只更新了EXE程序文件 c) z7 q. e- @, |2 C8 H3 Hhttp://www.matrixgames.com/forums/tm.asp?m=2729580 - O. b. H! T! t' Z9 j: |2 J+ n4 C8 zThis is an unofficial "short-term" beta install. ) U4 q& R/ b1 y2 ]( o/ O0 h7 }6 A# | Short-term being the appropriate term as this thread may be removed after a few days. % C) c4 @! S) }0 J / ]( V* {- [) x& n! EThis 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! Z& ^) R% s: _; i: e; F
: V) G/ I8 H, Z0 I0 | F+ ^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. 0 ?, t; M6 k1 |% @$ L4 w, q9 K
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Background: 1 F5 k, U- L* a. E: d7 o# A
Last month my development PC had a meltdown while I was working on changes since the last released build (02). - n$ ]% u) G3 R9 a
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. , t6 T9 y+ q, {* v7 E( ?
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The build works fine on my PC, but then it is also the one that created it. 9 J3 M4 b7 A n. A2 t1 X L4 A( }
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. ( ?0 _0 |* X! h' P- y
2 G7 F& e3 n" E qAs a result, I need to be 100% convinced that the new code will run on existing installs of AE. 9 k2 E( W3 E- X% O3 r o2 |! R
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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" ^. {. b6 d3 \" {: d' u) @4 R; f' J( \9 Z
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. 4 N f( u/ ^' x8 |5 u
Load up a save and play a few turns. Let me know if you have any issues with it. ( y+ ~4 y6 g6 e, p
Also, try using tracker to see if the DLL still works. & I+ k' m9 h. J 4 q) `( I5 r5 XAgain, my warning: 3 M$ D, K4 z, n7 o0 cPLEASE DON'T USE THIS EXE FOR YOUR REAL ON-GOING GAMES AT THE MOMENT PENDING MY FINDINGS ON HOW SUITABLE THE NEW EXE IS. 8 A+ G6 c0 [) k2 _( u" x- ? o3 a6 y4 E5 R5 \
Here is a list of the additional changes since 1108c (build 2) 2 o: y+ i$ j; x: ~% H+ `. N
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[1108c+] : Y/ w5 x- g% H& H: q3 A4 M y
Fixed Rebuilt LCUs tended to use wrong PP cost on the first display, esp component units. , P+ w2 Q9 |: W# L
Revised restore of report files from save 1 I5 O4 `* T& W; Q6 bChanged Added group withdraw date to all split sub-groups, not just permanent withdraws ) x9 d" T& w& B6 s/ Z- M- B4 E7 gFixed 'buy-for-supply' ships remained at 1 day delay $ g7 f* U k2 {4 H! q
Fixed Error in Kamikaze determination in Flak Attack * x* E+ b; @: O" y7 QFixed Kamikaze training not affecting low naval bombing 6 ~- s1 o5 H# A) b& b' D9 S
Fixed Transferring pilot to group of different type losing 0-10 points off skills, rather than +/- 5 " b6 {+ H! ~, m: r+ g, g6 n
Changed Pilot experience hit based on category rather specific air type 2 Q( ]1 a! I) Z. V5 nChanged Added more off-map checks to better handle the TF's 'Return to ...' buttons ' G5 W$ |$ `+ C! ?! j ?
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[1108d] 0 R1 X/ @4 P* C8 v* @Fixed Removed ships under repair/conversion from AV support total 9 [% o- [" Q( E4 Y6 z
Fixed Ground attacks against land units in friendly base hex could default to 'Commander Discretion' ' \* J+ R$ { b1 Q: b
Changed Re-enabled limited on-map routing for off-map TFs " h* Q5 u+ S2 x' F8 @Removed Disband check for resource/oil that was added earlier as can be worked around 7 c6 I! p7 d+ ?8 c
Fixed Allow float planes to transport troops to coastal bases - allowed selecting but did not always make the move j2 @; U; m: a6 C; P
Changed Night missions on list using BLUE rather than BLACK . x% S3 v. Z- e, e2 T1 z3 gChanged Halved the 5-day resource requirement/stockpile to 2-day. Added earlier in patch to help with resource distribution : e% Q# }+ v9 J9 Z* y8 U* y0 r' h) L @3 w
[1108e] 5 I* H% _3 Z+ n( E$ A2 ?8 e
Changed Arriving LCU units were building more than needed devices if not enough in device pool $ A- h& T+ L( K- V9 c# M8 }Fixed Was returning wrong Allied device to pool on LCU device upgrade ! `& n9 G. v4 [6 _Fixed Tried to align weapon and TOE for units without formal TOE before taking replacements; wrong numbers could be happening t& A- |- o7 l! l! z/ u9 C4 F
Changed Adjusted off-map entry point for way-points 7 m5 f4 e, r: m) q8 O) ^
Fixed Altitude not being changed on some dive bomber attacks in AAA ! V3 j1 ?4 F) u, _ 3 ]4 I" y; ^6 d. ^* H[1108f] . b/ ]3 O. K, ?9 r- `- N: O; E, G( {
Fixed Auto convoy returning resource/oil to home base when not required to - Y( V" z/ W0 A- ]8 sAdded 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 : m/ }, f' z1 ]6 p
Fixed CTD when checking groups on withdrawing ships % L" h7 k3 g- s4 D: r6 d
Changed Restored image files for centre windows 5 p4 s* s" j. T8 g- {Fixed Extend packing time and operMode to combining editor components of parent LCU 6 Y' }7 |: @+ Z6 q! n# jChanged Vary DL for base created TFs, use same DL for TF split 6 ~' {) s; \$ {1 q3 f
Fixed Leader of delayed group being re-assigned continually # W1 y$ Y7 y" lFixed HQ check so that first HQ is included 1 U7 y! ]; W9 _5 O* Y
' Y. k5 C: }( O[1108g] 4 H" X, E4 z- ]7 m- ^# JChanged Update device in TOE when changed in order to fix land replacements $ m. u+ r4 |2 x1 }5 W+ i
Fixed Return cargo for CS or AC not checked if home base and current base are the same : }& A, [* w) Z/ K
Fixed Force TF to use offmap if incorrectly set due to changes of destination 0 n! e8 C; W. ?; d5 d$ F) r
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[1108h] 2 E. B, [& W) k1 {! e7 JFixed Adjust for non-mine device being in special mine slot [#9] for sub minelaying + C. m. b3 c& [
Changed Force ships to arrive at national base if original location is not valid to form TF; stop ships arriving at 'land-locked' base _8 ~& d5 W8 b" k2 o
Fixed Group leader who is a pilot was losing the link under various conditions. Corrected conditions and added correction code ; f0 p8 y9 \# {5 c, i; bChanged Allow 'independent' commands to change without cost to another 4 K9 @ k! H( c! }2 P# l! t
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[1108i] 9 a0 m8 Z, `$ j" d+ y9 c1 r
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. % v, I3 \! c4 }- hFixed Japanese production was over-producing upgraded devices for LCUs 1 f. b7 r8 d) JChanged Ship display of ARD shows lift capacity ! v5 a& E8 {2 e
Fixed Sub-units not having withdraw delay decremented ' j! T z# h% Z7 `# GFixed Updated offmap checks for home base 9 G$ x% A' H' S- p% h% }6 f/ w+ K$ w8 h k
[1108j] 1 A l4 I5 p: h2 xFixed Issue with carriers in range code; could cause data corruption ! M; L/ U- d1 {$ w
Fixed Not all TRACOM pilots showed in lists 9 i: C1 B8 o( `( F( v/ G0 ZFixed Limit retreat after meeting TF surface combat to actual combat 3 B0 O) s) ]8 L. qChanged Removed endurance limit on PTs that limits attacks ( H' U2 i! |' U) i. v( H7 i3 p3 t! C2 fFixed LCU weapons being changed by AI code sometimes when LCU is human controlled Q2 B( }' I* x5 Y! L
Changed Defer device upgrade of LCUs with fragments existing; causes errors in devices when swaping to parent or merging with other fragments/parent ; w0 V! y |. A6 q: EChanged No TF unload if 'do not unload' set regardless of status of ship cargo handling 7 S$ M2 q2 b$ I! L8 xFixed Empty fragments stopping editor sub-units from recombining作者: 红叶 时间: 2011-3-10 07:50