只更新了EXE程序文件& r1 k5 v' O2 G1 [& }
http://www.matrixgames.com/forums/tm.asp?m=27295804 J7 K% r1 L8 b8 \
This is an unofficial "short-term" beta install. ! h4 Y% p+ [* C- j6 M) {! F
Short-term being the appropriate term as this thread may be removed after a few days.
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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. 5 F5 x" d( u1 E X/ [# }
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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.
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Background: + f1 L) ^ C9 d4 Z8 N/ e, p; I6 k
Last month my development PC had a meltdown while I was working on changes since the last released build (02). / x/ C0 m o2 n3 x; E6 q
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. 5 s* L9 I: t8 Z9 ^* c1 Y
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The build works fine on my PC, but then it is also the one that created it. ; }2 f$ Z# d& I3 [
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. 8 m' m$ T" w$ R. G
& O8 F, n& n' n- s& ]As a result, I need to be 100% convinced that the new code will run on existing installs of AE. , p( S4 t* X( d# j' J2 X/ C" ~% _
) t! G5 W/ Z3 i: `0 w& I' s" e* TI 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. $ t. w& u/ h8 h! O6 _( A
) N+ O4 Y' m9 A8 W8 G! h* XI 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. - o) }9 m. [1 V* U! W/ y5 F$ L, V# a
Load up a save and play a few turns. Let me know if you have any issues with it.
" X* W- E4 k2 ?% W/ qAlso, try using tracker to see if the DLL still works. , V0 U, @0 O7 W8 H8 ^
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Again, my warning:
; I; G3 F) e# b- v) R; P+ ZPLEASE 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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Here is a list of the additional changes since 1108c (build 2) " P) Y) H5 J- r& [7 N- p
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[1108c+] 2 V8 E% m# Q: p( F9 |
Fixed Rebuilt LCUs tended to use wrong PP cost on the first display, esp component units. " [1 i3 ~* C1 k9 z- E& Y0 z, F. i
Revised restore of report files from save
9 ], r, ?# H' q( c* i" B" sChanged Added group withdraw date to all split sub-groups, not just permanent withdraws ( Y, l/ \: E2 i% o
Fixed 'buy-for-supply' ships remained at 1 day delay
8 I+ b% o+ d$ N! Y& b/ `. c0 eFixed Error in Kamikaze determination in Flak Attack
3 T3 f, x% h$ o4 d9 ? b5 X: s) ?Fixed Kamikaze training not affecting low naval bombing
- [4 ?& ?8 R7 u. p7 qFixed Transferring pilot to group of different type losing 0-10 points off skills, rather than +/- 5 $ T& N& W7 j. |/ T" b: R
Changed Pilot experience hit based on category rather specific air type
! `9 r: r- | P; h+ ^7 ~0 C5 x5 wChanged Added more off-map checks to better handle the TF's 'Return to ...' buttons 6 Z+ O a9 t- K/ x
, m, i: h2 h" x( G[1108d]
' x$ t, c7 t- P, N; c- {) E: |Fixed Removed ships under repair/conversion from AV support total 0 i1 w# D8 H9 T; k% v4 n: G* f" |3 P
Fixed Ground attacks against land units in friendly base hex could default to 'Commander Discretion'
2 | [8 R( ?1 I- `6 R5 @Changed Re-enabled limited on-map routing for off-map TFs
/ K. y' R8 |' m# PRemoved Disband check for resource/oil that was added earlier as can be worked around
; ~; D1 @% a* g, n2 K$ W+ nFixed Allow float planes to transport troops to coastal bases - allowed selecting but did not always make the move 4 ~ w% f6 H8 w4 P% H/ n, L G9 O
Changed Night missions on list using BLUE rather than BLACK
1 ?' I1 R, a0 r* d8 C5 _5 X! G# c7 DChanged Halved the 5-day resource requirement/stockpile to 2-day. Added earlier in patch to help with resource distribution . ~# n: B8 x: O1 `4 e
9 |( e {$ t- ]5 v* s# m5 p, [5 o[1108e] " E6 y, }$ |* x4 B+ ]! ~6 {0 O- Z, `
Changed Arriving LCU units were building more than needed devices if not enough in device pool * i( @3 Y' e9 d% q# y3 M, ^
Fixed Was returning wrong Allied device to pool on LCU device upgrade
/ s1 h* U3 y. |3 k7 G+ pFixed Tried to align weapon and TOE for units without formal TOE before taking replacements; wrong numbers could be happening % u* K; z9 E( q3 f% h$ H
Changed Adjusted off-map entry point for way-points K8 Z& P0 b( g! R( X
Fixed Altitude not being changed on some dive bomber attacks in AAA R9 q h4 Y" y* E# O2 B1 o
) S) M$ o6 Y' t8 x; y[1108f] ' F5 p7 B% z- }+ u0 w
Fixed Auto convoy returning resource/oil to home base when not required to & N6 |- [; h; x- n/ q( m
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
8 M1 C+ h5 ~) P+ f$ ?Fixed CTD when checking groups on withdrawing ships : u$ \3 f0 I. _4 s2 d3 o. O
Changed Restored image files for centre windows 1 V( u3 g" ? K1 x. P2 W5 F& b
Fixed Extend packing time and operMode to combining editor components of parent LCU
4 \5 Q4 p- a" ZChanged Vary DL for base created TFs, use same DL for TF split
( J+ M1 i' t0 e: w5 E. GFixed Leader of delayed group being re-assigned continually
- D0 O4 U6 Y9 u2 g k" mFixed HQ check so that first HQ is included 7 z" C& D: d: }8 Q- z8 B. Q$ X
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[1108g] 7 F" Q/ ]7 W& ~3 L0 @9 [1 h
Changed Update device in TOE when changed in order to fix land replacements
9 V* b4 G+ K, a; ~7 V6 BFixed Return cargo for CS or AC not checked if home base and current base are the same 3 D+ E; u& A* {+ J8 f
Fixed Force TF to use offmap if incorrectly set due to changes of destination
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[1108h] 6 y1 x$ R# R' u1 f
Fixed Adjust for non-mine device being in special mine slot [#9] for sub minelaying 2 p0 K$ r5 B4 \0 h- I! h4 N5 a' Q9 U
Changed Force ships to arrive at national base if original location is not valid to form TF; stop ships arriving at 'land-locked' base
/ [2 f/ W: y" c% o' ?2 }3 iFixed Group leader who is a pilot was losing the link under various conditions. Corrected conditions and added correction code
, x4 O7 e) F# a( z$ n/ K& [Changed Allow 'independent' commands to change without cost to another
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[1108i]
6 L& Q9 z6 A) k c3 ?& [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. , X2 a4 s( R/ e" t# s6 J% F! n5 X
Fixed Japanese production was over-producing upgraded devices for LCUs ! _9 F' g# U5 z: D" v ~# _
Changed Ship display of ARD shows lift capacity
. M! G/ F1 {, w: aFixed Sub-units not having withdraw delay decremented
2 o. k' r& m" H. |- s3 c5 }" NFixed Updated offmap checks for home base - }" M" E: \+ l, L( d& V z
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[1108j] , ?5 X( A& q6 H& Z& m/ ^
Fixed Issue with carriers in range code; could cause data corruption . |" F% |* S0 l {
Fixed Not all TRACOM pilots showed in lists " u r) G3 Q3 x5 @. K2 B
Fixed Limit retreat after meeting TF surface combat to actual combat
3 U' m1 w+ Q. R& w x/ J% nChanged Removed endurance limit on PTs that limits attacks 8 G5 G5 E7 T7 B! G; p
Fixed LCU weapons being changed by AI code sometimes when LCU is human controlled . H' h8 i' G6 k, _5 ]0 E Z
Changed Defer device upgrade of LCUs with fragments existing; causes errors in devices when swaping to parent or merging with other fragments/parent ! [$ r5 X/ t+ ~4 U- p. G
Changed No TF unload if 'do not unload' set regardless of status of ship cargo handling ) p: l( I) @/ T: T4 N
Fixed Empty fragments stopping editor sub-units from recombining |