只更新了EXE程序文件0 V/ f6 @+ m" t http://www.matrixgames.com/forums/tm.asp?m=2729580! y+ @! h# C( E! }6 O This is an unofficial "short-term" beta install. + @% X2 |9 {) A( }, l# k+ TShort-term being the appropriate term as this thread may be removed after a few days. 0 s/ Q& L9 i( A+ }+ p, V- t0 n
^* G6 M9 ~! @1 }; 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. 1 C) b4 @6 s3 q* E
) q% m7 o1 Z. J- }" \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. % X/ Y! J' i, Z; i
; [- K3 u: \" x; FBackground: ) d, E( U0 n5 R. ~7 I: d$ G* `Last month my development PC had a meltdown while I was working on changes since the last released build (02). - j- t6 d$ {" FAs 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. " U: z4 _' ]9 K; r& e" e, W9 ?! G. V0 l+ J$ L
The build works fine on my PC, but then it is also the one that created it. % U/ Q4 V4 d4 L' y `9 `7 {/ B
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. . d2 p+ M% ~! v) c: X 1 }0 {5 s' N/ n* ~8 QAs a result, I need to be 100% convinced that the new code will run on existing installs of AE. , ~1 ]( _" n) u
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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 l5 F& f% |0 ~0 ~6 @ 2 D4 F4 Y( B0 ]3 `/ L+ kI 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 m4 t+ d0 J I$ @( d$ DLoad up a save and play a few turns. Let me know if you have any issues with it. 6 b v2 d: m+ k' v e
Also, try using tracker to see if the DLL still works. 6 R! P# C) I/ v& t2 ? W
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Again, my warning: $ J& I& s0 g" j7 ~: R, 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. " Z8 L3 [! I. Q U/ B2 j : C: k" d2 M4 yHere is a list of the additional changes since 1108c (build 2) 2 H/ s' f9 \1 R% i% b : ~/ |' R) S1 u: T1 _[1108c+] # z, g. Y$ C( c& T+ [Fixed Rebuilt LCUs tended to use wrong PP cost on the first display, esp component units. & c8 L. W4 g b+ `+ gRevised restore of report files from save 9 T) @* r0 W$ ]" N
Changed Added group withdraw date to all split sub-groups, not just permanent withdraws # W- b; B! m; `1 [$ |0 cFixed 'buy-for-supply' ships remained at 1 day delay 2 X. P9 N, I# H$ B* k: p4 FFixed Error in Kamikaze determination in Flak Attack 1 K( F; q8 o: }# x5 y: m
Fixed Kamikaze training not affecting low naval bombing / h4 x- k* H7 K, p& \/ R) CFixed Transferring pilot to group of different type losing 0-10 points off skills, rather than +/- 5 % c! q2 f" K7 R
Changed Pilot experience hit based on category rather specific air type ( n4 b8 R5 y( D+ Y; F/ q8 s) n
Changed Added more off-map checks to better handle the TF's 'Return to ...' buttons 2 w* r8 z: H! Z+ f5 A
: L7 ]# V C: L9 @4 r! C. A6 a[1108d] $ K3 q, A) c- H. gFixed Removed ships under repair/conversion from AV support total 1 f6 w4 D Z1 d0 i
Fixed Ground attacks against land units in friendly base hex could default to 'Commander Discretion' 9 I' n0 s0 w7 eChanged Re-enabled limited on-map routing for off-map TFs ' G4 X/ \( x2 u; `2 ?5 ]: V/ u7 _Removed Disband check for resource/oil that was added earlier as can be worked around 7 ]3 W! u7 ]* c$ \9 O
Fixed Allow float planes to transport troops to coastal bases - allowed selecting but did not always make the move 1 _; z9 r; T6 Q, c7 @" v- ^$ z
Changed Night missions on list using BLUE rather than BLACK " F2 h- Y2 B7 G
Changed Halved the 5-day resource requirement/stockpile to 2-day. Added earlier in patch to help with resource distribution 7 X" j' ~8 s- d, S1 k4 ?# Y r" }8 p, o3 ?% S) b3 Y* ?, b[1108e] $ W9 z1 l9 e+ H+ MChanged Arriving LCU units were building more than needed devices if not enough in device pool $ Q5 k, a$ m4 D+ U6 CFixed Was returning wrong Allied device to pool on LCU device upgrade / Z( @3 r, O4 `0 G8 D
Fixed Tried to align weapon and TOE for units without formal TOE before taking replacements; wrong numbers could be happening 5 w" V0 F" I6 E% O& u9 Z7 {
Changed Adjusted off-map entry point for way-points + ]5 E) |( ?. p# i( m; T* @# K9 {0 e
Fixed Altitude not being changed on some dive bomber attacks in AAA & D5 `+ d! p. }0 d% X; N" k
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[1108f] + C7 v9 w. V5 o9 d! d
Fixed Auto convoy returning resource/oil to home base when not required to 6 x8 [4 t3 r& H& b5 s; X% FAdded 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 : Q. F1 P9 n& f9 n$ ?# x! C
Fixed CTD when checking groups on withdrawing ships $ m. j. D/ {' q" T( `* x& S
Changed Restored image files for centre windows 0 u$ y& z$ y% I; o, pFixed Extend packing time and operMode to combining editor components of parent LCU 5 P3 w5 O1 @9 N# T
Changed Vary DL for base created TFs, use same DL for TF split + z* k( Z. l( D/ k% M/ K
Fixed Leader of delayed group being re-assigned continually D2 x# l8 K5 T& t" g7 @) W
Fixed HQ check so that first HQ is included 0 l% A, l K5 s H' E7 i' R8 @. A$ S+ W. F0 T# c) _. B3 i) B
[1108g] 2 H9 M. v. H0 f0 r) B2 o2 l/ xChanged Update device in TOE when changed in order to fix land replacements , e- _/ L5 ]9 S& A- X9 R0 E7 Q; X! z
Fixed Return cargo for CS or AC not checked if home base and current base are the same 1 }- X) }& _4 M$ k4 {
Fixed Force TF to use offmap if incorrectly set due to changes of destination 3 R6 w0 f3 N; P- E+ ^4 H3 f4 q+ j
2 |' ]& D) X& t- a[1108h] % t2 S( W+ |; W# @& fFixed Adjust for non-mine device being in special mine slot [#9] for sub minelaying 0 ^6 z" I O6 {" f+ oChanged Force ships to arrive at national base if original location is not valid to form TF; stop ships arriving at 'land-locked' base 3 g% F0 D0 u3 oFixed Group leader who is a pilot was losing the link under various conditions. Corrected conditions and added correction code . {6 ~3 k; l6 n. k+ F( s9 M
Changed Allow 'independent' commands to change without cost to another " v9 K( s! h6 D. h4 i
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[1108i] / D7 R( j! t9 v3 F: B/ E$ k
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. ( P: b1 d' u q: D
Fixed Japanese production was over-producing upgraded devices for LCUs % Z U1 A' [* l" e/ Q$ xChanged Ship display of ARD shows lift capacity 8 T8 n* M- N! @. {) {1 KFixed Sub-units not having withdraw delay decremented : W" ?& J' O. x1 r. gFixed Updated offmap checks for home base , z% j( e9 `; n5 ~/ J! |7 w8 G3 g- u& g ]
[1108j] 1 `7 o+ b" Q1 [" n/ ~" e. pFixed Issue with carriers in range code; could cause data corruption 3 x0 E. N0 q8 _3 R9 j# O: t7 SFixed Not all TRACOM pilots showed in lists ; ?9 S/ v; ^1 ^ i
Fixed Limit retreat after meeting TF surface combat to actual combat : U0 E5 { w2 ~' l
Changed Removed endurance limit on PTs that limits attacks % B3 g# g: [% UFixed LCU weapons being changed by AI code sometimes when LCU is human controlled 0 T1 F9 m+ q7 m8 X7 i8 E
Changed Defer device upgrade of LCUs with fragments existing; causes errors in devices when swaping to parent or merging with other fragments/parent % I5 ?9 [- q+ i) Z; |; ~: G4 }: t
Changed No TF unload if 'do not unload' set regardless of status of ship cargo handling y$ ~; f9 K4 g6 p) @: hFixed Empty fragments stopping editor sub-units from recombining作者: 红叶 时间: 2011-3-10 07:50