只更新了EXE程序文件
9 r) ^8 f5 m" k4 R$ f6 D7 ^http://www.matrixgames.com/forums/tm.asp?m=2729580
& m/ a; d" B9 q8 r$ F+ @This is an unofficial "short-term" beta install.
) O. a4 O3 o: |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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2 [% P l: X# j+ aPLEASE DON'T USE THIS EXE FOR YOUR REAL ON-GOING GAMES AT THE MOMENT PENDING MY FINDINGS ON HOW SUITABLE THE NEW EXE IS. 9 x' `( O0 V \- J) m6 U( m
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Background:
3 ]6 n: e; B* C! p0 yLast month my development PC had a meltdown while I was working on changes since the last released build (02).
# @( L! ~* T( i/ k4 d6 j0 NAs 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. 3 Z( L- Z! g8 `% J4 ^
7 @/ Q6 j2 H1 s2 pThe build works fine on my PC, but then it is also the one that created it.
% b, C: @9 k* U: r; \" d1 x0 hA 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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5 w- Q0 N; a: g* {4 `As a result, I need to be 100% convinced that the new code will run on existing installs of AE. a: [4 |, x n' L: z
" ~1 t+ K8 h. Z; UI 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 n: M: U/ N# {0 T# R. N' O" [
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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. , m1 A& {- \( b5 e
Load up a save and play a few turns. Let me know if you have any issues with it.
# M9 y1 n6 ?$ u) ?& M5 E$ HAlso, try using tracker to see if the DLL still works.
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0 w6 b6 G" H% ?Again, my warning: 8 y3 o3 B5 E" h0 ?* ?
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. 7 r* t0 e' o9 }7 e {/ |
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Here is a list of the additional changes since 1108c (build 2) ! g0 _4 }. I% L& `
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[1108c+] ) E3 v/ d, |0 }* p
Fixed Rebuilt LCUs tended to use wrong PP cost on the first display, esp component units.
: W9 i! V5 W4 k1 s4 g8 q' G" `Revised restore of report files from save |( W& |. q7 s( B x2 @& e8 t
Changed Added group withdraw date to all split sub-groups, not just permanent withdraws
% R! q/ r* s0 C5 l4 YFixed 'buy-for-supply' ships remained at 1 day delay
% E# i# x! a' HFixed Error in Kamikaze determination in Flak Attack 6 d+ o1 }: Z( [" F9 B
Fixed Kamikaze training not affecting low naval bombing
: Z( Y2 t. K5 Y0 I, D! v' j9 U% \Fixed Transferring pilot to group of different type losing 0-10 points off skills, rather than +/- 5 6 f/ O, Q1 J* s: B( n
Changed Pilot experience hit based on category rather specific air type 2 x+ n7 P, @ I" |. u* k: V
Changed Added more off-map checks to better handle the TF's 'Return to ...' buttons
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[1108d] " b } L: o& {0 Y
Fixed Removed ships under repair/conversion from AV support total
8 N: c& V! N2 |Fixed Ground attacks against land units in friendly base hex could default to 'Commander Discretion'
+ A8 m- B% X1 m8 A: h* G) l4 jChanged Re-enabled limited on-map routing for off-map TFs + s* f: T: O( A* F3 Q! F
Removed Disband check for resource/oil that was added earlier as can be worked around 2 t4 m( E6 K0 c9 _$ _3 _* i4 r
Fixed Allow float planes to transport troops to coastal bases - allowed selecting but did not always make the move / X5 _- D p3 ]8 m) E' U
Changed Night missions on list using BLUE rather than BLACK 6 c T' [- g) r6 H j
Changed Halved the 5-day resource requirement/stockpile to 2-day. Added earlier in patch to help with resource distribution 7 ~8 _8 g, M, k4 M* o4 g
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[1108e] ; G8 W* K$ B4 T) o
Changed Arriving LCU units were building more than needed devices if not enough in device pool 2 i- T( F' E+ s& L+ e9 U
Fixed Was returning wrong Allied device to pool on LCU device upgrade
; d# z0 a" L6 L6 {5 m; D9 Q" jFixed Tried to align weapon and TOE for units without formal TOE before taking replacements; wrong numbers could be happening
- S8 q2 f4 V1 r2 O; }4 ?5 p1 uChanged Adjusted off-map entry point for way-points
* [# |, d1 u8 S$ `Fixed Altitude not being changed on some dive bomber attacks in AAA 8 t7 B) u6 Q6 Q0 ^2 j% m. ?3 T( y
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[1108f]
* q! f2 L3 _2 k2 d4 Z. G" D, {5 [Fixed Auto convoy returning resource/oil to home base when not required to
" N$ Y! i, K% A dAdded 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
8 F( B! [( ? B% X" c" H+ OFixed CTD when checking groups on withdrawing ships # j- A- v: N/ }0 t
Changed Restored image files for centre windows ( e0 n/ Z p0 }& L- ]+ D3 q
Fixed Extend packing time and operMode to combining editor components of parent LCU / r3 F, l2 ~9 s0 Z Z
Changed Vary DL for base created TFs, use same DL for TF split ( O8 x A/ ^6 c! Y* A% b, I
Fixed Leader of delayed group being re-assigned continually
4 H' Z1 i3 Z2 P! d+ AFixed HQ check so that first HQ is included
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; k9 _, H$ T5 G9 \ m$ O$ f[1108g] 0 o; n- a; t2 r; f. ]3 x; j
Changed Update device in TOE when changed in order to fix land replacements
# a- S# W, Y5 s/ Q/ B6 v+ OFixed Return cargo for CS or AC not checked if home base and current base are the same
$ [9 H7 a2 K( J. Q# ?8 b9 A/ RFixed Force TF to use offmap if incorrectly set due to changes of destination
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[1108h]
0 k2 O2 `! a1 \) [5 S: MFixed Adjust for non-mine device being in special mine slot [#9] for sub minelaying
- R5 T4 D" A& c* w5 w. Z9 p6 \Changed Force ships to arrive at national base if original location is not valid to form TF; stop ships arriving at 'land-locked' base # Z" L, H# i1 T6 B
Fixed Group leader who is a pilot was losing the link under various conditions. Corrected conditions and added correction code
6 p$ q* w8 k; x; }% d3 \Changed Allow 'independent' commands to change without cost to another
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1 R' i! x' x4 v! H* C9 r6 }3 I[1108i] - L) B* F5 _' F; ?* k
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. ( f3 |/ s- a+ E( m+ o
Fixed Japanese production was over-producing upgraded devices for LCUs
# n. Q& C0 @1 |6 i" \' KChanged Ship display of ARD shows lift capacity , f1 V% S8 q' R9 A
Fixed Sub-units not having withdraw delay decremented ; V- [2 t+ e/ H# ^$ d: v
Fixed Updated offmap checks for home base
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[1108j]
+ O: ^$ `( J% w0 EFixed Issue with carriers in range code; could cause data corruption " E) L8 L2 \9 ~ q) A ?; c. ?
Fixed Not all TRACOM pilots showed in lists ! P) B: e, \5 J. e8 k Y* u
Fixed Limit retreat after meeting TF surface combat to actual combat , A( l8 h3 W. M# C5 Q
Changed Removed endurance limit on PTs that limits attacks
8 x9 g ]& f" f0 PFixed LCU weapons being changed by AI code sometimes when LCU is human controlled / g c7 F/ _- y( E
Changed Defer device upgrade of LCUs with fragments existing; causes errors in devices when swaping to parent or merging with other fragments/parent
, Q4 H% h @- c. b% aChanged No TF unload if 'do not unload' set regardless of status of ship cargo handling
. d9 Y3 v, R) X: l2 qFixed Empty fragments stopping editor sub-units from recombining |