只更新了EXE程序文件; Q( ^0 F F! e( }) d http://www.matrixgames.com/forums/tm.asp?m=2729580 6 y X& f- d* uThis is an unofficial "short-term" beta install. : M" v3 e' I% t- N* L7 j( PShort-term being the appropriate term as this thread may be removed after a few days. , k% h5 \% F1 a F5 N. j N: t o+ H
& i4 N( P) `8 _1 j5 W) R/ j0 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. ' V4 j5 C l) O% X( Y/ r, r- u# X; T/ e! X3 ]( S O. w: C
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. 0 e7 L: D: \! g1 u" H* ?
* P0 f7 d3 g9 m( L+ F9 }Background: 1 F1 k1 V1 i( D: D
Last month my development PC had a meltdown while I was working on changes since the last released build (02). ( t( U$ B/ |2 a/ ~
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. 8 @ c k+ f0 m8 \% X! J
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The build works fine on my PC, but then it is also the one that created it. . M3 z: ~2 |' ]' j* H$ l( O
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. 7 Q, O" v8 m% i: m* F1 r- B, T( z
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As a result, I need to be 100% convinced that the new code will run on existing installs of AE. * l- j- ^0 ]' P/ x5 k, @# I
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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. - a& s8 ~! {) C# @2 i0 ?+ o
/ _% A) q# J+ m0 C4 HI 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. G- y( @7 b* p9 C, j; V
Load up a save and play a few turns. Let me know if you have any issues with it. 2 O; `2 }# Z5 W: x7 K5 q' AAlso, try using tracker to see if the DLL still works. % V, l1 V: S# S) I. i, d5 c
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Again, my warning: : @5 ]7 k- c1 ?/ }6 Q, TPLEASE DON'T USE THIS EXE FOR YOUR REAL ON-GOING GAMES AT THE MOMENT PENDING MY FINDINGS ON HOW SUITABLE THE NEW EXE IS. 6 N: b V/ F! b, {1 h& ]! ]
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Here is a list of the additional changes since 1108c (build 2) 6 `- L9 Q& M2 a1 h! ]: H# D" N
( R1 @" ], D1 O$ C# _/ a[1108c+] 7 J$ V' H: P+ @( W. q9 D3 f8 O
Fixed Rebuilt LCUs tended to use wrong PP cost on the first display, esp component units. 0 v& \+ U3 s: TRevised restore of report files from save ! e* p; [( G: @4 gChanged Added group withdraw date to all split sub-groups, not just permanent withdraws e! R6 l( h8 G
Fixed 'buy-for-supply' ships remained at 1 day delay ; m9 U3 B$ g' W! d8 Q" G# }5 M
Fixed Error in Kamikaze determination in Flak Attack : p) |' r6 X. k9 j
Fixed Kamikaze training not affecting low naval bombing M0 l j3 m; ^; F( G- R p# SFixed Transferring pilot to group of different type losing 0-10 points off skills, rather than +/- 5 3 ?# ~8 h# Y" r- O/ g
Changed Pilot experience hit based on category rather specific air type " T! c0 y6 Q* v- V! t+ }% h" @: UChanged Added more off-map checks to better handle the TF's 'Return to ...' buttons $ O8 m& l, n" k" w( x
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[1108d] ! B3 ~" r! z9 t* p
Fixed Removed ships under repair/conversion from AV support total 7 B1 M& G) _" W* d' q+ |Fixed Ground attacks against land units in friendly base hex could default to 'Commander Discretion' & p0 V7 [9 d, w2 f/ l* o
Changed Re-enabled limited on-map routing for off-map TFs ) {6 A0 A* a1 P! j# o x! oRemoved Disband check for resource/oil that was added earlier as can be worked around * n: V) L/ T3 Y! W: B8 fFixed Allow float planes to transport troops to coastal bases - allowed selecting but did not always make the move / k# T8 {$ k) S( o5 h
Changed Night missions on list using BLUE rather than BLACK q+ U1 e$ q( U4 L
Changed Halved the 5-day resource requirement/stockpile to 2-day. Added earlier in patch to help with resource distribution ) C4 s8 [, J* N3 t3 C
$ d$ S1 ~ m- t+ A5 d. g[1108e] 1 X2 U% ~* X4 y; `$ M! M
Changed Arriving LCU units were building more than needed devices if not enough in device pool , }) s$ W# C" h* L
Fixed Was returning wrong Allied device to pool on LCU device upgrade 0 s" {: v8 x7 m) `
Fixed Tried to align weapon and TOE for units without formal TOE before taking replacements; wrong numbers could be happening 4 i4 \4 S$ {5 Q3 HChanged Adjusted off-map entry point for way-points , B/ @2 N" K% K K6 PFixed Altitude not being changed on some dive bomber attacks in AAA 8 m' b2 W9 v3 R
9 L8 |# C W8 e$ z( j' H4 M[1108f] 0 ^% q7 p. F; f6 N& A, z3 k- W4 ^Fixed Auto convoy returning resource/oil to home base when not required to 9 v9 k# Y, |' x# _; a# t) Z4 ~
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 3 r# F8 h6 P+ T$ k8 M& O$ Z
Fixed CTD when checking groups on withdrawing ships 4 \" P3 @: @; N; f
Changed Restored image files for centre windows $ C: n& M+ \9 b' JFixed Extend packing time and operMode to combining editor components of parent LCU ' B# k7 \& D' D; I1 l
Changed Vary DL for base created TFs, use same DL for TF split / i {/ ?5 }' i3 H, h5 d
Fixed Leader of delayed group being re-assigned continually + l( v5 G) D! U; q# tFixed HQ check so that first HQ is included 3 S" U0 V3 C. M
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[1108g] # [9 U5 F3 }- m' h4 O; YChanged Update device in TOE when changed in order to fix land replacements ( ^* }9 n& D7 A8 _( {
Fixed Return cargo for CS or AC not checked if home base and current base are the same : P9 u* G) q( M4 Z! j
Fixed Force TF to use offmap if incorrectly set due to changes of destination # l7 o" {& M- V& |
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[1108h] 1 \2 v1 G# I) @Fixed Adjust for non-mine device being in special mine slot [#9] for sub minelaying . s& x R/ f& K/ d- j' y
Changed Force ships to arrive at national base if original location is not valid to form TF; stop ships arriving at 'land-locked' base : k! P; e) h% t# b+ `Fixed Group leader who is a pilot was losing the link under various conditions. Corrected conditions and added correction code - J% v5 {; c& T2 _5 P3 U
Changed Allow 'independent' commands to change without cost to another / W, I9 k9 U8 Y: l _; d ) }8 w" r! b; b4 K/ A0 c. K[1108i] ) N8 h5 d$ K1 k9 v H
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. ; W3 _1 M7 C6 @8 ~/ k
Fixed Japanese production was over-producing upgraded devices for LCUs 8 V# f. T8 z+ _# c: K0 N$ a4 jChanged Ship display of ARD shows lift capacity . h4 k1 l8 h- V( ^6 _1 ]" cFixed Sub-units not having withdraw delay decremented ! N, F. [- u' i9 S6 DFixed Updated offmap checks for home base 4 \5 V: O/ ~( G a$ o% @- r. z6 K! d; u4 J, N
[1108j] " k( L% w' B1 x: a6 P' s- t
Fixed Issue with carriers in range code; could cause data corruption 7 M; K" q# F3 V3 j$ A9 Y$ vFixed Not all TRACOM pilots showed in lists 8 ^- S6 y$ c7 c1 X, a6 g
Fixed Limit retreat after meeting TF surface combat to actual combat 7 S8 |5 N2 c7 T1 z7 c9 wChanged Removed endurance limit on PTs that limits attacks 1 M' }9 \1 S& g2 v& ~2 W8 A2 aFixed LCU weapons being changed by AI code sometimes when LCU is human controlled 6 e& t w' V5 T9 k8 M+ r6 a$ N
Changed Defer device upgrade of LCUs with fragments existing; causes errors in devices when swaping to parent or merging with other fragments/parent ; ^) C; w n$ H/ _Changed No TF unload if 'do not unload' set regardless of status of ship cargo handling # _: O) s! s! F) P
Fixed Empty fragments stopping editor sub-units from recombining作者: 红叶 时间: 2011-3-10 07:50