只更新了EXE程序文件 + o3 t# R. G( E' p H. \! n' W# k3 y" Ihttp://www.matrixgames.com/forums/tm.asp?m=2729580 : O2 N; R. U2 Y& gThis is an unofficial "short-term" beta install. ) U6 }( q: ^4 [" b: l3 Q0 QShort-term being the appropriate term as this thread may be removed after a few days. O- V# r+ Y4 z; o 5 y- N, X6 b& g5 eThis 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. 7 a7 L( R& p# N# m$ P! S* s
g- c! Z' L! K- yPLEASE 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 U* c9 E/ l& f4 l- h9 Z
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Last month my development PC had a meltdown while I was working on changes since the last released build (02). : H* P% N. {8 I3 d, KAs 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. + E- {8 W& h- i3 c6 N2 y+ Z
N& ?) y) a4 r0 l% L- w; t' TThe build works fine on my PC, but then it is also the one that created it. 3 H- |8 I' G1 _7 O. c V
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. ! g/ m, a/ ?) }; D @# D! |
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As a result, I need to be 100% convinced that the new code will run on existing installs of AE. , Q0 \9 h6 f! K+ p& R7 B% W' n 1 w" K- |8 _. T4 x# dI 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. $ O7 {2 D+ o3 Z) `7 U4 l. O- |8 h0 ?* n9 r j2 q1 K8 |
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. 2 {( N6 o3 r" f; [3 {' M
Load up a save and play a few turns. Let me know if you have any issues with it. 0 K. R5 k2 Y) d) s3 e0 Q
Also, try using tracker to see if the DLL still works. 4 n- P3 T6 f4 j$ R0 w& ] h1 A# q, k; R8 F" u# q" y
Again, my warning: v3 y0 H b R% M& B 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. 8 Y% f% d' p w
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Here is a list of the additional changes since 1108c (build 2) ' {9 Q }/ _) p/ `1 W) S
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[1108c+] " j) L, K, L5 P6 L( X7 pFixed Rebuilt LCUs tended to use wrong PP cost on the first display, esp component units. " ]6 v+ V3 a" o* N5 F! s% j
Revised restore of report files from save % Y0 Z5 i7 q) h/ } {; Z% o
Changed Added group withdraw date to all split sub-groups, not just permanent withdraws : V7 @6 Z6 O! O- M
Fixed 'buy-for-supply' ships remained at 1 day delay ( h8 Y: ?) ?* }' U3 D9 j( D# }
Fixed Error in Kamikaze determination in Flak Attack 6 \) |# a& s# m: d; s3 S9 XFixed Kamikaze training not affecting low naval bombing ; \* [6 w# I+ FFixed Transferring pilot to group of different type losing 0-10 points off skills, rather than +/- 5 ( Y& ?# r2 R. nChanged Pilot experience hit based on category rather specific air type 0 _9 n$ z! {% kChanged Added more off-map checks to better handle the TF's 'Return to ...' buttons 7 _7 d+ Z& h1 [5 t2 E9 ?% V, y, k7 N @
[1108d] / C% ~2 m3 L9 x" e' i3 t; g
Fixed Removed ships under repair/conversion from AV support total ( Z' X6 H: p, Y$ m' b8 e
Fixed Ground attacks against land units in friendly base hex could default to 'Commander Discretion' 2 u+ ~; i! ]7 _, I# P- U
Changed Re-enabled limited on-map routing for off-map TFs 7 k6 ]3 ]1 A% B$ X3 G1 r: J
Removed Disband check for resource/oil that was added earlier as can be worked around + ~# A, k! u J' {& w
Fixed Allow float planes to transport troops to coastal bases - allowed selecting but did not always make the move ; S# a2 l2 D6 X/ k4 c
Changed Night missions on list using BLUE rather than BLACK 1 S% x1 ~9 X' H; D( E
Changed Halved the 5-day resource requirement/stockpile to 2-day. Added earlier in patch to help with resource distribution # z* g. v% o1 L O" q ' v3 B3 C2 j; b3 g* j: W[1108e] 4 J9 ^$ A" H# R- k
Changed Arriving LCU units were building more than needed devices if not enough in device pool 2 Q; f) s/ W I+ k) s
Fixed Was returning wrong Allied device to pool on LCU device upgrade 7 o' H6 K' J. f4 b' ~
Fixed Tried to align weapon and TOE for units without formal TOE before taking replacements; wrong numbers could be happening A* O1 c) I7 b( r% O
Changed Adjusted off-map entry point for way-points ' ] G7 l0 R* v1 O6 n! m' ~( g a/ gFixed Altitude not being changed on some dive bomber attacks in AAA , t6 x" w4 R( o3 W# d$ E8 Z( A4 m, _5 v
[1108f] 4 T! y; n7 Q2 m+ U! U' `9 N4 x. d
Fixed Auto convoy returning resource/oil to home base when not required to 7 m1 I1 R# w7 w3 g6 n
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 . ]' O" _- [6 v- s# G) g, W! x% K
Fixed CTD when checking groups on withdrawing ships # g/ b( Y2 z3 y) c* _
Changed Restored image files for centre windows ! a; @* U5 @0 L! m" L$ jFixed Extend packing time and operMode to combining editor components of parent LCU 0 J) ]2 t" _. R1 M1 n/ I# D. GChanged Vary DL for base created TFs, use same DL for TF split - a$ U# N3 N; G( i: G8 s3 |9 A
Fixed Leader of delayed group being re-assigned continually ; j4 a0 {) d7 z: E! j# X" F& r1 ^* l
Fixed HQ check so that first HQ is included ( b: \: Q2 Q0 B2 a6 L4 |" Q
# v4 }9 M) G- r2 [. g1 j[1108g] 9 z6 T: R( n4 H3 U: K& o/ Q$ [/ nChanged Update device in TOE when changed in order to fix land replacements $ t) \' i9 z* K7 ~* {Fixed Return cargo for CS or AC not checked if home base and current base are the same 2 ^) V* i" B# H* h% H
Fixed Force TF to use offmap if incorrectly set due to changes of destination : y$ _$ O3 U! g7 `# D; P+ K& U' C! x+ Q* Z* q
[1108h] & e K7 |/ ~" K8 w X# l3 s( EFixed Adjust for non-mine device being in special mine slot [#9] for sub minelaying : u) z* T. {- M wChanged Force ships to arrive at national base if original location is not valid to form TF; stop ships arriving at 'land-locked' base 4 ~, C/ _9 Z- C+ k; x8 D; F8 YFixed Group leader who is a pilot was losing the link under various conditions. Corrected conditions and added correction code $ T+ ^! w: b# |. @1 a, O0 a7 R, U. ~
Changed Allow 'independent' commands to change without cost to another " u! E. k; i1 H+ h( T ! R: z% N$ o5 q: v[1108i] 1 J. c: r+ F9 j" B) SFixed 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. ! ^( J$ Q) e+ W0 J
Fixed Japanese production was over-producing upgraded devices for LCUs ' J9 _4 p6 [$ A- D: v0 S D* o' H5 bChanged Ship display of ARD shows lift capacity 7 P; Z5 `8 s( K; r5 A4 ]! A
Fixed Sub-units not having withdraw delay decremented 9 Q# N9 i& H/ \
Fixed Updated offmap checks for home base / S( r: \1 g D# s5 r: d4 E A) w, S% ]- G- J5 w
[1108j] ) {8 }( P# w( A- U: A9 T5 F: z
Fixed Issue with carriers in range code; could cause data corruption 2 S6 Q- |( K8 G, V* R/ V4 r
Fixed Not all TRACOM pilots showed in lists 9 k; u8 S& f7 c" J1 dFixed Limit retreat after meeting TF surface combat to actual combat 4 Z5 u" t& `' {Changed Removed endurance limit on PTs that limits attacks ' ~" m* R, h' P, zFixed LCU weapons being changed by AI code sometimes when LCU is human controlled ' e0 X6 Q |0 ?2 j6 \Changed Defer device upgrade of LCUs with fragments existing; causes errors in devices when swaping to parent or merging with other fragments/parent 2 [& R5 n4 e( M2 p K* BChanged No TF unload if 'do not unload' set regardless of status of ship cargo handling / I4 Q7 h0 A4 Z, u' n R! xFixed Empty fragments stopping editor sub-units from recombining作者: 红叶 时间: 2011-3-10 07:50