只更新了EXE程序文件 0 N: D! Y9 _4 s8 m( V- f% xhttp://www.matrixgames.com/forums/tm.asp?m=2729580 8 Q; n- K, n ~6 x3 _* b6 p0 \This is an unofficial "short-term" beta install. ; V7 C1 ?3 q9 @4 v2 A* [Short-term being the appropriate term as this thread may be removed after a few days. 3 ~1 g- @1 L3 p) d* E& j, s
) K: F8 @' |' M) J/ Y# VThis 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. # N9 }4 G. W7 t; w& F/ _
" V+ E4 \& Q5 g8 ]- S- W2 [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. : ~% C/ a/ r2 B/ T9 J- F* x) L1 _6 M
Background: 1 ^+ u8 q+ B# o) Q( d ?, Z. `
Last month my development PC had a meltdown while I was working on changes since the last released build (02). ) u9 I/ |" ~6 h
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. , f; u. M9 U d+ z* e
8 B' g5 l- R% S( Z
The build works fine on my PC, but then it is also the one that created it. 2 ?- X: e/ j( q
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. ) D# e8 m* P$ B- j6 k
N8 r7 _( Z7 b; d& BAs a result, I need to be 100% convinced that the new code will run on existing installs of AE. x& h3 v: d) {+ U# H. A V, i3 K. }. b1 s* I! |: l
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% m8 k/ A* R
1 \/ |5 Y; X5 K$ `! O& e v; v: L" XI 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. X/ i" l) [" e, b2 `' ~Load up a save and play a few turns. Let me know if you have any issues with it. : K: E9 t% G1 K) L! CAlso, try using tracker to see if the DLL still works. 0 _- w# C. E/ o9 J # ~$ v, n- y+ b0 U$ d! z/ }Again, my warning: ' G% n X( {6 A6 @( V9 T% TPLEASE 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 ~0 m$ [; `0 N9 q) v7 Y& ]5 J4 x2 u5 m4 Z3 n8 b% d
Here is a list of the additional changes since 1108c (build 2) 6 n7 L1 Q+ C- J4 ?4 a$ q
. D ?" l! q& Q I% b/ ~+ [+ O
[1108c+] 0 h$ x. Z1 K) ]. K: X& y: l( P+ A
Fixed Rebuilt LCUs tended to use wrong PP cost on the first display, esp component units. * B( j8 f+ v) j6 cRevised restore of report files from save ( u" I* K' \8 V# i% \3 \Changed Added group withdraw date to all split sub-groups, not just permanent withdraws + X$ B+ N# L: J' S! O' }$ sFixed 'buy-for-supply' ships remained at 1 day delay : J) d6 } V- N2 x- l+ {+ w& FFixed Error in Kamikaze determination in Flak Attack % P% @! F8 _9 b9 i l# VFixed Kamikaze training not affecting low naval bombing * y/ ?: J2 G; n& f4 o5 I+ P8 {
Fixed Transferring pilot to group of different type losing 0-10 points off skills, rather than +/- 5 : V; B; j2 e3 e+ H3 gChanged Pilot experience hit based on category rather specific air type 7 B4 G1 a2 C) y- A1 `, n7 _Changed Added more off-map checks to better handle the TF's 'Return to ...' buttons 4 V& D& g0 x2 U' X
1 n3 E; |) C+ L3 A/ N[1108d] & g$ e* b' t) y$ N+ [Fixed Removed ships under repair/conversion from AV support total - Y. g6 q; _; ^: f$ BFixed Ground attacks against land units in friendly base hex could default to 'Commander Discretion' : g9 w$ z* A" s. ~+ G4 w* d
Changed Re-enabled limited on-map routing for off-map TFs : s2 U- G k; z+ N
Removed Disband check for resource/oil that was added earlier as can be worked around 0 ]6 L7 b; h) N& g& ^. DFixed Allow float planes to transport troops to coastal bases - allowed selecting but did not always make the move 6 U" i, O% x8 w7 ?Changed Night missions on list using BLUE rather than BLACK 2 [# B% p& p+ t; e! W
Changed Halved the 5-day resource requirement/stockpile to 2-day. Added earlier in patch to help with resource distribution 0 ~) I: ]6 k8 n9 H* K% Q% C7 F- |1 Z9 j, R) P
[1108e] . J" o2 j6 s7 I
Changed Arriving LCU units were building more than needed devices if not enough in device pool 4 P3 @0 m2 r, S. q1 B3 M$ E& `
Fixed Was returning wrong Allied device to pool on LCU device upgrade , u( M. k3 o3 N; _% ?+ M
Fixed Tried to align weapon and TOE for units without formal TOE before taking replacements; wrong numbers could be happening 9 f" G- P3 z5 F2 T8 _! }7 P: l4 ^
Changed Adjusted off-map entry point for way-points , k Q+ I& Z' O; E1 y' ~$ d
Fixed Altitude not being changed on some dive bomber attacks in AAA - w% X2 ]1 |- \; A
( c, Q; t. r6 n1 r/ ~
[1108f] % X+ X/ @9 |4 t
Fixed Auto convoy returning resource/oil to home base when not required to 5 s& O5 p% B# X0 O- I/ q$ 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 6 ]4 w. o( O: ]# W
Fixed CTD when checking groups on withdrawing ships 3 n# f& _/ u; w' d2 n) Q1 NChanged Restored image files for centre windows 3 p' c" d. C1 a' w9 |
Fixed Extend packing time and operMode to combining editor components of parent LCU 0 M3 h' v1 c( u0 O( T6 R$ F; qChanged Vary DL for base created TFs, use same DL for TF split $ B# E# v' v& w8 b! R2 |
Fixed Leader of delayed group being re-assigned continually P) U e7 F3 E+ [$ T6 @% V' ]. U& EFixed HQ check so that first HQ is included 6 d1 z( I+ X8 t2 g: S
! `% @9 B0 q5 N6 t$ x, O1 u. j[1108g] - \* P, i( t" |$ R6 m3 aChanged Update device in TOE when changed in order to fix land replacements 4 E6 G) o$ ?$ L' P1 X" m: I
Fixed Return cargo for CS or AC not checked if home base and current base are the same 4 H0 C; i% H: s' u3 Y4 F
Fixed Force TF to use offmap if incorrectly set due to changes of destination - I/ O" Z) y+ z9 P, V2 S - ^+ [7 L- ~% W, y[1108h] ; c3 b. }1 S) a/ \# ? R5 M8 b2 h% B
Fixed Adjust for non-mine device being in special mine slot [#9] for sub minelaying ' F. H, ~. T# t$ L8 ?! AChanged Force ships to arrive at national base if original location is not valid to form TF; stop ships arriving at 'land-locked' base # r+ U. v( \* f: C ~Fixed Group leader who is a pilot was losing the link under various conditions. Corrected conditions and added correction code 0 |8 R" w- H# m+ D1 ^# k- y
Changed Allow 'independent' commands to change without cost to another 8 q' [- X) C, b1 t3 f, R. E# z: i0 X" M3 M
[1108i] 8 n3 h5 b# \4 G- Q {' m B
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. : `4 X/ V$ ^# w* bFixed Japanese production was over-producing upgraded devices for LCUs / ]8 l8 p& p3 w* K9 e/ p3 D
Changed Ship display of ARD shows lift capacity % `$ |+ T7 T3 i4 D m- ]4 s
Fixed Sub-units not having withdraw delay decremented 7 z) c h6 s1 i* c, t
Fixed Updated offmap checks for home base * m$ ?) ]/ h5 [9 X# M- { # @# _8 r& `% l2 A: r9 S[1108j] 3 |% |. Q- }) t1 |3 D0 G
Fixed Issue with carriers in range code; could cause data corruption 2 m5 h1 u+ S/ h; a: l" K0 C, xFixed Not all TRACOM pilots showed in lists % |, w" x! G: gFixed Limit retreat after meeting TF surface combat to actual combat * r+ G. p" k- F4 Z S8 [+ Q# {* wChanged Removed endurance limit on PTs that limits attacks ' \4 L* {/ s6 K4 Q' {+ }( fFixed LCU weapons being changed by AI code sometimes when LCU is human controlled ! a6 {' B$ M/ C9 A7 V! Z3 w6 ^/ L
Changed Defer device upgrade of LCUs with fragments existing; causes errors in devices when swaping to parent or merging with other fragments/parent ! j+ ~* b1 r7 n; l6 y
Changed No TF unload if 'do not unload' set regardless of status of ship cargo handling 2 ~5 @* S$ P! J2 ~Fixed Empty fragments stopping editor sub-units from recombining作者: 红叶 时间: 2011-3-10 07:50