只更新了EXE程序文件- A/ t8 f1 i2 `$ o
http://www.matrixgames.com/forums/tm.asp?m=27295809 l, ]8 R) [2 h4 d6 Z: c
This is an unofficial "short-term" beta install. ( a3 ?8 } E, B; j M! \5 E
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. % s1 W) T/ P1 o$ e6 r% ]
# T' r0 \/ n) J2 _) y) m$ wPLEASE DON'T USE THIS EXE FOR YOUR REAL ON-GOING GAMES AT THE MOMENT PENDING MY FINDINGS ON HOW SUITABLE THE NEW EXE IS. # Q5 g& J* I9 [7 Z
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Background: ) p3 N3 L. \/ O X% z
Last month my development PC had a meltdown while I was working on changes since the last released build (02). 7 r. M& i0 p% l6 P4 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.
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* p; D- j0 F! g' e( [The build works fine on my PC, but then it is also the one that created it. ) O9 u' P& X# A4 t
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 p$ ]8 y, Z0 _: F- Y! s: b/ `
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As a result, I need to be 100% convinced that the new code will run on existing installs of AE. % V% W5 F; A9 d7 L! B
/ @7 b# Y0 c. E, d$ T' I. C' ~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.
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' U4 c5 W: K9 ~' Y& h. O3 Y+ cI 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.
) c: }) t% w* t( i: K% _Load up a save and play a few turns. Let me know if you have any issues with it. " u# m8 w3 q C y
Also, try using tracker to see if the DLL still works. . [! d$ Y7 P8 H% P
5 K C3 o9 l2 E" Q- A& k8 pAgain, my warning: - ^9 P3 W1 i2 Z4 W1 S
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. 2 X/ r* R% Q+ A9 m2 V. @1 N
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Here is a list of the additional changes since 1108c (build 2) , a/ j" L: [7 i ?" W
" j6 C4 w) O+ V" z6 X[1108c+]
! I5 X! q& H* jFixed Rebuilt LCUs tended to use wrong PP cost on the first display, esp component units.
5 p0 B. H' P3 @& G* X) t2 E8 N$ URevised restore of report files from save
* f* g5 M' l# oChanged Added group withdraw date to all split sub-groups, not just permanent withdraws 6 l# L9 \4 ?0 V9 s8 l- U
Fixed 'buy-for-supply' ships remained at 1 day delay # p. t7 ~( v3 |5 l) `
Fixed Error in Kamikaze determination in Flak Attack 8 a; N6 B9 b2 I( O+ ]
Fixed Kamikaze training not affecting low naval bombing
- H; M( T. H, N$ Z% v; N; QFixed Transferring pilot to group of different type losing 0-10 points off skills, rather than +/- 5
* s: @* o. e p/ y' F3 rChanged Pilot experience hit based on category rather specific air type E9 r! C/ O a2 s
Changed Added more off-map checks to better handle the TF's 'Return to ...' buttons 3 @; f3 E* C. h2 e# S, p. R
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[1108d] $ _$ T' a( t# E3 @. P% ?$ M M. X
Fixed Removed ships under repair/conversion from AV support total # T" c) i! q' H0 X
Fixed Ground attacks against land units in friendly base hex could default to 'Commander Discretion'
. N9 i- h5 _! R6 Q" N' |Changed Re-enabled limited on-map routing for off-map TFs 0 O j# D$ Q$ s( K( }7 W
Removed Disband check for resource/oil that was added earlier as can be worked around
6 W2 s v) ?; OFixed Allow float planes to transport troops to coastal bases - allowed selecting but did not always make the move 0 M2 e: X5 W; m# C, n
Changed Night missions on list using BLUE rather than BLACK # S7 b8 ^ _' l& Z% l5 S: \. Z
Changed Halved the 5-day resource requirement/stockpile to 2-day. Added earlier in patch to help with resource distribution 7 Y" p' r( \+ r. x
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[1108e]
( s! T$ s# k, H; f0 cChanged Arriving LCU units were building more than needed devices if not enough in device pool
, k4 F& J& B' U2 Z4 _" `Fixed Was returning wrong Allied device to pool on LCU device upgrade
' S8 l5 x' T& k% E% z; NFixed Tried to align weapon and TOE for units without formal TOE before taking replacements; wrong numbers could be happening
4 R _( f) S+ cChanged Adjusted off-map entry point for way-points
; \' J$ n" K4 |+ |- W7 YFixed Altitude not being changed on some dive bomber attacks in AAA
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[1108f]
8 R' i) y' Y* _$ u2 f8 @Fixed Auto convoy returning resource/oil to home base when not required to
2 E2 R; U3 B% p1 d4 U8 kAdded 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 5 _; x2 k0 {/ `: ?, j0 u9 [" v7 _
Fixed CTD when checking groups on withdrawing ships - c& e. S+ ~; h
Changed Restored image files for centre windows " h7 ? k* G$ |2 L3 f5 T
Fixed Extend packing time and operMode to combining editor components of parent LCU
2 _$ T0 z& x, P% YChanged Vary DL for base created TFs, use same DL for TF split
$ @" f, c; m) D( }* pFixed Leader of delayed group being re-assigned continually
# C: e; y, b7 f% ]Fixed HQ check so that first HQ is included ; S) L, A* j, x& S4 Z5 j
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[1108g]
3 j; d' m, O- o9 e" TChanged Update device in TOE when changed in order to fix land replacements q6 U( a9 ? r
Fixed Return cargo for CS or AC not checked if home base and current base are the same 2 ^$ X3 P2 S+ e) J4 n
Fixed Force TF to use offmap if incorrectly set due to changes of destination
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* L' `( e4 s \, W( a5 E[1108h]
* }% K1 I% z5 \6 x) n% _6 hFixed Adjust for non-mine device being in special mine slot [#9] for sub minelaying
r& [+ |) t) a0 l, ]Changed Force ships to arrive at national base if original location is not valid to form TF; stop ships arriving at 'land-locked' base 9 _( D! n+ M/ A! v/ @7 x
Fixed Group leader who is a pilot was losing the link under various conditions. Corrected conditions and added correction code
H( E( c: n @/ GChanged Allow 'independent' commands to change without cost to another
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[1108i] 7 O0 m) p q7 B! x8 U6 m
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.
& ?( J9 c3 \: G" RFixed Japanese production was over-producing upgraded devices for LCUs
6 C+ D; b! u9 K8 B& t5 U$ yChanged Ship display of ARD shows lift capacity
) k: S9 q4 p; K7 h5 _0 qFixed Sub-units not having withdraw delay decremented
( \2 D& f6 D2 b. d5 DFixed Updated offmap checks for home base
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3 ]; h. p; X) R* a[1108j] + Q6 p4 @& G: R) N; G) B! t
Fixed Issue with carriers in range code; could cause data corruption
% j$ V: v y9 H$ b g; M* jFixed Not all TRACOM pilots showed in lists o, n! U' A( Y+ a9 C( f
Fixed Limit retreat after meeting TF surface combat to actual combat
- q) W' l7 r4 j6 ?& RChanged Removed endurance limit on PTs that limits attacks
( c. ~3 c4 z, E& Z8 l6 R; _Fixed LCU weapons being changed by AI code sometimes when LCU is human controlled
1 ]# b# q9 Q8 K- f% ~Changed Defer device upgrade of LCUs with fragments existing; causes errors in devices when swaping to parent or merging with other fragments/parent
" S) m/ V$ V# q( f# ^9 I! x9 RChanged No TF unload if 'do not unload' set regardless of status of ship cargo handling ( s' B, z9 D" A3 G9 v/ `- m
Fixed Empty fragments stopping editor sub-units from recombining |