只更新了EXE程序文件
) M2 s, A% D' o* H4 Q. j* j8 khttp://www.matrixgames.com/forums/tm.asp?m=2729580% N, X; i% w; P! e! C
This is an unofficial "short-term" beta install. ) I/ G; x3 ?& U* N* g7 b
Short-term being the appropriate term as this thread may be removed after a few days.
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" o# v, K4 }% ~0 L y% h0 x' kThis 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. ( A$ ^5 z) c! V2 [
3 T; F+ [5 l6 m S' d6 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. + }6 W" V- ]. {& f" e, d- Q
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Background:
1 c8 r+ u6 W f6 b2 c: HLast month my development PC had a meltdown while I was working on changes since the last released build (02).
+ o: ?5 h8 U, G2 h7 E$ S2 gAs 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 n6 E6 a( D K
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The build works fine on my PC, but then it is also the one that created it. ) r9 c/ v9 a; G% h% [# F
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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Z& J( ?" @) V/ _& }; XAs a result, I need to be 100% convinced that the new code will run on existing installs of AE.
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+ k* m: v: ~0 X- a& ]1 QI 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. - m# E+ L |/ K! f r$ m. z6 X
Load up a save and play a few turns. Let me know if you have any issues with it. 9 p0 k% g& e: ^8 F ^& k
Also, try using tracker to see if the DLL still works. # Y3 K! E0 }% r8 B
1 C+ p2 c B5 J8 b2 w0 AAgain, my warning: 0 e, d& _( }1 z/ b
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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: _ G+ J: G3 [7 l) @5 v0 AHere is a list of the additional changes since 1108c (build 2)
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; T+ n5 A# i3 K5 A[1108c+] " Z# Q2 E, _) ~. k; E4 U2 q0 V
Fixed Rebuilt LCUs tended to use wrong PP cost on the first display, esp component units. 1 |7 A9 I' w/ q' s8 r( `
Revised restore of report files from save
' U% t/ ]. U& I/ M4 QChanged Added group withdraw date to all split sub-groups, not just permanent withdraws
7 ^- w& R7 X6 R- s- Q% _% mFixed 'buy-for-supply' ships remained at 1 day delay
$ M& ^% j9 S5 eFixed Error in Kamikaze determination in Flak Attack
# m9 y% w0 B9 X2 HFixed Kamikaze training not affecting low naval bombing
- b/ Z, m9 Y |: NFixed Transferring pilot to group of different type losing 0-10 points off skills, rather than +/- 5
: L4 N( x! s6 Z% Y3 |1 I5 |Changed Pilot experience hit based on category rather specific air type
0 H* R, B7 g4 p) f, T) M* lChanged Added more off-map checks to better handle the TF's 'Return to ...' buttons
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[1108d] $ ~* l# t$ [% v' m. U
Fixed Removed ships under repair/conversion from AV support total
* X! V1 e1 M0 V# t! F. I, GFixed Ground attacks against land units in friendly base hex could default to 'Commander Discretion'
: N6 g7 n1 n1 k6 x6 ~# ]1 IChanged Re-enabled limited on-map routing for off-map TFs
: M7 H6 m0 }4 IRemoved Disband check for resource/oil that was added earlier as can be worked around
) J, ~9 n6 Q! zFixed Allow float planes to transport troops to coastal bases - allowed selecting but did not always make the move
! W- [; n$ P& x2 HChanged Night missions on list using BLUE rather than BLACK
5 W% q: q- f- s5 n3 XChanged Halved the 5-day resource requirement/stockpile to 2-day. Added earlier in patch to help with resource distribution 5 t% G7 ]8 O' s+ y9 [7 g
, F: m: F9 o4 U v/ W[1108e]
5 `& z3 Y O5 PChanged Arriving LCU units were building more than needed devices if not enough in device pool 1 M0 Y, I1 U0 Y" }% w
Fixed Was returning wrong Allied device to pool on LCU device upgrade
- e. R" Z, T- y) xFixed Tried to align weapon and TOE for units without formal TOE before taking replacements; wrong numbers could be happening
+ D q6 m4 f" P' rChanged Adjusted off-map entry point for way-points
0 r2 b4 ~3 S5 P7 q. b2 u* zFixed Altitude not being changed on some dive bomber attacks in AAA 7 T7 @ i( ]- _
! D. I E( y a$ o! [[1108f] * D: }) J! `5 u* {5 T8 I
Fixed Auto convoy returning resource/oil to home base when not required to
( W8 Y5 m1 A. S6 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
6 b, B+ N3 J& f. OFixed CTD when checking groups on withdrawing ships
3 m" r6 a* W* }& d3 e. u1 DChanged Restored image files for centre windows
; a' W4 O, W9 r' \+ z$ z" KFixed Extend packing time and operMode to combining editor components of parent LCU
o3 U0 P6 E5 s- H" a6 \Changed Vary DL for base created TFs, use same DL for TF split
9 K8 c2 T- H7 \/ v% a3 gFixed Leader of delayed group being re-assigned continually
+ J+ F5 D% Y$ R" `Fixed HQ check so that first HQ is included
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5 w8 G/ ?9 m5 i[1108g] ! g, q& t5 ]5 {
Changed Update device in TOE when changed in order to fix land replacements
9 `' x; N, I5 \) \# ]' XFixed Return cargo for CS or AC not checked if home base and current base are the same 5 u4 h5 ~' f* Y% l
Fixed Force TF to use offmap if incorrectly set due to changes of destination
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# `. K0 W) t" [5 l P9 W[1108h] - x7 F% d% b* X Q/ s# I! l: Q1 C
Fixed Adjust for non-mine device being in special mine slot [#9] for sub minelaying
4 C, Z q' V9 j- CChanged Force ships to arrive at national base if original location is not valid to form TF; stop ships arriving at 'land-locked' base + Q1 ?8 D. s- Z8 C& ?+ i* A, j
Fixed Group leader who is a pilot was losing the link under various conditions. Corrected conditions and added correction code
4 b# ^7 T. |5 u& KChanged Allow 'independent' commands to change without cost to another % G. x% t% G1 X4 s$ B+ p6 |: a/ d G% S
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[1108i] + M& W7 T/ R& F# T# N: o
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.
# M% w0 c+ a" Z4 o4 L* HFixed Japanese production was over-producing upgraded devices for LCUs
% D6 ^$ ^: O6 t4 p$ H. R4 AChanged Ship display of ARD shows lift capacity
2 @- P( s" r; G5 ^" T' I+ \5 yFixed Sub-units not having withdraw delay decremented 0 J5 w( m# X: {" Y- [# m0 ?
Fixed Updated offmap checks for home base , Z, t) x8 [1 J, m8 d3 g* W$ i
7 K8 x7 _. q/ n7 `[1108j] 3 M+ \$ S3 f6 r; p4 d
Fixed Issue with carriers in range code; could cause data corruption " j& o+ c% N) E. S" |: j3 J* E
Fixed Not all TRACOM pilots showed in lists & x1 U5 I5 i( v0 u! ?, I s
Fixed Limit retreat after meeting TF surface combat to actual combat
# ?# i8 i( z: f2 T9 RChanged Removed endurance limit on PTs that limits attacks
3 y4 N2 |# E6 K7 F% rFixed LCU weapons being changed by AI code sometimes when LCU is human controlled
2 c$ @% b9 N, q* z1 u1 F1 X9 BChanged Defer device upgrade of LCUs with fragments existing; causes errors in devices when swaping to parent or merging with other fragments/parent ' C0 O' V1 G# F- }' G- E+ k
Changed No TF unload if 'do not unload' set regardless of status of ship cargo handling
# z% |8 [/ L. s2 ` ?& I- F N: i- FFixed Empty fragments stopping editor sub-units from recombining |