| 只更新了EXE程序文件 , P/ ^1 e3 E! ~http://www.matrixgames.com/forums/tm.asp?m=27295808 H/ b2 p5 ]0 g! Q8 }& ?
 This is an unofficial "short-term" beta install. * \0 g: K; f5 l
 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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 ( A  s. r( F- P- u+ N0 L' iPLEASE 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:
 ( K- C& W7 t) BLast month my development PC had a meltdown while I was working on changes since the last released build (02).
 " m. f+ V2 h- z6 {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.
   " ]. s& ?0 Q' I: O3 S4 X! TA 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. Q* W! _5 k, M/ I. u- T. V3 gAs a result, I need to be 100% convinced that the new code will run on existing installs of AE. : z; \' F. j( S, l! G3 W! ~% F
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 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. 0 y! l: Q$ i: s, K& P5 t
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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. ; A! D# w6 a, v/ E5 R4 K
 Load up a save and play a few turns. Let me know if you have any issues with it.
 5 h: Y1 r; z7 d- K( RAlso, try using tracker to see if the DLL still works. ( V& W" \: _$ Q# k! V2 e
 
 : ~* x, Z* L5 G! W% ?Again, my warning:
 / a- v* m9 N( I' S6 ]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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 + N/ \$ L) K6 Z; PHere is a list of the additional changes since 1108c (build 2) % @+ U( Z, \$ X& G8 |( \* r
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 [1108c+]
 2 @4 c0 m. X5 n* V: ^$ T. B$ ?1 LFixed Rebuilt LCUs tended to use wrong PP cost on the first display, esp component units.
 ' I, O, {8 [% B# P- ]! CRevised restore of report files from save
 ! W( ~) @. @+ Z5 n+ I) P6 o% P0 \; sChanged Added group withdraw date to all split sub-groups, not just permanent withdraws
 5 l9 I& c1 f: g1 |, W  p- vFixed 'buy-for-supply' ships remained at 1 day delay
 + K, a+ i/ C2 {' YFixed Error in Kamikaze determination in Flak Attack 3 _# o1 U2 I- v' x: k- j
 Fixed Kamikaze training not affecting low naval bombing
 9 t1 G$ c. ~) o+ K4 WFixed Transferring pilot to group of different type losing 0-10 points off skills, rather than +/- 5 , y) y; R6 i  _/ D! D) I# P
 Changed Pilot experience hit based on category rather specific air type
 ' P5 n( p4 c9 Q' \0 j( d& rChanged Added more off-map checks to better handle the TF's 'Return to ...' buttons
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 [1108d]
 ; ?8 w8 s+ z: ~2 K( {+ ?1 v- E' @Fixed Removed ships under repair/conversion from AV support total
 . @/ a; `5 d/ h6 Z. V& G- A. gFixed Ground attacks against land units in friendly base hex could default to 'Commander Discretion' * q* {8 T8 g! c
 Changed Re-enabled limited on-map routing for off-map TFs
 3 `& [( l! U( K# aRemoved Disband check for resource/oil that was added earlier as can be worked around 2 A3 ~2 d; z8 {3 C
 Fixed Allow float planes to transport troops to coastal bases - allowed selecting but did not always make the move 4 n! z: O  v. ~
 Changed Night missions on list using BLUE rather than BLACK
 3 C) m1 M5 a$ y( J; yChanged Halved the 5-day resource requirement/stockpile to 2-day. Added earlier in patch to help with resource distribution
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 7 g. A+ S2 v( R! t' O5 J[1108e] / Q' j" Z) `0 ?4 \( _5 e* E
 Changed Arriving LCU units were building more than needed devices if not enough in device pool + X6 i9 A( h2 y% A" B0 q; f
 Fixed Was returning wrong Allied device to pool on LCU device upgrade   N- }; |( Y6 V2 {! h/ f% c4 X" P
 Fixed Tried to align weapon and TOE for units without formal TOE before taking replacements; wrong numbers could be happening
 7 W" {( B- W4 I3 i! kChanged Adjusted off-map entry point for way-points
 $ [  V. {$ z! L# X6 a* ]Fixed Altitude not being changed on some dive bomber attacks in AAA
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 1 c& k0 q; t3 G" v& ^[1108f]
 2 v# F  N1 R6 S3 P+ A0 l, ZFixed Auto convoy returning resource/oil to home base when not required to
 * W# V' ^" Q) y  s$ ]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 4 D9 l- [0 L8 R: Q; ~5 g
 Fixed CTD when checking groups on withdrawing ships
 # v: v# H4 U" ^Changed Restored image files for centre windows
 9 _: F  W0 w2 N  DFixed Extend packing time and operMode to combining editor components of parent LCU
 " V( \- ^. f3 L9 A: d! JChanged Vary DL for base created TFs, use same DL for TF split 6 o& S) {+ l3 R+ r; Y% [8 @
 Fixed Leader of delayed group being re-assigned continually / G2 ~" r, K3 w0 W+ f
 Fixed HQ check so that first HQ is included
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 ( l& \- q3 k: A! A& N. X5 c[1108g] ) @. h% n" a7 y. L6 @& {* H. O
 Changed Update device in TOE when changed in order to fix land replacements 3 @  p" q" F# P5 a
 Fixed Return cargo for CS or AC not checked if home base and current base are the same . g9 ^1 R& D( b$ x1 [
 Fixed Force TF to use offmap if incorrectly set due to changes of destination
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 [1108h] & S2 `! d5 p# W! c. v# w/ e1 l
 Fixed Adjust for non-mine device being in special mine slot [#9] for sub minelaying
 1 g7 A6 E. E' n5 t- mChanged Force ships to arrive at national base if original location is not valid to form TF; stop ships arriving at 'land-locked' base
 1 z. N, t; {! S2 p# V2 m( e* NFixed Group leader who is a pilot was losing the link under various conditions. Corrected conditions and added correction code 2 {. L5 t5 W% y7 K+ M* \# R
 Changed Allow 'independent' commands to change without cost to another
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 [1108i] , Y2 L7 H  D$ i
 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. 3 G* z+ `( ]! W7 u
 Fixed Japanese production was over-producing upgraded devices for LCUs 0 D) ^. U/ E* H3 I: i, C
 Changed Ship display of ARD shows lift capacity 4 B* T2 N, ?; K; T! o
 Fixed Sub-units not having withdraw delay decremented   c* U8 I! I5 d, S2 V5 y  \; K
 Fixed Updated offmap checks for home base
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 1 q; q6 C2 @7 U1 s5 Y) u[1108j]
 " H  E1 X5 [+ Z2 j1 ~* _( [5 d! AFixed Issue with carriers in range code; could cause data corruption
 u+ f9 v( N( ]2 tFixed Not all TRACOM pilots showed in lists ' @9 c% `: `+ n
 Fixed Limit retreat after meeting TF surface combat to actual combat
 * K4 A6 ^. ]" NChanged Removed endurance limit on PTs that limits attacks
 4 q( b0 v, L) j$ w3 y$ [Fixed LCU weapons being changed by AI code sometimes when LCU is human controlled
 4 w, t" P5 |, p7 p( oChanged Defer device upgrade of LCUs with fragments existing; causes errors in devices when swaping to parent or merging with other fragments/parent
 8 R# c7 c  g& K4 L# |7 c8 a- ^Changed No TF unload if 'do not unload' set regardless of status of ship cargo handling " B* [/ l& |6 o: K7 X* u3 C! [
 Fixed Empty fragments stopping editor sub-units from recombining
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