只更新了EXE程序文件 5 x7 `8 T3 |% Jhttp://www.matrixgames.com/forums/tm.asp?m=2729580 , u% Z5 I$ }$ f' f% TThis is an unofficial "short-term" beta install. m/ w* s7 H9 ^7 `3 tShort-term being the appropriate term as this thread may be removed after a few days. 3 y7 n* |- B) |' z3 I
7 @& n v& }+ {! a4 \( n, l6 qThis 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. + n4 }/ D& F7 i9 `! H
6 U7 ]; E0 J `& y- w% E( F% r6 tPLEASE DON'T USE THIS EXE FOR YOUR REAL ON-GOING GAMES AT THE MOMENT PENDING MY FINDINGS ON HOW SUITABLE THE NEW EXE IS. j+ b3 D! u9 T, f7 e* R( e
0 d1 C Z& C# m7 C, dBackground: " M% F/ [. p6 A: D, f9 U/ ULast month my development PC had a meltdown while I was working on changes since the last released build (02). ! u4 Q% `" F8 F, b. s7 ?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. f) ]) _ n6 E7 S" V1 x) U9 D: U8 b' J6 L
The build works fine on my PC, but then it is also the one that created it. ) B% @* {* r1 x6 ?( d6 d
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. . U3 |5 a4 j P( O- x3 p4 R# Z ! l! D8 f* o8 }6 F7 V0 QAs a result, I need to be 100% convinced that the new code will run on existing installs of AE. ' o, a6 C8 Y' r% |% X- O 2 E, x' X) D; \& b V2 R# `' jI 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. $ G: f# ~ _" L1 X% r9 g2 S
7 K+ ^/ y. ?4 X& r& p$ bI 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. 3 I( Z0 W3 L! r# @& a$ T% j9 q
Load up a save and play a few turns. Let me know if you have any issues with it. 9 L9 i! I6 U0 A1 [' q+ u, ?- B
Also, try using tracker to see if the DLL still works. * D. a) p1 g" P X- i9 W
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Again, my warning: + ?$ c% e8 w$ ^$ L4 UPLEASE DON'T USE THIS EXE FOR YOUR REAL ON-GOING GAMES AT THE MOMENT PENDING MY FINDINGS ON HOW SUITABLE THE NEW EXE IS. ! {6 {# K: s, d# T# r6 S5 W/ _6 i' A5 R' w. B7 t( U
Here is a list of the additional changes since 1108c (build 2) ) n" ^0 ^( w# @) v6 C: v' `0 s. }* }$ C
[1108c+] % S( W6 c5 D) ?" }Fixed Rebuilt LCUs tended to use wrong PP cost on the first display, esp component units. 9 z$ ^& U6 C4 k: B0 E4 j
Revised restore of report files from save 6 Z. {7 @+ O3 ]0 _& GChanged Added group withdraw date to all split sub-groups, not just permanent withdraws ) n5 i$ y: s, ]) p
Fixed 'buy-for-supply' ships remained at 1 day delay T0 G: k/ C8 {9 v( U: z# G+ A/ R8 D3 cFixed Error in Kamikaze determination in Flak Attack 9 j+ Y7 r# ^0 D# k3 A' f0 o
Fixed Kamikaze training not affecting low naval bombing * u( k! Z" ^2 Y+ q5 C
Fixed Transferring pilot to group of different type losing 0-10 points off skills, rather than +/- 5 ' l4 p0 a8 B* R' K3 i
Changed Pilot experience hit based on category rather specific air type * K# m! C& t. [, b) R9 D
Changed Added more off-map checks to better handle the TF's 'Return to ...' buttons , f: F1 }0 i3 n. ` 5 V( P) z& X: O. G2 M. `% T[1108d] 4 e! I& n, y3 d; k/ Q* w( s
Fixed Removed ships under repair/conversion from AV support total % S" I7 i1 k, A3 F, G7 PFixed Ground attacks against land units in friendly base hex could default to 'Commander Discretion' ! w' r; P$ d9 S
Changed Re-enabled limited on-map routing for off-map TFs & T, o5 Q8 d+ R& T6 h2 d' Y
Removed Disband check for resource/oil that was added earlier as can be worked around , z4 V7 ]8 ~( t# e
Fixed Allow float planes to transport troops to coastal bases - allowed selecting but did not always make the move 9 c( g+ _0 s6 O, j
Changed Night missions on list using BLUE rather than BLACK 0 \5 V4 W, t% f. }0 M8 o. ^ W/ T
Changed Halved the 5-day resource requirement/stockpile to 2-day. Added earlier in patch to help with resource distribution M5 p- Y' `7 \# W, ~; c0 o0 {' Y
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[1108e] 5 b5 u: m, d/ x; h% F& A, I) ^
Changed Arriving LCU units were building more than needed devices if not enough in device pool 9 {0 T" M; ]$ w- P" {Fixed Was returning wrong Allied device to pool on LCU device upgrade 6 [- c, P2 o2 L; v( @Fixed Tried to align weapon and TOE for units without formal TOE before taking replacements; wrong numbers could be happening 3 Z. Y) Y/ c" i2 @
Changed Adjusted off-map entry point for way-points 3 Y' m$ x7 a6 }* KFixed Altitude not being changed on some dive bomber attacks in AAA / H8 Q$ f, n O8 s6 l4 E5 h+ j8 V+ v( E9 o; ?2 z- Z _
[1108f] + C0 \2 X' w; fFixed Auto convoy returning resource/oil to home base when not required to ; V4 M2 e" L4 c, p5 p- ?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 8 M' b5 @. `# Q& `- l* X
Fixed CTD when checking groups on withdrawing ships 9 i8 p1 e! r q# d" T, HChanged Restored image files for centre windows 9 j+ C1 G* l6 H e* ?& E R
Fixed Extend packing time and operMode to combining editor components of parent LCU 6 a8 M4 v3 K( }7 P' ~- qChanged Vary DL for base created TFs, use same DL for TF split * a$ U0 Y/ S( w0 H6 n
Fixed Leader of delayed group being re-assigned continually 8 G9 _1 Z0 w$ O
Fixed HQ check so that first HQ is included 9 b i$ h% a1 O2 L" J
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[1108g] ) D* `+ p5 _2 ]6 \Changed Update device in TOE when changed in order to fix land replacements 3 d3 j1 H$ @+ f8 h& [# h9 u
Fixed Return cargo for CS or AC not checked if home base and current base are the same 4 n, O/ ]7 y$ e3 D2 x! _* ~Fixed Force TF to use offmap if incorrectly set due to changes of destination " ~; p; L9 Q2 \
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[1108h] 7 Y# S# F" t) gFixed Adjust for non-mine device being in special mine slot [#9] for sub minelaying , c g4 O' g {5 x% {Changed Force ships to arrive at national base if original location is not valid to form TF; stop ships arriving at 'land-locked' base . d- }4 p. L" B2 BFixed Group leader who is a pilot was losing the link under various conditions. Corrected conditions and added correction code 5 z. e! Q/ B+ [
Changed Allow 'independent' commands to change without cost to another 1 O) v4 v) c) d7 @8 e3 o
* E0 e, T. z# ~5 A/ \4 p* }4 E[1108i] 3 X* X; d( W+ U# g' r: L: a% D0 E
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. 3 t h+ U5 }- E9 u# }8 G9 j7 EFixed Japanese production was over-producing upgraded devices for LCUs ; f0 e3 U, X9 N6 O& }) Z" d KChanged Ship display of ARD shows lift capacity " D$ p# O' x I9 V" x2 m& ^7 c. s1 ]Fixed Sub-units not having withdraw delay decremented ; Q& j5 X1 M3 x/ D# ~" p
Fixed Updated offmap checks for home base 2 g' x7 q& _ F) D8 } . f8 O8 m b( h( u" P9 F[1108j] , g0 t& Z, t% S' f0 v: s. r
Fixed Issue with carriers in range code; could cause data corruption 9 h" W# C8 c$ n& yFixed Not all TRACOM pilots showed in lists 4 s9 U1 _0 A, Y8 S3 K3 U4 J7 O
Fixed Limit retreat after meeting TF surface combat to actual combat 5 {: E: a0 I j; V( h/ ^: kChanged Removed endurance limit on PTs that limits attacks ; N8 T, Z" H" _Fixed LCU weapons being changed by AI code sometimes when LCU is human controlled ( }5 t" d0 L! K6 ]8 l& dChanged Defer device upgrade of LCUs with fragments existing; causes errors in devices when swaping to parent or merging with other fragments/parent + F4 V9 W* f' Y, } h
Changed No TF unload if 'do not unload' set regardless of status of ship cargo handling 9 F' `+ Q& X1 s4 h3 @
Fixed Empty fragments stopping editor sub-units from recombining作者: 红叶 时间: 2011-3-10 07:50