只更新了EXE程序文件/ r. m1 y: w2 l( ]+ d2 H8 s http://www.matrixgames.com/forums/tm.asp?m=2729580" M! N3 l l2 q' Y F; P" [ This is an unofficial "short-term" beta install. ' ?, b+ k2 D' J q ]% PShort-term being the appropriate term as this thread may be removed after a few days. ; h/ x% h# _2 s4 ~! r6 r0 t
- ^ v( M# l( n2 ~6 H3 C* XThis 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. / \( p& m+ C0 c3 c; V3 W: U- V* k3 A- D( g1 V
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. 9 V( o4 A* Q( D3 } 2 W+ |( O0 z! f. T, xBackground: 7 |' y" k2 m3 d8 n
Last month my development PC had a meltdown while I was working on changes since the last released build (02). 5 F V' w+ o- L$ ^, F
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. + N4 U# g- y( I6 Y, |# K# i$ k4 C/ Y7 ~+ x) ?- x
The build works fine on my PC, but then it is also the one that created it. . c+ W% j7 L, e2 w+ k
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. 4 B! g0 B+ A. h
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As a result, I need to be 100% convinced that the new code will run on existing installs of AE. 2 F- H! W! v4 j* [- K' b0 g 7 h$ Z) Y1 k- d& f( a) ~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! h6 F# u4 X# x: R" X. C7 F, t
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. . H" a- c9 O2 f+ H( ~6 S6 ~
Load up a save and play a few turns. Let me know if you have any issues with it. & C1 b9 J: m( G. O* q) w8 BAlso, try using tracker to see if the DLL still works. $ u* L# x& n; Y* f' i0 k9 u+ L/ l4 a/ V: d
Again, my warning: # a- G7 x5 D/ f( h* T: x
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. 8 q& s0 n" {5 E" b. |. N/ j
( G, k9 H# U+ ]) w/ r% ~+ jHere is a list of the additional changes since 1108c (build 2) " h: \* V8 V: [# P
g. x- {; b( r[1108c+] " f# B2 d% ~1 Q! tFixed Rebuilt LCUs tended to use wrong PP cost on the first display, esp component units. . T" B1 K0 H$ c8 U( lRevised restore of report files from save : w( d$ }! Z1 w/ N" W8 Q/ q# R
Changed Added group withdraw date to all split sub-groups, not just permanent withdraws 4 {5 H# f5 B) p: l, F/ vFixed 'buy-for-supply' ships remained at 1 day delay % ]* t" z; z9 A$ v# t D; @7 BFixed Error in Kamikaze determination in Flak Attack + t! r1 h7 y, {' D+ h1 IFixed Kamikaze training not affecting low naval bombing 6 }% V" H$ Q) ~9 tFixed Transferring pilot to group of different type losing 0-10 points off skills, rather than +/- 5 5 `, d9 r: z+ l" n6 _5 w( j
Changed Pilot experience hit based on category rather specific air type 7 _; ]2 p A2 O7 {& X, p, `) c/ xChanged Added more off-map checks to better handle the TF's 'Return to ...' buttons 6 D2 ?4 _; h5 o5 v8 C1 q: j
; Q4 E/ ~5 _9 j% l0 l! i/ J[1108d] 0 T5 o8 c* b" r
Fixed Removed ships under repair/conversion from AV support total ) U% o' Z8 f9 T. A+ Z/ \
Fixed Ground attacks against land units in friendly base hex could default to 'Commander Discretion' 9 c% f0 ]2 }) u: O8 w
Changed Re-enabled limited on-map routing for off-map TFs 8 Y* }' e1 T! i/ ?+ C4 sRemoved Disband check for resource/oil that was added earlier as can be worked around % q! X/ q2 G; i9 sFixed Allow float planes to transport troops to coastal bases - allowed selecting but did not always make the move : `( b- O3 I: t- O9 Z+ E p
Changed Night missions on list using BLUE rather than BLACK & H2 \! J9 i- _6 v6 @9 {% N; hChanged Halved the 5-day resource requirement/stockpile to 2-day. Added earlier in patch to help with resource distribution 4 R# j! x$ J7 S% i) j* p( t" `* W
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[1108e] 1 V7 H [# f; ^1 KChanged Arriving LCU units were building more than needed devices if not enough in device pool / k+ J2 S" M2 F hFixed Was returning wrong Allied device to pool on LCU device upgrade ; y( n/ i6 p1 K. Z- X
Fixed Tried to align weapon and TOE for units without formal TOE before taking replacements; wrong numbers could be happening K+ k, o) r& t% hChanged Adjusted off-map entry point for way-points ; |+ o1 I8 R7 U: t2 ?Fixed Altitude not being changed on some dive bomber attacks in AAA % e, @3 @( A( B7 e/ I, V2 J 6 o% H0 R' H& Y4 K[1108f] 4 |9 c. T2 J/ o# z6 f1 u- F) o! XFixed Auto convoy returning resource/oil to home base when not required to - o' c# y- c5 [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 5 ~+ t4 o7 S9 U" p0 ^4 _1 e( M* l
Fixed CTD when checking groups on withdrawing ships , d1 b8 v+ P2 Q# g# P% L3 a; [
Changed Restored image files for centre windows & S! N1 U x, U1 ZFixed Extend packing time and operMode to combining editor components of parent LCU " @9 h: s" n7 ?& Y6 I& |; n
Changed Vary DL for base created TFs, use same DL for TF split ; r& ]# ?8 w, Q8 m
Fixed Leader of delayed group being re-assigned continually : k: B# ]2 V, }' ^7 n
Fixed HQ check so that first HQ is included & `# k( N( C* ]" _
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[1108g] 6 Y5 q, |7 \+ P7 x; C# s4 l: \
Changed Update device in TOE when changed in order to fix land replacements 3 `1 z7 D$ j1 Q. U, B7 v" w9 S
Fixed Return cargo for CS or AC not checked if home base and current base are the same 8 P- E2 L3 u" n
Fixed Force TF to use offmap if incorrectly set due to changes of destination % }) u B" [* ?: b
' g0 L8 J) _9 v2 w- z[1108h] 2 K8 Z$ L2 e# R( o0 o
Fixed Adjust for non-mine device being in special mine slot [#9] for sub minelaying ' s/ S* Z& A! ^8 D& k7 V2 V
Changed Force ships to arrive at national base if original location is not valid to form TF; stop ships arriving at 'land-locked' base p9 u& w0 }: K& [8 o5 D! I ~" G
Fixed Group leader who is a pilot was losing the link under various conditions. Corrected conditions and added correction code ' ~3 l7 f0 y: n0 mChanged Allow 'independent' commands to change without cost to another / u2 _) l# F" I& @5 v9 z# s. u% a2 z' Y- d, |
[1108i] ) Z1 }% v/ e' I
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. 9 r0 i; Q% j$ C C% _0 T
Fixed Japanese production was over-producing upgraded devices for LCUs ! U. Q) B8 v4 p- gChanged Ship display of ARD shows lift capacity 8 I; t2 `+ ~" d$ G3 q: o) m2 J4 e: gFixed Sub-units not having withdraw delay decremented : W! b5 ~9 B5 d) yFixed Updated offmap checks for home base 3 W$ I% f2 O, R2 w9 t
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[1108j] + ~0 k) z( s5 T) M0 J
Fixed Issue with carriers in range code; could cause data corruption 8 Y; m. F0 w9 Q! m+ u) _Fixed Not all TRACOM pilots showed in lists : Z: n1 v! v& M4 tFixed Limit retreat after meeting TF surface combat to actual combat # ]5 i9 O" `9 p$ G0 ?# M/ \: {; `1 [Changed Removed endurance limit on PTs that limits attacks + I% N7 H9 S( B
Fixed LCU weapons being changed by AI code sometimes when LCU is human controlled ( z6 C/ H/ p& M J5 w, U
Changed Defer device upgrade of LCUs with fragments existing; causes errors in devices when swaping to parent or merging with other fragments/parent , s" w3 `; I+ @; oChanged No TF unload if 'do not unload' set regardless of status of ship cargo handling ( g3 a4 R8 O7 L9 BFixed Empty fragments stopping editor sub-units from recombining作者: 红叶 时间: 2011-3-10 07:50