只更新了EXE程序文件 % B- n' U: l% w. h. xhttp://www.matrixgames.com/forums/tm.asp?m=27295802 p" L9 K7 @4 a6 s! K. C This is an unofficial "short-term" beta install. ; v# L- D9 G; R- y! D1 K7 lShort-term being the appropriate term as this thread may be removed after a few days. $ f# T0 |2 l. A0 n# b3 u4 T- X
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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. + D X- \5 M# O) D3 P7 V
' a5 ]% U5 D1 p! u# [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. ; r3 S) @5 F9 ~ |, q: N( Z! ^* m
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Background: , o/ |' e q4 f* r( b* GLast month my development PC had a meltdown while I was working on changes since the last released build (02). % M& p9 k( T6 f& oAs 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. ( f% l4 y/ P9 x ^0 q: x
$ u! l5 q* J4 b: s; gThe build works fine on my PC, but then it is also the one that created it. 5 S' t/ F; [6 L" w' Z9 R+ Y/ {
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. ' f r: j/ X7 e
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As a result, I need to be 100% convinced that the new code will run on existing installs of AE. " |) D, T+ d T& R* ~
7 J. k, F7 s- a3 Q6 _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. M/ g7 B7 k0 ?0 ]& \5 \! \* _" [1 ]! s2 H: ~; G! P2 E
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. 5 d# E* k3 e# c! \% F5 J- X7 xLoad up a save and play a few turns. Let me know if you have any issues with it. % O3 B. X" c( O4 CAlso, try using tracker to see if the DLL still works. : U) |4 @* ?. s; F) V- S; C5 U6 Q x" H+ g. o7 V
Again, my warning: + J- u1 W( Q+ v# W) c& a6 Z
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 }1 G, { t/ v& d1 ^0 D0 e% J) u: Y/ j2 n
Here is a list of the additional changes since 1108c (build 2) % s$ s% [) |* V2 Y! t# X: ]( J, x' ]
[1108c+] 5 r& V5 m& H2 l6 iFixed Rebuilt LCUs tended to use wrong PP cost on the first display, esp component units. 3 L6 Z& L; ?/ \$ r9 lRevised restore of report files from save - V0 z9 h9 [8 M# a$ i7 _& tChanged Added group withdraw date to all split sub-groups, not just permanent withdraws - Z' [0 I5 O& J; K, X
Fixed 'buy-for-supply' ships remained at 1 day delay 5 Z c5 Q4 z( ~2 z8 |* m9 ]
Fixed Error in Kamikaze determination in Flak Attack , a3 f2 c2 P9 B: _Fixed Kamikaze training not affecting low naval bombing $ G5 H: e/ e& p7 S8 j7 t1 p( O" E
Fixed Transferring pilot to group of different type losing 0-10 points off skills, rather than +/- 5 - z4 K" s0 p5 I9 a. ]
Changed Pilot experience hit based on category rather specific air type 4 a/ l( a$ p# I. z H( h; L
Changed Added more off-map checks to better handle the TF's 'Return to ...' buttons 1 G3 M/ i# z% G+ M0 o+ c* A
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[1108d] 1 f1 T0 x# s9 i* F) q0 c& vFixed Removed ships under repair/conversion from AV support total e8 s0 }2 Z. M, p7 z
Fixed Ground attacks against land units in friendly base hex could default to 'Commander Discretion' 6 v* }; B2 @# U( h8 _( wChanged Re-enabled limited on-map routing for off-map TFs & o2 A7 p' i4 K! ^Removed Disband check for resource/oil that was added earlier as can be worked around , z6 t4 h5 j* F8 l
Fixed Allow float planes to transport troops to coastal bases - allowed selecting but did not always make the move ! N6 z2 [0 P ]( q$ M7 j3 hChanged Night missions on list using BLUE rather than BLACK 5 k+ C: L$ A* J5 f' DChanged Halved the 5-day resource requirement/stockpile to 2-day. Added earlier in patch to help with resource distribution + v2 J. p; r; [5 v3 F& h( x& R, q. M( D/ {
[1108e] - {% T, b/ R, i6 s- p$ O
Changed Arriving LCU units were building more than needed devices if not enough in device pool 7 f2 ~5 q8 e k# d1 E% ]# H
Fixed Was returning wrong Allied device to pool on LCU device upgrade 4 j% ], N% P5 T6 V
Fixed Tried to align weapon and TOE for units without formal TOE before taking replacements; wrong numbers could be happening 4 q% x& I! ]4 Z A |
Changed Adjusted off-map entry point for way-points v- y, ?" @$ L2 X8 H* FFixed Altitude not being changed on some dive bomber attacks in AAA ! F/ V F9 y! C8 c* C * O2 Y. s. m8 V, R H( K[1108f] 1 }, x( Y" e( s$ Q6 f& Q
Fixed Auto convoy returning resource/oil to home base when not required to ; J0 g3 h: J% ~( Z: H" WAdded 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 / U1 b- ` T0 K& }Fixed CTD when checking groups on withdrawing ships / T- {, y7 Q% r. A7 U! ~) b
Changed Restored image files for centre windows 9 }9 f, a7 H* p; H) S8 v9 Y
Fixed Extend packing time and operMode to combining editor components of parent LCU & n' j0 K4 ?/ WChanged Vary DL for base created TFs, use same DL for TF split + }8 m/ I$ {( gFixed Leader of delayed group being re-assigned continually ) f1 Z$ X, A# D' TFixed HQ check so that first HQ is included 6 h" J6 [ e5 l- |
7 v4 X, v3 K* y5 m[1108g] 9 M2 _1 T8 O: y$ E1 z0 W h/ y, j& Y
Changed Update device in TOE when changed in order to fix land replacements 9 q, z8 j! P: O. v2 [! ^/ M
Fixed Return cargo for CS or AC not checked if home base and current base are the same 2 z( ?4 M7 x, ~8 I! Z6 s4 [Fixed Force TF to use offmap if incorrectly set due to changes of destination 1 w: y+ d+ j: e/ ]
& S% q2 z4 _; a$ d* F$ F' @[1108h] # l3 n( v+ ~+ S0 _/ a% r+ TFixed Adjust for non-mine device being in special mine slot [#9] for sub minelaying & Q( Q( V- o3 @2 s( A) f3 c, }5 n
Changed Force ships to arrive at national base if original location is not valid to form TF; stop ships arriving at 'land-locked' base x3 y/ I* {4 V1 t: v- [# F1 QFixed Group leader who is a pilot was losing the link under various conditions. Corrected conditions and added correction code , e: H9 n3 w5 e9 \. ^
Changed Allow 'independent' commands to change without cost to another * y* |. L1 \' R& u6 V: q4 R3 n
; @" B8 b6 o2 H& P[1108i] # O2 U" `' G' h" G; Y8 ^5 O* C, b
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. % ~, @" ]. y: `, p3 h' h: UFixed Japanese production was over-producing upgraded devices for LCUs 0 `: K: r/ r A3 x SChanged Ship display of ARD shows lift capacity ! O5 D0 O1 _& A9 G4 p# L! J6 [
Fixed Sub-units not having withdraw delay decremented 7 C2 a4 t% G a/ M& w
Fixed Updated offmap checks for home base 4 S4 C" f6 {. P/ h" X' c; p
. I! y$ I# s/ {4 ]+ ~[1108j] 9 g4 M/ C5 ~# L5 y. ]$ KFixed Issue with carriers in range code; could cause data corruption 5 }3 |; n' n3 z9 j6 i, b
Fixed Not all TRACOM pilots showed in lists - \+ T( h- W6 v$ T1 O4 C
Fixed Limit retreat after meeting TF surface combat to actual combat * m1 {6 j" Z4 H# ?: z, K: A, aChanged Removed endurance limit on PTs that limits attacks & H; v+ G( ]( l
Fixed LCU weapons being changed by AI code sometimes when LCU is human controlled 9 w1 \% E( d- b2 T4 I, {Changed Defer device upgrade of LCUs with fragments existing; causes errors in devices when swaping to parent or merging with other fragments/parent ( i( F# s: C8 z
Changed No TF unload if 'do not unload' set regardless of status of ship cargo handling 1 {7 i h# }- s+ \9 S* BFixed Empty fragments stopping editor sub-units from recombining作者: 红叶 时间: 2011-3-10 07:50