只更新了EXE程序文件: m% A1 `' j% W, K1 G5 | http://www.matrixgames.com/forums/tm.asp?m=2729580 ; l8 M2 l* A6 D* ~, l aThis is an unofficial "short-term" beta install. 8 |( f7 x3 T2 ^0 y( F8 C* P Short-term being the appropriate term as this thread may be removed after a few days. 6 O0 ` @& P/ Y9 ]1 `% u4 t8 |7 x% |# `( \$ g: `
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. ) W. T$ r9 x5 y9 R . e6 Z% |3 ` W9 @2 B, j0 hPLEASE DON'T USE THIS EXE FOR YOUR REAL ON-GOING GAMES AT THE MOMENT PENDING MY FINDINGS ON HOW SUITABLE THE NEW EXE IS. * ^! `1 {$ Y0 |4 H2 U7 s9 k) c
c# \/ S: v) B5 }, o& y9 g/ kBackground: $ y. B# ]+ m, E6 w+ M F* I ILast month my development PC had a meltdown while I was working on changes since the last released build (02). # F$ d* j0 f: N$ [. S$ {1 h5 \% C
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. 3 @- y9 a, ^* u9 A: F
( N9 J" p1 Z* s- B4 qThe build works fine on my PC, but then it is also the one that created it. ' j o5 K% p' R* N( FA 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 { }* X1 m; b5 n6 Z+ t" D' f6 |: V) Q+ @
As a result, I need to be 100% convinced that the new code will run on existing installs of AE. 2 |$ q' S1 r4 a e3 t
+ y4 Q" ]- X0 m- g: ]( vI 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. " n& C r4 `) f
C) H& ^' }, u* x
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. * L7 Q+ z: K, f! M3 l m
Load up a save and play a few turns. Let me know if you have any issues with it. / i; { Q* _0 N/ b4 e9 y1 A" ?2 W
Also, try using tracker to see if the DLL still works. % ~4 u& o' T# z+ b' b
! m p( {/ d. H) f) Y7 z* W9 {Again, my warning: ; k' i) N) c! hPLEASE DON'T USE THIS EXE FOR YOUR REAL ON-GOING GAMES AT THE MOMENT PENDING MY FINDINGS ON HOW SUITABLE THE NEW EXE IS. 5 V7 R: M+ N9 S' D/ [3 p$ w5 y% g) u3 ]0 [. M( Q* A$ P
Here is a list of the additional changes since 1108c (build 2) 7 T8 L5 I6 l' z& \, R6 t; e z. s/ U/ S; o; |6 s6 N1 }4 ]# W
[1108c+] d# b- |" v& ^7 c: x
Fixed Rebuilt LCUs tended to use wrong PP cost on the first display, esp component units. ; s7 W. f# w t* j/ q, v9 ?
Revised restore of report files from save ' y! O* K1 I( s, lChanged Added group withdraw date to all split sub-groups, not just permanent withdraws 9 i/ m( X( }9 |8 |. [: kFixed 'buy-for-supply' ships remained at 1 day delay 9 D+ J- G' b) |; J" H! J
Fixed Error in Kamikaze determination in Flak Attack + e. n" ~5 d: ~% T9 h
Fixed Kamikaze training not affecting low naval bombing & V+ E' T! |0 [0 M) k4 n6 l" u, o
Fixed Transferring pilot to group of different type losing 0-10 points off skills, rather than +/- 5 / Y2 \5 l! c1 ^& S% [
Changed Pilot experience hit based on category rather specific air type * h5 O s# a4 r9 O$ B1 H2 D
Changed Added more off-map checks to better handle the TF's 'Return to ...' buttons i$ t. | V8 n) c- }/ K5 [
5 B) \, T& |' _+ v, `0 d[1108d] o6 t; n) y% A" K! iFixed Removed ships under repair/conversion from AV support total 7 _3 Y% y: R7 g) T$ O0 ?3 P/ \Fixed Ground attacks against land units in friendly base hex could default to 'Commander Discretion' ) ^/ }9 N ]% ^6 ~/ J4 x3 ~" t }Changed Re-enabled limited on-map routing for off-map TFs . m. B' u% `5 `/ pRemoved Disband check for resource/oil that was added earlier as can be worked around 0 T4 e/ E/ Y* o. a eFixed Allow float planes to transport troops to coastal bases - allowed selecting but did not always make the move $ v5 S2 I* Z: {0 D
Changed Night missions on list using BLUE rather than BLACK 9 t2 f0 L9 g. Z2 |* O1 i) KChanged Halved the 5-day resource requirement/stockpile to 2-day. Added earlier in patch to help with resource distribution ( @+ J& k: e0 n, s# M! a0 S
7 Q& M ~1 U& N/ _( P[1108e] & e: |$ y3 M1 J9 l6 z0 b$ Q4 h0 Y3 H# R2 e! I
Changed Arriving LCU units were building more than needed devices if not enough in device pool , n4 L& ^/ e: P* KFixed Was returning wrong Allied device to pool on LCU device upgrade ! V8 l* T- \$ h: [1 X* lFixed Tried to align weapon and TOE for units without formal TOE before taking replacements; wrong numbers could be happening " N) ]" F/ J; V$ C" BChanged Adjusted off-map entry point for way-points I* I# Q/ l* \+ f5 ~- j6 OFixed Altitude not being changed on some dive bomber attacks in AAA 4 j7 D$ t/ |6 M0 ^6 Z! C0 }" \ 0 h2 a0 y8 l) E' `[1108f] $ Y/ ? V) h9 ^! D0 a* q
Fixed Auto convoy returning resource/oil to home base when not required to ( W) W( D8 L, C. F& i6 x' A
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 - t/ ]# U! d7 ^7 u% Y. t. m
Fixed CTD when checking groups on withdrawing ships 2 I* P' B5 ]" N! `* S' T9 KChanged Restored image files for centre windows L$ g( d9 e! S" qFixed Extend packing time and operMode to combining editor components of parent LCU 9 E8 S" n, {. e* q, v5 ?# z
Changed Vary DL for base created TFs, use same DL for TF split 2 b0 T5 w5 w: x. n h$ H8 B
Fixed Leader of delayed group being re-assigned continually + d, s, w$ f$ \
Fixed HQ check so that first HQ is included % y$ f# K3 w; B3 s, n2 x 0 k& Y) v7 G8 V- x- s7 e* A1 |; K" `[1108g] 1 W( Q+ Z6 k; C2 t4 U' M$ ~8 c. f3 P$ J
Changed Update device in TOE when changed in order to fix land replacements 9 |' l/ q6 z, h2 _. U- o! m- yFixed Return cargo for CS or AC not checked if home base and current base are the same 3 x9 t$ E4 K5 |Fixed Force TF to use offmap if incorrectly set due to changes of destination 4 Q5 |9 n7 ]6 C
* y+ ?4 N& b- d) `& m2 b5 W
[1108h] 7 @1 |4 w( d1 B7 E4 `* ~4 \! zFixed Adjust for non-mine device being in special mine slot [#9] for sub minelaying & T) m* P+ b4 \+ Z9 t! EChanged Force ships to arrive at national base if original location is not valid to form TF; stop ships arriving at 'land-locked' base 8 a$ r/ k% F3 h2 l$ FFixed Group leader who is a pilot was losing the link under various conditions. Corrected conditions and added correction code 1 u m+ Q5 I% T; _0 Q3 K) EChanged Allow 'independent' commands to change without cost to another ) j7 ~) X6 [+ c2 \: Q1 Y2 u" k 4 A$ @% A" r, p5 }0 m[1108i] & ?) R: M5 o% G" L
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. . _+ @! [5 j2 `1 l% i6 t6 t3 jFixed Japanese production was over-producing upgraded devices for LCUs 6 X( k2 G E" l2 yChanged Ship display of ARD shows lift capacity ( D, ~% U) C! \* `. ~& I
Fixed Sub-units not having withdraw delay decremented ( {/ j, E0 ~: A" i9 G9 TFixed Updated offmap checks for home base ; |* n, ?7 ?5 f6 G1 U4 h/ {4 G% s ! f' i' x! ]( g i2 P1 u( v[1108j] # @ ?9 F. c2 y% M9 ]* m
Fixed Issue with carriers in range code; could cause data corruption ! b$ c J s! L: hFixed Not all TRACOM pilots showed in lists & C4 |/ ^- z p, _7 HFixed Limit retreat after meeting TF surface combat to actual combat 5 K6 f$ F# u% _) tChanged Removed endurance limit on PTs that limits attacks 6 t v. ~8 P0 V2 S. U! eFixed LCU weapons being changed by AI code sometimes when LCU is human controlled 7 d. I. B& m6 B+ Q/ F
Changed Defer device upgrade of LCUs with fragments existing; causes errors in devices when swaping to parent or merging with other fragments/parent 4 t2 [. a/ I) e- ~( w! rChanged No TF unload if 'do not unload' set regardless of status of ship cargo handling & L: D6 P& z6 _: H( s* z- {' |% VFixed Empty fragments stopping editor sub-units from recombining作者: 红叶 时间: 2011-3-10 07:50