只更新了EXE程序文件, f2 g, W" w2 c$ [7 ] http://www.matrixgames.com/forums/tm.asp?m=2729580 * d9 E8 i# Q8 r% e* A% J/ _This is an unofficial "short-term" beta install. & B4 b' D, L! v8 m- m8 G/ ? Short-term being the appropriate term as this thread may be removed after a few days. 9 Y3 F6 H# x2 k) B% K$ y+ v3 C; n! |6 W E$ h, d6 x0 N9 h
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. 4 A3 Q, [' N& o7 U
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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. % G7 c0 C+ W9 W. P" ]" o7 D
4 o6 Y/ |7 U' j& wBackground: 3 W; I* ` V J7 ^) j: j8 }
Last month my development PC had a meltdown while I was working on changes since the last released build (02). 8 W; H8 j) _. H
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. . W+ N9 z# w- s7 u Y1 w
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The build works fine on my PC, but then it is also the one that created it. 7 d; P7 A1 P* l, }" D7 r
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. + g. j" `* Y8 M/ V! M7 E
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As a result, I need to be 100% convinced that the new code will run on existing installs of AE. - f9 N7 h: R* N; ~! M
! s0 d0 c. Y8 _3 [/ S5 E `" g- cI 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. + s. T( C4 h* ~$ |+ y7 I; c0 {7 C1 L$ Q3 x
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. 5 W4 y1 h9 d h; j0 d t0 oLoad up a save and play a few turns. Let me know if you have any issues with it. : P/ Z. _: X# o2 t& Y0 C
Also, try using tracker to see if the DLL still works. 7 \1 H! R# y, ] s
. ^' p6 G! S( g" X! a' T( H! _Again, my warning: ( a0 |. \3 |6 }( o' \' B
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. ! G( e2 m) F* B4 z1 x% R ( o' Y' O4 p7 GHere is a list of the additional changes since 1108c (build 2) $ S S2 p, K) A) @ w" |! [ 4 {& Z, P. g \$ Y. o z) F" y[1108c+] % Y1 d! s" Y8 }6 ?% V$ E; @5 QFixed Rebuilt LCUs tended to use wrong PP cost on the first display, esp component units. 5 L! A; A4 a, w1 e1 h* N- n
Revised restore of report files from save & G# d$ P) o% R* h* V
Changed Added group withdraw date to all split sub-groups, not just permanent withdraws 2 F) I3 e ?+ b& w) k# B
Fixed 'buy-for-supply' ships remained at 1 day delay ; B7 `: n. q- e$ U# [9 x: RFixed Error in Kamikaze determination in Flak Attack $ m( A F, h4 L0 \: bFixed Kamikaze training not affecting low naval bombing R ~' w4 P! J$ TFixed Transferring pilot to group of different type losing 0-10 points off skills, rather than +/- 5 H3 m0 L1 K9 zChanged Pilot experience hit based on category rather specific air type , u# J) A+ h6 C' M
Changed Added more off-map checks to better handle the TF's 'Return to ...' buttons * Q, }2 d2 \/ m: q9 F8 j7 {- P; z* m1 I t
[1108d] , @" R6 u* p( g5 L4 nFixed Removed ships under repair/conversion from AV support total 7 J; @, X! D2 {Fixed Ground attacks against land units in friendly base hex could default to 'Commander Discretion' - o; E7 h* l) p. w I6 H/ |
Changed Re-enabled limited on-map routing for off-map TFs ) D! u) D3 k: w- @$ o2 J# B7 JRemoved Disband check for resource/oil that was added earlier as can be worked around . E8 {) z9 V# [/ n. ]$ }
Fixed Allow float planes to transport troops to coastal bases - allowed selecting but did not always make the move ( g0 O" ?+ P1 x1 ~Changed Night missions on list using BLUE rather than BLACK 7 i. y, Q( ]( y D6 T0 m' p
Changed Halved the 5-day resource requirement/stockpile to 2-day. Added earlier in patch to help with resource distribution / U5 G7 f) z. y9 ? S2 I! l/ J+ |$ A" x2 R+ S* |* \
[1108e] 5 W7 {& U5 a9 h% {- t! ]2 J" v. zChanged Arriving LCU units were building more than needed devices if not enough in device pool " }- g, J& u: u6 W
Fixed Was returning wrong Allied device to pool on LCU device upgrade 6 a" Y3 e6 M& K% |
Fixed Tried to align weapon and TOE for units without formal TOE before taking replacements; wrong numbers could be happening 5 L k7 W: R% V2 x' A
Changed Adjusted off-map entry point for way-points 3 V+ \# Z5 o5 a) f) K
Fixed Altitude not being changed on some dive bomber attacks in AAA - J$ c5 B4 t9 p& u2 F% ~" P/ P2 e' B4 |5 a) s
[1108f] " ~5 A1 l. L+ e# v; [Fixed Auto convoy returning resource/oil to home base when not required to - ^3 @( |' H( h7 F
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 ! t4 ~4 z* H Q* o
Fixed CTD when checking groups on withdrawing ships ' D- a4 n9 e, T1 o9 w5 r9 a
Changed Restored image files for centre windows 9 A4 |6 w# ^; X: f. X8 i1 n: k
Fixed Extend packing time and operMode to combining editor components of parent LCU 5 b* u+ ]9 P1 Y$ v3 P
Changed Vary DL for base created TFs, use same DL for TF split y2 T& o2 j n! `% m ^0 D8 b
Fixed Leader of delayed group being re-assigned continually - r# u0 J9 \8 ]- @Fixed HQ check so that first HQ is included 9 w2 F/ x& p1 W0 X) Y q! [, f4 d
' _5 v9 @2 h4 Q4 K* G. n[1108g] * t2 @3 A. ~0 ^Changed Update device in TOE when changed in order to fix land replacements E: j, M. A6 Z" bFixed Return cargo for CS or AC not checked if home base and current base are the same 1 H% I4 g' L1 a7 @: U) q* UFixed Force TF to use offmap if incorrectly set due to changes of destination - ~1 m' ?3 C* S k. B2 z. O4 R+ k; C; S! \; F: O) L
[1108h] . d9 r1 [6 i) M
Fixed Adjust for non-mine device being in special mine slot [#9] for sub minelaying . `4 }5 E1 z# S% I) }Changed Force ships to arrive at national base if original location is not valid to form TF; stop ships arriving at 'land-locked' base ) v Q4 d! u4 P2 v! @4 m( uFixed Group leader who is a pilot was losing the link under various conditions. Corrected conditions and added correction code 6 m. t0 N4 j1 _, d* o+ A7 l
Changed Allow 'independent' commands to change without cost to another : `+ K Y) G" h
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[1108i] 9 Q! ~; s! t5 O+ C3 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. $ w$ {3 t7 t9 e8 `Fixed Japanese production was over-producing upgraded devices for LCUs ) e/ ~. s& e6 z7 P+ O
Changed Ship display of ARD shows lift capacity 3 U; ^+ `% j" w1 @
Fixed Sub-units not having withdraw delay decremented 1 n' \& i6 C/ S; J; l+ s- t5 T) ?- UFixed Updated offmap checks for home base + e) p9 ^/ x* _ D: v9 _ b7 C- i5 Q: k( G
[1108j] 6 o+ }3 C! D, r& \4 }Fixed Issue with carriers in range code; could cause data corruption ! [' m2 g& @0 \) _4 i. aFixed Not all TRACOM pilots showed in lists ) n4 k4 H8 L1 o1 c, mFixed Limit retreat after meeting TF surface combat to actual combat 8 ~. J( c& ~* {
Changed Removed endurance limit on PTs that limits attacks & B6 m0 ^0 y0 `Fixed LCU weapons being changed by AI code sometimes when LCU is human controlled # k/ w* r) e1 Y6 {3 P8 cChanged Defer device upgrade of LCUs with fragments existing; causes errors in devices when swaping to parent or merging with other fragments/parent 5 k" u0 E# g; L0 M* H) T5 ]8 Y3 VChanged No TF unload if 'do not unload' set regardless of status of ship cargo handling 8 G: V; A# s$ k! [0 k2 uFixed Empty fragments stopping editor sub-units from recombining作者: 红叶 时间: 2011-3-10 07:50