只更新了EXE程序文件: ^, x9 c/ a% p3 m2 }4 E" x http://www.matrixgames.com/forums/tm.asp?m=27295800 \: v# [$ x' x This is an unofficial "short-term" beta install. : ? w5 U$ l: } n$ aShort-term being the appropriate term as this thread may be removed after a few days. . V# U) i5 h! ]' J' F- X, N 8 ^# K8 q+ s8 r3 x( m' n- @" [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. 9 o3 A; k" R* u8 n8 N2 c % r$ \5 K% U' jPLEASE 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 ?, c2 a0 X' n" I l3 z m3 L7 X
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Last month my development PC had a meltdown while I was working on changes since the last released build (02). , n2 J1 h5 n8 D& B2 X
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. 4 I6 }7 d: f8 a% \" ]4 M
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The build works fine on my PC, but then it is also the one that created it. ' j w4 F8 N7 F- Q6 ]" @3 Z& H% f
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. C; c7 Q0 [5 |6 q7 ^
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As a result, I need to be 100% convinced that the new code will run on existing installs of AE. 6 o' N# l! z' r6 R: R% O d. y/ h
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. % u" k- L' C9 [! |
( W4 p. Z8 l2 u( M5 h1 v3 m3 oI 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. ; W$ J0 c* H0 B! J: ~. h& @
Load up a save and play a few turns. Let me know if you have any issues with it. : @: m3 W( l& ?' r' w
Also, try using tracker to see if the DLL still works. , Q1 v9 g) J8 q# K: g# ?) R+ C . }- ?; b! C# ~) K/ @8 rAgain, my warning: + S3 G/ q% Z- Y1 {4 N3 M
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. & |; f1 h/ E0 h1 q3 Z- d- l
3 E8 F k ^8 H" k1 y( jHere is a list of the additional changes since 1108c (build 2) 7 q* w' ]* \ b+ V! }( x
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[1108c+] 8 n. M9 n+ s) [$ m% m3 l6 S
Fixed Rebuilt LCUs tended to use wrong PP cost on the first display, esp component units. , k9 o4 D! J( w2 @- s
Revised restore of report files from save 8 `4 }. ]; r/ H7 H+ e1 P
Changed Added group withdraw date to all split sub-groups, not just permanent withdraws . ?. l0 [4 V: z+ Z* R, \" {6 D$ F$ I
Fixed 'buy-for-supply' ships remained at 1 day delay 2 I5 a: m3 N$ z, q7 H
Fixed Error in Kamikaze determination in Flak Attack ]* ?6 X' |8 z; Y& sFixed Kamikaze training not affecting low naval bombing ( @8 L4 J- f' d, R; R
Fixed Transferring pilot to group of different type losing 0-10 points off skills, rather than +/- 5 ) W; G6 [( t5 ZChanged Pilot experience hit based on category rather specific air type - P. K- ?& T+ c& `( n* LChanged Added more off-map checks to better handle the TF's 'Return to ...' buttons / G1 Q' O8 d( X& u# i 1 L2 h+ V8 c- G8 E' v[1108d] 3 }' \4 S4 {% _! Q) A) b1 B# l$ j
Fixed Removed ships under repair/conversion from AV support total * s4 L5 \- e0 D5 ?% G! NFixed Ground attacks against land units in friendly base hex could default to 'Commander Discretion' # v8 U& f: A) M2 `. H5 l6 S9 d
Changed Re-enabled limited on-map routing for off-map TFs 3 _2 o" F7 P7 t( j# R; i) E3 ~3 ^Removed Disband check for resource/oil that was added earlier as can be worked around % a$ j: }% b6 \4 k# F0 p0 j" O5 Z
Fixed Allow float planes to transport troops to coastal bases - allowed selecting but did not always make the move : R8 T( L+ D/ G2 u# W! p7 fChanged Night missions on list using BLUE rather than BLACK ; _% x* x# |. VChanged Halved the 5-day resource requirement/stockpile to 2-day. Added earlier in patch to help with resource distribution 3 {! ~' M$ o( ?. H8 h4 ]
/ E. L) u( D9 }* a* h[1108e] 4 ^) V1 R6 ~; U/ v0 P
Changed Arriving LCU units were building more than needed devices if not enough in device pool ; y& ~' h n2 \: q# C+ X; o7 V# ]Fixed Was returning wrong Allied device to pool on LCU device upgrade # }8 a" }% }7 c* S. q% DFixed Tried to align weapon and TOE for units without formal TOE before taking replacements; wrong numbers could be happening 6 P$ Y$ s' `7 J$ pChanged Adjusted off-map entry point for way-points - S& H5 Y3 k) z/ P3 eFixed Altitude not being changed on some dive bomber attacks in AAA 3 p* }# g9 x4 D
0 k. c z% n# k- p0 y[1108f] " }8 E( p& W% f" a" Y2 d; hFixed Auto convoy returning resource/oil to home base when not required to 8 m7 R, C1 B; z) T" U! Y5 \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 . v( C g2 K- H; E' }: |8 W
Fixed CTD when checking groups on withdrawing ships , p2 D* u7 h O
Changed Restored image files for centre windows # V# S0 u4 b9 R4 q" C
Fixed Extend packing time and operMode to combining editor components of parent LCU 6 s6 h [/ b" {& G% j0 p% o/ ]
Changed Vary DL for base created TFs, use same DL for TF split # k& k) [0 N6 J! U! j+ S& kFixed Leader of delayed group being re-assigned continually 3 x- s$ Y+ c- }$ e/ s$ t9 D5 W
Fixed HQ check so that first HQ is included $ d8 Q9 Y- E% I- w% m . X) n H& B# P9 v7 |# k! p[1108g] 4 ?! w1 a1 C# P4 t% aChanged Update device in TOE when changed in order to fix land replacements ( V9 p/ V7 C! m% u4 T/ l- d9 y
Fixed Return cargo for CS or AC not checked if home base and current base are the same 4 r1 b% ]6 S- V* q& BFixed Force TF to use offmap if incorrectly set due to changes of destination 9 m, g, I9 ]* D z6 d; d7 D* E; g4 Z" g, B ; p7 x! |' [% w[1108h] ) n( i( f8 N" H8 r" @1 cFixed Adjust for non-mine device being in special mine slot [#9] for sub minelaying 5 @& F% W1 J7 A* X- tChanged Force ships to arrive at national base if original location is not valid to form TF; stop ships arriving at 'land-locked' base 1 F; |6 z# Y' Z2 j$ E* OFixed Group leader who is a pilot was losing the link under various conditions. Corrected conditions and added correction code $ N; s+ I- w9 h' k- l! c5 p6 \Changed Allow 'independent' commands to change without cost to another ' K9 U7 V; S: A6 L% F 6 j; M$ Q8 N8 E[1108i] % Q4 q! ?) D. u$ [ S" l- F; q
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. + @ Y9 V, f( s/ S
Fixed Japanese production was over-producing upgraded devices for LCUs . l# d$ y" i7 ?# Q# W* O
Changed Ship display of ARD shows lift capacity . Z* T7 p& r+ _+ a- Z5 f, zFixed Sub-units not having withdraw delay decremented 1 C6 s- c9 ?& F4 h& Z r
Fixed Updated offmap checks for home base 6 c% E- _0 R4 X0 u# z% W ) S8 f! x# B8 x o( @[1108j] , N& m& d9 P8 a8 P, i0 _1 ^
Fixed Issue with carriers in range code; could cause data corruption ' ]0 I# P" g* fFixed Not all TRACOM pilots showed in lists - [* p/ b/ b# d0 u0 Z: g( R8 P7 z2 R
Fixed Limit retreat after meeting TF surface combat to actual combat # T3 n) J: P" r% V
Changed Removed endurance limit on PTs that limits attacks % N/ G) L" T7 ?; u5 R0 PFixed LCU weapons being changed by AI code sometimes when LCU is human controlled ) ]/ }; k' ~% K! x. Q- j( Y- {Changed Defer device upgrade of LCUs with fragments existing; causes errors in devices when swaping to parent or merging with other fragments/parent 7 f8 g) n: U) R% [6 G) X; L" LChanged No TF unload if 'do not unload' set regardless of status of ship cargo handling " V8 h6 \# l, e' Y r
Fixed Empty fragments stopping editor sub-units from recombining作者: 红叶 时间: 2011-3-10 07:50