只更新了EXE程序文件 % ^7 n2 ]) Q+ M$ Vhttp://www.matrixgames.com/forums/tm.asp?m=2729580 % d4 O9 R8 g' P6 i9 c" Z8 rThis is an unofficial "short-term" beta install. $ }' c7 a7 V2 M z+ [" p% Z! l4 ZShort-term being the appropriate term as this thread may be removed after a few days. ; T5 m7 w N5 D/ H; }
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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. 0 k- S9 ~& t4 G0 ~' q4 P, c$ |* A5 e3 f1 o
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. , s+ h1 b3 ?" V& o
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Background: * H9 R/ o/ _% _# VLast month my development PC had a meltdown while I was working on changes since the last released build (02). 9 W. ^) z0 J$ ~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. : B* A0 M( b3 q* R2 [
, z) i8 _! d* }1 d' |9 Q& w6 z) @The build works fine on my PC, but then it is also the one that created it. ; c# T* ~) W" d7 N2 W0 P$ K
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. ! ], g s" Q( O( s7 @* ^# s5 S, K
: X# r' E7 T" r: K/ W+ e4 vAs a result, I need to be 100% convinced that the new code will run on existing installs of AE. 9 o+ Z2 D$ k- W: }% U+ D% e* p$ \
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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. * r) G# E4 v; s3 F
3 X6 X$ O# [# i' z& v8 }9 z- pI 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. 0 U2 J! v0 L. K
Load up a save and play a few turns. Let me know if you have any issues with it. % B$ k+ U( d. e Z. ^ X
Also, try using tracker to see if the DLL still works. 3 v! S$ P& w W7 X% ]7 u( ^8 N6 `8 F% g
Again, my warning: : v2 P3 K2 D; r- B5 nPLEASE DON'T USE THIS EXE FOR YOUR REAL ON-GOING GAMES AT THE MOMENT PENDING MY FINDINGS ON HOW SUITABLE THE NEW EXE IS. 7 k* s3 N' [- D
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Here is a list of the additional changes since 1108c (build 2) 1 J Q: Z: t+ A6 e% a9 M9 {2 y- b % y9 D0 i$ R' n$ }2 A[1108c+] ( w- X' q% S6 X6 D, J
Fixed Rebuilt LCUs tended to use wrong PP cost on the first display, esp component units. 6 Y+ ^" j. ?/ A
Revised restore of report files from save $ k" X6 a. r* D5 R
Changed Added group withdraw date to all split sub-groups, not just permanent withdraws # X2 w; V" I1 V
Fixed 'buy-for-supply' ships remained at 1 day delay " f/ g- m8 ~' z9 ~) v/ ]9 w7 R* FFixed Error in Kamikaze determination in Flak Attack . w2 e* j) s/ E* Z p7 C) B+ b. f0 h
Fixed Kamikaze training not affecting low naval bombing - _( E8 z- t: JFixed Transferring pilot to group of different type losing 0-10 points off skills, rather than +/- 5 # i6 O9 D- X+ k/ D: {$ A6 h
Changed Pilot experience hit based on category rather specific air type 2 U# v# P% d5 k f. v2 e! {$ bChanged Added more off-map checks to better handle the TF's 'Return to ...' buttons " b2 Q1 C" h& z7 u+ K5 s
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[1108d] 7 h8 Y$ F; E K$ R$ X. {; K* n+ hFixed Removed ships under repair/conversion from AV support total 3 L9 C$ }4 V8 @5 } U8 ]+ cFixed Ground attacks against land units in friendly base hex could default to 'Commander Discretion' / T% |1 E+ A" FChanged Re-enabled limited on-map routing for off-map TFs $ _* G1 x. e% L! [1 c5 I2 c! X, Z) YRemoved Disband check for resource/oil that was added earlier as can be worked around 6 Q; `5 S5 K$ G- v5 r* p2 mFixed Allow float planes to transport troops to coastal bases - allowed selecting but did not always make the move ) Q6 a3 k3 ` \
Changed Night missions on list using BLUE rather than BLACK . a* m) K; G4 B. v
Changed Halved the 5-day resource requirement/stockpile to 2-day. Added earlier in patch to help with resource distribution % t: @6 M, ^% k- G% z, P2 u, e s 3 p$ n0 I( a: L- ?[1108e] $ D( _4 ]0 n' z3 Q. M- J& J
Changed Arriving LCU units were building more than needed devices if not enough in device pool $ _3 z; \( X+ C
Fixed Was returning wrong Allied device to pool on LCU device upgrade $ |% W# o8 L+ t1 p. aFixed Tried to align weapon and TOE for units without formal TOE before taking replacements; wrong numbers could be happening ( q Q( z8 r2 c% C' `5 F- q8 `
Changed Adjusted off-map entry point for way-points 5 m, W" ~' G: X& u& PFixed Altitude not being changed on some dive bomber attacks in AAA % {$ z+ _9 h' {! v' _$ ? + f: g* p- m3 k5 d4 ~[1108f] 0 J( k) f) c+ t0 L
Fixed Auto convoy returning resource/oil to home base when not required to & `- g/ a1 V' [% E" \& P
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 3 }( Y \+ Z) i- D! \
Fixed CTD when checking groups on withdrawing ships 1 i/ c/ T) u% j3 {/ Y
Changed Restored image files for centre windows 0 I3 U2 E0 Q* W5 E. j; x
Fixed Extend packing time and operMode to combining editor components of parent LCU . z# G' }9 c0 c+ eChanged Vary DL for base created TFs, use same DL for TF split ! m" v. u/ ~, H
Fixed Leader of delayed group being re-assigned continually , M' k7 c' V; S9 h# c8 U* D7 J- ^
Fixed HQ check so that first HQ is included , g7 ~4 E/ ~! J' W; Q+ [
, h/ ^9 g$ n8 A. H+ Q; H! _[1108g] 9 }' |# r9 n9 m( n- [7 B
Changed Update device in TOE when changed in order to fix land replacements 6 E& W& p- D& R) l, x0 |Fixed Return cargo for CS or AC not checked if home base and current base are the same 7 Y1 c. x; s8 f2 J- s/ G
Fixed Force TF to use offmap if incorrectly set due to changes of destination " L( k5 L5 S/ `& I. q, f% P
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[1108h] # {5 b4 f+ {$ ~4 Z+ w: ?; wFixed Adjust for non-mine device being in special mine slot [#9] for sub minelaying 1 R' P. d% Y% ?, G5 [0 ~( IChanged Force ships to arrive at national base if original location is not valid to form TF; stop ships arriving at 'land-locked' base ( f+ H4 M) P, g8 WFixed Group leader who is a pilot was losing the link under various conditions. Corrected conditions and added correction code 9 w \3 _8 s3 W" j) P
Changed Allow 'independent' commands to change without cost to another 3 c3 C6 e2 ]- f* k: `% ~: \9 a
8 C, ?: e* }6 B9 ^. G& Q[1108i] 3 f7 K& u% H. M/ X( yFixed 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. $ L- Q* F; F# L+ RFixed Japanese production was over-producing upgraded devices for LCUs - l0 u# E" A8 S# v" t+ k# B8 Y
Changed Ship display of ARD shows lift capacity 8 ?6 r) t% n, P1 x4 u3 J+ F
Fixed Sub-units not having withdraw delay decremented 3 C1 n9 }; O8 eFixed Updated offmap checks for home base 2 n u& r( u; m8 @; M0 u1 g4 L5 w9 ~2 q$ ^0 W# o
[1108j] 3 L6 i. ` @1 S; V1 J! j
Fixed Issue with carriers in range code; could cause data corruption * I( e2 I9 P K9 {. X; yFixed Not all TRACOM pilots showed in lists 4 h& H; O9 E0 @# [Fixed Limit retreat after meeting TF surface combat to actual combat ' ?- W2 ?" g/ Q o! C/ VChanged Removed endurance limit on PTs that limits attacks 1 ?/ l4 t8 f; X c/ m7 VFixed LCU weapons being changed by AI code sometimes when LCU is human controlled - o% v* A; S8 @Changed Defer device upgrade of LCUs with fragments existing; causes errors in devices when swaping to parent or merging with other fragments/parent & p' S2 Z. i* g, q& J, F0 [Changed No TF unload if 'do not unload' set regardless of status of ship cargo handling 7 ]% d2 [; ?6 mFixed Empty fragments stopping editor sub-units from recombining作者: 红叶 时间: 2011-3-10 07:50