只更新了EXE程序文件 1 D- M4 M0 ~6 T" l, y# |http://www.matrixgames.com/forums/tm.asp?m=2729580 7 {3 p7 e* z3 |& m+ J) g M- iThis is an unofficial "short-term" beta install. , b" ]( V; U/ B5 P" ^( { Short-term being the appropriate term as this thread may be removed after a few days. 0 z0 y1 I/ W; x2 x! j8 r) S) A
8 b" m/ y# d6 J% W5 TThis 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. + S- _8 ]4 w; |, i' g5 m+ S! @
* \. `; |6 A0 h$ F+ _$ f4 rPLEASE 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 u+ q& Z2 h; s7 B y0 R 5 M' E4 b$ ~' c; [' yBackground: 8 q7 l0 Q# M1 X& n$ i8 yLast month my development PC had a meltdown while I was working on changes since the last released build (02). 7 _; n( P8 |# W& e
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. 3 c, {3 T5 d* J0 J* g
9 |- g4 O& K1 {5 G) a: l9 o, o$ `The build works fine on my PC, but then it is also the one that created it. & `! [. _ i+ {4 }0 }
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. 4 T1 C4 `2 x% I7 J) b
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As a result, I need to be 100% convinced that the new code will run on existing installs of AE. 0 v0 x+ W4 r' T7 M; u4 P 1 `. b7 l* i5 p3 Z5 II 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. 2 y; p% r9 |# f6 x / V. | v: V( ?4 b$ \8 t5 J2 EI 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. ) X/ U! a6 \- K) b' ZLoad up a save and play a few turns. Let me know if you have any issues with it. " a+ n5 ^( y$ v5 i
Also, try using tracker to see if the DLL still works. ( o) `/ R7 [2 m- D' a
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Again, my warning: / K( Q* F* E7 x: `9 {2 z9 T6 PPLEASE 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 C c$ p% o! c$ O, a, Z! d A3 B. w2 \# n$ o
Here is a list of the additional changes since 1108c (build 2) : q0 ]7 ~+ P4 l5 q8 z4 t
3 I4 H' N4 I5 X! g& J3 C[1108c+] ~$ X/ I2 C: x/ `
Fixed Rebuilt LCUs tended to use wrong PP cost on the first display, esp component units. : T+ E: j) M6 @3 i# [; c. z
Revised restore of report files from save ) {! z9 d- w) n( K- I) W. P
Changed Added group withdraw date to all split sub-groups, not just permanent withdraws / I8 ~0 Y! |0 b
Fixed 'buy-for-supply' ships remained at 1 day delay 4 t* n5 c" V- J* g6 [Fixed Error in Kamikaze determination in Flak Attack ! ?7 C7 c- y; Y8 L/ N8 G9 k# eFixed Kamikaze training not affecting low naval bombing / n& ~; o) ` S# D# d
Fixed Transferring pilot to group of different type losing 0-10 points off skills, rather than +/- 5 8 x: A J4 m0 y* z3 A
Changed Pilot experience hit based on category rather specific air type ) s7 E b5 s0 x3 _( [
Changed Added more off-map checks to better handle the TF's 'Return to ...' buttons . K9 u. P, y5 x$ ^! l2 \8 j: o) J. x0 F9 q& a
[1108d] ; L6 T4 P) B+ d
Fixed Removed ships under repair/conversion from AV support total ) l0 g( Q& d" a3 ZFixed Ground attacks against land units in friendly base hex could default to 'Commander Discretion' : \3 v3 Z5 ?0 h6 [Changed Re-enabled limited on-map routing for off-map TFs # ~) C, k3 { I9 j3 r" V+ Y4 z
Removed Disband check for resource/oil that was added earlier as can be worked around 7 R. r) ?; M5 T+ q3 x; W7 a* K" `Fixed Allow float planes to transport troops to coastal bases - allowed selecting but did not always make the move 6 p& ?: X( s/ d9 Y
Changed Night missions on list using BLUE rather than BLACK # ?! y8 J9 s% h, K5 X" i1 A
Changed Halved the 5-day resource requirement/stockpile to 2-day. Added earlier in patch to help with resource distribution 4 E* e) `# `3 P9 R9 r
; w9 g( w+ c6 k[1108e] 8 f8 S3 o# X7 J5 K7 n* gChanged Arriving LCU units were building more than needed devices if not enough in device pool - t9 t, y3 @. Z1 h4 z
Fixed Was returning wrong Allied device to pool on LCU device upgrade $ R/ i8 I T9 e3 Y7 `, \& n
Fixed Tried to align weapon and TOE for units without formal TOE before taking replacements; wrong numbers could be happening ?2 { t/ c1 A4 C4 ?- I
Changed Adjusted off-map entry point for way-points 5 ]0 i, A. d2 \3 L8 ^Fixed Altitude not being changed on some dive bomber attacks in AAA ( I5 n8 Q. ]6 y8 K# ]
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[1108f] T( I4 h/ G2 s; U- {1 h7 z
Fixed Auto convoy returning resource/oil to home base when not required to 0 Z5 Y4 |, b! }' h! v6 KAdded 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 * L: F9 X* A1 O8 h- s! u! iFixed CTD when checking groups on withdrawing ships / i) |: I) w3 n8 M
Changed Restored image files for centre windows 1 x! A/ N; d& G- KFixed Extend packing time and operMode to combining editor components of parent LCU + v$ @& R9 E& M: w; w. }1 N
Changed Vary DL for base created TFs, use same DL for TF split ! r/ S! X" C7 \/ @) Q- W4 [0 @. a: CFixed Leader of delayed group being re-assigned continually : y$ W% @4 w+ L' k! l, d7 KFixed HQ check so that first HQ is included $ A/ o( c, B6 z- Q; ?6 ^8 y- h ' `# l! j* _& u/ P* |[1108g] % s9 R9 H# x2 ]. S
Changed Update device in TOE when changed in order to fix land replacements 8 y4 }) c( H' g8 L) r1 B2 Y/ w7 p
Fixed Return cargo for CS or AC not checked if home base and current base are the same 5 q' h1 C* W- S
Fixed Force TF to use offmap if incorrectly set due to changes of destination + S* `/ q) h$ @0 h& O0 F, x& e
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[1108h] * N4 Z0 ~: c, N. g' f8 dFixed Adjust for non-mine device being in special mine slot [#9] for sub minelaying ; a/ ?. K& @1 vChanged Force ships to arrive at national base if original location is not valid to form TF; stop ships arriving at 'land-locked' base : ^ h ?2 _- W" v; e0 T& pFixed Group leader who is a pilot was losing the link under various conditions. Corrected conditions and added correction code ' f5 m& w6 H' z: g$ \" i( {1 \
Changed Allow 'independent' commands to change without cost to another ; h4 ]* a# r; B: q( ] # A5 Q; V+ ]6 \ P% Z; F7 o- h[1108i] ) K5 k( \: L/ U1 y J/ |) g {1 P. X
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. 2 `/ t4 s. e B! r" b4 M9 q n: d, P4 [Fixed Japanese production was over-producing upgraded devices for LCUs - Q7 S; N, Q. aChanged Ship display of ARD shows lift capacity + z7 Y8 P* e5 YFixed Sub-units not having withdraw delay decremented 8 M% L" p" A+ l+ RFixed Updated offmap checks for home base % r2 w0 I4 U# W( L0 y/ V: \
+ _4 e' k3 x; Z7 z! W# E[1108j] + c' g) r7 A& E& ]# u9 s- sFixed Issue with carriers in range code; could cause data corruption % k. [5 R* p+ z* I3 OFixed Not all TRACOM pilots showed in lists 8 O2 `* s7 d5 O, V5 |/ \9 r; J
Fixed Limit retreat after meeting TF surface combat to actual combat % s: I$ l6 x& r! hChanged Removed endurance limit on PTs that limits attacks ( O7 U; [3 b! O# @Fixed LCU weapons being changed by AI code sometimes when LCU is human controlled 3 Y: L; ]$ v6 M0 f; ]2 u" U
Changed Defer device upgrade of LCUs with fragments existing; causes errors in devices when swaping to parent or merging with other fragments/parent - a! H2 k# u. u" G2 L, T. Z5 T& {9 @
Changed No TF unload if 'do not unload' set regardless of status of ship cargo handling & I% d3 i/ A' j+ \
Fixed Empty fragments stopping editor sub-units from recombining作者: 红叶 时间: 2011-3-10 07:50