只更新了EXE程序文件, u# {( d" \" D2 W) B$ P$ x http://www.matrixgames.com/forums/tm.asp?m=2729580( M' W2 |: _9 Q This is an unofficial "short-term" beta install. 8 X1 r& n0 @+ C2 f1 ` Short-term being the appropriate term as this thread may be removed after a few days. 6 v: {. B2 d+ l
7 e5 e$ Z) b, C! Q/ X
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. $ i" i# [* ~( ]* h7 m. i
! T9 M- c9 h1 @, s8 T# I/ [2 h2 X% ]
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. ; V- y6 Y9 Y& ~* L- c4 c
; n9 k. n" b4 u sBackground: * W: r/ J; m# C# T `. ]Last month my development PC had a meltdown while I was working on changes since the last released build (02). I3 V7 U' V" i1 ~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. - u+ y. J* J. A$ c
$ s6 \% |" v% `7 o' p8 ], TThe build works fine on my PC, but then it is also the one that created it. ' r6 r j0 U, h% ^; b
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. & `4 i" g; i* v9 _, C. O# s% k
$ T2 m! |$ E# n
As a result, I need to be 100% convinced that the new code will run on existing installs of AE. # _$ [* B* H/ C# T$ B& `$ O& K" u' H* G
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. $ I0 f6 J/ E3 G! q6 R6 E* K7 ?: @% n/ p+ u+ K
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. * e t; e, `: {6 X" H7 ^% K
Load up a save and play a few turns. Let me know if you have any issues with it. & T$ v0 W9 n! P( i3 s* tAlso, try using tracker to see if the DLL still works. * ]. }/ s/ e* u! n" L
, \8 ~) m/ o' i3 U; ^9 [Again, my warning: `8 r) l Z0 b1 J% ~ BPLEASE 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 Z3 S% x+ g. H+ ]6 f, J
& B4 Q0 K5 c' E ?9 J) e" QHere is a list of the additional changes since 1108c (build 2) 8 d6 T* X; D. J& E) y0 n; b) D
$ _7 a$ O" L. Z[1108c+] 3 h9 ]0 q+ ]3 f3 b' V
Fixed Rebuilt LCUs tended to use wrong PP cost on the first display, esp component units. # L6 F& z* P; j' r- V! iRevised restore of report files from save , g/ N4 n4 @/ h5 S( X1 P4 F8 R8 T4 h, MChanged Added group withdraw date to all split sub-groups, not just permanent withdraws , w& Q' E7 i% h6 a0 x: ?" NFixed 'buy-for-supply' ships remained at 1 day delay ' q/ R! g6 k1 h* |* T( x# i3 `Fixed Error in Kamikaze determination in Flak Attack 9 R! K, v) }7 Q
Fixed Kamikaze training not affecting low naval bombing % h6 O O; I0 WFixed Transferring pilot to group of different type losing 0-10 points off skills, rather than +/- 5 ! O) l0 N3 b; B; {$ I
Changed Pilot experience hit based on category rather specific air type $ v% W9 f6 i" J" q& e
Changed Added more off-map checks to better handle the TF's 'Return to ...' buttons 1 o0 ~ ^$ T$ _" S6 i2 P; K * r. H A" H; E% b[1108d] , o; B$ E+ Z+ C- h) N0 Y- U
Fixed Removed ships under repair/conversion from AV support total 6 `4 v) M& G3 x4 G6 ?, @
Fixed Ground attacks against land units in friendly base hex could default to 'Commander Discretion' 5 v, w, H, j2 mChanged Re-enabled limited on-map routing for off-map TFs # B# p! H- | _2 J' |/ F2 fRemoved Disband check for resource/oil that was added earlier as can be worked around ) k9 G8 s p" k8 U
Fixed Allow float planes to transport troops to coastal bases - allowed selecting but did not always make the move 6 \/ ]( E0 a% }' K
Changed Night missions on list using BLUE rather than BLACK ( q9 w/ e& k( j; ^. ^) ]4 K
Changed Halved the 5-day resource requirement/stockpile to 2-day. Added earlier in patch to help with resource distribution % i) ]2 M& @2 Z" w0 p7 n: N& J% y% S
[1108e] . l' P3 H! ]4 r- X
Changed Arriving LCU units were building more than needed devices if not enough in device pool " g2 d, Q1 V" @+ ?3 M$ W2 \
Fixed Was returning wrong Allied device to pool on LCU device upgrade * c) f3 Q$ n# u0 Z6 ^5 C
Fixed Tried to align weapon and TOE for units without formal TOE before taking replacements; wrong numbers could be happening 4 M8 D: i! K3 M' ?6 K5 jChanged Adjusted off-map entry point for way-points 9 p& W" E6 R# o: w/ R
Fixed Altitude not being changed on some dive bomber attacks in AAA ! s4 L/ Q6 O, d& {& I6 d h
; H5 z8 s/ b/ i. s) V6 E' H
[1108f] " S& ^8 {2 F! }
Fixed Auto convoy returning resource/oil to home base when not required to 1 _/ Z" s: Q! } G4 [3 ], Y
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 H1 m6 v* N
Fixed CTD when checking groups on withdrawing ships 6 c- l: n! x5 s- \4 D9 o
Changed Restored image files for centre windows ; j5 V% }4 ^; S
Fixed Extend packing time and operMode to combining editor components of parent LCU # g7 q+ I$ e6 S- Q( b
Changed Vary DL for base created TFs, use same DL for TF split " U5 V2 U8 ~0 k7 }8 s+ h% J* u
Fixed Leader of delayed group being re-assigned continually 6 q( X) v y L) r* BFixed HQ check so that first HQ is included * f# H, G' Y& R/ {* u
/ H5 b d; s9 D/ ^( o" c[1108g] 4 b! w; u# C" X9 c9 u
Changed Update device in TOE when changed in order to fix land replacements ; W' }8 s1 k: e5 G; U
Fixed Return cargo for CS or AC not checked if home base and current base are the same }: ]% P' ^( }5 `; sFixed Force TF to use offmap if incorrectly set due to changes of destination 9 I9 O* u0 U! Z/ W+ s! b0 t# q+ G& O; `" d' O2 {" L
[1108h] ! G* e% T: c! ^( MFixed Adjust for non-mine device being in special mine slot [#9] for sub minelaying ! D4 l* f9 G. @% Y' wChanged Force ships to arrive at national base if original location is not valid to form TF; stop ships arriving at 'land-locked' base ) h' n+ w: `- Q" y
Fixed Group leader who is a pilot was losing the link under various conditions. Corrected conditions and added correction code ! u+ @5 N! k6 A
Changed Allow 'independent' commands to change without cost to another + g8 e, u* z0 S5 E+ [6 C4 p5 h& U & J7 i5 o' r( @, c5 {( b; B[1108i] 3 B2 Y! u! i) f. v! B1 l5 ?4 A2 HFixed 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. * x7 n& L1 Z" ?1 dFixed Japanese production was over-producing upgraded devices for LCUs 4 F7 e* F- c) k7 B
Changed Ship display of ARD shows lift capacity 0 t! g) r: F: ]3 S) u# R& MFixed Sub-units not having withdraw delay decremented $ x' V1 a1 h5 i2 M9 r' n
Fixed Updated offmap checks for home base 2 e# I1 P( c- \6 `% F% U! }' ~
$ k \$ _3 g* T6 ]) y9 Y[1108j] ) V3 v1 f4 I( e# i7 v
Fixed Issue with carriers in range code; could cause data corruption 0 o6 t3 d" F% N1 T, L
Fixed Not all TRACOM pilots showed in lists # m' P+ k9 T1 @4 QFixed Limit retreat after meeting TF surface combat to actual combat , b! f0 G. }3 B' ]" h9 rChanged Removed endurance limit on PTs that limits attacks + I9 D* A: [9 _) C1 @
Fixed LCU weapons being changed by AI code sometimes when LCU is human controlled ) A# ?) M7 J. G# I; I3 k: IChanged Defer device upgrade of LCUs with fragments existing; causes errors in devices when swaping to parent or merging with other fragments/parent 5 o4 t" c6 \4 y* e' e
Changed No TF unload if 'do not unload' set regardless of status of ship cargo handling - c1 ]* H6 {* oFixed Empty fragments stopping editor sub-units from recombining作者: 红叶 时间: 2011-3-10 07:50