只更新了EXE程序文件# o& L1 \. }; a) w- Z http://www.matrixgames.com/forums/tm.asp?m=2729580( ^( ]6 P4 m5 L$ g1 {2 H% a8 v This is an unofficial "short-term" beta install. 1 s. K( U5 g1 Q6 F9 LShort-term being the appropriate term as this thread may be removed after a few days. 1 _( _$ V' F3 y$ O* k2 J0 ?
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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. + S2 O# W! b. s6 t, ]) u8 T1 G/ l 1 ^9 ~2 V) n) S) h6 f) jPLEASE DON'T USE THIS EXE FOR YOUR REAL ON-GOING GAMES AT THE MOMENT PENDING MY FINDINGS ON HOW SUITABLE THE NEW EXE IS. ) K4 Z3 J& F9 i% v1 t7 @, i' N5 J+ `4 ^1 J, E
Background: + ^ g. c+ o# `9 B0 d: H v) z
Last month my development PC had a meltdown while I was working on changes since the last released build (02). 3 z+ v: z0 }" x
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. & [- ]6 t+ [. o) M3 @ ; b9 {( B6 k( V, lThe build works fine on my PC, but then it is also the one that created it. # c" I+ [/ {' D
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 M0 K, k( h9 e3 x, A/ i& R# v. Z% Y( n* |. W+ x% B t
As a result, I need to be 100% convinced that the new code will run on existing installs of AE. , Z' M" ?: o- Q* B# D# i
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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. # P3 U* f P* \4 ]7 o) _' B
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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. . O" `9 O; Y, U% x& f5 h% H% NLoad up a save and play a few turns. Let me know if you have any issues with it. : Z1 J4 P G+ V/ M9 W0 A% `
Also, try using tracker to see if the DLL still works. & q8 P. K5 ?2 G! k$ p
P' L8 s5 Z6 |. e0 G& y5 tAgain, my warning: + ]- L2 k9 K- T" v# e6 q* s. j QPLEASE DON'T USE THIS EXE FOR YOUR REAL ON-GOING GAMES AT THE MOMENT PENDING MY FINDINGS ON HOW SUITABLE THE NEW EXE IS. 1 m4 U/ V8 g( c: T k" \ A* U/ M* x( N- x
Here is a list of the additional changes since 1108c (build 2) + N0 Q& u/ y! O/ g
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[1108c+] " x, i! G6 ^" w/ f& z9 A* D
Fixed Rebuilt LCUs tended to use wrong PP cost on the first display, esp component units. ) e0 h4 S: I8 w& [7 dRevised restore of report files from save " L' ?: P( @$ q# x- k
Changed Added group withdraw date to all split sub-groups, not just permanent withdraws ) m0 b" Z5 B5 U* F# T. d. w8 O
Fixed 'buy-for-supply' ships remained at 1 day delay 2 P; y- y9 Q6 I" t" c* b* ^+ WFixed Error in Kamikaze determination in Flak Attack & V/ ?+ P% m: G8 @Fixed Kamikaze training not affecting low naval bombing ( S. V) i0 I1 m2 \8 k/ V
Fixed Transferring pilot to group of different type losing 0-10 points off skills, rather than +/- 5 ' N6 u- z) x' LChanged Pilot experience hit based on category rather specific air type ! |2 V: A% [. Z. h" m) m) t0 G9 a, P
Changed Added more off-map checks to better handle the TF's 'Return to ...' buttons * N& i, S# t& D& k : k! P" \. N! h& b) U$ I[1108d] V2 @* _1 T7 ^, @
Fixed Removed ships under repair/conversion from AV support total ) E0 d/ R3 v8 \6 d, V. E7 R1 HFixed Ground attacks against land units in friendly base hex could default to 'Commander Discretion' ' o5 j) Y8 |" {0 RChanged Re-enabled limited on-map routing for off-map TFs * E2 z, H% P1 Z/ _! IRemoved Disband check for resource/oil that was added earlier as can be worked around " @) [1 H3 U& Q- {5 S; s4 [( ?Fixed Allow float planes to transport troops to coastal bases - allowed selecting but did not always make the move - O5 g+ ^6 w( F z" W1 w# h
Changed Night missions on list using BLUE rather than BLACK ( G3 l( x$ k# f0 g S( ^Changed Halved the 5-day resource requirement/stockpile to 2-day. Added earlier in patch to help with resource distribution 4 F1 t3 z- _: B) o' U6 c
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[1108e] 4 O( u0 ^4 Z* R! i& o; WChanged Arriving LCU units were building more than needed devices if not enough in device pool ; ~( [( k, |& E3 H
Fixed Was returning wrong Allied device to pool on LCU device upgrade ; r) R ~8 |& j: g, J8 I$ [Fixed Tried to align weapon and TOE for units without formal TOE before taking replacements; wrong numbers could be happening , J7 H9 {9 r7 a
Changed Adjusted off-map entry point for way-points " S& e( B$ f2 u4 O
Fixed Altitude not being changed on some dive bomber attacks in AAA 6 |3 ~# P E+ q1 B' l0 W) ?3 V6 {# G 8 b5 U7 z& S2 D+ X# a/ x0 m& M- A[1108f] & q5 @1 Y) v+ ]2 M
Fixed Auto convoy returning resource/oil to home base when not required to 1 m' [: s5 |* G% 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 9 ~4 Z( p" ]& h( N
Fixed CTD when checking groups on withdrawing ships 6 b7 M" N2 i% Y4 i8 HChanged Restored image files for centre windows + j8 S( L. F8 V+ A8 Q& g
Fixed Extend packing time and operMode to combining editor components of parent LCU 8 p. D, M: D& h" U4 _1 U
Changed Vary DL for base created TFs, use same DL for TF split 1 o! ^4 {2 M2 x% U" H2 I' m8 JFixed Leader of delayed group being re-assigned continually ; R2 e7 c+ _1 ^+ d6 \; O. l XFixed HQ check so that first HQ is included 4 a# J) C1 j% x/ F + q# ?! k; m7 C[1108g] 6 D- x6 z+ @/ w" H3 h& {3 nChanged Update device in TOE when changed in order to fix land replacements , j- p( i; N+ j; nFixed Return cargo for CS or AC not checked if home base and current base are the same , h# b K* \' ?* {
Fixed Force TF to use offmap if incorrectly set due to changes of destination 0 Y( c+ v9 \, c$ L, }5 Q
; l) L/ V7 L: P+ A% z[1108h] 3 {/ L" |& f" i1 uFixed Adjust for non-mine device being in special mine slot [#9] for sub minelaying 7 j/ I( }( O, T( n9 s W/ M8 ?
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 k! t4 P2 }$ B6 v- N( X
Fixed Group leader who is a pilot was losing the link under various conditions. Corrected conditions and added correction code 6 R( F5 ^# m/ |5 I# EChanged Allow 'independent' commands to change without cost to another 7 f+ F) I: t+ y- A) X+ y
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[1108i] / n' Y& Z7 Z- Y6 x' QFixed 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. / X X! {' ]9 f# ?/ P
Fixed Japanese production was over-producing upgraded devices for LCUs ' U. _: n* C; f. [3 |, t% e( e% Z
Changed Ship display of ARD shows lift capacity ; m6 v+ o3 @$ g8 h0 R' Q& R1 }
Fixed Sub-units not having withdraw delay decremented % W) J5 ]" i9 R' n* U9 o
Fixed Updated offmap checks for home base ! y0 A' Q0 I! X2 y+ S( @; p3 A# e
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[1108j] ! C" Q' Z% N* n4 ^Fixed Issue with carriers in range code; could cause data corruption 8 L+ F% O. `; uFixed Not all TRACOM pilots showed in lists , p/ U# P- l+ ]9 {; O+ V
Fixed Limit retreat after meeting TF surface combat to actual combat 3 T, G8 c! @4 @; I/ B9 H, l
Changed Removed endurance limit on PTs that limits attacks % @3 t% f$ X q) u/ P- H& X
Fixed LCU weapons being changed by AI code sometimes when LCU is human controlled 8 B e! r! ?6 g6 C" qChanged Defer device upgrade of LCUs with fragments existing; causes errors in devices when swaping to parent or merging with other fragments/parent 7 s' N( h" x, ~+ S# C* B1 Q6 T4 S3 yChanged No TF unload if 'do not unload' set regardless of status of ship cargo handling 8 D4 K* T+ U* _- Y1 t8 c o& `
Fixed Empty fragments stopping editor sub-units from recombining作者: 红叶 时间: 2011-3-10 07:50