只更新了EXE程序文件 9 m% ?) V$ J; R1 X+ f' R" d8 T3 hhttp://www.matrixgames.com/forums/tm.asp?m=2729580 ) @5 W( g: A0 } c3 o! nThis is an unofficial "short-term" beta install. W; B! i! A" a* yShort-term being the appropriate term as this thread may be removed after a few days. 4 s0 ]* x8 {6 E* s! q1 y I% C+ O6 m4 s
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. $ @9 b+ W7 v6 S8 R: d$ @ e8 h
8 @5 M8 h, a+ p1 u& Y2 ]# }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. ) d. x0 E7 L1 W8 s) K6 N
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Background: 4 H: U2 k! l+ t3 \' `! T( t' rLast month my development PC had a meltdown while I was working on changes since the last released build (02). 2 S; k9 z) p: J2 j1 pAs 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. * q9 T& y! [5 _( J; q+ |( Q F5 ?- U8 W
The build works fine on my PC, but then it is also the one that created it. # L# K I" p4 P$ X+ @4 t: _+ e
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. $ I% |: S& u7 [ x) P 8 A( F' `% Y, x. S3 U L" `* ZAs a result, I need to be 100% convinced that the new code will run on existing installs of AE. $ A) u- p6 j7 [+ _; N% E I' Q* B
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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. 6 q1 N4 d- I+ k
7 i: }) ^ i5 a: ]: LI 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. 1 P6 ~+ R K4 q2 A: _5 XLoad up a save and play a few turns. Let me know if you have any issues with it. ! m6 h, i; |$ C
Also, try using tracker to see if the DLL still works. / P) H6 G6 i8 y: T( j2 a) N: ~6 k
* p* v5 s% A6 K1 YAgain, my warning: 4 v& \* _. u; X8 U V7 u
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. ! F6 K5 w- L0 r0 v9 s; I
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Here is a list of the additional changes since 1108c (build 2) - I3 F3 _* m: F2 z* ^9 E : y/ L8 W! q2 w9 b[1108c+] ( s3 q: \4 T) {( \3 E/ o1 `
Fixed Rebuilt LCUs tended to use wrong PP cost on the first display, esp component units. 0 \! q x1 J4 K* D3 ^( bRevised restore of report files from save ; m ~ e/ A( F- v3 q7 }Changed Added group withdraw date to all split sub-groups, not just permanent withdraws z5 N2 s- r$ [! j$ v9 {Fixed 'buy-for-supply' ships remained at 1 day delay 5 F; M1 P- u7 q, ?
Fixed Error in Kamikaze determination in Flak Attack ) F* b6 ]: S* ~8 D! A0 XFixed Kamikaze training not affecting low naval bombing & u5 S. I Q3 }' x' N j: M) t
Fixed Transferring pilot to group of different type losing 0-10 points off skills, rather than +/- 5 4 b6 _( ?- j+ ~2 `, Q, P! SChanged Pilot experience hit based on category rather specific air type 7 M8 \- h3 b* K( s% v0 j( d
Changed Added more off-map checks to better handle the TF's 'Return to ...' buttons ' Q5 t& h* N- `$ B
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[1108d] 4 l- ^. g5 Z8 g; b9 p) z9 T; F
Fixed Removed ships under repair/conversion from AV support total ( H( O) b* M: PFixed Ground attacks against land units in friendly base hex could default to 'Commander Discretion' " o7 V# {6 v A ]7 f: C; P% h6 z
Changed Re-enabled limited on-map routing for off-map TFs 9 }" R$ L3 Y+ D7 c [7 e3 O
Removed Disband check for resource/oil that was added earlier as can be worked around # |2 i0 o8 n1 k/ M9 k2 e% rFixed Allow float planes to transport troops to coastal bases - allowed selecting but did not always make the move $ Q$ s1 a: c) n8 o0 [6 I7 |4 {Changed Night missions on list using BLUE rather than BLACK # r' _, D: f6 C5 \9 O1 }2 E! `
Changed Halved the 5-day resource requirement/stockpile to 2-day. Added earlier in patch to help with resource distribution 2 Y& y9 X, A ^6 p% `
5 N7 ^# i( n3 X[1108e] - |0 n" M+ `3 S; o7 TChanged Arriving LCU units were building more than needed devices if not enough in device pool . k9 r, ?- N8 {5 J6 w$ Y" sFixed Was returning wrong Allied device to pool on LCU device upgrade * \, G3 e+ F8 O2 F! s4 J
Fixed Tried to align weapon and TOE for units without formal TOE before taking replacements; wrong numbers could be happening 7 ~1 i$ }! c3 A9 KChanged Adjusted off-map entry point for way-points 7 q6 [- g2 O( ?4 w0 T
Fixed Altitude not being changed on some dive bomber attacks in AAA " ]5 x4 r4 r2 L3 x2 v: _
/ `6 T# d" Q9 g& M9 [[1108f] 2 s; g" M" D4 T9 L" M' t: @
Fixed Auto convoy returning resource/oil to home base when not required to ' r/ k: H) h7 ~. j( w
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 * N3 e5 P a V3 ]. `3 ~/ h8 A
Fixed CTD when checking groups on withdrawing ships ( m0 H5 r; I* B) Z3 @" FChanged Restored image files for centre windows ) u, L. I" T6 o- b% z* UFixed Extend packing time and operMode to combining editor components of parent LCU : W( _/ t* s; s6 ^6 `4 W' E( g4 K, x
Changed Vary DL for base created TFs, use same DL for TF split 2 Y" F$ x5 S2 f7 o3 O8 k0 o4 G
Fixed Leader of delayed group being re-assigned continually ! G ]1 w8 k& [% U) [+ dFixed HQ check so that first HQ is included 1 ?+ s1 K, j" o+ Z+ n
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[1108g] " P6 {8 u% m: c& ~& [Changed Update device in TOE when changed in order to fix land replacements / \3 i. `! w+ F/ a5 D
Fixed Return cargo for CS or AC not checked if home base and current base are the same 4 ^1 r. N0 D# I( ~. V7 z8 f. wFixed Force TF to use offmap if incorrectly set due to changes of destination 0 q: _* ?3 L- V& ?4 c [/ } % X4 t% _1 J) R[1108h] 6 ]" h( ^4 ?) P3 y9 eFixed Adjust for non-mine device being in special mine slot [#9] for sub minelaying * ^: k4 W2 }' a0 ~2 RChanged Force ships to arrive at national base if original location is not valid to form TF; stop ships arriving at 'land-locked' base 9 ?; |9 P4 r* w: F, j1 X9 ~
Fixed Group leader who is a pilot was losing the link under various conditions. Corrected conditions and added correction code , t* V3 @% Z6 U, X9 s( h9 n5 vChanged Allow 'independent' commands to change without cost to another / U- Y% u4 c$ J( ?# k3 r& c$ c + `/ S# R1 h+ i; S& n[1108i] 8 h b! R; L% u7 Z# b" 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. T- \1 [/ B& U0 |3 b, R2 Y, w6 B
Fixed Japanese production was over-producing upgraded devices for LCUs , M$ O& r7 j! X- B5 W
Changed Ship display of ARD shows lift capacity 0 D9 Z; V% ?: eFixed Sub-units not having withdraw delay decremented , y4 P& ~1 `) |3 v4 I
Fixed Updated offmap checks for home base * ` U$ e9 L; O2 F9 v' Y4 o% p9 h' }$ G* |- c& W
[1108j] $ Z4 y& n2 J/ t _* {3 X$ G* X
Fixed Issue with carriers in range code; could cause data corruption : q1 r" o- X: UFixed Not all TRACOM pilots showed in lists $ x( l0 k+ S' E) _3 Y; x7 j6 e
Fixed Limit retreat after meeting TF surface combat to actual combat 3 w3 Q6 `5 Z( o; w7 z, eChanged Removed endurance limit on PTs that limits attacks / V7 `& J! F; e" ]* NFixed LCU weapons being changed by AI code sometimes when LCU is human controlled 5 ^: T$ [& ?$ ^) G; F0 V
Changed Defer device upgrade of LCUs with fragments existing; causes errors in devices when swaping to parent or merging with other fragments/parent . W4 J* T/ B0 [, G9 j( c, zChanged No TF unload if 'do not unload' set regardless of status of ship cargo handling - b+ O) S. ]$ \) A" H6 i' EFixed Empty fragments stopping editor sub-units from recombining作者: 红叶 时间: 2011-3-10 07:50