只更新了EXE程序文件$ L3 o$ j2 v& k; ?$ |3 H& d1 N/ C http://www.matrixgames.com/forums/tm.asp?m=2729580; y! [, q$ S4 c1 T This is an unofficial "short-term" beta install. : H X. m0 C4 lShort-term being the appropriate term as this thread may be removed after a few days. 3 D; j0 p X+ {; O6 b/ j ( n ~- T7 M/ k/ d# U% `$ rThis 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. ! f. Z2 {& w5 X; p R+ E) X# T% I6 s+ 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. 0 Y& m5 S! |" m7 J0 |# H' @$ F% u" Y) ~! p# ]/ N$ Y
Background: + ?* I* T) {+ ^2 C4 U$ vLast month my development PC had a meltdown while I was working on changes since the last released build (02). $ O9 p( j& t, B, L8 Y/ ]2 i2 D* g
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. . ]- H9 u6 L, r: z
1 h# u! D# K7 l$ Z5 wThe build works fine on my PC, but then it is also the one that created it. 0 S7 R. S8 V, T1 X# `* q3 I) L1 vA 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. 0 d+ X! L6 n) o0 q8 l) n! F2 i" d( [
As a result, I need to be 100% convinced that the new code will run on existing installs of AE. 3 F# |% S7 A: E6 d , t+ o- |/ ~6 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. 9 n9 b) J* @6 e& e/ S9 {& o6 t9 O 8 g) k* o6 o% ^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. # _ K( x! D4 ]& d1 i1 x. e3 p
Load up a save and play a few turns. Let me know if you have any issues with it. 7 y Y7 }* Y5 S) c& sAlso, try using tracker to see if the DLL still works. : J! G+ H9 b+ y$ J% e8 i7 k) [! T* I4 n; a3 s
Again, my warning: - E8 O0 _' }4 S" [% \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. + j3 p! |) p1 P/ Y% a: d . N3 i( b( }1 V5 D7 OHere is a list of the additional changes since 1108c (build 2) / B D7 e' I, E: O
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[1108c+] @; X$ G% x/ V& Z) h5 H3 `) n* G
Fixed Rebuilt LCUs tended to use wrong PP cost on the first display, esp component units. ( f: i- Q+ w* \0 x4 m2 C3 p0 MRevised restore of report files from save & Z; J# T) s' \; w; _
Changed Added group withdraw date to all split sub-groups, not just permanent withdraws . P; o5 B6 l2 N) J- F J
Fixed 'buy-for-supply' ships remained at 1 day delay - R) e) L9 J0 v( K# s* f# J
Fixed Error in Kamikaze determination in Flak Attack : t+ f' j& K/ `Fixed Kamikaze training not affecting low naval bombing 0 @% ^+ u3 D) ?+ B& A6 c( |Fixed Transferring pilot to group of different type losing 0-10 points off skills, rather than +/- 5 $ D1 q' ]9 K5 V2 \6 _% j' rChanged Pilot experience hit based on category rather specific air type 1 l# o0 q. I+ y" X
Changed Added more off-map checks to better handle the TF's 'Return to ...' buttons 4 |+ K' f9 M) t" a" j( J" J) } 2 S" {: k$ z0 d. _[1108d] * O( a. l- k" C5 CFixed Removed ships under repair/conversion from AV support total , z, [6 \9 w- q/ j: `/ S
Fixed Ground attacks against land units in friendly base hex could default to 'Commander Discretion' ( V& x8 U' |1 A. t* ^. U$ w. b
Changed Re-enabled limited on-map routing for off-map TFs $ O6 y, a+ @! h0 u
Removed Disband check for resource/oil that was added earlier as can be worked around : I8 u0 ^4 a$ A7 T8 `0 t; @) E
Fixed Allow float planes to transport troops to coastal bases - allowed selecting but did not always make the move : t0 N: F* u f% G; \Changed Night missions on list using BLUE rather than BLACK . `! U. x! P i1 \0 | _/ e, ]" s
Changed Halved the 5-day resource requirement/stockpile to 2-day. Added earlier in patch to help with resource distribution " _+ B l) w1 @
8 p2 e& Q; x: o' L" y8 H[1108e] , Y8 L+ x! x. p
Changed Arriving LCU units were building more than needed devices if not enough in device pool - u' }2 p7 N/ e' F3 i. v% _$ Q6 rFixed Was returning wrong Allied device to pool on LCU device upgrade G+ i5 b+ Y) Q9 i; }7 R" [, c" t
Fixed Tried to align weapon and TOE for units without formal TOE before taking replacements; wrong numbers could be happening + P" G- N' m5 G; v+ `9 `0 E
Changed Adjusted off-map entry point for way-points 7 ~1 b; b: L) ]
Fixed Altitude not being changed on some dive bomber attacks in AAA + K0 f3 ]1 C5 u
5 o; |; y& u; ~9 I' F[1108f] ) Y9 t5 \1 x5 K7 f( l
Fixed Auto convoy returning resource/oil to home base when not required to * e0 B; {, N. I6 aAdded 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 ; [$ `1 v B* T# A$ Y( OFixed CTD when checking groups on withdrawing ships 0 N! v: O/ F8 C5 G0 b- F$ ^$ C8 o
Changed Restored image files for centre windows - X1 l2 O# J4 Z5 m2 RFixed Extend packing time and operMode to combining editor components of parent LCU ( v9 f; y' w: W/ U
Changed Vary DL for base created TFs, use same DL for TF split " y* r. D. X6 R8 I: {& @
Fixed Leader of delayed group being re-assigned continually : X6 k$ k) T- \: Y/ `) I- MFixed HQ check so that first HQ is included 6 z7 i. q! m# i
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[1108g] 0 G6 R0 |- t' ^. d$ RChanged Update device in TOE when changed in order to fix land replacements 8 z" F( b" @" \# IFixed Return cargo for CS or AC not checked if home base and current base are the same / [" c- ~% K9 V, y3 tFixed Force TF to use offmap if incorrectly set due to changes of destination 7 g `7 w: G- s
" g& H2 H! o2 q2 l8 K$ V[1108h] $ B1 m7 Z1 i. ^, K% Z. [0 L$ e* d. ?
Fixed Adjust for non-mine device being in special mine slot [#9] for sub minelaying 9 a4 C( l1 F, NChanged Force ships to arrive at national base if original location is not valid to form TF; stop ships arriving at 'land-locked' base 8 p2 ?- K5 A, cFixed Group leader who is a pilot was losing the link under various conditions. Corrected conditions and added correction code 5 Q* m( S5 }& @. X* `4 W, ?( n/ SChanged Allow 'independent' commands to change without cost to another 0 S! O! y! ?: z+ M9 N4 A5 ?: R 6 P* h) y7 }) A6 A[1108i] + R( A+ {' ]3 ^- q [
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. % s3 O" J9 Q% l" F4 j* L9 E. a! b* G
Fixed Japanese production was over-producing upgraded devices for LCUs : H0 L5 d/ a, S1 Y: H1 i- l
Changed Ship display of ARD shows lift capacity : D5 z! ]6 u3 s/ E6 e" l4 V
Fixed Sub-units not having withdraw delay decremented 5 J) V: c6 X3 W0 YFixed Updated offmap checks for home base $ E1 t% C1 G+ g6 S2 @5 c
6 h) w1 p3 Y5 Y2 p6 L[1108j] / r* n. m! S$ l7 H! E3 l
Fixed Issue with carriers in range code; could cause data corruption - D: K/ D9 {* u/ n
Fixed Not all TRACOM pilots showed in lists 2 I0 J% {& n2 r' v/ z
Fixed Limit retreat after meeting TF surface combat to actual combat / ^9 ]6 _# m' |% i3 c- uChanged Removed endurance limit on PTs that limits attacks , J" p& ?* a) m, r7 ~+ G$ @
Fixed LCU weapons being changed by AI code sometimes when LCU is human controlled 7 \' v3 ~$ x3 F
Changed Defer device upgrade of LCUs with fragments existing; causes errors in devices when swaping to parent or merging with other fragments/parent ' p! j0 ^- k0 X, ` W. [
Changed No TF unload if 'do not unload' set regardless of status of ship cargo handling 7 ?7 c& j. B6 Z$ H, Z0 Y0 t
Fixed Empty fragments stopping editor sub-units from recombining作者: 红叶 时间: 2011-3-10 07:50