只更新了EXE程序文件4 |* k& f1 q7 U+ R% o5 ~+ E8 J
http://www.matrixgames.com/forums/tm.asp?m=2729580
/ j* _ M# V2 u# a7 VThis is an unofficial "short-term" beta install. * `2 u8 z- C4 ^( r# C- V) ]
Short-term being the appropriate term as this thread may be removed after a few days. - ~6 W* X, g3 w
6 \( Q$ o3 I1 g; H+ A8 e5 P1 N9 DThis 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.
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, P$ U$ u t8 f. RPLEASE DON'T USE THIS EXE FOR YOUR REAL ON-GOING GAMES AT THE MOMENT PENDING MY FINDINGS ON HOW SUITABLE THE NEW EXE IS.
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Background: {5 p6 j: B* x3 w: ~
Last month my development PC had a meltdown while I was working on changes since the last released build (02).
- Y: s, W! |) v- e4 W! Q( }" 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. + u, J6 E' A r% @$ Q
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The build works fine on my PC, but then it is also the one that created it. * u* B5 T, J! w. R5 |
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. : V4 y9 o% C; W8 o
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As a result, I need to be 100% convinced that the new code will run on existing installs of AE.
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u1 ~: A" ]& I( A* B9 q9 D4 k( {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.
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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. * u! L Z) h, w' x6 l3 \
Load up a save and play a few turns. Let me know if you have any issues with it.
H1 S1 y, N3 I7 @4 J4 `Also, try using tracker to see if the DLL still works. : N0 `* K1 q2 d3 @5 A8 }
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Again, my warning:
+ `% L" l2 o+ sPLEASE DON'T USE THIS EXE FOR YOUR REAL ON-GOING GAMES AT THE MOMENT PENDING MY FINDINGS ON HOW SUITABLE THE NEW EXE IS.
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0 u e8 r3 o QHere is a list of the additional changes since 1108c (build 2) 0 Z7 C: f8 a9 X7 Y( n, ]
$ {- v/ S- H* o1 f+ E[1108c+] ' o6 _. d; j% o" X- ?4 P
Fixed Rebuilt LCUs tended to use wrong PP cost on the first display, esp component units.
; y1 b5 K3 o8 b) _# dRevised restore of report files from save
/ N6 u# F' \" q V" M1 wChanged Added group withdraw date to all split sub-groups, not just permanent withdraws
$ Y; \0 J8 k- g4 [' MFixed 'buy-for-supply' ships remained at 1 day delay
. n. b) k1 X3 T6 G* n% Q4 u' J& AFixed Error in Kamikaze determination in Flak Attack 8 d h" `1 R% x5 i
Fixed Kamikaze training not affecting low naval bombing 9 p/ O6 _8 {$ w# Q5 g' j7 @; c8 r1 ?
Fixed Transferring pilot to group of different type losing 0-10 points off skills, rather than +/- 5 & M( o+ T) Y; B2 H2 q
Changed Pilot experience hit based on category rather specific air type 5 |. E, {4 ~5 e0 ~
Changed Added more off-map checks to better handle the TF's 'Return to ...' buttons . U3 v& N, _4 i& n
' G3 F0 V4 Q$ w/ S) w[1108d] 4 F! ~( T* T, K D& C7 r
Fixed Removed ships under repair/conversion from AV support total . ^( v1 N$ b" v, C: @
Fixed Ground attacks against land units in friendly base hex could default to 'Commander Discretion' 3 k' A2 j4 p# a5 j1 b# C$ C- ~
Changed Re-enabled limited on-map routing for off-map TFs 3 V! o# w/ H( e& A# e2 T
Removed Disband check for resource/oil that was added earlier as can be worked around
$ m; m* _' q. |* C' dFixed Allow float planes to transport troops to coastal bases - allowed selecting but did not always make the move 9 }' E' ] E( N5 M) \2 D+ h
Changed Night missions on list using BLUE rather than BLACK
6 ]# }+ N, @% d% ^Changed Halved the 5-day resource requirement/stockpile to 2-day. Added earlier in patch to help with resource distribution
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[1108e] * E( F6 @. Q) ]) V. o
Changed Arriving LCU units were building more than needed devices if not enough in device pool ; h8 a5 z. r8 X2 v! A# q
Fixed Was returning wrong Allied device to pool on LCU device upgrade - g! ?1 a8 Z& [& V2 ^7 v
Fixed Tried to align weapon and TOE for units without formal TOE before taking replacements; wrong numbers could be happening + z( i+ q4 w& |/ X. t3 Q( ?
Changed Adjusted off-map entry point for way-points
. ]8 O+ H- S& D1 oFixed Altitude not being changed on some dive bomber attacks in AAA
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[1108f] 0 }) p, Q& I, ], q8 y. T% z1 M
Fixed Auto convoy returning resource/oil to home base when not required to ! u* \+ g5 i+ h* Q1 Q' B% T! 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
+ H, Z4 C- V2 h* p/ r- BFixed CTD when checking groups on withdrawing ships 3 i8 s. }6 Q) E$ [
Changed Restored image files for centre windows
7 Z7 A, |" u6 [Fixed Extend packing time and operMode to combining editor components of parent LCU 4 N9 A3 J" @5 m2 D2 m: U
Changed Vary DL for base created TFs, use same DL for TF split
; @8 L' G5 k( R4 f9 T- KFixed Leader of delayed group being re-assigned continually
3 m4 ?, u# |7 F) c+ GFixed HQ check so that first HQ is included
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[1108g] 9 A1 j+ C! N/ { P- p1 \
Changed Update device in TOE when changed in order to fix land replacements
- i$ M+ a' l0 Q4 ^9 y% L. [Fixed Return cargo for CS or AC not checked if home base and current base are the same 9 r" E% P- X' C7 g' h$ `
Fixed Force TF to use offmap if incorrectly set due to changes of destination * Y/ i( Q& T& Y; q' o) h6 |
* }: w; v" [( Z1 d' [4 Z+ E5 R[1108h]
4 `# T$ n4 T8 ]% }Fixed Adjust for non-mine device being in special mine slot [#9] for sub minelaying 3 D" n9 [! Z$ g
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 |( g, _, |5 x, p, e$ e" k
Fixed Group leader who is a pilot was losing the link under various conditions. Corrected conditions and added correction code
$ @/ d& ~9 Z2 ]7 G! V" v) tChanged Allow 'independent' commands to change without cost to another " B6 U5 k& {: O; B
% @7 p. ^9 c% \* G7 w" ~. M4 x[1108i]
1 O( W, D0 x" lFixed 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.
( T' p* r9 Y3 q- b6 IFixed Japanese production was over-producing upgraded devices for LCUs 9 D$ [7 S, O; g5 L9 S) f
Changed Ship display of ARD shows lift capacity 3 j2 m7 E0 c2 g1 ~& i9 j$ M
Fixed Sub-units not having withdraw delay decremented # f3 z! Q- q( e
Fixed Updated offmap checks for home base
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' H- w+ l, G& C' c. a[1108j]
3 Q' E3 g: S. p pFixed Issue with carriers in range code; could cause data corruption 0 z, x2 ?; i' C4 s2 _5 [" F
Fixed Not all TRACOM pilots showed in lists 5 [9 u; l6 l+ F3 _1 t5 n2 d
Fixed Limit retreat after meeting TF surface combat to actual combat a- w* i* H k) _0 q* B
Changed Removed endurance limit on PTs that limits attacks
+ A' n8 [- A2 dFixed LCU weapons being changed by AI code sometimes when LCU is human controlled
3 m- O2 B4 r% H+ ]1 cChanged Defer device upgrade of LCUs with fragments existing; causes errors in devices when swaping to parent or merging with other fragments/parent 4 U ~6 n; Y |1 ~/ I
Changed No TF unload if 'do not unload' set regardless of status of ship cargo handling
7 t; E8 y3 R! U8 v& MFixed Empty fragments stopping editor sub-units from recombining |