只更新了EXE程序文件 , o6 q5 {: R# `3 B1 y; lhttp://www.matrixgames.com/forums/tm.asp?m=2729580 # F3 V; x6 P& zThis is an unofficial "short-term" beta install. 4 ]8 K( S" j& v. [6 k! R9 i5 I Short-term being the appropriate term as this thread may be removed after a few days. * n5 N4 V7 s+ U" E/ m
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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. & y* s7 X: |8 x( U4 Y 2 _3 p2 \, N; y0 s( `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. 3 [2 ^- U. u+ `. W' v + h# ^0 L6 ^( b# aBackground: ! O& j- T8 ]. h5 ^3 @8 L wLast month my development PC had a meltdown while I was working on changes since the last released build (02). - r/ [. f/ U, x. C3 Z0 x
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. & O9 [3 k% Y; E % J: K! y; |9 KThe build works fine on my PC, but then it is also the one that created it. " |$ q4 _9 f0 E) M1 u; D4 I; hA 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. ( b* @: ]: C6 \- p9 B r
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As a result, I need to be 100% convinced that the new code will run on existing installs of AE. # _' Z- Y- h( f$ n: A9 V" D A! _( e3 j2 q, r
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. g' F4 m& H9 Y" T, r
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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. * O; e. P! a4 ~/ e. |
Load up a save and play a few turns. Let me know if you have any issues with it. " _3 e$ J6 Y0 w! V% `- uAlso, try using tracker to see if the DLL still works. 8 w% S0 ^8 o) v8 T+ A/ R% Y* y
( t) e1 g- Q' VAgain, my warning: 5 j. i: P5 Q; V8 S. q3 A
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. $ z; x) o2 R) v, Z4 z5 }4 F8 z0 o, {6 G7 `: j! B$ `
Here is a list of the additional changes since 1108c (build 2) - m$ H2 ?4 g, o, B* v1 {/ H3 P * [+ e% O. T& G+ w" c% X[1108c+] * E' z. |% g! o5 N1 e$ e! VFixed Rebuilt LCUs tended to use wrong PP cost on the first display, esp component units. ; @1 x) L J% z% v) _Revised restore of report files from save * l) B5 n4 a4 c" VChanged Added group withdraw date to all split sub-groups, not just permanent withdraws h, H9 s) p: `0 P
Fixed 'buy-for-supply' ships remained at 1 day delay ; i/ l j) E0 x/ b% aFixed Error in Kamikaze determination in Flak Attack , ]# ^8 ^- q! j7 p$ [3 I3 E) X' ]Fixed Kamikaze training not affecting low naval bombing 1 Z5 S. F7 K7 N+ m1 w IFixed Transferring pilot to group of different type losing 0-10 points off skills, rather than +/- 5 # w) X+ ?& o8 C ^- y' `/ E
Changed Pilot experience hit based on category rather specific air type " Y# H9 C! o( d% H/ Y6 ]
Changed Added more off-map checks to better handle the TF's 'Return to ...' buttons 5 N. U! ?6 O4 X6 I& Z9 d5 B% _8 |" ?7 p6 |% ^
[1108d] 3 l& g+ f8 T- c/ h% \; z7 U
Fixed Removed ships under repair/conversion from AV support total 2 ?4 @2 O- \: t& D; m# D- H. q4 sFixed Ground attacks against land units in friendly base hex could default to 'Commander Discretion' 4 D! F3 @. Y, R/ C/ w- eChanged Re-enabled limited on-map routing for off-map TFs ; T9 R7 A( D! K2 `7 ~& X9 eRemoved Disband check for resource/oil that was added earlier as can be worked around . q5 }5 ?" ^. M& WFixed Allow float planes to transport troops to coastal bases - allowed selecting but did not always make the move . m% Z" e* M) C" R9 TChanged Night missions on list using BLUE rather than BLACK / q b: r" T: R' l. L
Changed Halved the 5-day resource requirement/stockpile to 2-day. Added earlier in patch to help with resource distribution 7 T( D: U/ N) `6 N& ?! l# r 5 C2 [# B0 U: q$ d6 ~[1108e] " ^* A& [; e# }0 z' C& L
Changed Arriving LCU units were building more than needed devices if not enough in device pool - X n {1 [6 ZFixed Was returning wrong Allied device to pool on LCU device upgrade 9 D$ `" R6 n3 P! s: c4 t4 Y! @$ L6 @Fixed Tried to align weapon and TOE for units without formal TOE before taking replacements; wrong numbers could be happening 1 j1 l- `' q( ZChanged Adjusted off-map entry point for way-points # H |# [' G9 r9 g+ w( }- R# e
Fixed Altitude not being changed on some dive bomber attacks in AAA 0 ^' P9 S% W! P8 i. X4 a8 N" r
w# z K0 I/ Z# ?" x' `[1108f] 3 u7 U1 w/ L0 |; C" NFixed Auto convoy returning resource/oil to home base when not required to : N& c$ ~( k6 m
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 {, [1 P5 \) r' LFixed CTD when checking groups on withdrawing ships 9 I/ J* `: ]2 O0 oChanged Restored image files for centre windows + _9 }* o; a. uFixed Extend packing time and operMode to combining editor components of parent LCU / A$ b3 x. l! C& A/ j7 J4 r# W
Changed Vary DL for base created TFs, use same DL for TF split ! ]* l7 B: g# c, G' m
Fixed Leader of delayed group being re-assigned continually ; O: L; |* }) J& Z( n; ~7 w! \- p
Fixed HQ check so that first HQ is included - A0 s$ D7 b$ H+ n7 O) q
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[1108g] & M: J O$ r% ?$ e2 o `; t0 y
Changed Update device in TOE when changed in order to fix land replacements z5 T# n" x3 T4 m1 S& F, G
Fixed Return cargo for CS or AC not checked if home base and current base are the same , x8 z5 L" W1 f6 ?Fixed Force TF to use offmap if incorrectly set due to changes of destination % M+ d# V& Q }/ e) _- [# Q0 K3 Q " J0 R. A @2 [* y" R[1108h] ) F$ U9 }* [# Z: S3 e
Fixed Adjust for non-mine device being in special mine slot [#9] for sub minelaying 6 B2 T: Y$ S1 ~9 L5 K- I# g# `
Changed Force ships to arrive at national base if original location is not valid to form TF; stop ships arriving at 'land-locked' base ' {# W! u4 V# V
Fixed Group leader who is a pilot was losing the link under various conditions. Corrected conditions and added correction code $ x! C% ~3 r3 E: J6 ?8 l9 gChanged Allow 'independent' commands to change without cost to another ' t3 } ]( d2 S: I b
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[1108i] " `# g* u) K) k2 dFixed 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. 2 k6 Z# Z' R! \Fixed Japanese production was over-producing upgraded devices for LCUs 6 S: R' g5 b8 b b6 W
Changed Ship display of ARD shows lift capacity 9 a$ b' J+ @1 `* [, A
Fixed Sub-units not having withdraw delay decremented 1 J/ V: E' F; i9 H; l4 }4 mFixed Updated offmap checks for home base ! v7 r6 j, d' |1 d6 [3 \/ [ C, ^3 k) b/ B" C. [# S[1108j] # t& z5 z9 g: L* [7 s
Fixed Issue with carriers in range code; could cause data corruption 2 V ]4 A$ r( ^) K8 F
Fixed Not all TRACOM pilots showed in lists 3 `# ?$ `" k1 r. Q" [Fixed Limit retreat after meeting TF surface combat to actual combat ' ^1 y% k7 d$ {+ e/ ~5 e. I/ e! V9 \Changed Removed endurance limit on PTs that limits attacks 8 W# B4 x3 I* I1 f
Fixed LCU weapons being changed by AI code sometimes when LCU is human controlled 6 z0 f/ j( o& J- k
Changed Defer device upgrade of LCUs with fragments existing; causes errors in devices when swaping to parent or merging with other fragments/parent 0 o3 f; W! {* Q$ A- w3 p
Changed No TF unload if 'do not unload' set regardless of status of ship cargo handling ; U4 [ [( Z" m% E# F. F6 d2 GFixed Empty fragments stopping editor sub-units from recombining作者: 红叶 时间: 2011-3-10 07:50