只更新了EXE程序文件. q( O" \; E% t0 j9 F0 F$ U- _
http://www.matrixgames.com/forums/tm.asp?m=2729580
2 `4 p+ l. q8 m* W8 G. x( }, }This is an unofficial "short-term" beta install.
, ]; h) @# k! @6 z& A9 m5 z7 g$ MShort-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. * m$ g' }4 P" A0 @
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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:
5 ~. j4 F8 x! d0 P: s Z# cLast month my development PC had a meltdown while I was working on changes since the last released build (02).
" {; y6 T( Y. [% I3 E7 [9 ]6 HAs 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.
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The build works fine on my PC, but then it is also the one that created it. ! _! w( p, J, j! S. C
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.
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% r+ T1 d* W h+ q8 J' Z" j! iAs a result, I need to be 100% convinced that the new code will run on existing installs of AE.
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! e% |% m$ a# L9 DI 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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' o$ K' s3 B" f+ bI 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. 9 {' Z; _8 y( M% L% g
Load up a save and play a few turns. Let me know if you have any issues with it. % D( ^- N* Z! y( b! }1 G% g
Also, try using tracker to see if the DLL still works. . l2 J9 }1 f& B7 q' P1 S
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Again, my warning:
# X- f( Z5 i! \& mPLEASE DON'T USE THIS EXE FOR YOUR REAL ON-GOING GAMES AT THE MOMENT PENDING MY FINDINGS ON HOW SUITABLE THE NEW EXE IS. 4 i. P% M- E% e' E4 F8 Q' s' b
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Here is a list of the additional changes since 1108c (build 2) & Y; [- U# H$ l- Q4 U. Y5 G
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[1108c+] 8 n/ ^! V } M9 V3 I
Fixed Rebuilt LCUs tended to use wrong PP cost on the first display, esp component units.
+ `& @/ E8 g+ E3 P- D8 w0 K$ ZRevised restore of report files from save . }. t0 x3 z8 T; v) T
Changed Added group withdraw date to all split sub-groups, not just permanent withdraws
) |- u& C2 w' K" W5 h) o" |Fixed 'buy-for-supply' ships remained at 1 day delay
. c+ i4 c0 r( H0 u, OFixed Error in Kamikaze determination in Flak Attack
8 k b9 ?. ^/ u( ]Fixed Kamikaze training not affecting low naval bombing
' P0 f1 F, D% j9 Z' Y7 s+ G8 n# eFixed Transferring pilot to group of different type losing 0-10 points off skills, rather than +/- 5 / r" W; Y/ f b8 O
Changed Pilot experience hit based on category rather specific air type
$ p9 A& I- S9 X' mChanged Added more off-map checks to better handle the TF's 'Return to ...' buttons
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( L7 p) C7 ?5 F! d4 X# n[1108d]
6 L4 M+ K8 o1 o: R, w K4 cFixed Removed ships under repair/conversion from AV support total ) Z0 W T7 v1 Q+ P$ X& R$ X
Fixed Ground attacks against land units in friendly base hex could default to 'Commander Discretion'
, U M: s( \) U, b, `Changed Re-enabled limited on-map routing for off-map TFs
- x4 B- y) `, d/ \8 t& q# _! w$ RRemoved Disband check for resource/oil that was added earlier as can be worked around
, Z6 x$ C4 n1 t4 b' |) Q6 a( IFixed Allow float planes to transport troops to coastal bases - allowed selecting but did not always make the move
9 r7 ?# x+ T9 i6 F+ ~: iChanged Night missions on list using BLUE rather than BLACK 0 o6 ^3 l% H. L7 y# J9 f
Changed Halved the 5-day resource requirement/stockpile to 2-day. Added earlier in patch to help with resource distribution
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/ n4 r" d7 L+ m& V2 q# x) f0 T[1108e]
/ H, y# I# m+ |3 W7 O i: T; C0 rChanged Arriving LCU units were building more than needed devices if not enough in device pool
' S. `/ c. ]( o% \$ |6 G7 KFixed Was returning wrong Allied device to pool on LCU device upgrade
3 N @( P/ w3 d4 X: L- d2 mFixed Tried to align weapon and TOE for units without formal TOE before taking replacements; wrong numbers could be happening ; U4 n6 H( `* K& @
Changed Adjusted off-map entry point for way-points ) J, ]4 V6 m3 ^9 f3 l* s5 S9 G1 J
Fixed Altitude not being changed on some dive bomber attacks in AAA " B# c3 ` K* ^' r
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[1108f] ! L$ f' ]% u% H+ g) f! n" ]
Fixed Auto convoy returning resource/oil to home base when not required to 0 L; k8 s9 E( V4 m4 `8 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
: b% V9 X2 S7 l* {Fixed CTD when checking groups on withdrawing ships % T2 B* u W* a% C# X! z4 Y: `
Changed Restored image files for centre windows
) z% B# m9 [1 f' P# `( m4 ?- w) i! `Fixed Extend packing time and operMode to combining editor components of parent LCU # J2 ~& X7 i( T3 I6 ]
Changed Vary DL for base created TFs, use same DL for TF split & }& C, `) B$ W) t9 `: q
Fixed Leader of delayed group being re-assigned continually
( i( e5 S6 Q' u* \: E) qFixed HQ check so that first HQ is included 3 w/ z. Q, b+ ?: ^2 k6 j
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[1108g]
/ S+ P: z' m% X9 s) {" Q P6 yChanged Update device in TOE when changed in order to fix land replacements 8 S, @7 f! {+ V7 J0 {- w% Q
Fixed Return cargo for CS or AC not checked if home base and current base are the same
$ g! n3 g' m1 e8 s, {; [0 ^' QFixed Force TF to use offmap if incorrectly set due to changes of destination
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/ L8 J6 M" H" e) e8 y' `Fixed Adjust for non-mine device being in special mine slot [#9] for sub minelaying
, X# ]8 E- L7 m0 S: X. Z# Q2 O# v; vChanged Force ships to arrive at national base if original location is not valid to form TF; stop ships arriving at 'land-locked' base
0 C8 ?/ V8 a: XFixed Group leader who is a pilot was losing the link under various conditions. Corrected conditions and added correction code 0 ?& e c) u$ O7 m6 [" V
Changed Allow 'independent' commands to change without cost to another
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[1108i]
8 _$ }/ c' Z' y7 X* t* ~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. ' w( y3 g) A9 @" Z
Fixed Japanese production was over-producing upgraded devices for LCUs
1 `1 @6 C! t1 b! N- C/ l4 Y1 xChanged Ship display of ARD shows lift capacity 8 i0 w* J& e; O' ~
Fixed Sub-units not having withdraw delay decremented 4 t# s- K% i) ^' j) i
Fixed Updated offmap checks for home base 5 r3 }( F5 _8 c7 q4 A: H
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[1108j] ; i* o9 b1 F- u* I/ L1 q$ M+ d/ ]% A
Fixed Issue with carriers in range code; could cause data corruption
U$ h/ S: U* R- n5 n( `/ ^Fixed Not all TRACOM pilots showed in lists & Y3 a3 j+ _7 U, n+ A0 e5 u% h* }2 b
Fixed Limit retreat after meeting TF surface combat to actual combat * R. O: _7 S" C9 D
Changed Removed endurance limit on PTs that limits attacks
/ U( M, K. u. zFixed LCU weapons being changed by AI code sometimes when LCU is human controlled 0 ]: f- s J" E, D& z
Changed Defer device upgrade of LCUs with fragments existing; causes errors in devices when swaping to parent or merging with other fragments/parent 5 N4 x: Y+ Z4 J% Y0 r! s
Changed No TF unload if 'do not unload' set regardless of status of ship cargo handling 6 B; q5 _5 w" x
Fixed Empty fragments stopping editor sub-units from recombining |