只更新了EXE程序文件 3 Z# b- {0 R8 h; A6 Z+ ]; ^http://www.matrixgames.com/forums/tm.asp?m=2729580 6 _2 [5 X7 A5 \$ u+ v. C6 pThis is an unofficial "short-term" beta install. 8 B) Q" J5 F5 d Z1 B v Short-term being the appropriate term as this thread may be removed after a few days. 7 S8 T0 \/ t+ ?, O; ]; l
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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. 9 T$ U' p" C. Z3 }- s9 F
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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. 6 W; M5 }" T- F% F4 G7 ]; f. d7 e9 F# `5 q
Background: o9 m- ]8 \% a1 x
Last month my development PC had a meltdown while I was working on changes since the last released build (02). 5 c6 g2 H7 ]8 B( K7 m* b( FAs 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. : a9 Y: M* l2 z5 r2 N0 b6 Z # Z; L: `0 j- C8 @! pThe build works fine on my PC, but then it is also the one that created it. . m3 s! `$ j0 i$ E2 p, EA 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. . W4 l Q* x* |' B7 X, C" E5 _" C4 ~2 U2 F4 q" e6 g
As a result, I need to be 100% convinced that the new code will run on existing installs of AE. 1 n2 X! D3 p! k2 \. a/ F% T' C. V8 ]3 j) g# p/ p$ d/ q
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. ) B |! N8 h+ ]% @8 a7 z# A/ W# h* P2 C. ^1 R- h- I
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. ) b* B" @; m# N! ^' z( [
Load up a save and play a few turns. Let me know if you have any issues with it. # k, W# O O" ?. z5 ^1 ], W7 ^Also, try using tracker to see if the DLL still works. M/ e# i# u- F, \$ z# f
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Again, my warning: 2 x! j E3 Q0 @8 G$ ZPLEASE DON'T USE THIS EXE FOR YOUR REAL ON-GOING GAMES AT THE MOMENT PENDING MY FINDINGS ON HOW SUITABLE THE NEW EXE IS. 4 ^9 D$ h7 J" n+ ]) ? 5 g* q- w) S- H9 wHere is a list of the additional changes since 1108c (build 2) % l; I( p$ ^1 G! a4 F+ {1 V
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[1108c+] / _1 `7 {9 z2 l+ q' N1 s
Fixed Rebuilt LCUs tended to use wrong PP cost on the first display, esp component units. ! h( Q2 X. q. Z. x$ H5 TRevised restore of report files from save 9 X1 u2 ~" ` b$ N0 B) V9 e7 YChanged Added group withdraw date to all split sub-groups, not just permanent withdraws 8 h. \/ m) s& _3 l1 L- cFixed 'buy-for-supply' ships remained at 1 day delay 8 e. ~) {) F, B5 u" WFixed Error in Kamikaze determination in Flak Attack 7 i$ E9 _, @6 \8 s2 v2 WFixed Kamikaze training not affecting low naval bombing 2 d7 i2 U' h. y0 K& J; P4 m# t
Fixed Transferring pilot to group of different type losing 0-10 points off skills, rather than +/- 5 . U9 S7 j4 e' ]# YChanged Pilot experience hit based on category rather specific air type 1 N; R- T: a+ |3 {# T
Changed Added more off-map checks to better handle the TF's 'Return to ...' buttons , F+ N, ?- B% ?/ i \) J* `% k
+ V4 D/ I( O+ {$ g[1108d] ( k! T! p3 H8 E3 b) W8 b- ?2 z" P
Fixed Removed ships under repair/conversion from AV support total - e/ T$ G4 e) |6 v8 J. o6 V" `Fixed Ground attacks against land units in friendly base hex could default to 'Commander Discretion' + x( g+ y' T! Q$ K6 o U1 y* hChanged Re-enabled limited on-map routing for off-map TFs # \2 c$ z, r8 r! Q) S) m
Removed Disband check for resource/oil that was added earlier as can be worked around # J5 \) N! E# e* B2 r' a' O4 fFixed Allow float planes to transport troops to coastal bases - allowed selecting but did not always make the move $ X# c8 L2 O: [* [! r/ O
Changed Night missions on list using BLUE rather than BLACK 2 v) r( C9 B- z$ FChanged Halved the 5-day resource requirement/stockpile to 2-day. Added earlier in patch to help with resource distribution , i e) t4 b* d
* S2 ^% K5 b' d[1108e] * N3 b+ D& _2 i- Z8 |: _. A$ iChanged Arriving LCU units were building more than needed devices if not enough in device pool ' G9 q5 w7 y$ n: e+ S7 J2 p
Fixed Was returning wrong Allied device to pool on LCU device upgrade 4 @4 P2 l# u/ ~' G v4 I R/ @Fixed Tried to align weapon and TOE for units without formal TOE before taking replacements; wrong numbers could be happening & `" E$ ^6 N. ]& f2 P, f6 dChanged Adjusted off-map entry point for way-points 2 E+ Y; Y# z; q2 m) S9 TFixed Altitude not being changed on some dive bomber attacks in AAA ; D5 b3 C, P5 w! m8 K% Y% J$ P9 x* h! I5 Y) ^5 K1 l' m
[1108f] 7 |+ H8 ^6 u! R. `- h8 WFixed Auto convoy returning resource/oil to home base when not required to ( f( O. d5 x# ]/ P8 X1 h4 O' u
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 # t' g2 r' Y/ `* i U% n
Fixed CTD when checking groups on withdrawing ships / m% @0 B. A; J0 F, ?+ lChanged Restored image files for centre windows , F) @! m2 f5 TFixed Extend packing time and operMode to combining editor components of parent LCU ( h2 a- g- A" U$ G3 q. L
Changed Vary DL for base created TFs, use same DL for TF split ' X( w+ C( m' [4 `% z+ o, e7 s
Fixed Leader of delayed group being re-assigned continually ' Z9 w% y" `+ e& \5 ?, u
Fixed HQ check so that first HQ is included % m! T0 f$ f/ D) J0 h6 D
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[1108g] 6 u S$ l- ~5 _ i' hChanged Update device in TOE when changed in order to fix land replacements & H" u8 N& S. U2 [3 xFixed Return cargo for CS or AC not checked if home base and current base are the same 0 ]$ x1 t' v6 e; d3 b8 S
Fixed Force TF to use offmap if incorrectly set due to changes of destination ' p1 {: C& ], n5 H) @4 b+ d; b1 Z
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[1108h] 6 e$ s0 f" _3 W* Y. H2 [1 SFixed Adjust for non-mine device being in special mine slot [#9] for sub minelaying $ t% \, b* Y' j
Changed Force ships to arrive at national base if original location is not valid to form TF; stop ships arriving at 'land-locked' base " Q7 h" D4 \2 U3 F7 M
Fixed Group leader who is a pilot was losing the link under various conditions. Corrected conditions and added correction code & T* o) t8 x$ {- VChanged Allow 'independent' commands to change without cost to another ) \- J/ }3 ~. s1 w' z! h
" |, W3 K! K0 d" O[1108i] ; N, B4 }. J; s5 r
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 }2 J2 p% B HFixed Japanese production was over-producing upgraded devices for LCUs 5 n/ f8 x" U- ?4 G; V5 Q6 k
Changed Ship display of ARD shows lift capacity , j K. R/ i9 q& Y. b% M
Fixed Sub-units not having withdraw delay decremented 8 b1 m- \# {5 d
Fixed Updated offmap checks for home base % D B. N, r7 l2 t4 L. J6 o% V
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[1108j] 7 N9 z1 B' A( c# s2 v
Fixed Issue with carriers in range code; could cause data corruption 0 N+ z$ X7 `: J/ g3 Y* m) U& y
Fixed Not all TRACOM pilots showed in lists 0 H9 y3 P1 F5 I- f+ d* b/ P9 b mFixed Limit retreat after meeting TF surface combat to actual combat 4 n2 ~. ?( I" p( }: xChanged Removed endurance limit on PTs that limits attacks * v: }! \8 p7 f) s( Q n g
Fixed LCU weapons being changed by AI code sometimes when LCU is human controlled * m% z6 ?$ W. H7 p
Changed Defer device upgrade of LCUs with fragments existing; causes errors in devices when swaping to parent or merging with other fragments/parent 1 s& w9 W8 b1 }* Y4 v, f0 Z5 u! ]
Changed No TF unload if 'do not unload' set regardless of status of ship cargo handling ' `, v5 y6 p6 C: r. Z
Fixed Empty fragments stopping editor sub-units from recombining作者: 红叶 时间: 2011-3-10 07:50