只更新了EXE程序文件
( B' e. {- Y! t+ u3 K9 Q. j6 Dhttp://www.matrixgames.com/forums/tm.asp?m=2729580
" c8 |* h8 c- `8 Q2 x% ~0 DThis is an unofficial "short-term" beta install.
" y6 Y q1 `# T3 lShort-term being the appropriate term as this thread may be removed after a few days.
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- C: N* W3 \3 ?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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2 W( J+ l, M- |+ x. \9 W# x% g' LPLEASE DON'T USE THIS EXE FOR YOUR REAL ON-GOING GAMES AT THE MOMENT PENDING MY FINDINGS ON HOW SUITABLE THE NEW EXE IS. 6 u$ ]3 p5 L4 q( @/ N
, t4 D; ?% w t0 x4 [9 CBackground:
2 S3 H' \; k3 I9 d+ B- U/ lLast month my development PC had a meltdown while I was working on changes since the last released build (02).
: {- X) H+ E' O) I- ?- P# ]3 TAs 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. ! V, [- k* b* Z/ g$ {
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The build works fine on my PC, but then it is also the one that created it.
7 O. Q. \6 c( V2 p8 p% A/ b( ^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. : v' _6 Y! i1 H5 F7 ^% h( I, Z
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As a result, I need to be 100% convinced that the new code will run on existing installs of AE.
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: g. B. A) b6 U( R Y0 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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6 n1 s. D8 P! v7 @# bI 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.
5 C3 k/ R* _2 _3 F/ Z2 Z$ KLoad up a save and play a few turns. Let me know if you have any issues with it. & G% I( h; o9 l0 C
Also, try using tracker to see if the DLL still works.
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8 g4 v: l/ m+ U% G6 i: b' }& qAgain, my warning:
: H8 n) _0 e' `% U5 F) y0 xPLEASE DON'T USE THIS EXE FOR YOUR REAL ON-GOING GAMES AT THE MOMENT PENDING MY FINDINGS ON HOW SUITABLE THE NEW EXE IS. " n1 t- a) q, ?6 K5 k5 C- m$ p
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Here is a list of the additional changes since 1108c (build 2)
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; v; R7 Z( M7 T[1108c+]
: U+ |5 @6 Y# \Fixed Rebuilt LCUs tended to use wrong PP cost on the first display, esp component units.
3 M: h7 G' M$ Q) i q: w( ~1 A# }' JRevised restore of report files from save " ~1 E3 |5 U. g4 T9 W/ b
Changed Added group withdraw date to all split sub-groups, not just permanent withdraws ! D6 Q' r. ~+ _ w. x6 M/ u6 g q
Fixed 'buy-for-supply' ships remained at 1 day delay $ M2 C( z1 ]$ D( X$ R7 H& n
Fixed Error in Kamikaze determination in Flak Attack % A' v- B* u( A) `
Fixed Kamikaze training not affecting low naval bombing
9 _) d) e2 Y( @* ?Fixed Transferring pilot to group of different type losing 0-10 points off skills, rather than +/- 5
" y/ g+ S/ c4 P# F+ kChanged Pilot experience hit based on category rather specific air type
) E ~( N8 A8 R* M* b9 A0 b9 xChanged Added more off-map checks to better handle the TF's 'Return to ...' buttons
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/ ^1 u& |4 Z$ u9 F[1108d] ' j" b5 O5 O! y1 D' Q( k
Fixed Removed ships under repair/conversion from AV support total 7 z6 r0 N" Y, {
Fixed Ground attacks against land units in friendly base hex could default to 'Commander Discretion'
0 j$ E- I" X6 s0 a, ^" BChanged Re-enabled limited on-map routing for off-map TFs
0 v5 _- w- u+ \4 J$ D+ MRemoved Disband check for resource/oil that was added earlier as can be worked around ( X0 z$ x" ]+ R7 [1 O
Fixed Allow float planes to transport troops to coastal bases - allowed selecting but did not always make the move & ?- w# k3 \' r8 l' @
Changed Night missions on list using BLUE rather than BLACK
) S1 f; _' ?& K8 A) `Changed Halved the 5-day resource requirement/stockpile to 2-day. Added earlier in patch to help with resource distribution
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[1108e]
5 H' A5 [4 d0 x6 ?* L1 {3 D9 WChanged Arriving LCU units were building more than needed devices if not enough in device pool
% c# W( P; O s# L4 d; iFixed Was returning wrong Allied device to pool on LCU device upgrade
2 E/ ~+ B1 b% u$ WFixed Tried to align weapon and TOE for units without formal TOE before taking replacements; wrong numbers could be happening 6 K" h- }6 ~- j6 s; ^
Changed Adjusted off-map entry point for way-points
2 B) [, _! K4 F% P3 g) \Fixed Altitude not being changed on some dive bomber attacks in AAA 1 F: `( O/ X, \4 G) T: R
: \- s$ e" Z: Q- L9 W[1108f]
! `2 O$ c, l& D) OFixed Auto convoy returning resource/oil to home base when not required to 7 ~" C6 q c' c7 ~
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 + U4 f+ J" d: d
Fixed CTD when checking groups on withdrawing ships
6 K6 `' x+ N4 SChanged Restored image files for centre windows
: \9 `4 R2 Q @% bFixed Extend packing time and operMode to combining editor components of parent LCU ( D5 Z# S: [( U7 h1 X# v) \8 s
Changed Vary DL for base created TFs, use same DL for TF split
9 M, v0 |# T0 [5 PFixed Leader of delayed group being re-assigned continually 9 n8 w7 o6 T+ A+ C5 t5 p6 H9 C
Fixed HQ check so that first HQ is included
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[1108g]
# a& |$ H8 ^- h1 N. ~7 ZChanged Update device in TOE when changed in order to fix land replacements 9 E" I% x/ q& A
Fixed Return cargo for CS or AC not checked if home base and current base are the same + A. r- Z9 D: j
Fixed Force TF to use offmap if incorrectly set due to changes of destination
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[1108h] ! T1 O$ g! [# \
Fixed Adjust for non-mine device being in special mine slot [#9] for sub minelaying
8 ]0 S6 V; A2 a/ TChanged Force ships to arrive at national base if original location is not valid to form TF; stop ships arriving at 'land-locked' base 3 W8 B+ p" w4 |, w# a) `
Fixed Group leader who is a pilot was losing the link under various conditions. Corrected conditions and added correction code
: c& e. N" g8 V: E0 d4 |7 P) w7 iChanged Allow 'independent' commands to change without cost to another
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[1108i] ! T9 o( O9 s# `
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. . A) E1 ]7 R; ?$ E" q6 ?. s
Fixed Japanese production was over-producing upgraded devices for LCUs ; `( R1 K+ X) g/ ], Q( G7 z
Changed Ship display of ARD shows lift capacity
* E+ h; m: ?+ f5 RFixed Sub-units not having withdraw delay decremented 7 S) A; o, T( R
Fixed Updated offmap checks for home base
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[1108j] ; q5 o* H. P7 a
Fixed Issue with carriers in range code; could cause data corruption
+ I# ^! K8 K3 C( TFixed Not all TRACOM pilots showed in lists
) [( F8 m9 ~; c. ~Fixed Limit retreat after meeting TF surface combat to actual combat
& n" K+ r Q6 \/ AChanged Removed endurance limit on PTs that limits attacks : Q; A) W2 v9 z7 @
Fixed LCU weapons being changed by AI code sometimes when LCU is human controlled 2 T2 w1 _5 D' I5 s, O& s$ a& V
Changed Defer device upgrade of LCUs with fragments existing; causes errors in devices when swaping to parent or merging with other fragments/parent $ e6 p4 F# T) }5 A! S. Z
Changed No TF unload if 'do not unload' set regardless of status of ship cargo handling 3 d4 i/ V# e1 K3 h
Fixed Empty fragments stopping editor sub-units from recombining |