只更新了EXE程序文件 # T& W7 u' b! w3 R' Ghttp://www.matrixgames.com/forums/tm.asp?m=2729580- n% W' J5 R! f, h/ t This is an unofficial "short-term" beta install. , _9 J+ V4 W, f$ C: D$ j$ } Short-term being the appropriate term as this thread may be removed after a few days. & i8 ^# j1 l7 v" K+ l
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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. ' D5 N( M, }5 w5 U3 L 8 O2 i, I3 e, j' O# qPLEASE DON'T USE THIS EXE FOR YOUR REAL ON-GOING GAMES AT THE MOMENT PENDING MY FINDINGS ON HOW SUITABLE THE NEW EXE IS. ( C8 k3 o1 {7 L3 `- A1 P# c. V' r3 G+ j! m* B
Background: 3 G4 w0 h7 ]+ Y0 i( ^$ |/ v7 f5 ~" }
Last month my development PC had a meltdown while I was working on changes since the last released build (02). 7 Z7 G! C5 D2 z$ }: e7 L* H( A: K
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. 6 a$ `2 r# V ]# n/ h0 R' S4 Q- |6 o; e5 `" R4 k0 Y1 O
The build works fine on my PC, but then it is also the one that created it. 5 k F" J$ f# N3 P" p& j
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. 3 t2 \$ |% I( c/ U8 A7 N
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As a result, I need to be 100% convinced that the new code will run on existing installs of AE. 8 N* I; A( ~" l( x3 M
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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. ( x& Q3 ]! V! b% o& l! S; V0 W/ E; T- ]9 |
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. 0 c/ D% b/ Z% H* T8 e
Load up a save and play a few turns. Let me know if you have any issues with it. . D1 A" r3 u D( H$ SAlso, try using tracker to see if the DLL still works. - S% k) I$ A) _( K& h$ v
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Again, my warning: : J4 F7 G& v1 |4 z$ f* |/ z: I& ePLEASE DON'T USE THIS EXE FOR YOUR REAL ON-GOING GAMES AT THE MOMENT PENDING MY FINDINGS ON HOW SUITABLE THE NEW EXE IS. + D7 {5 ?# l+ x& [
" G' R7 |8 i) tHere is a list of the additional changes since 1108c (build 2) . i+ _4 E8 L5 j1 T0 h0 w- o z$ c2 T: V
[1108c+] & l5 ~: s& ]% j4 @7 i! H; wFixed Rebuilt LCUs tended to use wrong PP cost on the first display, esp component units. 9 G: A) a$ j, Y& a v: ?# I
Revised restore of report files from save ! u* ^& F! d0 T6 Z5 w+ V# Z
Changed Added group withdraw date to all split sub-groups, not just permanent withdraws 2 H4 l+ z) u/ k/ x4 c T5 F3 @7 mFixed 'buy-for-supply' ships remained at 1 day delay , a* m& v/ \4 Q& j
Fixed Error in Kamikaze determination in Flak Attack 1 M& {! g4 @( e* h( o
Fixed Kamikaze training not affecting low naval bombing ( ^. Q# u8 L- B6 V4 G* _Fixed Transferring pilot to group of different type losing 0-10 points off skills, rather than +/- 5 ; z8 @0 }4 u/ l! O! G
Changed Pilot experience hit based on category rather specific air type ' z% d9 Z) a9 b/ {; w
Changed Added more off-map checks to better handle the TF's 'Return to ...' buttons , ]5 @ r! }; i- e" u( T7 S2 X9 v' X! Y/ q0 x9 c# J7 y2 w9 A
[1108d] & y6 |$ O6 t6 M b4 M! i
Fixed Removed ships under repair/conversion from AV support total ; y# ]; q) i k5 ~
Fixed Ground attacks against land units in friendly base hex could default to 'Commander Discretion' 6 u6 Y8 e6 b6 P$ x1 t! b/ l
Changed Re-enabled limited on-map routing for off-map TFs 5 A, e) D) W' I: G% P/ {, o
Removed Disband check for resource/oil that was added earlier as can be worked around / _. E8 }# D. { P0 f5 M0 A6 KFixed Allow float planes to transport troops to coastal bases - allowed selecting but did not always make the move ! L3 \$ S9 y; K; K' g; Q7 d: I( m! jChanged Night missions on list using BLUE rather than BLACK - T* s8 ?* S8 @3 a8 a. O$ x
Changed Halved the 5-day resource requirement/stockpile to 2-day. Added earlier in patch to help with resource distribution , b3 p }& Y* C: y* w' k
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[1108e] , {" t! K- `2 Q
Changed Arriving LCU units were building more than needed devices if not enough in device pool & y+ j0 _! h* q7 ZFixed Was returning wrong Allied device to pool on LCU device upgrade ; t! Z& L: R9 m$ Z) c2 c" OFixed Tried to align weapon and TOE for units without formal TOE before taking replacements; wrong numbers could be happening $ m( |8 i' @9 h% w# `6 n
Changed Adjusted off-map entry point for way-points # z2 N: I+ x& I, ^Fixed Altitude not being changed on some dive bomber attacks in AAA $ \% ?/ o2 F% Y, z7 z1 s r
* S+ U/ u% ]& C1 w* q) M[1108f] ; Q9 _5 M! u6 Z0 E6 vFixed Auto convoy returning resource/oil to home base when not required to 8 D- I8 d. \ v9 H
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 + ?+ \+ J6 n& I6 J3 F8 SFixed CTD when checking groups on withdrawing ships , J x% Z8 ?* V s6 u! U: |Changed Restored image files for centre windows ' e2 t7 s% i, _& \Fixed Extend packing time and operMode to combining editor components of parent LCU r& o& {$ N; j3 `5 C# vChanged Vary DL for base created TFs, use same DL for TF split & Z4 t4 G+ G, z2 _ a
Fixed Leader of delayed group being re-assigned continually 3 I# E/ ]7 W! b' [3 P' K6 ]Fixed HQ check so that first HQ is included ! \* B6 H- P0 e2 f+ j3 q5 K9 U% ~
1 s1 }5 I8 A x[1108g] & H6 A+ K7 ^! {, ?- hChanged Update device in TOE when changed in order to fix land replacements $ p/ N4 a8 W* R7 W7 MFixed Return cargo for CS or AC not checked if home base and current base are the same ( C% W* f2 @+ c9 s g% [ u) \& [
Fixed Force TF to use offmap if incorrectly set due to changes of destination 9 e: S) ?# h6 F* s* c $ X4 y3 w0 L- M' A1 m! n2 ^6 B[1108h] 6 ?9 T# _( ~3 L/ R6 g6 |: xFixed Adjust for non-mine device being in special mine slot [#9] for sub minelaying 4 I% ~8 S" K. q1 a. B* t1 G6 y
Changed Force ships to arrive at national base if original location is not valid to form TF; stop ships arriving at 'land-locked' base 4 x1 ^7 _$ Q% ]- x' a8 a) b6 AFixed Group leader who is a pilot was losing the link under various conditions. Corrected conditions and added correction code % @1 r* t2 A' v9 y0 ]: FChanged Allow 'independent' commands to change without cost to another ( X; \( g- y5 A( W& [ r
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[1108i] - I+ J5 `3 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. * E, E9 e6 X, \9 M: n, ?
Fixed Japanese production was over-producing upgraded devices for LCUs " O- v5 N5 D- ?: ~4 l2 g1 s4 M, E
Changed Ship display of ARD shows lift capacity * G- Z; r; }5 ~0 r" |' {, r9 ~
Fixed Sub-units not having withdraw delay decremented % r, d$ ? b& F2 f& W: W. d2 y; b
Fixed Updated offmap checks for home base : J7 q& s! z0 P- ]( t
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[1108j] * u, Q; _& h B" I; H
Fixed Issue with carriers in range code; could cause data corruption 1 S" A* k7 }6 Z2 P# k& X
Fixed Not all TRACOM pilots showed in lists 2 b/ J W0 r J$ _9 g l
Fixed Limit retreat after meeting TF surface combat to actual combat # e+ p! F- D! [2 s% \
Changed Removed endurance limit on PTs that limits attacks + u: r) g- x- M) N+ ?/ kFixed LCU weapons being changed by AI code sometimes when LCU is human controlled ( D2 Q# a( t; F, \; T8 W5 MChanged Defer device upgrade of LCUs with fragments existing; causes errors in devices when swaping to parent or merging with other fragments/parent 0 u7 |# ^9 I, l4 e& s
Changed No TF unload if 'do not unload' set regardless of status of ship cargo handling ! n% _1 c' |1 x4 [: n. Z- ^Fixed Empty fragments stopping editor sub-units from recombining作者: 红叶 时间: 2011-3-10 07:50