只更新了EXE程序文件% q8 Y/ @( s- W6 F6 R3 ` http://www.matrixgames.com/forums/tm.asp?m=2729580 % Z8 O( f; w6 c' \This is an unofficial "short-term" beta install. % j. }/ o, A x; YShort-term being the appropriate term as this thread may be removed after a few days. 3 h; T6 o" A4 J5 }+ [* d' F, G, g+ S3 }8 R
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. ' W% z( B! c; v" Z
" }0 i: s% i0 ]* S- K$ p/ 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. 5 U% j' D" {1 [% O8 t) d9 T0 X) S: C# F' C( a* @
Background: - k* V6 Q1 s' Z# a9 h; \8 |
Last month my development PC had a meltdown while I was working on changes since the last released build (02). * _9 n- e3 T5 k4 GAs 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. , a# T/ {' L0 { B) b& ?
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The build works fine on my PC, but then it is also the one that created it. ' ?4 s. a! W7 c- X
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. ! A+ t) p+ j% r# R3 v/ F8 c
& I& i% v2 K# IAs a result, I need to be 100% convinced that the new code will run on existing installs of AE. + A: M: O# R& F1 L
A8 R- H% @: ~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. % V; q0 |+ m0 u- a' Y9 A; B/ w5 p ) g l; `0 v7 s0 M% d/ C3 [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. 0 @* {# f& s7 l4 ~
Load up a save and play a few turns. Let me know if you have any issues with it. , C8 X3 F0 J4 X) t1 ]' L- a
Also, try using tracker to see if the DLL still works. 6 V2 v& ?9 p# m4 f, v1 n. f d+ B( {6 W7 ~# c) u1 N* f5 ?) ]1 d
Again, my warning: 0 d. P! J! t& |# X3 \2 t# H2 B; 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. . N1 J w* H. v; F: Y5 b7 I9 R
3 @% [7 r) N+ v% c$ h9 kHere is a list of the additional changes since 1108c (build 2) 1 k: _* I: a* W. [ v( J! C7 v- _- k) D; `: m4 W5 \
[1108c+] - c* ^! j* j! }
Fixed Rebuilt LCUs tended to use wrong PP cost on the first display, esp component units. , T$ {5 a: N: s; e- xRevised restore of report files from save 8 j; u- L: n+ |" @Changed Added group withdraw date to all split sub-groups, not just permanent withdraws # y' k3 Y/ e5 I3 b* j+ \; I
Fixed 'buy-for-supply' ships remained at 1 day delay # |$ h" I9 D* W# \! l: d6 l6 T
Fixed Error in Kamikaze determination in Flak Attack % J$ N' e7 o! g% r( [* {! R& y* j7 _+ xFixed Kamikaze training not affecting low naval bombing # \% c. C) C3 ?' Z9 w1 wFixed Transferring pilot to group of different type losing 0-10 points off skills, rather than +/- 5 h B* p" H% }: Q, KChanged Pilot experience hit based on category rather specific air type 1 P8 N! l3 B- T4 P: P4 N M0 Y
Changed Added more off-map checks to better handle the TF's 'Return to ...' buttons & @1 ^4 E$ `1 f( G
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[1108d] 0 W4 B2 C, D" \0 e* I8 F
Fixed Removed ships under repair/conversion from AV support total : f4 c% }5 u: k3 @
Fixed Ground attacks against land units in friendly base hex could default to 'Commander Discretion' ; m* t; Z; F) D8 K7 XChanged Re-enabled limited on-map routing for off-map TFs 4 a; w) {3 ^, B! }3 d3 o6 N
Removed Disband check for resource/oil that was added earlier as can be worked around " n4 X# h. T" D; g& n
Fixed Allow float planes to transport troops to coastal bases - allowed selecting but did not always make the move " U+ y4 X5 }) t, {! M J1 G% F6 F
Changed Night missions on list using BLUE rather than BLACK 8 ]$ I, H9 b3 _' D! ?7 |& ]$ Y/ ?Changed Halved the 5-day resource requirement/stockpile to 2-day. Added earlier in patch to help with resource distribution ( F% h- G; f; ^# c9 u5 P: U
( f/ j' E6 T5 ^- d* j. Q3 b[1108e] 1 ^2 B4 f' |4 T( a5 ?8 X
Changed Arriving LCU units were building more than needed devices if not enough in device pool 6 o; q8 q* g! S) X7 t' L; IFixed Was returning wrong Allied device to pool on LCU device upgrade 9 U7 C" B2 ~: |* B0 t: N8 DFixed Tried to align weapon and TOE for units without formal TOE before taking replacements; wrong numbers could be happening 3 a2 M& n. x) U9 }# h! ZChanged Adjusted off-map entry point for way-points 7 M; g- O! y. E0 @8 f; X# w* v6 V* M- u
Fixed Altitude not being changed on some dive bomber attacks in AAA ' K, ` M) m9 T. m$ e& {
7 N: F6 U. i, z8 }; ^6 Z[1108f] 6 ]7 U6 [1 p* iFixed Auto convoy returning resource/oil to home base when not required to , J+ Z! G2 Q& ~. g# U+ T
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 / c4 p1 }( p% f& t. d, ~! B8 CFixed CTD when checking groups on withdrawing ships ; {9 `# z2 F0 ^- q. a
Changed Restored image files for centre windows 7 U, o+ s7 M S1 C
Fixed Extend packing time and operMode to combining editor components of parent LCU , K- I5 {- s/ r* H* D& G) ]
Changed Vary DL for base created TFs, use same DL for TF split 0 i6 A9 p' U; i+ L$ hFixed Leader of delayed group being re-assigned continually ( {/ r- y' b8 P, I" ~/ bFixed HQ check so that first HQ is included - b1 P; y4 k8 {
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[1108g] & f" m7 K& H' G6 [1 p7 @' i2 P
Changed Update device in TOE when changed in order to fix land replacements 9 A% M& L- P( T
Fixed Return cargo for CS or AC not checked if home base and current base are the same % V+ u6 v; l; A( N% ]* GFixed Force TF to use offmap if incorrectly set due to changes of destination / j. k# S- z1 J6 ?1 A, `5 S1 \2 e1 q& Y6 U1 h
[1108h] ) g+ W( g$ m! F/ C3 H
Fixed Adjust for non-mine device being in special mine slot [#9] for sub minelaying g2 I4 w* j! U! \5 d4 g+ FChanged Force ships to arrive at national base if original location is not valid to form TF; stop ships arriving at 'land-locked' base @8 F2 ~* e* e; MFixed Group leader who is a pilot was losing the link under various conditions. Corrected conditions and added correction code # d( L; z& c( \( w
Changed Allow 'independent' commands to change without cost to another 1 A( m; W. {) K* l 2 O2 l5 h# g0 r+ ^9 t! x[1108i] ( q4 D2 [1 X4 v8 g- J/ D. 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. . R6 a& s0 i& B& ~9 x+ `$ G. PFixed Japanese production was over-producing upgraded devices for LCUs ) R! T' H1 T2 H7 }6 j* oChanged Ship display of ARD shows lift capacity 7 t" l& h3 L, g+ r: E0 x0 ^
Fixed Sub-units not having withdraw delay decremented . y; i$ Z0 Z) C$ j( g, H* FFixed Updated offmap checks for home base 5 t( k% y" V7 c) T( G+ J) q$ Y' c# F i
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[1108j] % c/ c' Q/ Z% r" ?2 K
Fixed Issue with carriers in range code; could cause data corruption 5 D* R! _- u% R- b5 j
Fixed Not all TRACOM pilots showed in lists + t9 Y; Y1 C8 s7 w
Fixed Limit retreat after meeting TF surface combat to actual combat 2 ?) O4 L) S1 \
Changed Removed endurance limit on PTs that limits attacks K3 r9 v; o3 [# e/ i
Fixed LCU weapons being changed by AI code sometimes when LCU is human controlled " j& v$ {- \5 [2 d. e2 F
Changed Defer device upgrade of LCUs with fragments existing; causes errors in devices when swaping to parent or merging with other fragments/parent ( }& N& p/ {: i; \- t7 fChanged No TF unload if 'do not unload' set regardless of status of ship cargo handling 8 g6 y+ W5 a0 s+ l/ J8 _Fixed Empty fragments stopping editor sub-units from recombining作者: 红叶 时间: 2011-3-10 07:50