只更新了EXE程序文件% B" {- r* _/ ?" X, ~ http://www.matrixgames.com/forums/tm.asp?m=2729580: ?0 D- ~& z' p: y, p This is an unofficial "short-term" beta install. ) w3 L0 B5 e% Z$ K5 f4 d, V! JShort-term being the appropriate term as this thread may be removed after a few days. " L8 A, ~& g4 `1 n3 k) _: E; r
3 n( {! E: t. k8 PThis 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. / z7 \4 q9 Q2 R3 Z) V8 Z# K 3 } w) Z% O3 HPLEASE 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 j- S9 M* I+ \: |5 C5 N1 f , t7 z ^/ U$ o$ N, P+ ^Background: 5 x1 \- P8 F; X& K. u+ ?Last month my development PC had a meltdown while I was working on changes since the last released build (02). 1 U9 f1 _9 c; ]: @, QAs 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. : u2 ^! |7 B$ K- B+ X4 E2 q$ H
7 ]9 h7 q0 ?- TThe build works fine on my PC, but then it is also the one that created it. + ?6 _* Z. H+ }, 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. : E& f# u/ U# v% p+ y) x: n
& v: t. t O+ p' _
As a result, I need to be 100% convinced that the new code will run on existing installs of AE. & j6 }; o& } q5 i% F$ [( z# I
1 j/ q! Q6 ]. `
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. . m1 J& m0 V0 ^2 i) o5 m) v ; @* @ B- V+ H/ }/ F! uI 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. ; V: E4 c# L/ }6 o+ i: d0 }
Load up a save and play a few turns. Let me know if you have any issues with it. # C7 n0 i$ z i" OAlso, try using tracker to see if the DLL still works. " O0 ^$ O, A8 N 2 Q/ C& u: I. j( j3 i3 M. vAgain, my warning: # }1 \# t' P6 I$ K7 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. ! M3 \+ s8 F8 x9 Q, J' N+ g7 u! h% t* [: u( a/ \
Here is a list of the additional changes since 1108c (build 2) 5 `6 m6 W; b3 D6 [+ K* j
/ B, W7 u) D' x3 h: d9 i8 f+ N[1108c+] 4 Z! M% d& P ] \Fixed Rebuilt LCUs tended to use wrong PP cost on the first display, esp component units. 3 D" Q$ L* m. f% k0 uRevised restore of report files from save $ H4 L8 @5 x; e% z1 X% t0 ~Changed Added group withdraw date to all split sub-groups, not just permanent withdraws 4 ~# _/ Y& u; b6 OFixed 'buy-for-supply' ships remained at 1 day delay 3 w$ }% f& n- D' }
Fixed Error in Kamikaze determination in Flak Attack ?# @. e5 _7 w, \Fixed Kamikaze training not affecting low naval bombing 8 Y: W( f$ Y0 V9 z. }
Fixed Transferring pilot to group of different type losing 0-10 points off skills, rather than +/- 5 ; L$ M+ E- ~- C6 v" B( v" f( CChanged Pilot experience hit based on category rather specific air type 3 D* j' J; h9 D8 m+ S
Changed Added more off-map checks to better handle the TF's 'Return to ...' buttons 7 Z' g B. b2 M+ X; M- h, c V% u I0 r# g3 m& r+ \0 l% i[1108d] 4 c1 J* c' l7 D5 k5 o( c+ cFixed Removed ships under repair/conversion from AV support total # `. \ o% ?. F7 S% P9 yFixed Ground attacks against land units in friendly base hex could default to 'Commander Discretion' ' b1 B! T. _% ]# N+ D( M W
Changed Re-enabled limited on-map routing for off-map TFs 6 }& Q" c4 M9 a |
Removed Disband check for resource/oil that was added earlier as can be worked around . F2 U. d' b* [7 A: C$ b$ B
Fixed Allow float planes to transport troops to coastal bases - allowed selecting but did not always make the move 7 C' D( C! m& u& D1 L! q
Changed Night missions on list using BLUE rather than BLACK . N" I- a0 e* g" l4 m& f: j( x) h
Changed Halved the 5-day resource requirement/stockpile to 2-day. Added earlier in patch to help with resource distribution , \& k/ Q: _7 n' M, k/ _3 O$ g4 T( a8 u6 L* \ \1 N, u N
[1108e] / K, d, b: J3 B- t# @% xChanged Arriving LCU units were building more than needed devices if not enough in device pool ' J2 o" S3 ^$ m* Y9 [
Fixed Was returning wrong Allied device to pool on LCU device upgrade ; }' F2 \- E: |7 K) E* P r1 _4 D
Fixed Tried to align weapon and TOE for units without formal TOE before taking replacements; wrong numbers could be happening 8 D/ @8 B# ~: A
Changed Adjusted off-map entry point for way-points % L" u$ i' v1 p2 y [. OFixed Altitude not being changed on some dive bomber attacks in AAA ) t& s9 }( t: o3 ~% ~6 a. U: {
; W* r( |' b9 g# u: B[1108f] 9 f. `8 q5 Y0 E" n+ j0 k8 ^6 E1 MFixed Auto convoy returning resource/oil to home base when not required to % L% e- i7 M0 n3 r6 C4 e
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 * s5 b" \# u3 [- ?0 rFixed CTD when checking groups on withdrawing ships $ ?$ F8 J/ V3 d- Z) L: K
Changed Restored image files for centre windows * u- w$ p7 ?6 e, d4 @6 RFixed Extend packing time and operMode to combining editor components of parent LCU ; A/ x" Y' N. W* Y1 m7 L
Changed Vary DL for base created TFs, use same DL for TF split 2 y) i9 L" {. @+ _6 d3 q# ^! d
Fixed Leader of delayed group being re-assigned continually 0 ~% L7 o3 B# s7 rFixed HQ check so that first HQ is included 4 X% R! a; G3 d i+ Q0 Q7 ~: }8 A( F& R: l5 G& f# u! o
[1108g] ! A0 r, A8 @3 r3 {Changed Update device in TOE when changed in order to fix land replacements 7 b# E4 S& @4 ?) h k
Fixed Return cargo for CS or AC not checked if home base and current base are the same * E) z; l( Q& n) o
Fixed Force TF to use offmap if incorrectly set due to changes of destination 5 {: Q, ~" _/ j. M; ~0 F1 o3 r; `" ^( J p: h' n9 Y+ x! i+ l
[1108h] c8 I5 x$ T) s$ q7 M4 ?5 _Fixed Adjust for non-mine device being in special mine slot [#9] for sub minelaying ' E! U7 G( O" _, G6 E$ Q; }! _& g
Changed Force ships to arrive at national base if original location is not valid to form TF; stop ships arriving at 'land-locked' base 2 n9 e0 p) `- }
Fixed Group leader who is a pilot was losing the link under various conditions. Corrected conditions and added correction code , A8 k/ C( c0 z$ P4 YChanged Allow 'independent' commands to change without cost to another - y m5 @* y' |, `1 m% i% ]+ ^9 K/ Q/ F+ `, R
[1108i] # |+ K) i% {' o$ ZFixed 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. 7 s( ^! ^" Q8 t2 }) r
Fixed Japanese production was over-producing upgraded devices for LCUs % i8 j3 ~ y% t7 X) h3 EChanged Ship display of ARD shows lift capacity 7 p8 n" A0 Z& L6 I/ b
Fixed Sub-units not having withdraw delay decremented 0 X" a4 ]1 I; E6 v& x8 l' c' _
Fixed Updated offmap checks for home base : i) S: C# }- O# ?$ b+ S" S2 M9 n- L" j( d5 I( C: }4 L4 o/ y
[1108j] 1 n" ^0 F$ D& j- iFixed Issue with carriers in range code; could cause data corruption + G3 f3 W) y8 i/ L, k7 nFixed Not all TRACOM pilots showed in lists ' p8 D# p6 G" XFixed Limit retreat after meeting TF surface combat to actual combat / G. J, a2 d; O" p2 E4 MChanged Removed endurance limit on PTs that limits attacks + G; ^, Q/ t4 }Fixed LCU weapons being changed by AI code sometimes when LCU is human controlled ~6 t# E$ d# h7 z4 R4 h. ?$ d; p
Changed Defer device upgrade of LCUs with fragments existing; causes errors in devices when swaping to parent or merging with other fragments/parent " r, F& b& P$ V( s4 t
Changed No TF unload if 'do not unload' set regardless of status of ship cargo handling + K) n- A+ Z: W+ G5 M2 Q9 y
Fixed Empty fragments stopping editor sub-units from recombining作者: 红叶 时间: 2011-3-10 07:50