只更新了EXE程序文件: ]2 j q; g# c0 j8 z http://www.matrixgames.com/forums/tm.asp?m=2729580 H: m1 @% Q8 o. P( [' H- ^This is an unofficial "short-term" beta install. * y& @" g9 _) K/ ^0 p' z6 w3 l9 \ Short-term being the appropriate term as this thread may be removed after a few days. ! d- v0 ~8 q' U8 L7 V9 m- {, w) I
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. . K1 l+ V6 G, e0 S5 i3 K, }4 f% w1 e; ]3 M" f
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. ' a4 o, v6 N' d9 g: e; B
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Background: 2 k% t# _% F% a" [$ i
Last month my development PC had a meltdown while I was working on changes since the last released build (02). 3 g2 Y9 d1 h/ b6 n
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. 5 n/ {8 [% E" z' Y
( n6 U# t& h9 r& aThe build works fine on my PC, but then it is also the one that created it. 7 A/ T0 m, E, b: o
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. 6 y/ F9 Y8 y5 D' D2 l6 T! M! _$ K' K! C! X3 ]2 [/ y8 q: T
As a result, I need to be 100% convinced that the new code will run on existing installs of AE. % x9 e$ m3 C5 q0 z2 g7 J ) L! n# ^. Q. x2 }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. 1 w1 l$ j P4 z& G7 T$ O8 g. U
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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. * A+ T* R* ?- |' P
Load up a save and play a few turns. Let me know if you have any issues with it. 7 C$ m( f6 B6 J4 yAlso, try using tracker to see if the DLL still works. 0 O% p- P' v7 P3 ~
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Again, my warning: # u; N1 f) b. v' [' z
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. 2 _" |4 ^# ^' r6 R( n - u* T5 v/ c+ f. |4 m) ZHere is a list of the additional changes since 1108c (build 2) # \/ q9 M& C2 _; s9 O/ _/ p% I3 a8 x+ f; F0 ` D3 A: c) E* J
[1108c+] " a$ @, M4 u7 K4 G. @
Fixed Rebuilt LCUs tended to use wrong PP cost on the first display, esp component units. ; b/ X6 j% u6 [8 H2 pRevised restore of report files from save 1 W( Q3 }$ E: O* u( l, t
Changed Added group withdraw date to all split sub-groups, not just permanent withdraws ' f* H8 |( T8 {! A
Fixed 'buy-for-supply' ships remained at 1 day delay ! @8 k j; F z* s7 [
Fixed Error in Kamikaze determination in Flak Attack , h" s! A8 |. h; l& C1 cFixed Kamikaze training not affecting low naval bombing + N3 Q% |! V. `# m6 wFixed Transferring pilot to group of different type losing 0-10 points off skills, rather than +/- 5 . f x" c" d* E
Changed Pilot experience hit based on category rather specific air type ) e8 ]; G4 n5 |, S- V4 _8 O0 [Changed Added more off-map checks to better handle the TF's 'Return to ...' buttons 3 K% c3 `: Y( M4 [% A8 M: x1 j8 V. d3 R4 d& M/ R
[1108d] ) U5 P0 }4 Z- v7 E2 L- N. ^8 X" OFixed Removed ships under repair/conversion from AV support total $ r; n) _! N( |- r2 o9 gFixed Ground attacks against land units in friendly base hex could default to 'Commander Discretion' ) X/ @3 F% N, k' S6 y2 f
Changed Re-enabled limited on-map routing for off-map TFs # u# v s' n W6 o0 \Removed Disband check for resource/oil that was added earlier as can be worked around " c# F8 m5 A/ o) j( w* AFixed Allow float planes to transport troops to coastal bases - allowed selecting but did not always make the move 7 ]" ~' o4 m s+ D2 L0 |Changed Night missions on list using BLUE rather than BLACK 1 g V) r- P8 Q/ o+ R1 L1 [Changed Halved the 5-day resource requirement/stockpile to 2-day. Added earlier in patch to help with resource distribution * y: `3 N) ~% N& o / F0 U0 l8 w' U7 x* N; Z; B5 I[1108e] * J& H' {9 ~, S) P4 q
Changed Arriving LCU units were building more than needed devices if not enough in device pool + C' f$ J B* w( V, X/ V
Fixed Was returning wrong Allied device to pool on LCU device upgrade + m3 s8 n8 g) e: F. R7 ~, w
Fixed Tried to align weapon and TOE for units without formal TOE before taking replacements; wrong numbers could be happening 6 e( |1 k9 p+ ~- E) c4 D7 R
Changed Adjusted off-map entry point for way-points 6 Z' Y9 U( \/ ~/ K9 lFixed Altitude not being changed on some dive bomber attacks in AAA C' E7 z" ?' J& Q# G% y$ c0 l; v1 o7 z4 R2 S( i
[1108f] 1 Y- V) c/ u$ c8 J7 `
Fixed Auto convoy returning resource/oil to home base when not required to ! y9 @: t( y: C9 l5 Z6 T. T4 Z
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 , R, g, }/ S; h4 WFixed CTD when checking groups on withdrawing ships 0 L( }: ]( U6 {: B0 Q: |Changed Restored image files for centre windows ; W8 e3 S1 k; I8 S. D
Fixed Extend packing time and operMode to combining editor components of parent LCU 8 I, A) n" M4 o. c, y5 W9 o# iChanged Vary DL for base created TFs, use same DL for TF split $ k& ~" ]7 ~' L( i% l' v7 r wFixed Leader of delayed group being re-assigned continually 2 q u: A/ l. P5 M8 ?1 wFixed HQ check so that first HQ is included X1 a: c# s9 v5 s% ^+ E8 Y( q 9 I$ T; m) ]9 F7 x! {8 ~6 ]- k[1108g] 4 l* e) n( s' g$ l S# `' H$ b) x
Changed Update device in TOE when changed in order to fix land replacements ! `+ U( V- [" |0 y: ^ o
Fixed Return cargo for CS or AC not checked if home base and current base are the same * Z% { ]8 O d) L& _
Fixed Force TF to use offmap if incorrectly set due to changes of destination ' n8 t5 y3 U" V9 x9 m
8 }$ `* p4 [# q7 A& I( q3 w: o4 S[1108h] 8 v8 }2 J ?; j3 ~
Fixed Adjust for non-mine device being in special mine slot [#9] for sub minelaying 1 |9 x& n) {8 N/ p$ r* IChanged Force ships to arrive at national base if original location is not valid to form TF; stop ships arriving at 'land-locked' base ' k% M1 ~) r( k# n
Fixed Group leader who is a pilot was losing the link under various conditions. Corrected conditions and added correction code 8 M0 z. G( B! _0 [7 y4 }; _! S, |
Changed Allow 'independent' commands to change without cost to another ; f4 D0 R7 x, P' F+ S4 L0 Z
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[1108i] , a% E& j; k# a& t2 O. c
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. ; {& M( G$ ^, M6 v
Fixed Japanese production was over-producing upgraded devices for LCUs # V6 e6 X$ b# Q" x/ ]' A5 \
Changed Ship display of ARD shows lift capacity + \" m: Z- P( \4 VFixed Sub-units not having withdraw delay decremented - f3 s5 Z+ p& }& x
Fixed Updated offmap checks for home base ) J6 K: e4 I" } K! x , |4 Z, D* A, R- @+ @& D[1108j] + _! N1 C, m: q5 vFixed Issue with carriers in range code; could cause data corruption ' J$ y, Z% Y/ [* PFixed Not all TRACOM pilots showed in lists 9 V/ Y- |4 @4 `
Fixed Limit retreat after meeting TF surface combat to actual combat ; S4 [, `* [" m$ _7 |0 V
Changed Removed endurance limit on PTs that limits attacks / [9 T% s. B, z1 j4 h: tFixed LCU weapons being changed by AI code sometimes when LCU is human controlled : U* R5 F( s0 Y4 }& v
Changed Defer device upgrade of LCUs with fragments existing; causes errors in devices when swaping to parent or merging with other fragments/parent ( |2 W, |4 b. V: z
Changed No TF unload if 'do not unload' set regardless of status of ship cargo handling ! U, ~8 S& Q* y) Q$ E
Fixed Empty fragments stopping editor sub-units from recombining作者: 红叶 时间: 2011-3-10 07:50