只更新了EXE程序文件1 k: z0 ]$ C% Z: w. t' }4 | http://www.matrixgames.com/forums/tm.asp?m=2729580# f6 q( M( ]) d0 w# ^ This is an unofficial "short-term" beta install. 1 k9 C: h0 d& v O1 ^ z& T Short-term being the appropriate term as this thread may be removed after a few days. % p+ i5 q, x! v- K5 D5 s- @. [+ q- E4 n p
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 w+ ?1 T) R2 x* y8 H/ B" x& w+ |9 Y Q$ ?+ n
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. / G& z' P/ O9 ?$ C : X) \8 g* `- o) ^. h, mBackground: ' ^0 \, X4 S. Z qLast month my development PC had a meltdown while I was working on changes since the last released build (02). ; B1 l8 H+ b# u3 K" h* W; M9 ]# qAs 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. ) S7 Y2 p) \* ^6 @3 g1 f8 F, [6 ?) K8 |6 N) j( D/ X4 a) X d7 u: @- N
The build works fine on my PC, but then it is also the one that created it. 7 L4 B/ q$ _/ u9 g2 q+ cA 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 V9 F' f1 O" T% M# l . f P( R6 [0 E& l6 R* [As a result, I need to be 100% convinced that the new code will run on existing installs of AE. 7 k; z* m6 o* y0 \
* D$ f7 [& o$ ^" |1 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. 3 ~9 c% E C; J2 S& R5 g9 q7 Y
- E: ]. s% [( Q! ?- fI 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. : N" V, s5 N1 D$ Z% M2 s; `) L \Load up a save and play a few turns. Let me know if you have any issues with it. 6 s1 p$ \( L4 ]9 M5 R1 P
Also, try using tracker to see if the DLL still works. 5 d/ K% ]8 d- D. F
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Again, my warning: 9 b( e5 |( Q5 {/ B; t, NPLEASE DON'T USE THIS EXE FOR YOUR REAL ON-GOING GAMES AT THE MOMENT PENDING MY FINDINGS ON HOW SUITABLE THE NEW EXE IS. # k- ^( _7 \ b2 {4 {) h7 J: x4 [! A5 Q6 |
Here is a list of the additional changes since 1108c (build 2) / R4 N# P' U+ O2 u
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[1108c+] : Q5 C. W$ O& f0 I3 i8 j2 I
Fixed Rebuilt LCUs tended to use wrong PP cost on the first display, esp component units. 0 }* y) o- E' ~% Z! o
Revised restore of report files from save 8 o- F0 |" {4 `$ o- t+ T2 yChanged Added group withdraw date to all split sub-groups, not just permanent withdraws - x+ m6 t9 r5 I* c. zFixed 'buy-for-supply' ships remained at 1 day delay 0 P3 n h1 I. J B+ K% n* K* fFixed Error in Kamikaze determination in Flak Attack % A2 G3 W: Y9 N4 b# A. _
Fixed Kamikaze training not affecting low naval bombing c% s) W7 E. A1 g( r. g+ T' k
Fixed Transferring pilot to group of different type losing 0-10 points off skills, rather than +/- 5 ( C3 S8 R, z2 h/ e. l) a4 h" V u
Changed Pilot experience hit based on category rather specific air type % `2 ^# e# T2 w6 K* m4 W
Changed Added more off-map checks to better handle the TF's 'Return to ...' buttons / u! D, {7 A6 o9 R
" R2 Q& D7 t# G6 b/ B1 b2 K1 g0 b[1108d] ; h4 Y% T- U" N: k$ }
Fixed Removed ships under repair/conversion from AV support total 3 G# s; G9 j0 p! T, p6 ]
Fixed Ground attacks against land units in friendly base hex could default to 'Commander Discretion' 1 [+ g- u2 s0 A% t& mChanged Re-enabled limited on-map routing for off-map TFs " ?! s% k! O& `6 v1 B
Removed Disband check for resource/oil that was added earlier as can be worked around 0 o L$ M( }, _
Fixed Allow float planes to transport troops to coastal bases - allowed selecting but did not always make the move ; m/ C' I) ]- I6 o% o$ t& r
Changed Night missions on list using BLUE rather than BLACK & `1 [9 J5 M" ^. b8 E MChanged Halved the 5-day resource requirement/stockpile to 2-day. Added earlier in patch to help with resource distribution / L6 g3 q# G6 @' {1 T6 @/ w7 F% a4 t$ Q% w ?/ K
[1108e] $ D& s/ f# L* c0 a$ ~. S- y3 x
Changed Arriving LCU units were building more than needed devices if not enough in device pool 5 W5 s P( \+ ]% m$ P* h8 b5 zFixed Was returning wrong Allied device to pool on LCU device upgrade % k) F- i) }: D4 @; ?! x/ O; vFixed Tried to align weapon and TOE for units without formal TOE before taking replacements; wrong numbers could be happening , E' ]1 k: K+ I9 bChanged Adjusted off-map entry point for way-points ( d3 V6 d) c% f' r" x' ?Fixed Altitude not being changed on some dive bomber attacks in AAA 3 V0 Q) S4 C1 {9 Q: l. c; }- u9 n6 R0 Z
[1108f] / n8 _ a! ~- W* l5 rFixed Auto convoy returning resource/oil to home base when not required to + \" i) Q- F1 o/ q/ ]0 b- ]* g# L( l4 R2 [/ k
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 # r* n, L8 G$ S. F* e8 m: E% }Fixed CTD when checking groups on withdrawing ships 6 o- I: m. h* W# u# g5 c
Changed Restored image files for centre windows / C& i: K$ }! a, C* X+ xFixed Extend packing time and operMode to combining editor components of parent LCU . z& u: m& h1 S! O# `) a+ A
Changed Vary DL for base created TFs, use same DL for TF split * U2 L7 U0 l5 {( j: ?Fixed Leader of delayed group being re-assigned continually ) c. F7 }$ d( m4 J/ n, CFixed HQ check so that first HQ is included 6 P7 k8 X- [/ T: ^/ v: N 5 e3 y) P) J" l4 Z[1108g] + z) g0 D6 c6 \
Changed Update device in TOE when changed in order to fix land replacements ; y4 b( g5 O. f) A9 \% i
Fixed Return cargo for CS or AC not checked if home base and current base are the same / A) F+ c7 _3 V( UFixed Force TF to use offmap if incorrectly set due to changes of destination & g5 H/ `4 a; R0 |! s+ `# H: a 9 Z7 D$ y( q7 o[1108h] 2 M3 ]+ i5 \9 _# eFixed Adjust for non-mine device being in special mine slot [#9] for sub minelaying 4 |& o* q2 j0 ^( K8 vChanged Force ships to arrive at national base if original location is not valid to form TF; stop ships arriving at 'land-locked' base 4 ?2 u8 f2 B/ M! }
Fixed Group leader who is a pilot was losing the link under various conditions. Corrected conditions and added correction code & d- u! B1 n0 v% t
Changed Allow 'independent' commands to change without cost to another 1 m( U- C3 }+ M- A1 Y' N5 X# Y $ q/ B% z& }3 L1 S: X[1108i] - _0 l: l3 c' c! }2 c8 p# F) ]% h! MFixed 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. ( E8 h$ W6 ~+ Y' L
Fixed Japanese production was over-producing upgraded devices for LCUs # s) P* r! z( _0 W$ O' h( i5 r6 @
Changed Ship display of ARD shows lift capacity : f. H# Y$ y. d! r3 r
Fixed Sub-units not having withdraw delay decremented ( R1 R% `6 a7 R7 {0 L# D
Fixed Updated offmap checks for home base ' F2 x7 f# Y% O8 C6 x1 C' M3 `/ q1 J; F
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[1108j] 1 d8 j9 @4 D! ], f- M
Fixed Issue with carriers in range code; could cause data corruption 5 m, Q7 c( d/ l/ m/ G2 @
Fixed Not all TRACOM pilots showed in lists 2 L0 _" N3 S! P% y" eFixed Limit retreat after meeting TF surface combat to actual combat % x6 W/ u7 o( L. S9 g
Changed Removed endurance limit on PTs that limits attacks 1 U! X$ I3 P. Z2 l# o8 yFixed LCU weapons being changed by AI code sometimes when LCU is human controlled 1 U; s" D" u' q% i5 ` @: A, p
Changed Defer device upgrade of LCUs with fragments existing; causes errors in devices when swaping to parent or merging with other fragments/parent * O$ b, A" ^0 z2 {) d- i! H
Changed No TF unload if 'do not unload' set regardless of status of ship cargo handling 8 g6 r) [' J8 x$ pFixed Empty fragments stopping editor sub-units from recombining作者: 红叶 时间: 2011-3-10 07:50