只更新了EXE程序文件 2 x& L: o3 \! ~% Fhttp://www.matrixgames.com/forums/tm.asp?m=2729580/ n: ?& v6 _4 x! g0 o This is an unofficial "short-term" beta install. % B4 X% T" q( b, t3 R1 ] Short-term being the appropriate term as this thread may be removed after a few days. ) K1 i6 ?4 N8 X: ~( i" ~
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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. 6 M! ?3 I* O4 P- d& }5 E, g' i" U
" o8 C& W! J' S0 W, E: n0 aPLEASE DON'T USE THIS EXE FOR YOUR REAL ON-GOING GAMES AT THE MOMENT PENDING MY FINDINGS ON HOW SUITABLE THE NEW EXE IS. % g4 g& \& V- o/ B W- M1 Y0 n% ~( |; r, H1 W$ V; M; ?( v5 N
Background: # s* u9 q9 k' Q) vLast month my development PC had a meltdown while I was working on changes since the last released build (02). 1 Y9 S$ w5 I) o# F% I) ?9 S/ S
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. & N6 J* i/ w7 H. n; l( J3 d( n, a# l; ]3 v& b1 w* Z- ~
The build works fine on my PC, but then it is also the one that created it. / o# b+ ?& f3 K3 a
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. 3 M J* z K) U 7 S/ h' I: `, MAs a result, I need to be 100% convinced that the new code will run on existing installs of AE. & o0 a2 ?& f( T `0 O! {9 v
- G) S4 V: t1 j* E( bI 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; J: }9 X# {" }1 c! d! Y; I7 d
7 R- |" U3 T4 M0 T( aI 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. $ C1 J5 }/ P3 D |) l$ Z% F7 |Load up a save and play a few turns. Let me know if you have any issues with it. ; J5 o. J5 h3 R9 l0 u2 B& J9 `Also, try using tracker to see if the DLL still works. 4 i: R+ R7 {' m: N; z, |" A
' o" C0 e9 I% E+ d7 ~Again, my warning: 6 R0 L) U7 u2 WPLEASE DON'T USE THIS EXE FOR YOUR REAL ON-GOING GAMES AT THE MOMENT PENDING MY FINDINGS ON HOW SUITABLE THE NEW EXE IS. # [. T8 z2 o, Q5 M 2 W( x# |# m4 r4 W" F; dHere is a list of the additional changes since 1108c (build 2) 6 [/ z# `0 @; s. U7 l
+ E- p' {2 A: T* \& R6 U[1108c+] * A0 y; T: O+ [; {" |* A
Fixed Rebuilt LCUs tended to use wrong PP cost on the first display, esp component units. # X1 {# q: w5 Y! H6 O" h
Revised restore of report files from save + R0 d6 N9 D* T5 f' V; D
Changed Added group withdraw date to all split sub-groups, not just permanent withdraws ! y1 U$ @- i0 g0 A! m7 _Fixed 'buy-for-supply' ships remained at 1 day delay 5 j5 I2 u- E. v: Y% ZFixed Error in Kamikaze determination in Flak Attack * o% |; K. r# g/ Y, J2 \% O' b
Fixed Kamikaze training not affecting low naval bombing ) j% D) f/ P& z% Q! i' A" ]Fixed Transferring pilot to group of different type losing 0-10 points off skills, rather than +/- 5 3 {0 @6 d6 Z9 p% T. B; D1 {1 U
Changed Pilot experience hit based on category rather specific air type 5 A( e J! m1 b& j! rChanged Added more off-map checks to better handle the TF's 'Return to ...' buttons $ _( M7 n" V1 i
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[1108d] 6 k; y; e6 q9 K! e: qFixed Removed ships under repair/conversion from AV support total 0 Q; l" {5 b; K; ^, c8 q9 ?& k; O& d
Fixed Ground attacks against land units in friendly base hex could default to 'Commander Discretion' 1 p! z) S l* T, @: r( m; e# A
Changed Re-enabled limited on-map routing for off-map TFs ; U( ` v( X$ [7 }; I: c+ t7 }) B$ n5 BRemoved Disband check for resource/oil that was added earlier as can be worked around ^$ U% F$ q; r+ F1 j* OFixed Allow float planes to transport troops to coastal bases - allowed selecting but did not always make the move 5 U: n/ D% G/ F& F4 N
Changed Night missions on list using BLUE rather than BLACK ' m+ C7 v' A3 o; u
Changed Halved the 5-day resource requirement/stockpile to 2-day. Added earlier in patch to help with resource distribution - f" Y: o. { ?1 Z$ V4 s; M9 W) T i5 u" N$ H- x- L
[1108e] 7 c7 n$ E4 Y' `. W6 w% R4 QChanged Arriving LCU units were building more than needed devices if not enough in device pool # ^: |; t# D6 i [4 ~1 b0 _+ KFixed Was returning wrong Allied device to pool on LCU device upgrade 2 r& d8 w: ^5 H
Fixed Tried to align weapon and TOE for units without formal TOE before taking replacements; wrong numbers could be happening 0 @3 O2 Y, u0 m4 o, Q# R& k: h, ^Changed Adjusted off-map entry point for way-points 2 m9 ?. v& M3 n/ f( E
Fixed Altitude not being changed on some dive bomber attacks in AAA $ t0 m7 z+ X. t- m. D/ C) O
# F+ ~' M1 \' p3 ][1108f] 6 U& D! A2 [0 ~Fixed Auto convoy returning resource/oil to home base when not required to @- ~$ j7 L5 Z! z5 W, N; {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 / Y( E1 R7 G" i( ^3 gFixed CTD when checking groups on withdrawing ships 1 ~4 b. m7 M, q. J& i% i
Changed Restored image files for centre windows ) R$ D3 P8 z! X9 c# m4 |' ~+ o/ t4 W
Fixed Extend packing time and operMode to combining editor components of parent LCU ) \+ _7 h6 ?' a; R7 `1 G
Changed Vary DL for base created TFs, use same DL for TF split + Q. ]2 P4 \3 ~2 \Fixed Leader of delayed group being re-assigned continually * j# z4 `2 p' l$ Z7 \, ^9 j5 J2 eFixed HQ check so that first HQ is included 1 ~% p7 g% S+ n# r 7 \, l3 G5 d# b% u* F9 k$ _[1108g] - v/ |# U9 H4 W0 f* s' L6 x. j
Changed Update device in TOE when changed in order to fix land replacements & Y O4 m$ `5 d- t; D5 u
Fixed Return cargo for CS or AC not checked if home base and current base are the same * n1 K/ R. g3 }* ?6 QFixed Force TF to use offmap if incorrectly set due to changes of destination " h4 y% @1 x1 b; a# K& i- I+ k
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[1108h] ) E6 f9 @4 S% b7 L* Q1 N1 k
Fixed Adjust for non-mine device being in special mine slot [#9] for sub minelaying - c" g! d* V$ w! Y2 bChanged Force ships to arrive at national base if original location is not valid to form TF; stop ships arriving at 'land-locked' base 1 ?2 N% e9 |- B% QFixed Group leader who is a pilot was losing the link under various conditions. Corrected conditions and added correction code 8 A. f7 K, ^. GChanged Allow 'independent' commands to change without cost to another % |& T% h4 z8 r1 H1 G# C2 c
: S) ~! i+ C( s( D$ F, d6 `[1108i] ( I' L/ o9 f# e& j4 A& y( ]
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. ! |4 e- T- ?' Z& K( LFixed Japanese production was over-producing upgraded devices for LCUs ; K7 }% _# Z- g1 A4 A1 p
Changed Ship display of ARD shows lift capacity 3 K( U# K; e9 d+ e7 h$ R; N/ YFixed Sub-units not having withdraw delay decremented + C/ A: H3 q3 qFixed Updated offmap checks for home base 6 }1 h- w9 |2 p7 W 4 v8 L* U! e8 k+ O/ _/ v: m! ?[1108j] ) l; u* ~# x8 F/ X+ {$ y3 L2 ZFixed Issue with carriers in range code; could cause data corruption $ B, k/ g. T4 L
Fixed Not all TRACOM pilots showed in lists 4 P+ v7 k3 n1 I7 M9 j7 m& h
Fixed Limit retreat after meeting TF surface combat to actual combat 8 [/ `% w6 l& w
Changed Removed endurance limit on PTs that limits attacks 7 b2 W- O1 k* w/ o T
Fixed LCU weapons being changed by AI code sometimes when LCU is human controlled , B5 n+ v% w/ N( k4 p: R+ ZChanged Defer device upgrade of LCUs with fragments existing; causes errors in devices when swaping to parent or merging with other fragments/parent 0 b3 |% C+ x/ T( X3 g& w% {Changed No TF unload if 'do not unload' set regardless of status of ship cargo handling 5 Q) w m9 }+ i! i7 MFixed Empty fragments stopping editor sub-units from recombining作者: 红叶 时间: 2011-3-10 07:50