只更新了EXE程序文件1 G9 O0 }0 B7 \ http://www.matrixgames.com/forums/tm.asp?m=2729580$ o- j9 T: i9 s2 U This is an unofficial "short-term" beta install. ! F4 @7 x4 Y; V! ^: K, r+ O" ^$ {Short-term being the appropriate term as this thread may be removed after a few days. / V3 |. `8 t: K. r0 B* t* i4 ~
, E- P. L0 d( u5 v8 N. mThis 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. 6 _. F% i \. |3 w* ?; n+ _6 Q
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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. % D: Y9 h- B( g" w ) d7 Z2 q; N; C' Y: QBackground: 0 v5 U3 G' B# q6 Z6 o2 M' \
Last month my development PC had a meltdown while I was working on changes since the last released build (02). 2 u; \( i( n9 g; i2 L- AAs 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. & s- _! w, F! y% F1 o 7 u9 M/ I1 @: V: y: L6 ^The build works fine on my PC, but then it is also the one that created it. + F" f% A7 U! ?5 Z& \6 i
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 e& G0 H7 O1 i. Y6 r, K1 T/ f* X7 v d: K8 r1 H" d8 D
As a result, I need to be 100% convinced that the new code will run on existing installs of AE. 3 z- x! P' W* {# A5 _& u$ F ( E4 z/ C2 L% dI 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. 7 y$ d0 n# j" D, M5 ~+ ^% [, }/ b9 H- b* Z v: t, f0 g2 ^
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. 7 }; A( p0 D% C, a" E _3 i# S7 oLoad up a save and play a few turns. Let me know if you have any issues with it. . z) Y! b6 Y3 cAlso, try using tracker to see if the DLL still works. \9 j5 L- p) u3 Q# h" [" o& e
% G3 u: q% D1 J& r/ u. p9 LAgain, my warning: # O8 H6 x/ T: h; _+ uPLEASE DON'T USE THIS EXE FOR YOUR REAL ON-GOING GAMES AT THE MOMENT PENDING MY FINDINGS ON HOW SUITABLE THE NEW EXE IS. 0 M6 q Q" ]; H" t# A - H1 O5 @% t" W" V ZHere is a list of the additional changes since 1108c (build 2) . L& m2 X" i A8 Y
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[1108c+] 7 I# g4 c; s8 h3 |Fixed Rebuilt LCUs tended to use wrong PP cost on the first display, esp component units. + t d5 `8 d) ]" y" n3 ~$ LRevised restore of report files from save 6 x# O" b2 n h: T, c4 W; m9 b2 RChanged Added group withdraw date to all split sub-groups, not just permanent withdraws ; {- U$ Z% ~- B+ L& h8 N
Fixed 'buy-for-supply' ships remained at 1 day delay 5 N& J; o1 a; O" [$ `0 r& r
Fixed Error in Kamikaze determination in Flak Attack 4 M- m- u) P8 U4 C' o9 bFixed Kamikaze training not affecting low naval bombing ' N; P" Q9 s7 u0 k) G/ uFixed Transferring pilot to group of different type losing 0-10 points off skills, rather than +/- 5 3 b1 i- R2 q/ E& g5 M, YChanged Pilot experience hit based on category rather specific air type 3 _. j( G; V. V% M3 d) Y5 UChanged Added more off-map checks to better handle the TF's 'Return to ...' buttons & o0 Y" m* Z+ B) p, `
, K& q' u/ Y: D6 y: \' A[1108d] ) @4 [/ k3 ~' I! \: @
Fixed Removed ships under repair/conversion from AV support total 7 S1 t) [' }! t3 k$ d: s3 iFixed Ground attacks against land units in friendly base hex could default to 'Commander Discretion' 3 t/ p7 L0 J) t' x7 M" Z
Changed Re-enabled limited on-map routing for off-map TFs 0 h& q) H# k% V4 d, X+ C* \1 l7 a2 D
Removed Disband check for resource/oil that was added earlier as can be worked around - ]) f; M5 \9 C$ a [: CFixed Allow float planes to transport troops to coastal bases - allowed selecting but did not always make the move " g A0 w1 M* G, oChanged Night missions on list using BLUE rather than BLACK - p" B4 ?. D: w5 P+ g2 S) g( m
Changed Halved the 5-day resource requirement/stockpile to 2-day. Added earlier in patch to help with resource distribution " h, F6 D) k# h1 L O/ U3 A ; z- h6 R9 l+ N2 \[1108e] " p6 K( E+ f1 g+ w5 i
Changed Arriving LCU units were building more than needed devices if not enough in device pool 5 d+ n3 U3 p" Y% n5 x: U) e2 p
Fixed Was returning wrong Allied device to pool on LCU device upgrade : E8 h |4 I& j0 G) R4 `* U
Fixed Tried to align weapon and TOE for units without formal TOE before taking replacements; wrong numbers could be happening " o) y0 B0 ^* ^6 {* U( pChanged Adjusted off-map entry point for way-points ( V2 D; X& |$ g3 B1 x; p/ x+ c" ~Fixed Altitude not being changed on some dive bomber attacks in AAA * v2 {4 t+ Z! x- r
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[1108f] 3 H% l. x2 U' Y7 D# YFixed Auto convoy returning resource/oil to home base when not required to ! _2 ~% J! X0 W, f3 `. p2 N. oAdded 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 8 z9 ~8 q; b% a. v
Fixed CTD when checking groups on withdrawing ships & U$ V( z1 b! y) XChanged Restored image files for centre windows 6 f, \, b: N+ l; @$ P% LFixed Extend packing time and operMode to combining editor components of parent LCU 2 w7 Y4 }6 C3 d/ D! c5 O
Changed Vary DL for base created TFs, use same DL for TF split . ?0 }) M1 e0 p% z% JFixed Leader of delayed group being re-assigned continually ( L# w: L' m. y, a6 ]4 {' D3 X
Fixed HQ check so that first HQ is included H ^3 }3 E" L7 I$ P( j+ |! C- T5 {$ l+ {
[1108g] ! h. b* j. Z* M( H6 f
Changed Update device in TOE when changed in order to fix land replacements 7 c6 j% V6 H& U+ M, vFixed Return cargo for CS or AC not checked if home base and current base are the same 8 _1 h' O: c# q- x" rFixed Force TF to use offmap if incorrectly set due to changes of destination 1 h3 B( y$ \- \, C8 g+ Q: \+ W6 P8 o
[1108h] 5 e- }8 z. D9 `- _! \ }
Fixed Adjust for non-mine device being in special mine slot [#9] for sub minelaying 2 M% v H- N: r8 G9 x* g1 x+ iChanged Force ships to arrive at national base if original location is not valid to form TF; stop ships arriving at 'land-locked' base 0 U) I0 v6 p7 R% _, G- l1 r; SFixed Group leader who is a pilot was losing the link under various conditions. Corrected conditions and added correction code 9 `% t$ |( M6 qChanged Allow 'independent' commands to change without cost to another . ~* X- ?% w. c: p. i4 [
0 b& O) s8 F( Y% U9 \[1108i] : Z0 C m- x+ y$ [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. , e% P% d% h' {9 {: \% q7 G( O8 UFixed Japanese production was over-producing upgraded devices for LCUs # d. C& A' L! |& o# JChanged Ship display of ARD shows lift capacity ; d5 c! r# t8 r5 H4 T: I# O
Fixed Sub-units not having withdraw delay decremented % T( |# ~* Y A/ AFixed Updated offmap checks for home base . ~$ M+ p& w. u" _; M1 q+ b5 E, N3 u1 ]& C3 ?" s7 O* m
[1108j] . z8 n% p' a! k+ r; E! PFixed Issue with carriers in range code; could cause data corruption 3 N1 Y9 ?) L% R) D! y( A: {Fixed Not all TRACOM pilots showed in lists # L/ V7 [" D7 [$ X7 Z3 t. E7 J
Fixed Limit retreat after meeting TF surface combat to actual combat $ U) k! ?& z9 v( }* z/ |. @Changed Removed endurance limit on PTs that limits attacks % V" y. i; l9 W9 A8 lFixed LCU weapons being changed by AI code sometimes when LCU is human controlled ) L; T5 t$ j" [+ k: v
Changed Defer device upgrade of LCUs with fragments existing; causes errors in devices when swaping to parent or merging with other fragments/parent . ^: Z1 o- j9 `& cChanged No TF unload if 'do not unload' set regardless of status of ship cargo handling + G& G5 ^7 o$ H# D, i8 m
Fixed Empty fragments stopping editor sub-units from recombining作者: 红叶 时间: 2011-3-10 07:50