只更新了EXE程序文件, a0 U7 T5 ?( L" [ w# v! Q/ k http://www.matrixgames.com/forums/tm.asp?m=2729580 9 R g8 [2 ]- n( yThis is an unofficial "short-term" beta install. * m2 N2 N. [9 H% nShort-term being the appropriate term as this thread may be removed after a few days. ( h. t, `: ?0 a! y4 R
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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. % b- `5 s. [: K9 t) m( @& M
. h' B% C; t4 C- B7 LPLEASE DON'T USE THIS EXE FOR YOUR REAL ON-GOING GAMES AT THE MOMENT PENDING MY FINDINGS ON HOW SUITABLE THE NEW EXE IS. ! p4 c& J: {5 p; U5 o% d, q) }; b! Y1 _# x) T, s
Background: t) L5 R3 x+ U, M' p. XLast month my development PC had a meltdown while I was working on changes since the last released build (02). $ _7 `" l+ ]; L5 e. |8 U7 d
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. 2 t: B4 s. Z: @, h4 c) v( B
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The build works fine on my PC, but then it is also the one that created it. 8 ?" K/ i$ E3 V+ ]% mA 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. ( S u0 L5 W# f8 [' X
8 m# T7 O8 Z& s+ b. r" [As a result, I need to be 100% convinced that the new code will run on existing installs of AE. 0 ^7 H6 Z B) R) J8 }1 V! [. y
0 ?6 l6 Z. z6 `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. / y" F1 P4 f" m; }; z1 k6 L5 ] 5 u# ^# f& m% C9 P7 i9 E5 h, @6 `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. 1 ^& c* m' A$ P
Load up a save and play a few turns. Let me know if you have any issues with it. 7 O7 P7 i$ o( p4 H8 N0 N! i( z
Also, try using tracker to see if the DLL still works. 5 Z; Y0 V( |5 T
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Again, my warning: ) O, F) D3 x* @7 p0 r3 {
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. 0 y6 d9 M/ A/ }1 ?, M- [6 b1 W( a6 }# K& L4 l
Here is a list of the additional changes since 1108c (build 2) " t' i4 e( p( r- d
& ]4 q6 H$ F3 f( C: B1 P9 W[1108c+] & q4 d% u- @2 j( oFixed Rebuilt LCUs tended to use wrong PP cost on the first display, esp component units. - W1 C$ b" h9 {0 t* l7 I6 i
Revised restore of report files from save ) e) E& L. x2 _9 b3 \$ S9 n8 G# cChanged Added group withdraw date to all split sub-groups, not just permanent withdraws 2 X8 B7 j) \5 S7 O' j
Fixed 'buy-for-supply' ships remained at 1 day delay 4 ^0 a% h; K1 V
Fixed Error in Kamikaze determination in Flak Attack 8 b! \$ x( h6 I! kFixed Kamikaze training not affecting low naval bombing / V6 g% {( O. |8 f3 H. A3 S
Fixed Transferring pilot to group of different type losing 0-10 points off skills, rather than +/- 5 2 @/ ~4 G2 D- D0 z0 C- f4 X
Changed Pilot experience hit based on category rather specific air type ; n/ j' v j; E7 E" }( k) \
Changed Added more off-map checks to better handle the TF's 'Return to ...' buttons 2 I% ~& d7 O. q+ P' J( a( x5 M& `! d. x/ O$ ^& ]6 n
[1108d] * s" l7 k) N( e
Fixed Removed ships under repair/conversion from AV support total . V, u% E; U6 v: A7 s: x: ]Fixed Ground attacks against land units in friendly base hex could default to 'Commander Discretion' " m! B0 j* M' @- \5 OChanged Re-enabled limited on-map routing for off-map TFs ' i0 R+ ?; d/ T5 J0 I# x
Removed Disband check for resource/oil that was added earlier as can be worked around + g6 p" w7 F' J$ B
Fixed Allow float planes to transport troops to coastal bases - allowed selecting but did not always make the move % e4 c) S) k# X. B% b( w
Changed Night missions on list using BLUE rather than BLACK 0 F8 `2 r4 j+ b3 |$ N$ _
Changed Halved the 5-day resource requirement/stockpile to 2-day. Added earlier in patch to help with resource distribution : }# u% P/ S# @9 U4 z5 i6 v0 Y# R6 {% {# i# W
[1108e] , L* i9 d; O% h m" h+ D! q6 b" x
Changed Arriving LCU units were building more than needed devices if not enough in device pool " a3 I* h6 o7 J& ^Fixed Was returning wrong Allied device to pool on LCU device upgrade 0 t: s8 I4 e2 `% R# A
Fixed Tried to align weapon and TOE for units without formal TOE before taking replacements; wrong numbers could be happening ( M* {6 J, S; t& W# ^& r/ tChanged Adjusted off-map entry point for way-points ( D6 m/ q' M3 J* p# {
Fixed Altitude not being changed on some dive bomber attacks in AAA ' L6 |& V; h2 M& L, B 1 Y# I# K% \& m[1108f] 4 V3 \; i1 c$ d0 z" iFixed Auto convoy returning resource/oil to home base when not required to ) D( h6 b L) w7 zAdded 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 # l" V9 i4 I8 m! Z4 |" b. _Fixed CTD when checking groups on withdrawing ships 2 n& H: V& f p& H p
Changed Restored image files for centre windows " j" g, l, k) h# ZFixed Extend packing time and operMode to combining editor components of parent LCU + Y2 H; W. g+ \8 H' W! z& u! k
Changed Vary DL for base created TFs, use same DL for TF split 5 B+ h) W+ ?# u. K1 BFixed Leader of delayed group being re-assigned continually 4 ? ~: L5 x$ v' m+ F F6 n( d8 SFixed HQ check so that first HQ is included . b7 U% M L% ?$ W" t: { 0 i& h- W% N# H8 X5 _3 l2 k# a[1108g] " C$ Q" S; S' d- R$ X6 ]Changed Update device in TOE when changed in order to fix land replacements . ^7 K' ]9 T3 h1 Q0 G! }Fixed Return cargo for CS or AC not checked if home base and current base are the same ) s) }' B5 O3 q: m$ H6 x& Z" x
Fixed Force TF to use offmap if incorrectly set due to changes of destination , Z/ ~3 `2 A8 ^# f
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[1108h] 9 h3 U* E; I5 }3 OFixed Adjust for non-mine device being in special mine slot [#9] for sub minelaying 9 ^% ^! V# C+ ^& b
Changed Force ships to arrive at national base if original location is not valid to form TF; stop ships arriving at 'land-locked' base 9 S) o: P; d X0 ?/ _4 m0 oFixed Group leader who is a pilot was losing the link under various conditions. Corrected conditions and added correction code 5 ]# \2 Q8 C, _6 C$ rChanged Allow 'independent' commands to change without cost to another 2 Y; Q1 J i) V ! v1 P9 ]* L: v8 a[1108i] : E, r! C' U9 e1 `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. 0 f! J3 e6 G1 W% [
Fixed Japanese production was over-producing upgraded devices for LCUs 9 j; x8 v3 p1 q0 N/ u8 Q0 eChanged Ship display of ARD shows lift capacity * E- g+ M/ Z/ J& vFixed Sub-units not having withdraw delay decremented ' Y; m* G, F9 [7 [5 _& N3 s
Fixed Updated offmap checks for home base 7 ]# p: N- n' H m6 J 9 T5 E' `& }! o# H. q[1108j] 4 g0 }, I# A/ y7 A1 ]Fixed Issue with carriers in range code; could cause data corruption 4 F: v/ D3 ?; U; C5 _& aFixed Not all TRACOM pilots showed in lists 7 D% B: y8 _( c& CFixed Limit retreat after meeting TF surface combat to actual combat . o2 l. Q+ j, _3 A8 w
Changed Removed endurance limit on PTs that limits attacks * P* x* E) A; P! a! x: h! F3 m+ a
Fixed LCU weapons being changed by AI code sometimes when LCU is human controlled 7 U: m# W/ D6 z' c
Changed Defer device upgrade of LCUs with fragments existing; causes errors in devices when swaping to parent or merging with other fragments/parent 8 h( o6 f3 g$ @0 q. L# E: S; i {
Changed No TF unload if 'do not unload' set regardless of status of ship cargo handling & u$ b% H9 @2 n4 u, e2 }! {" P
Fixed Empty fragments stopping editor sub-units from recombining作者: 红叶 时间: 2011-3-10 07:50