只更新了EXE程序文件. x: W/ F9 a: R$ e$ A6 v http://www.matrixgames.com/forums/tm.asp?m=27295809 w8 ~' s8 p: b7 m8 Y: T This is an unofficial "short-term" beta install. " E* `- C6 e$ @/ c1 a$ v% JShort-term being the appropriate term as this thread may be removed after a few days. " N0 T/ N0 S' H0 N, j7 q# j
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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. , c( T6 t6 R) C Y" H2 P) |2 E 4 Z" Q: J0 }. Q# w, 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. ; d8 m% R4 V( E* e* v6 T; I6 d, i- s; F& M1 \% J7 o
Background: % K7 k) H# I3 l2 W* t
Last month my development PC had a meltdown while I was working on changes since the last released build (02). 6 D6 M: ?. t5 U9 Q7 I7 o( X0 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. + p% K' E' o: T# u6 f8 P0 l0 x5 i0 j6 D7 z ~
The build works fine on my PC, but then it is also the one that created it. 3 n( ]( U; g1 A5 }$ QA 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. # s$ ?. O8 { Q. I, i
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As a result, I need to be 100% convinced that the new code will run on existing installs of AE. 7 o& p' N; ~1 d1 Q* u$ o+ X 1 Q; m' n5 y2 i$ eI 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 r3 @, P! K4 u; B2 `( p 6 G. u% O! Q! G, m# [5 z$ \- s9 L% KI 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. 4 d7 N) x9 I" g$ ~% Z2 D' r
Load up a save and play a few turns. Let me know if you have any issues with it. * J! m/ j+ s% C3 v9 s5 @) N7 IAlso, try using tracker to see if the DLL still works. 0 O* M7 R. G8 N- W; M3 I" j . X/ p( K2 W& l/ F9 Q& C5 qAgain, my warning: . Y( W! P, E+ ]1 }) M& t6 m
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. . U, f4 l; G9 ^3 ~1 S3 L7 b7 M! p
Here is a list of the additional changes since 1108c (build 2) ! H# m5 D/ R7 m+ a" ]4 E5 C# w2 y+ v
[1108c+] ; j& i/ N6 {2 [3 m2 @Fixed Rebuilt LCUs tended to use wrong PP cost on the first display, esp component units. ' v" G( |7 B# _% f
Revised restore of report files from save $ q) F4 b) E! j
Changed Added group withdraw date to all split sub-groups, not just permanent withdraws 1 B9 m7 M0 q+ k0 `; A5 m$ AFixed 'buy-for-supply' ships remained at 1 day delay 7 x0 j5 i- b* S( i& AFixed Error in Kamikaze determination in Flak Attack . p, J. U3 O! M/ k; o2 JFixed Kamikaze training not affecting low naval bombing 4 h4 Y$ N4 O% V# K7 @
Fixed Transferring pilot to group of different type losing 0-10 points off skills, rather than +/- 5 ( v# S* c' C5 |. q1 I
Changed Pilot experience hit based on category rather specific air type 5 v5 V0 m5 [( t z
Changed Added more off-map checks to better handle the TF's 'Return to ...' buttons / c8 D: r% @% V- r( C
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[1108d] 8 P, g& K8 x$ b7 UFixed Removed ships under repair/conversion from AV support total 9 F6 a% S/ [% \! @8 V4 ]1 l
Fixed Ground attacks against land units in friendly base hex could default to 'Commander Discretion' 3 u' H3 {9 q9 u1 j
Changed Re-enabled limited on-map routing for off-map TFs # [( v N$ r+ Y: t% wRemoved Disband check for resource/oil that was added earlier as can be worked around ; I' B, k7 K1 g9 zFixed Allow float planes to transport troops to coastal bases - allowed selecting but did not always make the move 1 l5 |, M+ L9 k7 s& F
Changed Night missions on list using BLUE rather than BLACK + w+ X# h, j0 x; BChanged Halved the 5-day resource requirement/stockpile to 2-day. Added earlier in patch to help with resource distribution # X6 U6 {; v9 f, ~( J; i- ^. Y' G4 d! N6 ` E
[1108e] 4 C' U( _( p) E8 {- MChanged Arriving LCU units were building more than needed devices if not enough in device pool 8 }2 N9 x) G( vFixed Was returning wrong Allied device to pool on LCU device upgrade $ F5 E0 x$ P$ z8 r
Fixed Tried to align weapon and TOE for units without formal TOE before taking replacements; wrong numbers could be happening : @: ]) |; j' z, M$ t# }/ V: B% y
Changed Adjusted off-map entry point for way-points 2 M' G5 I% Y& w: N- W, W. K9 u- aFixed Altitude not being changed on some dive bomber attacks in AAA 5 [: S6 M! Q; u- g1 }; r5 y6 A % ~7 P* P7 j+ S3 N+ I$ e[1108f] 1 x8 E1 |1 v& p u1 `
Fixed Auto convoy returning resource/oil to home base when not required to + z7 u! N+ V5 E( w s9 y
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 + ^# L) Q8 {4 m; JFixed CTD when checking groups on withdrawing ships / T2 C5 {3 I6 J
Changed Restored image files for centre windows 3 Q4 J+ }& |8 ZFixed Extend packing time and operMode to combining editor components of parent LCU * b- g: @& @1 G
Changed Vary DL for base created TFs, use same DL for TF split F- k" i! Q( n7 ?/ `/ L7 s
Fixed Leader of delayed group being re-assigned continually 7 A+ {+ l `4 C6 h: y
Fixed HQ check so that first HQ is included 0 n& @3 k$ t( O8 N9 J/ p+ U7 U+ r4 z5 }
[1108g] 7 Q X: H& C& K1 Y- F- M! nChanged Update device in TOE when changed in order to fix land replacements ; D0 ?, d! v c( D) [8 }
Fixed Return cargo for CS or AC not checked if home base and current base are the same 4 z: k( V, t U# {Fixed Force TF to use offmap if incorrectly set due to changes of destination * L9 P u3 ?- R . t3 S( B" `3 X) S: y7 A[1108h] ( G c) b" v" b/ b9 ~Fixed Adjust for non-mine device being in special mine slot [#9] for sub minelaying $ m# Z& b4 q+ P% Z+ x5 n% F: u
Changed Force ships to arrive at national base if original location is not valid to form TF; stop ships arriving at 'land-locked' base 5 o7 l% t3 g c/ u0 F0 q
Fixed Group leader who is a pilot was losing the link under various conditions. Corrected conditions and added correction code + M7 _; N: H* J0 E# f* tChanged Allow 'independent' commands to change without cost to another ! q% F& d- x% g' W9 T/ i. Z' ^ b8 p1 G: t
[1108i] 3 D, ^5 ^0 K- J, [: E$ L, _# dFixed 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. - a. A9 M8 Z, k1 S; |
Fixed Japanese production was over-producing upgraded devices for LCUs % r. S$ g; K) k" d; b
Changed Ship display of ARD shows lift capacity 2 h' |" A' l- I( a/ G: M) C& j7 i
Fixed Sub-units not having withdraw delay decremented 0 A0 [9 O' r2 J2 L" l rFixed Updated offmap checks for home base 3 E; B- G6 p2 L0 b& `- q* ]$ M. l" y6 g
[1108j] , m9 y2 n$ `. {7 S* I7 CFixed Issue with carriers in range code; could cause data corruption + _6 i$ v1 n+ U' p- j8 PFixed Not all TRACOM pilots showed in lists % C" @& r: J8 K+ e3 {; h- L0 `* p
Fixed Limit retreat after meeting TF surface combat to actual combat 9 N3 E7 C7 N5 f. S
Changed Removed endurance limit on PTs that limits attacks + w1 y, L8 h: OFixed LCU weapons being changed by AI code sometimes when LCU is human controlled 2 u8 _0 w) R! H, y2 N. O
Changed Defer device upgrade of LCUs with fragments existing; causes errors in devices when swaping to parent or merging with other fragments/parent 1 O* R3 Z! S" B$ M" j
Changed No TF unload if 'do not unload' set regardless of status of ship cargo handling + O' }$ m/ h3 r, |
Fixed Empty fragments stopping editor sub-units from recombining作者: 红叶 时间: 2011-3-10 07:50