只更新了EXE程序文件& @& E. N$ J9 h# z: D
http://www.matrixgames.com/forums/tm.asp?m=2729580. L4 G* B" @2 m1 N! G
This is an unofficial "short-term" beta install. 1 Z; h8 M! M$ U1 o: e$ X- D
Short-term being the appropriate term as this thread may be removed after a few days. 5 r- v% b5 M4 Y, X+ j- A: p l% ~
* R$ [; \5 z! G8 z) x& YThis 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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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. " w6 A, ?% |7 g2 C
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Background: % K- O6 f' }- q% y8 }) Y
Last month my development PC had a meltdown while I was working on changes since the last released build (02).
- N$ y3 [) R: g5 Z( M% lAs 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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! I- d4 _' j" q7 ~; \The build works fine on my PC, but then it is also the one that created it.
8 J3 f$ |1 w! z; A3 D# n, K+ `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.
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As a result, I need to be 100% convinced that the new code will run on existing installs of AE. 6 x: f5 }2 T: L+ @) O+ o% d D5 u
. B C0 S+ S4 A! 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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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.
: w8 p1 R. S& A% n+ m$ oLoad up a save and play a few turns. Let me know if you have any issues with it. 1 H( D5 S0 ]( E
Also, try using tracker to see if the DLL still works. - b, o* }' J* M6 i) r" Q; U. i8 E
. w( r0 M, T% h. i% G1 c2 f8 E+ Z d zAgain, my warning: + S% g) i2 D3 [5 b& [8 k' T' b- 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. 7 E8 _& i4 Z1 C' c4 S: Y
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Here is a list of the additional changes since 1108c (build 2)
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[1108c+] ) J; W. w+ x- \, _
Fixed Rebuilt LCUs tended to use wrong PP cost on the first display, esp component units.
5 F* ~* G! ?: C4 T3 v2 v7 ^Revised restore of report files from save
6 |$ Y1 Y, l" p' dChanged Added group withdraw date to all split sub-groups, not just permanent withdraws / j: Q& Z$ S3 w( q) p6 g
Fixed 'buy-for-supply' ships remained at 1 day delay 4 ]4 ?" N4 D* w) Q8 _
Fixed Error in Kamikaze determination in Flak Attack
1 y d/ S7 @$ |' X" ~) E# rFixed Kamikaze training not affecting low naval bombing / U6 `+ n9 N: ?) Q# t% C' W( j* j
Fixed Transferring pilot to group of different type losing 0-10 points off skills, rather than +/- 5
, \" o6 H! u) CChanged Pilot experience hit based on category rather specific air type ; f: ^$ U7 Q; ~1 F
Changed Added more off-map checks to better handle the TF's 'Return to ...' buttons % U8 O7 ^$ @; J" Y2 J+ r( b$ d
: q! p$ a- W2 Q$ y+ W7 S2 q" K/ M- m[1108d] 3 T, f4 o$ \# E) L* M7 R
Fixed Removed ships under repair/conversion from AV support total
# X+ I2 C' w2 S5 @Fixed Ground attacks against land units in friendly base hex could default to 'Commander Discretion'
# u7 W& }" L; _/ a6 RChanged Re-enabled limited on-map routing for off-map TFs
% S8 v' r2 ]( F# W% ^% Y" uRemoved Disband check for resource/oil that was added earlier as can be worked around 8 X, B& Y# Y" B
Fixed Allow float planes to transport troops to coastal bases - allowed selecting but did not always make the move
; L, Y4 H& W, W5 H4 ]: H/ q" QChanged Night missions on list using BLUE rather than BLACK
* s7 @5 k$ X8 B$ z/ q/ pChanged Halved the 5-day resource requirement/stockpile to 2-day. Added earlier in patch to help with resource distribution
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[1108e] " K6 ?* O' Z9 E6 o" {4 P+ m3 j
Changed Arriving LCU units were building more than needed devices if not enough in device pool
* B( {4 p! |5 e/ U% X) T1 AFixed Was returning wrong Allied device to pool on LCU device upgrade
; w- L1 t2 a, P+ j) MFixed Tried to align weapon and TOE for units without formal TOE before taking replacements; wrong numbers could be happening
Z X+ f1 G6 M6 j5 z* j7 eChanged Adjusted off-map entry point for way-points
# d* A7 u s, O9 TFixed Altitude not being changed on some dive bomber attacks in AAA
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[1108f]
: y9 y9 a; {6 e2 s) x* yFixed Auto convoy returning resource/oil to home base when not required to + X9 [$ t. @! M/ d M
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 g1 k1 ~. y6 q- M2 X
Fixed CTD when checking groups on withdrawing ships
- S3 Z: B/ i+ Z6 R, g& _Changed Restored image files for centre windows
+ n- E4 c. w' J% C+ h) ]6 D$ Y5 nFixed Extend packing time and operMode to combining editor components of parent LCU
4 ]8 `& S6 E7 @5 ]4 Q! QChanged Vary DL for base created TFs, use same DL for TF split 4 D. T5 P" C0 I5 E% ~) l0 z- r" f
Fixed Leader of delayed group being re-assigned continually ! A: T P& ~0 }, `
Fixed HQ check so that first HQ is included 5 P; g, J3 v2 R) H
3 j' ]* O; L: C$ o[1108g]
' V1 c+ m8 ^, F% y$ fChanged Update device in TOE when changed in order to fix land replacements
. N" `5 o. V# IFixed Return cargo for CS or AC not checked if home base and current base are the same
) y0 r* \: o0 C5 v0 hFixed Force TF to use offmap if incorrectly set due to changes of destination
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[1108h] 8 M5 Z$ D+ E$ z3 ^9 @9 K
Fixed Adjust for non-mine device being in special mine slot [#9] for sub minelaying 6 F# ?' G) m2 r
Changed Force ships to arrive at national base if original location is not valid to form TF; stop ships arriving at 'land-locked' base
1 V+ n( B3 O4 h/ k" u) IFixed Group leader who is a pilot was losing the link under various conditions. Corrected conditions and added correction code 7 b, d. m% l. ]. ]- D) t
Changed Allow 'independent' commands to change without cost to another : P2 `' e7 O& M6 R1 A) Y
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[1108i]
6 C' Q& D' j M& V$ U! a, nFixed 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.
5 B$ t1 f; X0 r7 rFixed Japanese production was over-producing upgraded devices for LCUs 4 Y8 a. d$ x) Z4 {2 @
Changed Ship display of ARD shows lift capacity
% F8 j/ u" a# a6 x+ [: HFixed Sub-units not having withdraw delay decremented : `# X9 I6 K9 \2 H6 A3 C) K6 e$ F
Fixed Updated offmap checks for home base 8 o/ ]- }/ w7 X2 d+ [7 O7 {
7 A1 R. z+ t S6 a0 s[1108j] 8 k) u- U* Z( u# {7 u( E S7 x/ [6 n
Fixed Issue with carriers in range code; could cause data corruption
! d b. J3 @3 f2 a, ZFixed Not all TRACOM pilots showed in lists
% g% Q7 v4 u1 M7 D1 k' K( c- Y FFixed Limit retreat after meeting TF surface combat to actual combat . y, } Y4 |1 Y# L
Changed Removed endurance limit on PTs that limits attacks % Y9 h" a# n" u
Fixed LCU weapons being changed by AI code sometimes when LCU is human controlled : A; E7 b6 G9 Q9 {9 s
Changed Defer device upgrade of LCUs with fragments existing; causes errors in devices when swaping to parent or merging with other fragments/parent # A g7 n3 Q& `7 N, P3 g3 Z" F1 _
Changed No TF unload if 'do not unload' set regardless of status of ship cargo handling , r% [$ g& t, d: Q( O7 b& Y
Fixed Empty fragments stopping editor sub-units from recombining |