只更新了EXE程序文件 $ x1 B+ Z) P2 f! Khttp://www.matrixgames.com/forums/tm.asp?m=2729580 1 X) R+ o4 Z: U5 B kThis is an unofficial "short-term" beta install. & T3 o0 E/ ^' SShort-term being the appropriate term as this thread may be removed after a few days. / p+ P% C' T$ L5 c
7 I2 ?4 R0 s3 J- z3 l+ V) HThis 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. % A" w# w. I* G) M5 k% _
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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. 7 f6 f7 j7 Y6 {# Y5 |* z. J9 s& P2 U5 C
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Background: . b7 E$ ^7 ]+ A4 a: Y$ a; ZLast month my development PC had a meltdown while I was working on changes since the last released build (02). " m& J. h5 ~5 R$ q' {
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. 4 P, E' ~$ k. }3 A9 S( _* n
" x! L* b9 ^6 ^; R" a1 L4 I: Q$ jThe build works fine on my PC, but then it is also the one that created it. ! q3 q. ?$ {2 ZA 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. , o9 T( c% j% ^( N6 R/ U9 G- X y) V% N" H
As a result, I need to be 100% convinced that the new code will run on existing installs of AE. ! W D4 k1 X$ Y/ M9 P; S
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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. ) x" O, n1 c7 E0 c7 n6 e2 ~4 G1 p5 Y* r$ [/ |$ R
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. ) f4 i" x5 _1 {$ o0 y
Load up a save and play a few turns. Let me know if you have any issues with it. ' T$ V J3 L2 @: }: c
Also, try using tracker to see if the DLL still works. % T, K# p2 K W8 H+ H. H" g% l7 @6 R( ?# Q' v. r4 g
Again, my warning: 3 w* k! q; s& @% m% x' FPLEASE DON'T USE THIS EXE FOR YOUR REAL ON-GOING GAMES AT THE MOMENT PENDING MY FINDINGS ON HOW SUITABLE THE NEW EXE IS. " a# z, Y' H) _$ W & J9 d9 A6 T. f* n2 y) a* C( WHere is a list of the additional changes since 1108c (build 2) * E9 _ m3 {: E8 g, N2 ?" x0 P; Y ; C$ P, @; ^7 P- b+ ?$ y[1108c+] ) C0 q( U: n, `, K* [
Fixed Rebuilt LCUs tended to use wrong PP cost on the first display, esp component units. * N a; N- |3 D! hRevised restore of report files from save 9 m7 b. x( S f$ V
Changed Added group withdraw date to all split sub-groups, not just permanent withdraws 9 }! L( }. G6 {7 S4 t0 V pFixed 'buy-for-supply' ships remained at 1 day delay ' U E2 H7 T. X# f7 L, E5 r& qFixed Error in Kamikaze determination in Flak Attack 9 z& U, ] a9 v
Fixed Kamikaze training not affecting low naval bombing 1 P+ N, R3 {, o4 MFixed Transferring pilot to group of different type losing 0-10 points off skills, rather than +/- 5 % R3 n1 w5 l' m
Changed Pilot experience hit based on category rather specific air type # F2 x5 n% R$ F7 A( S6 u, [
Changed Added more off-map checks to better handle the TF's 'Return to ...' buttons ( e7 j4 H6 q- Z; E
/ N5 O; W( b1 \* @, R1 Q[1108d] # G. o+ v& R" a6 d! i/ O
Fixed Removed ships under repair/conversion from AV support total ) h% a" K/ ]0 S, N- ]( L3 p: e2 rFixed Ground attacks against land units in friendly base hex could default to 'Commander Discretion' * b% P+ W8 h# z
Changed Re-enabled limited on-map routing for off-map TFs n6 _; u2 Q. g
Removed Disband check for resource/oil that was added earlier as can be worked around - s ?. `7 n/ D- L, }9 BFixed Allow float planes to transport troops to coastal bases - allowed selecting but did not always make the move - e7 _3 d: s m$ y' u8 A' S
Changed Night missions on list using BLUE rather than BLACK % }( r0 {: T; ? oChanged Halved the 5-day resource requirement/stockpile to 2-day. Added earlier in patch to help with resource distribution 1 r% k3 R' ?# T5 M1 b3 A( F/ Q+ ^ 9 o" A1 U2 J$ ]1 D, u1 @, l; g[1108e] % G/ E) l, O6 z6 LChanged Arriving LCU units were building more than needed devices if not enough in device pool " ]( c7 |3 T2 I; v1 }' H
Fixed Was returning wrong Allied device to pool on LCU device upgrade * [8 B2 o6 ^: e9 o( v- Y
Fixed Tried to align weapon and TOE for units without formal TOE before taking replacements; wrong numbers could be happening # c, X- K: Q8 F5 gChanged Adjusted off-map entry point for way-points 0 N. h; [5 z% g# U9 t
Fixed Altitude not being changed on some dive bomber attacks in AAA 4 ]2 \/ t: F# [( U y" f, g/ M+ {! a7 `" K1 R: c% Q, O
[1108f] # }# f. C8 T2 ?" }
Fixed Auto convoy returning resource/oil to home base when not required to . E4 V# z$ j1 e3 CAdded 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 : y D& g8 @+ A7 }$ lFixed CTD when checking groups on withdrawing ships & R: _/ V, F" }7 O4 o, ?
Changed Restored image files for centre windows . J6 ^- q2 Q @8 i
Fixed Extend packing time and operMode to combining editor components of parent LCU / r! \) y. m& lChanged Vary DL for base created TFs, use same DL for TF split 1 ?) _& G& g" l: k4 ~4 tFixed Leader of delayed group being re-assigned continually 8 @- b7 i8 ?" {* w2 m4 r( O+ T
Fixed HQ check so that first HQ is included 5 J& F5 E$ _- ^% Z % q3 g0 T5 f9 u. n& E[1108g] * ]2 c: n. q# j4 b
Changed Update device in TOE when changed in order to fix land replacements * B5 [5 W( F: [% m6 M" EFixed Return cargo for CS or AC not checked if home base and current base are the same ( C# m% p) c4 ~' f: ~Fixed Force TF to use offmap if incorrectly set due to changes of destination " ^! v' H; ?/ Q! W) E/ |
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[1108h] $ F+ g7 t9 Q4 A( z7 ]+ q2 wFixed Adjust for non-mine device being in special mine slot [#9] for sub minelaying * g, X9 A/ ^8 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 & o1 E! k' @3 e' dFixed Group leader who is a pilot was losing the link under various conditions. Corrected conditions and added correction code $ ]) ?( M% h9 Y, _) k3 uChanged Allow 'independent' commands to change without cost to another 8 u( J6 C* P. G0 N7 S% E : n9 o1 z) {% _. a/ u( A, M8 @; \, S[1108i] , \2 h7 v- _$ P: }1 d
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. * E# m' I: K$ Z7 o" k9 ^Fixed Japanese production was over-producing upgraded devices for LCUs : X# R: i3 V5 Z0 zChanged Ship display of ARD shows lift capacity ! R, U- Y8 F6 l% J2 e+ H% RFixed Sub-units not having withdraw delay decremented - a; F/ P- N+ [# t2 D+ t4 T. s jFixed Updated offmap checks for home base 2 e9 r3 \0 u# ~* j9 Q( _0 D ?9 N; u: n$ y* { O1 S3 }* m" c
[1108j] 3 ~- u- d+ [+ W% ]/ I* f
Fixed Issue with carriers in range code; could cause data corruption d4 |# }* h, ^6 C( [8 PFixed Not all TRACOM pilots showed in lists # \9 Q4 V9 a7 m. a7 j5 U/ B
Fixed Limit retreat after meeting TF surface combat to actual combat ' C c, }# ^, ]4 `5 }, p, x, l
Changed Removed endurance limit on PTs that limits attacks 2 i4 h q4 a1 f) o, P$ j# P7 N3 N7 A
Fixed LCU weapons being changed by AI code sometimes when LCU is human controlled 7 d5 f$ h: ^7 \, x q9 U9 K- }
Changed Defer device upgrade of LCUs with fragments existing; causes errors in devices when swaping to parent or merging with other fragments/parent 1 X1 d8 z& B1 G1 i/ e+ Q+ g# ?1 e
Changed No TF unload if 'do not unload' set regardless of status of ship cargo handling 8 U& {+ v! \4 ^$ u. u2 F
Fixed Empty fragments stopping editor sub-units from recombining作者: 红叶 时间: 2011-3-10 07:50