只更新了EXE程序文件$ s R7 I7 P/ p http://www.matrixgames.com/forums/tm.asp?m=2729580 ! M" J3 W3 {7 F, w4 IThis is an unofficial "short-term" beta install. 8 i5 q2 w* M) [4 Q0 s2 DShort-term being the appropriate term as this thread may be removed after a few days. 0 m4 `) V$ @9 @( ^
% m9 r# Z$ h Z' I4 [2 Z) k6 M$ EThis 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, S% o0 n# G8 [' R' q * w" |7 }# ?7 l0 n6 n8 [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. * V4 G" o+ i& }/ X 6 |3 E4 R; W9 a/ ?& IBackground: 6 N) g1 n7 J$ L8 @( z! aLast month my development PC had a meltdown while I was working on changes since the last released build (02). 0 C0 _6 C& i; H7 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. 2 o& Q2 w( }! t9 ?. n, _/ m8 e5 ]( {; B
The build works fine on my PC, but then it is also the one that created it. : t8 C: A p/ z( }8 DA 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 ~: Z0 F$ ?/ u; Q, a 2 r: f6 z/ f8 i' l6 ?As a result, I need to be 100% convinced that the new code will run on existing installs of AE. + \: a1 ?3 U$ J1 w. ~
( U" q5 r2 R% D4 e& x9 P/ b2 \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. ( b( f, @8 X" m: W/ K/ S
! n8 `. Y# I O2 X+ f: S7 OI 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. 8 f) t; A+ ^' [1 s4 J. E) y
Load up a save and play a few turns. Let me know if you have any issues with it. : u$ y& x! p7 ?+ F
Also, try using tracker to see if the DLL still works. . c1 Z( W6 E2 n) x7 T6 m- T+ h1 o; c3 H2 V: [
Again, my warning: ! f# H) v7 O$ F9 l H% [
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. 7 C+ P0 w1 ^, ]- q0 T [* e, V0 l1 E/ a
Here is a list of the additional changes since 1108c (build 2) ( I0 N* I1 \& [, \; M9 W- ^$ f$ v) c; ]- v' k
[1108c+] 2 x$ f9 h: @- k/ s, F# @2 L; kFixed Rebuilt LCUs tended to use wrong PP cost on the first display, esp component units. 9 O f$ _# `# A' x" {Revised restore of report files from save ( s! f( f( L: q; l$ ^" D& V; F8 ~) EChanged Added group withdraw date to all split sub-groups, not just permanent withdraws % Y, J' U0 R$ G+ r0 \% \- hFixed 'buy-for-supply' ships remained at 1 day delay # a) a& S1 Q6 J* T
Fixed Error in Kamikaze determination in Flak Attack ) ~0 Z) e! G/ b Z7 |$ t" DFixed Kamikaze training not affecting low naval bombing n6 i* d0 w2 h. }
Fixed Transferring pilot to group of different type losing 0-10 points off skills, rather than +/- 5 $ s7 K' q. A9 C# E
Changed Pilot experience hit based on category rather specific air type $ |: o" }% P" R" p% V" |# t# K) CChanged Added more off-map checks to better handle the TF's 'Return to ...' buttons + R! G X4 Q% X* `0 _2 @7 R $ k" N1 I$ z I8 @, e9 N _) N, M[1108d] 3 O% P) }2 ^' i. t4 m/ h
Fixed Removed ships under repair/conversion from AV support total 9 l2 O8 M; e$ u: T' }& }
Fixed Ground attacks against land units in friendly base hex could default to 'Commander Discretion' 0 x5 x: c2 J: C5 I$ S
Changed Re-enabled limited on-map routing for off-map TFs ( d; d, T# B; ^; J" yRemoved Disband check for resource/oil that was added earlier as can be worked around 3 j- ~- u, N* S9 S0 A' q. O" W
Fixed Allow float planes to transport troops to coastal bases - allowed selecting but did not always make the move + T0 K4 }# K! d; |6 _+ v8 T/ L& oChanged Night missions on list using BLUE rather than BLACK 7 M Z1 V' j. kChanged Halved the 5-day resource requirement/stockpile to 2-day. Added earlier in patch to help with resource distribution % \0 X$ G% T& F; k {! w) s3 C
- k7 }& e# B, T& u2 G) |9 ^[1108e] $ v! q& R8 g. [3 f% }
Changed Arriving LCU units were building more than needed devices if not enough in device pool ; j( U2 W; E+ C$ f- r/ X
Fixed Was returning wrong Allied device to pool on LCU device upgrade : m ~$ a3 `! h5 T
Fixed Tried to align weapon and TOE for units without formal TOE before taking replacements; wrong numbers could be happening 5 L$ K& Z% e( H u
Changed Adjusted off-map entry point for way-points 6 T( y7 v$ B' ~4 Q7 I# @6 K7 [2 g
Fixed Altitude not being changed on some dive bomber attacks in AAA ; d0 Y3 L/ w3 w; c* E5 `0 C
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[1108f] " p" F5 r! e4 N" E) @( D+ M
Fixed Auto convoy returning resource/oil to home base when not required to " C9 y; ]$ n+ \% ?' X
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 # r3 ?: e, q- O# H
Fixed CTD when checking groups on withdrawing ships + x' J8 S( X5 c. p7 E* j# M
Changed Restored image files for centre windows 4 r1 {0 A' p$ d+ e# ?Fixed Extend packing time and operMode to combining editor components of parent LCU 5 C7 K5 E. g' I: S3 ~
Changed Vary DL for base created TFs, use same DL for TF split - k6 ~' M9 e: d% C3 q' J
Fixed Leader of delayed group being re-assigned continually 4 ?/ j+ k2 n4 `# y& d) i
Fixed HQ check so that first HQ is included ; s1 D6 D4 E8 ~/ K) A. ?
5 m+ A4 x5 a( z& G" g. s[1108g] ! o* f8 f1 t& O, _; C3 l2 L4 W+ @Changed Update device in TOE when changed in order to fix land replacements $ T7 \/ [; }+ n- v0 wFixed Return cargo for CS or AC not checked if home base and current base are the same - `+ w: `& i( S4 x& S* @! z
Fixed Force TF to use offmap if incorrectly set due to changes of destination : k. E5 ?9 D9 y0 t: g/ S4 p! g
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[1108h] $ n" V0 \/ v/ o" z1 Q/ X
Fixed Adjust for non-mine device being in special mine slot [#9] for sub minelaying 1 t8 Y, v& l1 nChanged Force ships to arrive at national base if original location is not valid to form TF; stop ships arriving at 'land-locked' base $ D( P# S1 j7 m# Y {) B
Fixed Group leader who is a pilot was losing the link under various conditions. Corrected conditions and added correction code . n9 Z6 O) D+ y; e
Changed Allow 'independent' commands to change without cost to another ' w' R6 i' ^ @' r
' l9 ^+ ]; p5 X6 B[1108i] 3 L( t: F4 M+ cFixed 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. - Z- N, D7 j; ^4 V' b& y9 O) aFixed Japanese production was over-producing upgraded devices for LCUs / S A' b% i% Q6 I- r5 Z$ |0 r# e
Changed Ship display of ARD shows lift capacity - s4 m( ] b. o# V- t
Fixed Sub-units not having withdraw delay decremented " b& L5 k1 a! {. J
Fixed Updated offmap checks for home base : g0 v- U1 F, Y& Q) \6 E; c5 Y% H, S9 v9 v. J$ ]; u
[1108j] ( c0 N) h1 I4 Y/ x1 e/ nFixed Issue with carriers in range code; could cause data corruption 2 i q9 V _9 n: G" _7 q3 fFixed Not all TRACOM pilots showed in lists + l7 o1 u, N$ O4 `/ ]! i. J6 eFixed Limit retreat after meeting TF surface combat to actual combat - r" u4 n6 A" _. M8 O2 J% m6 k% T5 z5 [9 Q
Changed Removed endurance limit on PTs that limits attacks ' S; W8 N. b, T- p. F% |) k% o
Fixed LCU weapons being changed by AI code sometimes when LCU is human controlled ! E" R( \# U: e3 F z
Changed Defer device upgrade of LCUs with fragments existing; causes errors in devices when swaping to parent or merging with other fragments/parent % o0 V, J; ~. h2 x/ kChanged No TF unload if 'do not unload' set regardless of status of ship cargo handling 4 X0 L1 [9 ~$ \: ?5 ]. ]
Fixed Empty fragments stopping editor sub-units from recombining作者: 红叶 时间: 2011-3-10 07:50