只更新了EXE程序文件" y- z! B T0 F! \& o' a( P http://www.matrixgames.com/forums/tm.asp?m=2729580 D2 c, u& j/ t# P' i, h7 ^5 GThis is an unofficial "short-term" beta install. % z: w" _; f' L/ MShort-term being the appropriate term as this thread may be removed after a few days. 3 P: |2 B% p$ I* i' Z % U" }1 K0 u0 t. {+ H( N' w6 I1 nThis 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. 1 j9 o) w2 z! b, U; o2 n; X% G/ S7 s( G) \
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. 3 z7 e( C& E, R2 O% K1 o
1 _, e" P) _6 [! k b0 K) aBackground: ' @/ w9 e- F8 _2 R w1 NLast month my development PC had a meltdown while I was working on changes since the last released build (02). 5 b% M, x3 d9 X+ nAs 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. * q0 t1 n/ m4 W
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The build works fine on my PC, but then it is also the one that created it. * B2 K6 {8 D( e, c+ w
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. % O) h' A& U& n$ [
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As a result, I need to be 100% convinced that the new code will run on existing installs of AE. & j0 L7 f$ P @& v : n$ d; t8 R& T$ G* lI 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. 5 @0 p: C% u7 @9 F1 x( V" z! {
) C/ a4 M& Z m' v. iI 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 t( o4 X& s, V' {1 LLoad up a save and play a few turns. Let me know if you have any issues with it. . A4 n- d7 D) PAlso, try using tracker to see if the DLL still works. ) A5 o# X6 b9 P2 w$ d# }5 E; H: f0 y) p9 A& x; P
Again, my warning: , M( x) S' V( I. e0 I% L# S) KPLEASE DON'T USE THIS EXE FOR YOUR REAL ON-GOING GAMES AT THE MOMENT PENDING MY FINDINGS ON HOW SUITABLE THE NEW EXE IS. ) N' M; ?+ ] Y( B1 q, f6 M, h ) K' l# `9 `7 d) F3 QHere is a list of the additional changes since 1108c (build 2) 8 g) B% p( \* u4 _0 @ x8 g1 a1 c
7 @1 D# f: C* O( x- w# I[1108c+] 4 _# E: }6 T$ {# P! N9 ?. pFixed Rebuilt LCUs tended to use wrong PP cost on the first display, esp component units. , X9 Y# ^/ ]1 j9 r
Revised restore of report files from save + T& w8 Q9 q2 Y/ I
Changed Added group withdraw date to all split sub-groups, not just permanent withdraws * J) L' y1 ~' j6 S8 Q& uFixed 'buy-for-supply' ships remained at 1 day delay 3 l1 B3 n) J. {5 D
Fixed Error in Kamikaze determination in Flak Attack 9 _+ k' ?4 m" `( T5 x1 kFixed Kamikaze training not affecting low naval bombing 6 I4 G6 V% L- \9 K2 ?
Fixed Transferring pilot to group of different type losing 0-10 points off skills, rather than +/- 5 2 @8 e$ G& @3 v1 z M
Changed Pilot experience hit based on category rather specific air type : H# N {" y, K) e2 @Changed Added more off-map checks to better handle the TF's 'Return to ...' buttons . }7 k, V) P* X# a 4 y0 t1 h, T0 Y1 i$ n, a# Z0 R1 n7 f[1108d] , @( J5 Y, e) e& z
Fixed Removed ships under repair/conversion from AV support total ! Z0 y: Q, B' B
Fixed Ground attacks against land units in friendly base hex could default to 'Commander Discretion' : u8 L4 x" P0 d" q2 M4 {3 P
Changed Re-enabled limited on-map routing for off-map TFs - G6 x: v* Q. ~, Y/ o" k
Removed Disband check for resource/oil that was added earlier as can be worked around 5 Z! L4 H5 X6 e. }. b% bFixed Allow float planes to transport troops to coastal bases - allowed selecting but did not always make the move 5 f% z8 f7 h. {: s4 \/ FChanged Night missions on list using BLUE rather than BLACK / @( {, k% z0 D5 hChanged Halved the 5-day resource requirement/stockpile to 2-day. Added earlier in patch to help with resource distribution . b1 P4 c+ [+ x. h. k7 X# J ; u7 Q! Z- h3 R# u' ?[1108e] " u$ Y( A" P c( y
Changed Arriving LCU units were building more than needed devices if not enough in device pool 9 P% _" P F' _. n9 A5 ?8 OFixed Was returning wrong Allied device to pool on LCU device upgrade 7 A1 S6 L+ c% l7 Q, O- D# B- k
Fixed Tried to align weapon and TOE for units without formal TOE before taking replacements; wrong numbers could be happening : o5 x, c% c* O9 k* i, T" X" oChanged Adjusted off-map entry point for way-points ' ?9 s# \8 m. D1 A% j! O' oFixed Altitude not being changed on some dive bomber attacks in AAA & E {; `( |0 E1 {; J, I3 s ( }$ o$ I! X- b, f/ K" N3 z[1108f] % Y) m" [2 f7 P: y' A) n# {
Fixed Auto convoy returning resource/oil to home base when not required to ' Z$ Q& t! e# T9 k
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 J% O! S3 \, A5 @4 V c
Fixed CTD when checking groups on withdrawing ships : l" f t1 w4 ~. w( p0 c+ YChanged Restored image files for centre windows 4 O4 _ k% D9 d. ^. @
Fixed Extend packing time and operMode to combining editor components of parent LCU + Y4 u! I4 e: {8 C+ b, r
Changed Vary DL for base created TFs, use same DL for TF split / h3 V" l; g" g3 t( iFixed Leader of delayed group being re-assigned continually 0 j0 ~8 _$ W) i3 r2 pFixed HQ check so that first HQ is included 0 d* F5 Q7 B4 E- }* p1 |" o, A2 ?+ j/ c( q( t2 o% i% z
[1108g] * a' P# L5 Z, M- { BChanged Update device in TOE when changed in order to fix land replacements - L( m; @/ S2 u! w$ NFixed Return cargo for CS or AC not checked if home base and current base are the same . M0 n% E* W% c! |+ c% v9 B7 s
Fixed Force TF to use offmap if incorrectly set due to changes of destination 1 \' _! H: T- V- u8 ?7 c9 N
4 g, C9 p6 K/ |/ O& k! Q0 G[1108h] 3 F8 | s6 E- ~: Y4 J& }
Fixed Adjust for non-mine device being in special mine slot [#9] for sub minelaying 5 l6 R1 _ y0 y5 @
Changed Force ships to arrive at national base if original location is not valid to form TF; stop ships arriving at 'land-locked' base + Q* X8 r- Z% z4 d8 O. |& I2 eFixed Group leader who is a pilot was losing the link under various conditions. Corrected conditions and added correction code , C b2 {3 ^' C' X& t
Changed Allow 'independent' commands to change without cost to another 5 X) K6 z D* E2 D4 n2 a' G: Z0 k* l1 ~& l" B! [1 e7 D/ `) L2 k
[1108i] . p' s: C8 B2 S4 p8 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. # p p/ B7 c; c" u9 ^: G. A; X; ~
Fixed Japanese production was over-producing upgraded devices for LCUs 1 P6 ], _5 g' }* x3 l1 o
Changed Ship display of ARD shows lift capacity # ? j: j# n* c; Y6 |! ~7 w$ nFixed Sub-units not having withdraw delay decremented - j- K5 X' P! FFixed Updated offmap checks for home base ! l, h& s1 i- O
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[1108j] 3 t' Q7 H1 y) u7 b5 X2 V" }+ b: c2 G3 YFixed Issue with carriers in range code; could cause data corruption # g+ q3 w. j$ o+ F0 H
Fixed Not all TRACOM pilots showed in lists % `* {3 t1 \% I& N, UFixed Limit retreat after meeting TF surface combat to actual combat ) b& d9 M' `4 Z# A; z. v
Changed Removed endurance limit on PTs that limits attacks ) M& K5 F0 W) YFixed LCU weapons being changed by AI code sometimes when LCU is human controlled : `/ U; K: f# H4 M" K4 i' t( g) n
Changed Defer device upgrade of LCUs with fragments existing; causes errors in devices when swaping to parent or merging with other fragments/parent # x1 Q% h( U: `, L- x
Changed No TF unload if 'do not unload' set regardless of status of ship cargo handling # D F% }) A8 B* E% u: sFixed Empty fragments stopping editor sub-units from recombining作者: 红叶 时间: 2011-3-10 07:50