只更新了EXE程序文件 + ^$ ?# y7 A; g3 ihttp://www.matrixgames.com/forums/tm.asp?m=2729580; D+ d; i+ C& r. T This is an unofficial "short-term" beta install. $ v; J1 q9 c6 ?- \ Short-term being the appropriate term as this thread may be removed after a few days. + o+ K3 ]8 n* x% `/ d 0 V1 g e' y* |+ K. j' F2 M! FThis 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. - v; ?& H7 g6 B2 [. o6 z/ h s' W# f
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. b' `5 ]5 C5 B. F$ k: W( f
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Background: ) P$ o- n. y# i; B% @, Z1 u# Z) @7 \. v2 gLast month my development PC had a meltdown while I was working on changes since the last released build (02). % R) t$ y1 _+ M. e' J, U2 Q
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. 9 v. k# D- E* k3 x% U! S ; E8 u; b/ n% u" |, f# ^( w. v: @The build works fine on my PC, but then it is also the one that created it. 7 V! Q# S7 T. t7 Z9 J, M- p2 kA 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 Y5 t6 j) [! \- ?' t7 f/ n0 k+ Z# I
As a result, I need to be 100% convinced that the new code will run on existing installs of AE. 6 S3 r* d7 r" s9 i, ] D$ t) C5 b0 Y
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. D4 I4 p# h% l: m' z( i ) R# N; P: Y- S% q& ]+ `' m- iI 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. 0 ]5 M$ M* U; H
Load up a save and play a few turns. Let me know if you have any issues with it. ( W* |- D7 A0 P- I' O0 C) q
Also, try using tracker to see if the DLL still works. 0 q1 s& K u3 P( j. ]
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Again, my warning: ; U5 W" u! y/ N$ Q9 P* q7 GPLEASE DON'T USE THIS EXE FOR YOUR REAL ON-GOING GAMES AT THE MOMENT PENDING MY FINDINGS ON HOW SUITABLE THE NEW EXE IS. 4 E) q( k. T/ m
, B. R& D* U! w7 D$ LHere is a list of the additional changes since 1108c (build 2) 0 E& {- \3 y8 L' j
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[1108c+] - g' _) o" f( m* h9 ], [8 O! EFixed Rebuilt LCUs tended to use wrong PP cost on the first display, esp component units. 0 i! v* r% O7 P% R( N9 z
Revised restore of report files from save 2 g: S( e3 ~; |; {. E+ g6 R
Changed Added group withdraw date to all split sub-groups, not just permanent withdraws 3 S- M: d* e1 e1 _( [
Fixed 'buy-for-supply' ships remained at 1 day delay ( m) n$ J/ \- m$ B$ L/ o* {' Y) p3 uFixed Error in Kamikaze determination in Flak Attack 4 a5 s$ W, `- F) F0 @
Fixed Kamikaze training not affecting low naval bombing % [4 c7 X5 _8 ~) @! PFixed Transferring pilot to group of different type losing 0-10 points off skills, rather than +/- 5 - \2 q5 x8 e1 e" a: [1 }Changed Pilot experience hit based on category rather specific air type , y% v, D7 ]6 T9 p) ]( {2 TChanged Added more off-map checks to better handle the TF's 'Return to ...' buttons O J7 \* u; b4 x9 B
$ d+ w# D1 ~# \) r7 }+ v* Y# u[1108d] 0 [5 T/ `; ~) }( {
Fixed Removed ships under repair/conversion from AV support total . x6 W2 k, w4 aFixed Ground attacks against land units in friendly base hex could default to 'Commander Discretion' ' s) }1 e6 J: `- Y! a; _+ }4 p, z
Changed Re-enabled limited on-map routing for off-map TFs : P8 Y6 H( l |% K: NRemoved Disband check for resource/oil that was added earlier as can be worked around 4 X' I0 |# e4 bFixed Allow float planes to transport troops to coastal bases - allowed selecting but did not always make the move ! S; o! ~ b5 {- T: {7 |5 W8 L2 V* l( z
Changed Night missions on list using BLUE rather than BLACK 7 l( d. g- h5 O! y% n
Changed Halved the 5-day resource requirement/stockpile to 2-day. Added earlier in patch to help with resource distribution : U' J" m6 L& ~) Y
W6 n2 Q% d: |" j0 F[1108e] 6 E0 H1 U: h9 p6 c& v3 g0 `
Changed Arriving LCU units were building more than needed devices if not enough in device pool . x- U% T. s9 o6 S# Y. D
Fixed Was returning wrong Allied device to pool on LCU device upgrade ' e% l2 m _, G+ s9 S% P) QFixed Tried to align weapon and TOE for units without formal TOE before taking replacements; wrong numbers could be happening 0 [& p; G/ i! d; S0 O8 ]Changed Adjusted off-map entry point for way-points 2 g2 ~1 a4 P! ~7 L
Fixed Altitude not being changed on some dive bomber attacks in AAA 8 R+ S4 @7 f9 l$ X0 e' K; g" V
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[1108f] # o. v& T' \* d3 S2 v3 V0 _+ T
Fixed Auto convoy returning resource/oil to home base when not required to . N1 d- n' s2 T; UAdded 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 ; u: a& V% C; j: @0 TFixed CTD when checking groups on withdrawing ships - k A" ^( v& A, hChanged Restored image files for centre windows ! l7 w- ] I4 L! x. L9 M3 x) t
Fixed Extend packing time and operMode to combining editor components of parent LCU 6 Z$ P0 s1 s' _& I
Changed Vary DL for base created TFs, use same DL for TF split 4 Y* ]6 T) ]5 M+ B0 C/ DFixed Leader of delayed group being re-assigned continually 0 g @8 h1 m- D+ ^7 W
Fixed HQ check so that first HQ is included 3 v2 F+ c5 [# t+ |) V# z3 f, i6 ]
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[1108g] + f4 u: _2 V6 ~9 M* \Changed Update device in TOE when changed in order to fix land replacements - S! t! i$ V0 u- q hFixed Return cargo for CS or AC not checked if home base and current base are the same 5 c$ i8 z7 u4 G
Fixed Force TF to use offmap if incorrectly set due to changes of destination 0 t7 i& d9 I: f: \7 I6 @ ) c8 ~ v, v$ h/ x- t[1108h] 9 l2 s; V( P. _! M- b7 `Fixed Adjust for non-mine device being in special mine slot [#9] for sub minelaying $ d; s" f; j! z' X MChanged Force ships to arrive at national base if original location is not valid to form TF; stop ships arriving at 'land-locked' base - P' W+ j, a# F* w; {
Fixed Group leader who is a pilot was losing the link under various conditions. Corrected conditions and added correction code 0 w6 q/ H0 k" H7 XChanged Allow 'independent' commands to change without cost to another ) o% P1 E. h" f# o0 R* T; |/ z' V, e; w
[1108i] 6 ?$ J3 z, a, f6 B- ?6 u& Y( G
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. . s4 o/ D4 |& M0 o0 z5 m; vFixed Japanese production was over-producing upgraded devices for LCUs $ k$ q% L9 t! d" Y5 a' fChanged Ship display of ARD shows lift capacity 5 l1 S: ~( V% R! d+ v5 t7 `Fixed Sub-units not having withdraw delay decremented 5 S% h2 P* o1 U6 |Fixed Updated offmap checks for home base . O. w4 `8 E4 O3 }
% c$ t# _" g+ K6 {[1108j] 7 J* B$ c% Q! T; @3 E0 L4 bFixed Issue with carriers in range code; could cause data corruption & @9 Y7 E+ u& b B' }Fixed Not all TRACOM pilots showed in lists / \/ `) w: M9 q! m. jFixed Limit retreat after meeting TF surface combat to actual combat 4 r2 |& r+ Q) j! F; U: F
Changed Removed endurance limit on PTs that limits attacks + T/ T$ Y; L+ ]& m# K" |
Fixed LCU weapons being changed by AI code sometimes when LCU is human controlled 7 N- b5 U8 l: d9 b$ V/ Y( a* mChanged Defer device upgrade of LCUs with fragments existing; causes errors in devices when swaping to parent or merging with other fragments/parent 2 [0 y0 ^ {$ gChanged No TF unload if 'do not unload' set regardless of status of ship cargo handling 8 Z" M+ ^/ L% B. }: `+ oFixed Empty fragments stopping editor sub-units from recombining作者: 红叶 时间: 2011-3-10 07:50