只更新了EXE程序文件
5 `- w5 @1 B5 ~http://www.matrixgames.com/forums/tm.asp?m=27295807 C& l& x9 c9 W/ K2 `: I/ q
This is an unofficial "short-term" beta install. * H- I8 l9 S- Q6 G! W, V
Short-term being the appropriate term as this thread may be removed after a few days. & s8 c, i9 i/ w8 A' N. z, o; A
; d6 I. B: C0 ^( i
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. 2 _! W4 Q3 f& T0 y: ]- v
6 J+ z7 b. c9 a: A8 [2 }
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.
9 W2 {/ F$ h# A# Y4 g$ Z0 j# ~" d# }, m& {( q0 w+ M4 d& v
Background: $ h+ D- y+ T) ^; Y
Last month my development PC had a meltdown while I was working on changes since the last released build (02). : L% r7 l. z4 ?- ~. q, E4 x9 N
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. " w8 q0 T$ X8 K$ h5 E
/ c$ q$ t9 ?$ y' GThe build works fine on my PC, but then it is also the one that created it. 3 L& {3 Z0 [7 X
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.
# a5 c( y X6 ]. X" [
3 Y# F y2 O5 _3 `As a result, I need to be 100% convinced that the new code will run on existing installs of AE. , u6 L- H' w6 t- _: \6 @
. c/ I; e. B% k% X
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.
7 ~# H- Z \6 Q! w3 J
5 [1 e- U$ q2 D# |+ sI 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% q9 [1 S1 ~Load up a save and play a few turns. Let me know if you have any issues with it.
1 V* p/ k* E, ZAlso, try using tracker to see if the DLL still works.
( A T8 E1 k* k% {
. X/ g6 ]+ F% X0 G! y1 V4 W) A( UAgain, my warning: & f3 {, p, M2 X$ z8 Q
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.
. ~' e- s: B% e8 D2 @; o7 z' V: B* a7 L
Here is a list of the additional changes since 1108c (build 2) p9 d, O* I+ }4 U
7 p0 `' S: t. ~, ]) W4 o* r- A[1108c+]
; G5 A/ o% v* p) ?2 U4 UFixed Rebuilt LCUs tended to use wrong PP cost on the first display, esp component units. ' {5 d2 ^" |- Y. D) Q, i
Revised restore of report files from save
* u- e' r- E% Y( ]Changed Added group withdraw date to all split sub-groups, not just permanent withdraws / @8 u" a W! J1 K
Fixed 'buy-for-supply' ships remained at 1 day delay ' A2 x$ ]! ]1 |7 }' Z( B& U/ c2 Y
Fixed Error in Kamikaze determination in Flak Attack
, E @+ z: W& M* O7 z5 l' i2 ~Fixed Kamikaze training not affecting low naval bombing 8 V$ r P6 ^8 x
Fixed Transferring pilot to group of different type losing 0-10 points off skills, rather than +/- 5
1 U+ e$ c* \7 M; ~# YChanged Pilot experience hit based on category rather specific air type
( I- B' Q& _/ a. U' O0 A. iChanged Added more off-map checks to better handle the TF's 'Return to ...' buttons , _8 {& J+ u$ H/ W' x. t: u' D
6 ^% O# H: J7 V5 H[1108d] W' {% w9 b" p8 X
Fixed Removed ships under repair/conversion from AV support total
' f5 w. X, t( v/ uFixed Ground attacks against land units in friendly base hex could default to 'Commander Discretion'
9 i# [3 k7 P( p: Z4 W+ xChanged Re-enabled limited on-map routing for off-map TFs ) e. ?8 E( d$ }8 i S7 B" r9 }
Removed Disband check for resource/oil that was added earlier as can be worked around % Q$ C% }( ?) e5 |$ J
Fixed Allow float planes to transport troops to coastal bases - allowed selecting but did not always make the move
: ?6 T+ W5 W+ L$ rChanged Night missions on list using BLUE rather than BLACK
6 e/ r: }% |; u. j3 p: aChanged Halved the 5-day resource requirement/stockpile to 2-day. Added earlier in patch to help with resource distribution
3 r$ B* G4 T: {# ~0 E
5 x" ~6 T$ R% x+ m& _$ v. t[1108e]
3 Y) E* s& f# p7 C2 H; H* PChanged Arriving LCU units were building more than needed devices if not enough in device pool * L* p! m4 `( T
Fixed Was returning wrong Allied device to pool on LCU device upgrade ' @: J0 \% V8 _0 T' C
Fixed Tried to align weapon and TOE for units without formal TOE before taking replacements; wrong numbers could be happening . I4 `/ l4 j6 w
Changed Adjusted off-map entry point for way-points 9 M3 Q3 H8 v) ~+ o) V' T& t
Fixed Altitude not being changed on some dive bomber attacks in AAA
) e7 D# a6 J5 q3 ^' S, l; B4 o2 [# |9 m& Z9 s8 q4 V7 T2 e: j( [
[1108f] 2 B+ A' G% X( z y7 Q6 ~1 d* b
Fixed Auto convoy returning resource/oil to home base when not required to + @1 f2 y, u- `3 g
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
, Q0 Z. e" b( u- C3 i5 i7 PFixed CTD when checking groups on withdrawing ships
2 R: \$ W+ `" P& ]3 M# Y+ PChanged Restored image files for centre windows * N. F( ]- Y8 D" T# ^
Fixed Extend packing time and operMode to combining editor components of parent LCU
6 w( J" Q. o; @, S; T' [Changed Vary DL for base created TFs, use same DL for TF split
: l7 V" _! r7 `2 W: M eFixed Leader of delayed group being re-assigned continually - u0 m3 f2 V" Q/ m* x4 X) B
Fixed HQ check so that first HQ is included * |4 \$ e2 M+ g8 N. D
% G! m+ v# Z+ Z( L
[1108g]
0 K" g R; d' b0 @8 FChanged Update device in TOE when changed in order to fix land replacements
( V. v# D; X: g% S7 _$ G9 \Fixed Return cargo for CS or AC not checked if home base and current base are the same
" z" {0 V* U$ L4 F! `4 j* wFixed Force TF to use offmap if incorrectly set due to changes of destination
. x# e- Y x& V$ B$ ~! ~- k: S& E1 z& w8 `6 ~' T
[1108h]
1 p+ p- ?7 K/ ]7 tFixed Adjust for non-mine device being in special mine slot [#9] for sub minelaying 2 F3 O* H3 y2 R) z
Changed Force ships to arrive at national base if original location is not valid to form TF; stop ships arriving at 'land-locked' base * v7 c# s1 B$ J9 n( T' S+ ?
Fixed Group leader who is a pilot was losing the link under various conditions. Corrected conditions and added correction code
, `. i5 }& H( KChanged Allow 'independent' commands to change without cost to another n& H7 _0 ?! @5 K* U0 C9 \! A
# R$ e) h3 K/ f0 P* c[1108i]
3 E7 _: t5 Z6 R* T" K( p' cFixed 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. . T8 R' u% P* S* O6 ]
Fixed Japanese production was over-producing upgraded devices for LCUs
( |& ?3 H' M" ]0 o. j2 t' J+ |Changed Ship display of ARD shows lift capacity 2 e! t( B4 B Y) c& Y$ ? c* ^
Fixed Sub-units not having withdraw delay decremented
5 F" @& z j2 `$ eFixed Updated offmap checks for home base
$ J/ |1 u5 Z0 F7 o& \8 ~0 _
) z5 W8 `- l3 R/ g[1108j] % [ m( S- D' }( k" t
Fixed Issue with carriers in range code; could cause data corruption ' D9 t- R. j" N
Fixed Not all TRACOM pilots showed in lists
5 I9 P5 \% t9 cFixed Limit retreat after meeting TF surface combat to actual combat
3 M+ ]' R# Z2 s( k4 KChanged Removed endurance limit on PTs that limits attacks $ Q* _9 o8 k" d- ~
Fixed LCU weapons being changed by AI code sometimes when LCU is human controlled
N. z5 J, ^7 v# F* U3 zChanged Defer device upgrade of LCUs with fragments existing; causes errors in devices when swaping to parent or merging with other fragments/parent " g8 ]4 K2 M; G6 W+ z
Changed No TF unload if 'do not unload' set regardless of status of ship cargo handling - n$ V$ a* {& L W
Fixed Empty fragments stopping editor sub-units from recombining |