只更新了EXE程序文件7 u9 R. A& Z4 H' e, a4 e
http://www.matrixgames.com/forums/tm.asp?m=2729580
, f5 N( S" j, o$ G1 _3 Q. `This is an unofficial "short-term" beta install.
: V4 l* i4 t" J+ V% o v8 v# LShort-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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* o7 |/ i( C) y1 W F3 R9 bPLEASE 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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5 c, ^2 E( \2 ?0 qBackground: ' P9 `0 T. v0 t3 I! o0 S+ \& E, g7 p
Last month my development PC had a meltdown while I was working on changes since the last released build (02). 9 ^: N' E g+ {# ^
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. + X) ?3 K+ \, `; D
; l# x% y) S. s6 z* u* DThe build works fine on my PC, but then it is also the one that created it.
2 u' c% h* E. _& E2 W, XA 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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6 l T V, a; X1 K5 _) J" F+ HAs a result, I need to be 100% convinced that the new code will run on existing installs of AE. " \7 s/ T4 i' d2 P. f7 s$ b0 G& V( t
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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.
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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.
+ d2 m+ |+ s; b* oLoad up a save and play a few turns. Let me know if you have any issues with it. : c6 `+ h" T0 m6 U0 t# \4 u, C9 @
Also, try using tracker to see if the DLL still works. , t- L5 s `- _$ N
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Again, my warning: 3 }$ M! I0 `! c; y! @) ]6 @: {
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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" c& v2 l& d7 g L. A# u. p0 NHere is a list of the additional changes since 1108c (build 2)
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% u: l) y8 ~. i% w- h9 l[1108c+] / ~- c7 J2 E& H3 F
Fixed Rebuilt LCUs tended to use wrong PP cost on the first display, esp component units.
/ A( p1 j, i! q# k* |7 O! s: aRevised restore of report files from save 9 g, r$ `* ?- \, E) E# T
Changed Added group withdraw date to all split sub-groups, not just permanent withdraws 4 ^3 d' c- k5 p1 l" Y
Fixed 'buy-for-supply' ships remained at 1 day delay
8 h# A* X" ]/ W4 P( Q: _( _: m; R# }Fixed Error in Kamikaze determination in Flak Attack 1 G5 |! d& O- a. I
Fixed Kamikaze training not affecting low naval bombing
" { j4 y: ^. q1 J% fFixed Transferring pilot to group of different type losing 0-10 points off skills, rather than +/- 5
' ]9 v7 L2 Z8 V. o3 W5 d6 GChanged Pilot experience hit based on category rather specific air type 8 T: {! n" v# H o; ^
Changed Added more off-map checks to better handle the TF's 'Return to ...' buttons
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& Q- r5 W8 C6 Q6 S[1108d] & g* I7 w( M. h# e$ g
Fixed Removed ships under repair/conversion from AV support total
- z' n9 q' U) j" sFixed Ground attacks against land units in friendly base hex could default to 'Commander Discretion' & p# g( v( N0 Q2 O
Changed Re-enabled limited on-map routing for off-map TFs
7 ?2 [. J% r# i: M. p4 QRemoved Disband check for resource/oil that was added earlier as can be worked around 1 g8 `0 j* B( W8 h) E, y
Fixed Allow float planes to transport troops to coastal bases - allowed selecting but did not always make the move & Z% q% o8 B/ w/ y& y
Changed Night missions on list using BLUE rather than BLACK
, n* Q& b5 y$ S# qChanged Halved the 5-day resource requirement/stockpile to 2-day. Added earlier in patch to help with resource distribution
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[1108e]
; ^" E9 s* {6 e2 g- P6 r* nChanged Arriving LCU units were building more than needed devices if not enough in device pool % _, d4 |1 {! {5 Q, u* _# K2 Q
Fixed Was returning wrong Allied device to pool on LCU device upgrade 9 A, ~! B% {( G6 H- S
Fixed Tried to align weapon and TOE for units without formal TOE before taking replacements; wrong numbers could be happening * E, {1 a% ]4 p1 P0 L/ ~+ Q! V
Changed Adjusted off-map entry point for way-points
/ e* W3 c) T: P( i' [) mFixed Altitude not being changed on some dive bomber attacks in AAA , ? w; B0 J+ Y' Y
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[1108f] - u8 {' Q. I2 y+ H6 @
Fixed Auto convoy returning resource/oil to home base when not required to
6 [0 t/ l6 \. A2 U9 S# B+ BAdded 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 % {- n) ^3 @! H! O, B/ H
Fixed CTD when checking groups on withdrawing ships 2 @+ e+ X( [/ |0 g+ q; ^$ w3 b
Changed Restored image files for centre windows
- X, `3 L7 o! c1 C. @Fixed Extend packing time and operMode to combining editor components of parent LCU ) K* K5 q. y/ A L3 O4 G3 L
Changed Vary DL for base created TFs, use same DL for TF split
: t- D; F3 e* f+ t* x5 [( ^+ ]+ aFixed Leader of delayed group being re-assigned continually
* {% b8 `! N+ l$ T1 e xFixed HQ check so that first HQ is included
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8 z2 H5 c6 l+ S7 O. N, G; C[1108g] & ~. Q- S+ d" H; [
Changed Update device in TOE when changed in order to fix land replacements 1 M, X" I- ^: q# J" \, W1 f7 F
Fixed Return cargo for CS or AC not checked if home base and current base are the same 7 K1 A/ ]; K2 C. C
Fixed Force TF to use offmap if incorrectly set due to changes of destination : x& k" d9 `' f5 ~
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[1108h] 3 e8 I3 T# j6 f) D7 Y" @
Fixed Adjust for non-mine device being in special mine slot [#9] for sub minelaying $ @$ @( [0 S+ 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 9 U6 k, I4 b4 ^% I6 D* }
Fixed Group leader who is a pilot was losing the link under various conditions. Corrected conditions and added correction code , @' r! b- S1 j& R. _6 _
Changed Allow 'independent' commands to change without cost to another
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3 u" `; w3 t, d' g+ v6 D) b[1108i]
0 u8 k( C3 n5 ?9 \3 S$ t5 ?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. 1 a0 n/ N- _5 w/ {$ g
Fixed Japanese production was over-producing upgraded devices for LCUs , K) t4 r5 g! A* o" [! i4 }9 j
Changed Ship display of ARD shows lift capacity 0 l# f$ V$ q- j0 z" u+ j
Fixed Sub-units not having withdraw delay decremented . a1 Y) v# J+ E! t' X
Fixed Updated offmap checks for home base
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[1108j] 5 |# C( e2 P1 ?" H' v7 K# `
Fixed Issue with carriers in range code; could cause data corruption
) Z# n2 p# F- T( k/ d3 zFixed Not all TRACOM pilots showed in lists
/ }9 k# t1 b# iFixed Limit retreat after meeting TF surface combat to actual combat
1 U* u+ [& Y2 V! MChanged Removed endurance limit on PTs that limits attacks
3 s% {7 X4 Y- f4 H( ?. V! ~Fixed LCU weapons being changed by AI code sometimes when LCU is human controlled
6 P6 H, i2 {( E# @) PChanged Defer device upgrade of LCUs with fragments existing; causes errors in devices when swaping to parent or merging with other fragments/parent & J! K( @8 e w$ v3 g% [
Changed No TF unload if 'do not unload' set regardless of status of ship cargo handling 7 ]7 v: o' L! `8 T
Fixed Empty fragments stopping editor sub-units from recombining |