只更新了EXE程序文件4 I* i2 ` M) p9 Y http://www.matrixgames.com/forums/tm.asp?m=2729580 , l p. d, e& b; D" vThis is an unofficial "short-term" beta install. , b) a" c7 H5 }( ?; L$ \Short-term being the appropriate term as this thread may be removed after a few days. 8 L' {1 ~$ v4 X3 ?
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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. 1 Q% H7 b% F* w" s7 W+ `. q7 p) Z7 x3 O
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 G( d& f) j; T! W( k1 r$ [: s ' ?+ p& r$ i1 M% d7 v6 e% cBackground: " r2 w% d& H1 nLast month my development PC had a meltdown while I was working on changes since the last released build (02). 1 @. C) A4 p4 N: QAs 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. . k- B C6 y' P( M) d
9 `3 P' e* T7 p' h% VThe build works fine on my PC, but then it is also the one that created it. 0 p' T* w' [5 w0 r" RA 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. 5 l, [* ]; B5 c) X- J+ A . P' S6 Y& ?" K- H6 Q( ZAs a result, I need to be 100% convinced that the new code will run on existing installs of AE. 7 a# k+ B5 K V2 A( p! t0 f I" n! s E' l8 s. X0 y, k4 M
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 n" \: V; n1 z2 L# d @3 j/ x# N/ T; j0 m/ B% \' @
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. : M2 w4 ^( x/ F. {! M. u
Load up a save and play a few turns. Let me know if you have any issues with it. + Q% ?" W( Z' h7 c! X9 S
Also, try using tracker to see if the DLL still works. $ _' w+ t5 }: M2 P8 @4 t9 G
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Again, my warning: 9 ~' t* L4 R5 k0 K- ~
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. / z7 V3 `+ K. G) w, M; Y * U* O$ K ?/ ~1 X GHere is a list of the additional changes since 1108c (build 2) $ K9 k, _! W4 c: U. L( i
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[1108c+] ( q/ W6 J+ u( Q; X8 F
Fixed Rebuilt LCUs tended to use wrong PP cost on the first display, esp component units. ; z q3 F" ]6 T
Revised restore of report files from save * Q4 D* f5 p1 R4 a' S
Changed Added group withdraw date to all split sub-groups, not just permanent withdraws 2 f- G& }" X9 F- h
Fixed 'buy-for-supply' ships remained at 1 day delay + G, L3 M, t- E) A; F( [6 ~Fixed Error in Kamikaze determination in Flak Attack & K! o, M& w9 X; z4 G* i
Fixed Kamikaze training not affecting low naval bombing : R+ V0 _, S. O" @% pFixed Transferring pilot to group of different type losing 0-10 points off skills, rather than +/- 5 ( K/ Y' C }+ [' x0 |; [6 nChanged Pilot experience hit based on category rather specific air type , }! V9 Y% L% m$ A* S8 J
Changed Added more off-map checks to better handle the TF's 'Return to ...' buttons 4 E# I3 ~4 ]& r/ P% m6 l9 t
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[1108d] % H* E0 C# L0 Z$ i" z; c7 S
Fixed Removed ships under repair/conversion from AV support total R( A( B$ q f( X2 a# ^
Fixed Ground attacks against land units in friendly base hex could default to 'Commander Discretion' & _. E- e8 D# A: A
Changed Re-enabled limited on-map routing for off-map TFs $ x4 d: E- A7 }, R
Removed Disband check for resource/oil that was added earlier as can be worked around i& e" ^1 {" m$ x
Fixed Allow float planes to transport troops to coastal bases - allowed selecting but did not always make the move + i8 Z {- d5 J& C: j# ~% O: C% WChanged Night missions on list using BLUE rather than BLACK " p9 L, s. ^: O; L) V/ N. BChanged Halved the 5-day resource requirement/stockpile to 2-day. Added earlier in patch to help with resource distribution % {5 \$ t6 g; ~% x2 G" [2 g
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[1108e] : O2 I# u: y% P2 ~" h; ]Changed Arriving LCU units were building more than needed devices if not enough in device pool ( B. @3 ]' }5 Y, S4 e, o3 {; @( U
Fixed Was returning wrong Allied device to pool on LCU device upgrade 5 X" x, O# S* C) }# N
Fixed Tried to align weapon and TOE for units without formal TOE before taking replacements; wrong numbers could be happening - D! {- f& u0 x- @Changed Adjusted off-map entry point for way-points ; V5 y" A5 u2 D# Q
Fixed Altitude not being changed on some dive bomber attacks in AAA 1 p# Z1 O6 D1 i
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[1108f] 5 A2 @. ~/ Q9 j c! K( D% `
Fixed Auto convoy returning resource/oil to home base when not required to 4 P; y% F+ h9 ^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 1 p, N0 ~( F, p5 Q1 l6 Y8 Q
Fixed CTD when checking groups on withdrawing ships 7 c# |3 K7 F; A9 X8 K! SChanged Restored image files for centre windows 7 `- T* u0 m" ?
Fixed Extend packing time and operMode to combining editor components of parent LCU 9 I* J1 m% g% }' ^/ S* l
Changed Vary DL for base created TFs, use same DL for TF split : ^. l( ~. c Q) x. d! ]4 w3 g, I- F
Fixed Leader of delayed group being re-assigned continually # m; f7 Z3 I/ a7 |* c, S
Fixed HQ check so that first HQ is included 8 S4 N8 N7 x h
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[1108g] ( h% U1 T! A) A' v- W9 W& QChanged Update device in TOE when changed in order to fix land replacements " f7 d! X5 M! }0 iFixed Return cargo for CS or AC not checked if home base and current base are the same : i1 L+ n" D& D) f' h' L& G2 ~
Fixed Force TF to use offmap if incorrectly set due to changes of destination 4 T4 `- Z' d1 c# e F' x
" [/ n8 X0 y. f, n ~0 X[1108h] 2 L8 H8 t% r0 I3 i& x7 w8 s* P
Fixed Adjust for non-mine device being in special mine slot [#9] for sub minelaying 9 n/ m( o2 `2 j9 L6 k1 l& }! T. _Changed Force ships to arrive at national base if original location is not valid to form TF; stop ships arriving at 'land-locked' base ( y& h6 d' O; I2 tFixed Group leader who is a pilot was losing the link under various conditions. Corrected conditions and added correction code $ z6 {. {& C; w
Changed Allow 'independent' commands to change without cost to another 8 a7 F! ^# P) O+ N" x
8 R0 a5 b5 w+ Z0 a[1108i] 9 V; [. n# Q+ Y) @3 W4 H1 |: B- h
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. % C$ u; N/ J2 H, }, m- o0 \6 E& QFixed Japanese production was over-producing upgraded devices for LCUs : U7 h, V& \0 z" N- RChanged Ship display of ARD shows lift capacity 5 q; k4 [! l* lFixed Sub-units not having withdraw delay decremented 3 i0 y* I4 x4 b$ j7 ]3 B/ q
Fixed Updated offmap checks for home base ' v! i( E- u" z" }
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[1108j] 4 |! [6 I6 e. o% R0 w
Fixed Issue with carriers in range code; could cause data corruption + j3 t$ D, S" [+ w8 c* M$ r% x
Fixed Not all TRACOM pilots showed in lists ' b& {+ @9 K' ?# R' T0 j) G
Fixed Limit retreat after meeting TF surface combat to actual combat 3 Y8 Q8 z% L C/ [9 w* C$ VChanged Removed endurance limit on PTs that limits attacks ! V( A- P! z9 J0 x2 fFixed LCU weapons being changed by AI code sometimes when LCU is human controlled 0 ^. G$ l. N" aChanged Defer device upgrade of LCUs with fragments existing; causes errors in devices when swaping to parent or merging with other fragments/parent " Z/ [- d, ?+ s/ r. n' c+ ~
Changed No TF unload if 'do not unload' set regardless of status of ship cargo handling , H; Q/ b+ Y. a
Fixed Empty fragments stopping editor sub-units from recombining作者: 红叶 时间: 2011-3-10 07:50