只更新了EXE程序文件 ; p- S0 |# G" \3 A* h7 q. }* Whttp://www.matrixgames.com/forums/tm.asp?m=2729580 6 f% u- q: o* c3 UThis is an unofficial "short-term" beta install. |( H: x3 T9 L$ qShort-term being the appropriate term as this thread may be removed after a few days. " F2 r% _9 x3 }& q3 S
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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. 4 Q2 A; e; f: z- X; u+ g* h9 L" e5 l @ 2 K, }3 h3 Y% Z9 v( D$ }% EPLEASE DON'T USE THIS EXE FOR YOUR REAL ON-GOING GAMES AT THE MOMENT PENDING MY FINDINGS ON HOW SUITABLE THE NEW EXE IS. . Y& }7 q8 d% `$ C* v& f/ f
( w* u9 g3 R* I; s) F7 f0 gBackground: 2 b" \4 A% c/ F2 v4 r. DLast month my development PC had a meltdown while I was working on changes since the last released build (02). " Q& s& U: e2 b6 |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. r! ^" Q3 F$ m# L9 T5 h
! J2 Q! K3 d5 @6 b4 w. DThe build works fine on my PC, but then it is also the one that created it. + F8 L9 X5 n. x
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. & Y% G. w$ ~$ z1 N; h5 O7 i. Y( {1 q7 x3 _$ X" p5 C J* k; |
As a result, I need to be 100% convinced that the new code will run on existing installs of AE. ~! H. T: |! L6 r! q( W* ~# W( h6 |3 `
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. ^% T) ^8 L" @7 h2 b 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. $ t# j4 a% A4 v( s
Load up a save and play a few turns. Let me know if you have any issues with it. 1 N* m L" ?8 T6 K
Also, try using tracker to see if the DLL still works. 7 |) ]4 Z. |, _" q1 N" L3 F* j5 T2 s9 s, g1 M( v/ P4 ?
Again, my warning: ( \& k( _5 Z% [$ o! m! e$ XPLEASE DON'T USE THIS EXE FOR YOUR REAL ON-GOING GAMES AT THE MOMENT PENDING MY FINDINGS ON HOW SUITABLE THE NEW EXE IS. ! o' e; B- {3 j% e3 ?* U 4 G% M$ m' k: N9 O- U3 a/ u5 W# d3 EHere is a list of the additional changes since 1108c (build 2) 2 V: Y9 h9 X; e; Q- h
& f5 Y- k. X+ t6 W/ Y[1108c+] * S t* [& h% g# R
Fixed Rebuilt LCUs tended to use wrong PP cost on the first display, esp component units. 4 k' h0 Y/ C% O* D. @3 E4 x @Revised restore of report files from save 9 @: A6 J2 t5 B! EChanged Added group withdraw date to all split sub-groups, not just permanent withdraws ( o `% d: d1 m8 YFixed 'buy-for-supply' ships remained at 1 day delay ; M& T# b1 s& K7 _( I/ E
Fixed Error in Kamikaze determination in Flak Attack 8 C; @8 N5 u4 z8 f0 H$ i8 I" ^
Fixed Kamikaze training not affecting low naval bombing " [8 S+ R. {# \0 J+ I& z; @3 m
Fixed Transferring pilot to group of different type losing 0-10 points off skills, rather than +/- 5 ( S! n$ a V8 V/ g" B( F4 @
Changed Pilot experience hit based on category rather specific air type * p W+ y: v" _4 ]8 g& K, S: UChanged Added more off-map checks to better handle the TF's 'Return to ...' buttons ' N# d# g$ C$ A+ @& {: S- t( S ) G2 O( Q0 Z3 B" l[1108d] ( C, e' N1 {* y' s. C3 @
Fixed Removed ships under repair/conversion from AV support total - T4 f* \8 Y5 H% g+ u) LFixed Ground attacks against land units in friendly base hex could default to 'Commander Discretion' ( D9 v2 ~6 U# L3 p; g) \
Changed Re-enabled limited on-map routing for off-map TFs 2 [, x) c# j$ U G/ w8 G9 DRemoved Disband check for resource/oil that was added earlier as can be worked around & u9 J+ Z0 m# ]7 q7 f6 Y
Fixed Allow float planes to transport troops to coastal bases - allowed selecting but did not always make the move 8 v$ q. r5 p% q8 O
Changed Night missions on list using BLUE rather than BLACK : ?) u! N, b z/ g+ I* C8 a6 n2 ^Changed Halved the 5-day resource requirement/stockpile to 2-day. Added earlier in patch to help with resource distribution : v& L0 D! w* ?. D2 W
+ u0 _7 U. }4 V3 E( Y[1108e] 1 |" c& L, s; u7 L5 m& s# bChanged Arriving LCU units were building more than needed devices if not enough in device pool . k( V \. c. k& M! _; ^$ X
Fixed Was returning wrong Allied device to pool on LCU device upgrade 6 Z6 V7 q5 m0 j+ ~: Z0 ]7 l2 qFixed Tried to align weapon and TOE for units without formal TOE before taking replacements; wrong numbers could be happening 1 w! N0 r0 R4 u( k1 c$ k3 h
Changed Adjusted off-map entry point for way-points 2 G. s! J5 o* v, ?* u5 c
Fixed Altitude not being changed on some dive bomber attacks in AAA : u. c4 F1 v1 _! S% p! z, r
; K' Y5 I! D% l7 X- o5 z% Y[1108f] ; P! ^9 ^& `& I6 V
Fixed Auto convoy returning resource/oil to home base when not required to / M0 V' H" i* c+ j8 g5 K4 a
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 2 H; F- X/ U& N8 e
Fixed CTD when checking groups on withdrawing ships 3 b/ @9 k3 W+ h* J, J: @' l/ }9 M4 ?5 t
Changed Restored image files for centre windows 9 F% i$ `) V ]
Fixed Extend packing time and operMode to combining editor components of parent LCU 0 X+ T9 |) D; i! `3 o5 [Changed Vary DL for base created TFs, use same DL for TF split ( f R1 C5 f7 Z5 D) x; ^4 i- nFixed Leader of delayed group being re-assigned continually ; j: \ b. a; u' o
Fixed HQ check so that first HQ is included - e* c8 f0 _1 C
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[1108g] 4 l8 g8 j2 E6 [6 \1 yChanged Update device in TOE when changed in order to fix land replacements - t% [9 d5 A5 j8 ^7 s4 [# u- l
Fixed Return cargo for CS or AC not checked if home base and current base are the same 0 G0 i5 u2 l, F0 o8 d- o1 d( |' nFixed Force TF to use offmap if incorrectly set due to changes of destination O4 Y1 h( a; Y6 c7 Y 4 i! j' {' h2 C3 d4 m$ m! D[1108h] 9 q( Q5 [+ {3 HFixed Adjust for non-mine device being in special mine slot [#9] for sub minelaying + O9 M6 T/ Q% k' _! F, l j/ A
Changed Force ships to arrive at national base if original location is not valid to form TF; stop ships arriving at 'land-locked' base ) C5 D" E: x# _2 W1 i) i4 C8 h+ bFixed Group leader who is a pilot was losing the link under various conditions. Corrected conditions and added correction code 2 }; P" K" R; ~8 Q2 w4 l0 E) R
Changed Allow 'independent' commands to change without cost to another + o" i0 y1 k- r8 S# P+ J7 V9 q' {. ?( d3 l) K) T' o1 U R% C
[1108i] - o$ Q2 h, J" ]$ B( q4 L3 U/ \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. : \0 g2 j3 [1 W5 I+ |( G
Fixed Japanese production was over-producing upgraded devices for LCUs ; N/ H0 c! K) |* F9 IChanged Ship display of ARD shows lift capacity 8 O I, A3 T0 ]1 Y% i7 Z! E
Fixed Sub-units not having withdraw delay decremented 0 `* k! }* Q! x7 {; F/ ?; A
Fixed Updated offmap checks for home base & {+ V( e3 n4 x& m& k2 g
+ @9 o" q9 J) B: ~$ B8 ]& o7 y[1108j] " P; |; r& b& s0 o& XFixed Issue with carriers in range code; could cause data corruption 9 L; A8 A0 p3 G# D4 o& Y0 |
Fixed Not all TRACOM pilots showed in lists : N0 }4 F! N1 G3 R; Q/ NFixed Limit retreat after meeting TF surface combat to actual combat 6 n- _% f4 G2 O
Changed Removed endurance limit on PTs that limits attacks " l6 {$ d1 r0 R0 H" I% gFixed LCU weapons being changed by AI code sometimes when LCU is human controlled 6 P& U) ^& G+ g3 s/ PChanged Defer device upgrade of LCUs with fragments existing; causes errors in devices when swaping to parent or merging with other fragments/parent 8 H* L& ~; r5 {1 N5 H
Changed No TF unload if 'do not unload' set regardless of status of ship cargo handling & O& l9 A& U- q! P
Fixed Empty fragments stopping editor sub-units from recombining作者: 红叶 时间: 2011-3-10 07:50