只更新了EXE程序文件, _/ T2 |% @9 m http://www.matrixgames.com/forums/tm.asp?m=2729580 F+ Y ?* T" J& }) h( u j) tThis is an unofficial "short-term" beta install. 1 B# P& @5 y: c4 P Short-term being the appropriate term as this thread may be removed after a few days. 6 k8 @% v# F- C2 l3 R5 M* y0 t
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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. # o# v$ A' R) d$ y/ h
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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. N) r5 F( r4 @# {- P
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Background: ) J7 J4 ~1 W. ?% }# R# I' p4 A DLast month my development PC had a meltdown while I was working on changes since the last released build (02). - a' b- Q6 X6 J _- c% zAs 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. ' n: v2 C& V6 R/ F9 a
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The build works fine on my PC, but then it is also the one that created it. 6 H; q: L" R; J! L
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. 0 a( [. A$ ^, e" }1 _ % @1 V; L4 M- t) oAs a result, I need to be 100% convinced that the new code will run on existing installs of AE. ( n. P4 }. b$ D! H4 R; V; a6 i" E0 C; ~; ~
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. 4 ^& ^% X$ s- O$ E+ ^$ ^) E! A
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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. 9 P" T6 h, L& C. lLoad up a save and play a few turns. Let me know if you have any issues with it. ) ?8 U( \7 P2 E9 sAlso, try using tracker to see if the DLL still works. 6 J. n( E0 L0 s) w2 n8 y
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Again, my warning: ) P; a) s: p3 ^1 sPLEASE DON'T USE THIS EXE FOR YOUR REAL ON-GOING GAMES AT THE MOMENT PENDING MY FINDINGS ON HOW SUITABLE THE NEW EXE IS. + W& o" I! |9 v% z& ?$ K) I; T
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Here is a list of the additional changes since 1108c (build 2) . z) t# s' ?$ l8 F) H
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[1108c+] ) \6 }" f7 A: Z9 c/ X
Fixed Rebuilt LCUs tended to use wrong PP cost on the first display, esp component units. 8 V$ [4 d- P9 x! j; R
Revised restore of report files from save : N2 x' P9 ?1 E
Changed Added group withdraw date to all split sub-groups, not just permanent withdraws 0 ~* C/ ? z" {+ u1 uFixed 'buy-for-supply' ships remained at 1 day delay - ?% O$ u8 k$ I# \Fixed Error in Kamikaze determination in Flak Attack . q" V7 v. q, X- }Fixed Kamikaze training not affecting low naval bombing 2 q' _1 A2 [: J3 X. C9 ]Fixed Transferring pilot to group of different type losing 0-10 points off skills, rather than +/- 5 " e9 ^ _# v: O# T8 L9 Y7 ]
Changed Pilot experience hit based on category rather specific air type 2 c/ j4 ]" X7 N p0 @
Changed Added more off-map checks to better handle the TF's 'Return to ...' buttons 7 }" t" l2 ~0 o8 @$ e* [2 j R 4 Q5 g9 B8 m5 S6 z[1108d] }; ~- ^3 L/ ^3 [$ U+ ?, }* n. F& SFixed Removed ships under repair/conversion from AV support total * v; }1 K' H7 R& FFixed Ground attacks against land units in friendly base hex could default to 'Commander Discretion' 8 Q/ `0 s9 m# N. @3 d
Changed Re-enabled limited on-map routing for off-map TFs ; E& r& G2 s p
Removed Disband check for resource/oil that was added earlier as can be worked around : ^0 Y D- M" p; y% v+ {Fixed Allow float planes to transport troops to coastal bases - allowed selecting but did not always make the move ; o2 |/ P9 X* G# E% b" x, ?/ HChanged Night missions on list using BLUE rather than BLACK . ]2 V1 U% V8 z" M
Changed Halved the 5-day resource requirement/stockpile to 2-day. Added earlier in patch to help with resource distribution . N; z% J2 r) l. W% U1 S/ J. B8 c1 e; L7 w+ Z. X9 W" a; B
[1108e] , S1 [. p5 w: ?5 A- P
Changed Arriving LCU units were building more than needed devices if not enough in device pool ! d+ E) x0 q( G8 e& I$ q" e
Fixed Was returning wrong Allied device to pool on LCU device upgrade 6 @7 ^2 e1 K9 bFixed Tried to align weapon and TOE for units without formal TOE before taking replacements; wrong numbers could be happening 0 u! ?/ }: ^ s* k
Changed Adjusted off-map entry point for way-points ; ?) @5 G1 D8 L% QFixed Altitude not being changed on some dive bomber attacks in AAA 7 y& ^" m; A4 m8 T) g& \ c8 [2 Z/ S+ C9 }2 J5 f' g; R
[1108f] # O& o9 s5 r: @4 Q/ q
Fixed Auto convoy returning resource/oil to home base when not required to ' J, l9 t* p0 ]( _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 ! A3 A! I J, f% x: @1 Q) `Fixed CTD when checking groups on withdrawing ships 6 Y2 O& I/ p5 H2 @+ ?
Changed Restored image files for centre windows y! p" s! k+ {4 }0 iFixed Extend packing time and operMode to combining editor components of parent LCU ( v, L) M( _% w! l/ |2 w7 @
Changed Vary DL for base created TFs, use same DL for TF split 5 G0 A/ j$ {/ G3 U* K' IFixed Leader of delayed group being re-assigned continually . X% ?6 M# ?4 kFixed HQ check so that first HQ is included 9 Q! z$ {5 ?1 \ v" n
/ ]) L2 E8 G: i. z2 `: n& x0 i[1108g] 1 J; @. J( @3 ]0 l( i4 {Changed Update device in TOE when changed in order to fix land replacements - b% n- x( n- x1 U6 ]+ S) u# W1 ~
Fixed Return cargo for CS or AC not checked if home base and current base are the same 4 \! v/ K b6 x& B4 y5 {1 `4 n
Fixed Force TF to use offmap if incorrectly set due to changes of destination + }- y6 y& o+ E8 M. \9 f1 Q5 l; B7 M# \
[1108h] 6 y: I5 e" a- T
Fixed Adjust for non-mine device being in special mine slot [#9] for sub minelaying ' ]& C, x5 b. c% ~3 dChanged Force ships to arrive at national base if original location is not valid to form TF; stop ships arriving at 'land-locked' base + L- D6 V2 e; h9 O. ?8 c4 i
Fixed Group leader who is a pilot was losing the link under various conditions. Corrected conditions and added correction code 7 b9 N) B. g0 s( lChanged Allow 'independent' commands to change without cost to another & w; d3 _# L) q8 l( f3 z, `" r7 C- I& x, K, q4 I6 L( Q# H6 ]
[1108i] 2 ~4 \2 n% ^6 b6 YFixed 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. 3 o- O$ e2 ]% g% N5 [Fixed Japanese production was over-producing upgraded devices for LCUs 5 G9 f' O+ g3 l( y7 f( o
Changed Ship display of ARD shows lift capacity 5 O C9 f% ?7 K8 ]2 yFixed Sub-units not having withdraw delay decremented 7 s- @" z: ^# UFixed Updated offmap checks for home base 5 T$ U, q& P& e( C
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[1108j] + m% S& I6 ^+ l, Y& A: e
Fixed Issue with carriers in range code; could cause data corruption + l5 H* w8 M( ^' W; V" x
Fixed Not all TRACOM pilots showed in lists % F2 o6 l- s* i, p1 z( U
Fixed Limit retreat after meeting TF surface combat to actual combat 1 a, r" v: |. K+ k# qChanged Removed endurance limit on PTs that limits attacks " L# ^3 p$ l$ C$ a/ O6 b: {
Fixed LCU weapons being changed by AI code sometimes when LCU is human controlled 8 E! T6 s2 D, U) K/ ^Changed Defer device upgrade of LCUs with fragments existing; causes errors in devices when swaping to parent or merging with other fragments/parent ' d6 g; K* H5 i" J B2 |; k" J# e
Changed No TF unload if 'do not unload' set regardless of status of ship cargo handling % G) c; M9 Z7 f, _/ u
Fixed Empty fragments stopping editor sub-units from recombining作者: 红叶 时间: 2011-3-10 07:50