只更新了EXE程序文件 " d2 P$ b/ @4 Z1 z. e& ~# _5 |http://www.matrixgames.com/forums/tm.asp?m=27295801 Z7 L! R4 c( w8 b' c8 k5 y, d4 B$ B This is an unofficial "short-term" beta install. " C1 a* w& d, _ Short-term being the appropriate term as this thread may be removed after a few days. 6 w+ k3 c c. Q2 U; S' Q0 {3 e& M
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. / X! Q* X" v1 m* E/ H& k 6 P( u9 b0 ]8 m2 V& O3 ?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. # I. y& n) L1 w$ c8 S4 E
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Background: 3 ], U% w$ X/ ?* g0 z% fLast month my development PC had a meltdown while I was working on changes since the last released build (02). 7 x2 a8 O0 W( }; y4 N
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. 8 @. {& L: y3 }8 C8 Y$ D/ L2 z2 G. S 2 t" `1 x% ]2 l" w! H8 @" u3 h6 r) m) UThe build works fine on my PC, but then it is also the one that created it. % C% I) ?* b* B5 F, f4 jA 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. ) t& a$ Q4 N) @. |3 b
: A. q. c4 z1 |3 b; W+ r3 LAs a result, I need to be 100% convinced that the new code will run on existing installs of AE. 5 ]( H3 c1 i6 o" N2 ?+ R9 u: Z! E* w: X% b+ q
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. * @, c# b! O. i" x$ \" M! t
3 N8 K: [. H! e# J$ L- N! d) x1 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. ( ]% J7 B) B# v- P" _/ p/ O
Load up a save and play a few turns. Let me know if you have any issues with it. . c" N4 K" @3 ?) s
Also, try using tracker to see if the DLL still works. ) y1 G w# R: i# ]
% O' b5 U" L# I3 T8 QAgain, my warning: . Z7 l# }; a- ]6 L2 S, Q+ ~: K/ YPLEASE DON'T USE THIS EXE FOR YOUR REAL ON-GOING GAMES AT THE MOMENT PENDING MY FINDINGS ON HOW SUITABLE THE NEW EXE IS. - f& Z3 _% X. r& t6 W- L, H( k
( Q3 S7 p& e- Y0 ]5 hHere is a list of the additional changes since 1108c (build 2) . V" o4 s, R9 K6 w5 _
: j- i2 \" l3 Y: d q; D( O[1108c+] 0 A0 R5 e2 Q8 ]! G: Y4 P( b
Fixed Rebuilt LCUs tended to use wrong PP cost on the first display, esp component units. w. |2 S: o3 K1 d4 J" |+ ]+ j
Revised restore of report files from save : w) u" v1 e1 u8 o6 D% g3 b
Changed Added group withdraw date to all split sub-groups, not just permanent withdraws ' P7 T1 W. D V6 Z0 [* ^$ _( [3 g$ P |
Fixed 'buy-for-supply' ships remained at 1 day delay ! Y2 s w. l, J! O% E# PFixed Error in Kamikaze determination in Flak Attack . U% B5 k' @+ k( a0 UFixed Kamikaze training not affecting low naval bombing % G0 a8 \0 q0 z" `+ A
Fixed Transferring pilot to group of different type losing 0-10 points off skills, rather than +/- 5 6 h5 V+ v( ^2 [: G! F- A
Changed Pilot experience hit based on category rather specific air type + r& }; q3 M; L `9 H! o8 A, N" lChanged Added more off-map checks to better handle the TF's 'Return to ...' buttons & g0 ]7 V% Y/ k7 B1 @
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[1108d] ( S7 I) K6 ?1 C, \# AFixed Removed ships under repair/conversion from AV support total : ]+ T5 c2 a0 l4 R7 m
Fixed Ground attacks against land units in friendly base hex could default to 'Commander Discretion' 8 u5 }* L" q% |, T$ B TChanged Re-enabled limited on-map routing for off-map TFs & F% B) l# e0 E" ^2 `1 ~( I/ @( b7 n
Removed Disband check for resource/oil that was added earlier as can be worked around & Y4 X* i( `; `4 |Fixed Allow float planes to transport troops to coastal bases - allowed selecting but did not always make the move % F; d" K a. a) Y8 \1 `8 P! eChanged Night missions on list using BLUE rather than BLACK 2 Z) z; I' J- F, O
Changed Halved the 5-day resource requirement/stockpile to 2-day. Added earlier in patch to help with resource distribution ! U5 _ X3 U7 w
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[1108e] 8 H; t, r3 c0 {6 ?& LChanged Arriving LCU units were building more than needed devices if not enough in device pool 5 a* c. f. N8 i
Fixed Was returning wrong Allied device to pool on LCU device upgrade 5 `" {- T) t$ T$ {Fixed Tried to align weapon and TOE for units without formal TOE before taking replacements; wrong numbers could be happening / o6 q! X7 V8 N+ q4 |( S0 yChanged Adjusted off-map entry point for way-points : }* U; G( n/ ?, d: A2 n% JFixed Altitude not being changed on some dive bomber attacks in AAA 5 E+ P; u( ^5 Y' K% u4 {' e$ X x) F
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[1108f] ; Z% O* T3 a2 @$ {+ _. q/ lFixed Auto convoy returning resource/oil to home base when not required to $ ?% y- L$ d: o6 Y: }/ ]: EAdded 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 4 N! p, y9 h, y2 [& lFixed CTD when checking groups on withdrawing ships 8 b5 v% a& J# T7 f8 x
Changed Restored image files for centre windows " ~ y @& i; b* P
Fixed Extend packing time and operMode to combining editor components of parent LCU & Y0 G* k( K5 ^ e6 m- K2 N& {3 TChanged Vary DL for base created TFs, use same DL for TF split : G! N9 z' ~9 e# h7 X0 Z1 x
Fixed Leader of delayed group being re-assigned continually & o% [% {5 f5 PFixed HQ check so that first HQ is included 1 A# d. b0 }; {7 G( x' r
( m& ]% M9 K1 [[1108g] 4 L W. _4 T/ {6 Y2 c6 W+ N1 OChanged Update device in TOE when changed in order to fix land replacements ! j# A( J3 {6 x
Fixed Return cargo for CS or AC not checked if home base and current base are the same 6 y: s. o7 N/ k) W4 IFixed Force TF to use offmap if incorrectly set due to changes of destination # w3 ~5 N. p6 Q7 ^0 O, u9 s2 u( D; ^% ?; H. }9 A. W2 w- w A
[1108h] ' e7 m1 J7 p- O8 B5 h+ P
Fixed Adjust for non-mine device being in special mine slot [#9] for sub minelaying ) X6 Z$ @3 J. K* z! t, t
Changed Force ships to arrive at national base if original location is not valid to form TF; stop ships arriving at 'land-locked' base $ ^0 [& C% d5 E3 M4 O( F
Fixed Group leader who is a pilot was losing the link under various conditions. Corrected conditions and added correction code ! i$ U7 r$ j$ @- R. s3 sChanged Allow 'independent' commands to change without cost to another $ e; K* P/ ?: n8 s& Q4 z2 u, s% A+ |. \! ?+ V, W, @( X$ E; s6 V2 C. N
[1108i] , J# k4 V, V" G; T
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. . S/ @( f. U/ i8 r+ cFixed Japanese production was over-producing upgraded devices for LCUs ; w# g* |, S" i3 a! b8 b- I
Changed Ship display of ARD shows lift capacity - M; K9 b1 \ T( e) j, s/ U
Fixed Sub-units not having withdraw delay decremented 7 A% @$ ~8 r0 Q5 sFixed Updated offmap checks for home base n7 P7 c; q$ S' A9 W . t" x$ V7 D2 a1 z/ J" g[1108j] . w0 ~8 H# E! x9 V! X" r, q+ c' DFixed Issue with carriers in range code; could cause data corruption & K( h, q8 d ^" N0 L5 @+ `1 jFixed Not all TRACOM pilots showed in lists : ]# X: e. h. H6 ^- _7 V
Fixed Limit retreat after meeting TF surface combat to actual combat 3 t& C' h6 E# t$ x# a
Changed Removed endurance limit on PTs that limits attacks 7 q" D& x6 G6 G: jFixed LCU weapons being changed by AI code sometimes when LCU is human controlled * k5 a& E6 g" r( o6 X# T% a; C4 a
Changed Defer device upgrade of LCUs with fragments existing; causes errors in devices when swaping to parent or merging with other fragments/parent ' }+ b- \* E% V* m4 Z% t; O( Y
Changed No TF unload if 'do not unload' set regardless of status of ship cargo handling : O9 X! W3 p! ~, Y ]' M& tFixed Empty fragments stopping editor sub-units from recombining作者: 红叶 时间: 2011-3-10 07:50