5 `6 x1 s' F$ x& n, @7 G: r4 v
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[1108d] ' ~# C) f9 P1 f' c% ]
Fixed Removed ships under repair/conversion from AV support total . s, D4 ~5 z5 B
Fixed Ground attacks against land units in friendly base hex could default to 'Commander Discretion' x9 p! I0 G! T; S: z
Changed Re-enabled limited on-map routing for off-map TFs - ^+ ^. s; O8 N7 d- c2 w% _. K
Removed Disband check for resource/oil that was added earlier as can be worked around
8 D' s$ R) D. B' V, c+ r( |Fixed Allow float planes to transport troops to coastal bases - allowed selecting but did not always make the move * y( F* [- f, C
Changed Night missions on list using BLUE rather than BLACK
4 c* [ ^2 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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6 k) u- ~% s/ P, ?/ n. g8 @[1108e]
1 J1 ?$ ~8 ?% w3 j5 G) r" dChanged Arriving LCU units were building more than needed devices if not enough in device pool 1 A* Y9 o+ {2 J8 i
Fixed Was returning wrong Allied device to pool on LCU device upgrade ) }8 `3 i' S% }6 |+ G
Fixed Tried to align weapon and TOE for units without formal TOE before taking replacements; wrong numbers could be happening 2 ?4 C$ S8 I( o
Changed Adjusted off-map entry point for way-points 1 ~. q- i# L6 E) s, e
Fixed Altitude not being changed on some dive bomber attacks in AAA
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[1108f]
5 j, p' D% M" y* wFixed Auto convoy returning resource/oil to home base when not required to ; {! w. }, F9 o
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 R# c' J0 [) f6 _
Fixed CTD when checking groups on withdrawing ships $ B. u4 R: C% S1 u4 a: W$ z
Changed Restored image files for centre windows
8 g3 r4 I5 Z8 jFixed Extend packing time and operMode to combining editor components of parent LCU ! U: `* k! J; \& Q2 q; V* s
Changed Vary DL for base created TFs, use same DL for TF split ( _3 ~! D$ _) ]
Fixed Leader of delayed group being re-assigned continually 0 H8 G5 _# e! r1 o
Fixed HQ check so that first HQ is included L& S0 a Y4 D4 o
# M- }0 Z/ O u& `9 S. v[1108g] 1 V! E/ `7 e; ?3 r5 _" O5 d
Changed Update device in TOE when changed in order to fix land replacements ( {; Q& E }" t2 V7 M
Fixed Return cargo for CS or AC not checked if home base and current base are the same
# E; J! F, [8 v0 l: gFixed Force TF to use offmap if incorrectly set due to changes of destination
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[1108h]
2 p2 c! g" Z' V+ Q$ \ D: ~8 GFixed Adjust for non-mine device being in special mine slot [#9] for sub minelaying w) m( K- w/ G$ N, y0 {
Changed Force ships to arrive at national base if original location is not valid to form TF; stop ships arriving at 'land-locked' base
6 `+ F4 a6 k; ?Fixed Group leader who is a pilot was losing the link under various conditions. Corrected conditions and added correction code
1 Q0 R( S3 y$ Y8 U2 WChanged Allow 'independent' commands to change without cost to another 4 E4 c+ g; w4 O8 V7 K9 M
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[1108i] ' v8 o* P* W7 s8 g, C. g
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.
) m! y- K1 \. a4 g( lFixed Japanese production was over-producing upgraded devices for LCUs
) ~' O1 E( P7 C. SChanged Ship display of ARD shows lift capacity }8 _# m: B: H
Fixed Sub-units not having withdraw delay decremented
0 y w3 q p& t+ x l# J' t7 d5 N% VFixed Updated offmap checks for home base / P% I& w+ v7 d) j Z0 d6 H& o8 K
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[1108j]
! P! G* X; E' w0 uFixed Issue with carriers in range code; could cause data corruption
% F7 L; u; T) N$ d: S+ P8 `8 vFixed Not all TRACOM pilots showed in lists
6 f' `6 `, k% s' f) M% Y3 |Fixed Limit retreat after meeting TF surface combat to actual combat + Q# X8 j5 J5 L/ i" Z# O$ q
Changed Removed endurance limit on PTs that limits attacks " f8 J. C* R; _& H- g
Fixed LCU weapons being changed by AI code sometimes when LCU is human controlled 6 ?3 U4 X8 w% E( n" l% b1 G
Changed Defer device upgrade of LCUs with fragments existing; causes errors in devices when swaping to parent or merging with other fragments/parent
- z# M+ ]/ Z" R: m, fChanged No TF unload if 'do not unload' set regardless of status of ship cargo handling 4 i1 V% N: i8 E& f
Fixed Empty fragments stopping editor sub-units from recombining |