只更新了EXE程序文件 1 E2 O/ r' |% n9 I5 [6 @http://www.matrixgames.com/forums/tm.asp?m=2729580/ m; I, w t# ? This is an unofficial "short-term" beta install. " G! u) a" O4 y ^ Short-term being the appropriate term as this thread may be removed after a few days. ; l/ R& e) ]& j. W7 t8 q# n
/ H* H" X: V" r0 x: [' L" KThis 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. 1 S, n& K! e; I5 x& {9 d& n; K6 R, L+ B- f( f9 p, B) e/ `8 Z+ ~# t
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. ( {& k( j/ |! W4 p" N7 ], t % Q; u) C3 n& Y; c, G |Background: ) z9 _: y3 m0 f5 m" ]( [Last month my development PC had a meltdown while I was working on changes since the last released build (02). 3 z: `- }( Y; P1 V6 E6 C# hAs 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. 4 m1 P3 C2 Y, ]8 Q# I& L2 U, l
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The build works fine on my PC, but then it is also the one that created it. . e0 ?, C z2 `: Y& 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. . I" s- p9 ]% Q$ O5 y
( h3 m' R7 {* j; mAs a result, I need to be 100% convinced that the new code will run on existing installs of AE. " L( B& n/ _0 m! n7 p4 g' K' y E5 g
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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. 3 J1 e5 S- Y) O4 h- G) ?
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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. ( E' w7 i4 M0 o7 b. X8 ^
Load up a save and play a few turns. Let me know if you have any issues with it. 5 ~" ~# h% U, `
Also, try using tracker to see if the DLL still works. 5 \: m( g l5 F: u7 C0 a ; t7 W# f) v! D$ j% d8 rAgain, my warning: 4 v* L' j c" S( x8 [: |* U( q) n' zPLEASE DON'T USE THIS EXE FOR YOUR REAL ON-GOING GAMES AT THE MOMENT PENDING MY FINDINGS ON HOW SUITABLE THE NEW EXE IS. ( R$ \7 x0 Z1 a& g- k% ^% B+ f
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Here is a list of the additional changes since 1108c (build 2) 0 x9 { U: n8 w1 Y8 y. T
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[1108c+] 3 a4 S. i6 o. z4 _: l, U3 p, v" U
Fixed Rebuilt LCUs tended to use wrong PP cost on the first display, esp component units. ' |. y2 c3 h: E1 Y
Revised restore of report files from save / M$ J3 H3 \* Z. m1 v0 j
Changed Added group withdraw date to all split sub-groups, not just permanent withdraws - ~6 r, a4 Q; C( I4 W
Fixed 'buy-for-supply' ships remained at 1 day delay 0 W7 | w" @/ L3 ~Fixed Error in Kamikaze determination in Flak Attack + x6 G4 x- S6 |2 {. G
Fixed Kamikaze training not affecting low naval bombing 2 S2 d9 c$ s- `% |' S6 d0 M& sFixed Transferring pilot to group of different type losing 0-10 points off skills, rather than +/- 5 & J' v @6 E" l0 T' W: m3 aChanged Pilot experience hit based on category rather specific air type , [, A- D* U) z9 ]. I: E
Changed Added more off-map checks to better handle the TF's 'Return to ...' buttons 5 J3 A! ?9 n) K% K, ?8 I( V. I9 ^0 N9 C9 c/ I
[1108d] $ L a$ t( g- t+ B; LFixed Removed ships under repair/conversion from AV support total 6 g. Z, I7 X! V3 oFixed Ground attacks against land units in friendly base hex could default to 'Commander Discretion' ( p- m) y; X. c, j% HChanged Re-enabled limited on-map routing for off-map TFs $ s7 C$ C8 \' y( |5 _4 Q p0 u
Removed Disband check for resource/oil that was added earlier as can be worked around * h- {+ ?, _. Y2 x1 D% } i+ M3 D2 u
Fixed Allow float planes to transport troops to coastal bases - allowed selecting but did not always make the move % g+ T9 r! L& J, e- rChanged Night missions on list using BLUE rather than BLACK ) P) G/ K6 o1 P$ s0 v# d
Changed Halved the 5-day resource requirement/stockpile to 2-day. Added earlier in patch to help with resource distribution & ]8 a2 O& g& {. m* b1 s- ^ . ^+ H5 K* a; r2 t' }/ s( t1 _[1108e] # D* u1 I# j, F; Q& y
Changed Arriving LCU units were building more than needed devices if not enough in device pool 0 N) G+ {8 j6 dFixed Was returning wrong Allied device to pool on LCU device upgrade # ~1 y5 I3 p/ b4 b" j. z% }& y$ U0 k+ NFixed Tried to align weapon and TOE for units without formal TOE before taking replacements; wrong numbers could be happening . Q0 c: R1 p% G- H; v+ b1 r
Changed Adjusted off-map entry point for way-points ; j" X# f# X: d! p) f; n1 f% f, Y+ Q8 HFixed Altitude not being changed on some dive bomber attacks in AAA 5 l: r" `. u' n2 z6 T0 E # r1 G3 K3 d, S* K1 A) Y- K[1108f] - x- A0 ?4 o' N/ U
Fixed Auto convoy returning resource/oil to home base when not required to / { R" Q5 k2 K8 C3 o: M3 _& Z1 l
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 4 |6 }0 I4 a; N+ o5 CFixed CTD when checking groups on withdrawing ships * c* j2 m. f- H1 A, Y( `Changed Restored image files for centre windows T' j3 x: \+ I$ p' RFixed Extend packing time and operMode to combining editor components of parent LCU 3 u( i6 J3 i6 [, l* h. l9 R* }
Changed Vary DL for base created TFs, use same DL for TF split : A: U- C7 s; z, P& A
Fixed Leader of delayed group being re-assigned continually 0 J! q) X8 n+ _) {; X$ j
Fixed HQ check so that first HQ is included 7 V* v7 u- c* |: [4 }" Z1 h
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[1108g] 6 {" t1 ]6 ? k' E& C' K7 XChanged Update device in TOE when changed in order to fix land replacements ]- C$ M5 y& \# X( G" W; e/ WFixed Return cargo for CS or AC not checked if home base and current base are the same $ b7 A) N0 G' k: W" g1 Z3 W
Fixed Force TF to use offmap if incorrectly set due to changes of destination ! I$ w x. q0 {/ Z6 x6 ^
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[1108h] + `" n9 |' q4 O% ~; {1 T0 }Fixed Adjust for non-mine device being in special mine slot [#9] for sub minelaying % p+ g9 m. S ?
Changed Force ships to arrive at national base if original location is not valid to form TF; stop ships arriving at 'land-locked' base " O0 o' p e$ ?7 r8 \ ?* u1 [
Fixed Group leader who is a pilot was losing the link under various conditions. Corrected conditions and added correction code 9 F) r s G: O: m" LChanged Allow 'independent' commands to change without cost to another ! z# `0 l, ]9 Y H5 B% r2 |. ~
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[1108i] : i" X r% g8 e- O' k2 ~9 \1 z
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. ! K$ N I( f/ {! I3 ^2 dFixed Japanese production was over-producing upgraded devices for LCUs . \; h3 f: M6 B0 E! K
Changed Ship display of ARD shows lift capacity & [7 F# Y' f9 Z
Fixed Sub-units not having withdraw delay decremented . g: Y; {) r" L/ W. l
Fixed Updated offmap checks for home base E6 m4 U. c( h/ D . F0 b! J' f/ z7 t' `[1108j] ! R1 K2 w" p- O1 t
Fixed Issue with carriers in range code; could cause data corruption ( ^! k, g, q, S8 M1 \* b4 wFixed Not all TRACOM pilots showed in lists 6 J, D7 h2 t# E7 y
Fixed Limit retreat after meeting TF surface combat to actual combat / D% t/ @/ X8 z. b& G
Changed Removed endurance limit on PTs that limits attacks 8 F5 A9 l5 E; \+ C, X& {Fixed LCU weapons being changed by AI code sometimes when LCU is human controlled 6 I5 u( ]( H+ [& e
Changed Defer device upgrade of LCUs with fragments existing; causes errors in devices when swaping to parent or merging with other fragments/parent 7 L4 ^) W5 a4 h
Changed No TF unload if 'do not unload' set regardless of status of ship cargo handling 5 i& l6 r) {! f, t7 l* O( D0 sFixed Empty fragments stopping editor sub-units from recombining作者: 红叶 时间: 2011-3-10 07:50