只更新了EXE程序文件
. Z& r* Z. X E: Zhttp://www.matrixgames.com/forums/tm.asp?m=2729580: i' g" P) I$ |0 O- f( J
This is an unofficial "short-term" beta install.
( U2 W9 N; b7 G7 l4 yShort-term being the appropriate term as this thread may be removed after a few days. & z& u F5 Q8 i- a
1 s, U- u+ m% f4 P4 a, yThis 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.
9 p) M; J% Q) \; w$ t3 o
! v) I6 c. L6 Z9 H% D7 OPLEASE DON'T USE THIS EXE FOR YOUR REAL ON-GOING GAMES AT THE MOMENT PENDING MY FINDINGS ON HOW SUITABLE THE NEW EXE IS.
; H Z$ ]4 b4 M* F/ {: c% c" [0 x! B8 I# Z" H \9 s
Background:
5 ?6 @1 ]8 N+ A/ P* DLast month my development PC had a meltdown while I was working on changes since the last released build (02). . ^6 _1 X" P/ l- C
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. * }8 f7 d' p1 C" k
+ ^, b- J# S1 O+ k- {
The build works fine on my PC, but then it is also the one that created it.
+ Q9 c: {7 X* ?1 S/ V1 ~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.
1 D( |3 J# D- {
& q% f2 c9 s/ D! `- K4 @As a result, I need to be 100% convinced that the new code will run on existing installs of AE.
% n4 W$ D6 s- ^
: p9 S" G4 E0 l. s; }, fI 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$ y# m3 z$ F. J$ W( X- U0 K# L) g: v* y; l! Y* |3 x6 {7 [$ r
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.
* }8 K8 H5 f+ U: J8 ~2 {, qLoad up a save and play a few turns. Let me know if you have any issues with it. ' D1 x7 d/ @; i8 x
Also, try using tracker to see if the DLL still works.
3 e( ]3 }4 T! _& D! L5 Q; j
3 b+ P C2 A$ z0 R$ ~8 l& AAgain, my warning: . I: ]: U2 L, ~0 c6 f: k: k9 J! O8 Y
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. - Z1 M4 d- j: \. o0 R7 p
+ l* W/ i0 N4 RHere is a list of the additional changes since 1108c (build 2)
7 Q0 F# K# H) ^5 L! e/ w$ l% b+ w! Y
[1108c+]
5 t& y7 U+ k( C! |) IFixed Rebuilt LCUs tended to use wrong PP cost on the first display, esp component units. . X2 b- b5 l. k) f) w6 ^
Revised restore of report files from save " A1 v. X$ g6 o1 H0 P6 R( U$ @6 t
Changed Added group withdraw date to all split sub-groups, not just permanent withdraws 5 k7 b; a3 D7 P; g2 o- a- t! G( F
Fixed 'buy-for-supply' ships remained at 1 day delay 5 j) }0 u% W' R7 U$ `5 |, e
Fixed Error in Kamikaze determination in Flak Attack ! I% Z4 A/ l) S; r4 m
Fixed Kamikaze training not affecting low naval bombing $ o2 z% T* \# M" j: k
Fixed Transferring pilot to group of different type losing 0-10 points off skills, rather than +/- 5
( z! K- T6 g N: KChanged Pilot experience hit based on category rather specific air type # |# t1 ~) \: A2 U6 a& ~
Changed Added more off-map checks to better handle the TF's 'Return to ...' buttons
8 W2 e$ ?+ i6 L4 I
( \9 F4 k7 l1 d[1108d]
, y2 ]! v0 n" e) XFixed Removed ships under repair/conversion from AV support total 6 s2 d1 G$ t3 R/ w
Fixed Ground attacks against land units in friendly base hex could default to 'Commander Discretion' " b B( |# D0 i$ f' q$ D! E
Changed Re-enabled limited on-map routing for off-map TFs 3 ^2 _+ M1 r8 n$ i9 J, c0 M
Removed Disband check for resource/oil that was added earlier as can be worked around
( V; ~% w# h8 Z; O# G) x& N/ QFixed Allow float planes to transport troops to coastal bases - allowed selecting but did not always make the move
. V( Z+ z) o mChanged Night missions on list using BLUE rather than BLACK ' X* ]! x% _% V" s9 {. T; D
Changed Halved the 5-day resource requirement/stockpile to 2-day. Added earlier in patch to help with resource distribution 0 h( _* H4 X- G, T, u. _
0 P8 F! u7 e* }( o6 M# r: L! Z& W
[1108e]
4 Z* G- b+ Y, Q: e2 _/ VChanged Arriving LCU units were building more than needed devices if not enough in device pool 2 j6 P* o2 g- t6 ^7 ]
Fixed Was returning wrong Allied device to pool on LCU device upgrade 5 @9 B1 T; N& M+ J. F
Fixed Tried to align weapon and TOE for units without formal TOE before taking replacements; wrong numbers could be happening ! [/ R( B/ {0 h) d! N
Changed Adjusted off-map entry point for way-points
. V9 d& g3 o3 E! w8 cFixed Altitude not being changed on some dive bomber attacks in AAA
& H2 ~, l% n$ n, Q4 O
2 j2 B/ M O9 x( ]: g3 K% |3 L0 y[1108f] 2 v- ]! J, J8 U" `- G
Fixed Auto convoy returning resource/oil to home base when not required to k. \+ t0 b- {5 @* ^: ]' Q
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
. }* D2 P/ u2 f4 pFixed CTD when checking groups on withdrawing ships 3 P% w( \, e* f! c7 X# w, Q1 e: l
Changed Restored image files for centre windows 6 g6 f' j; y# A; E [8 ^% r; E! P g
Fixed Extend packing time and operMode to combining editor components of parent LCU 3 F) z/ y9 U( w% _
Changed Vary DL for base created TFs, use same DL for TF split , \4 t! w0 F) R/ M/ P2 F+ i
Fixed Leader of delayed group being re-assigned continually + g0 Z- n" C" L$ H8 R. O
Fixed HQ check so that first HQ is included
, s: E* G& I5 J6 t$ o, N, n
+ k) C5 S: T7 G5 d[1108g]
4 e# |0 Z! W* C( N& eChanged Update device in TOE when changed in order to fix land replacements 0 y; o1 D2 n1 _3 c$ e7 l, ^; k
Fixed Return cargo for CS or AC not checked if home base and current base are the same 1 O) ]6 I$ ?; w4 W, a
Fixed Force TF to use offmap if incorrectly set due to changes of destination
* C# H( Z- Y! N: e- S0 S: Y; H
1 f; a' D* S1 t0 l' G5 o* g[1108h] 8 W, Z% i; W( r1 [# l" s _1 \
Fixed Adjust for non-mine device being in special mine slot [#9] for sub minelaying
2 P+ x3 b$ m9 }" _5 S& i9 i( LChanged Force ships to arrive at national base if original location is not valid to form TF; stop ships arriving at 'land-locked' base
6 b; }* C6 p! aFixed Group leader who is a pilot was losing the link under various conditions. Corrected conditions and added correction code 2 _+ K3 q8 P( ^; v6 E/ |
Changed Allow 'independent' commands to change without cost to another {( Q3 s) ?1 j
4 e! F) u$ c: g" r x, \
[1108i] . M9 H2 e. K* C
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. - m2 J' `- x" @# ?+ B
Fixed Japanese production was over-producing upgraded devices for LCUs 5 E V, L; n2 x* l1 F+ ~5 t' s
Changed Ship display of ARD shows lift capacity ' s. T& j# ?# h `2 ?
Fixed Sub-units not having withdraw delay decremented
3 b# }* b6 w, ]$ hFixed Updated offmap checks for home base 9 q4 y" ^" ?. {# `! s5 p% E1 Q
0 W/ Z4 ~+ O3 j$ ~[1108j] 9 O' a# n; O j0 C$ v/ S- Y; J
Fixed Issue with carriers in range code; could cause data corruption
4 u! d4 W) ~+ v, MFixed Not all TRACOM pilots showed in lists & S" U% }2 Q q9 P4 f
Fixed Limit retreat after meeting TF surface combat to actual combat
9 C) |, @: _. }6 {# I; ]Changed Removed endurance limit on PTs that limits attacks . m2 { G9 j+ w- f, Z
Fixed LCU weapons being changed by AI code sometimes when LCU is human controlled - z Y; x2 ^9 q+ M; f* x: {
Changed Defer device upgrade of LCUs with fragments existing; causes errors in devices when swaping to parent or merging with other fragments/parent
: }8 M* X; Q2 U Z+ hChanged No TF unload if 'do not unload' set regardless of status of ship cargo handling
* L7 Z. C& Z, g+ h1 D) T5 IFixed Empty fragments stopping editor sub-units from recombining |