只更新了EXE程序文件
5 }% Q8 W' @* l, f4 l, r! N, Qhttp://www.matrixgames.com/forums/tm.asp?m=2729580
$ M3 R9 Z2 H' h/ U/ @1 U1 UThis is an unofficial "short-term" beta install.
9 C( e& ?0 M$ b; C/ q0 TShort-term being the appropriate term as this thread may be removed after a few days.
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$ x" c- s! G- @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. 4 S, p, c _# ~
2 U. z" T. l" x( q. aPLEASE DON'T USE THIS EXE FOR YOUR REAL ON-GOING GAMES AT THE MOMENT PENDING MY FINDINGS ON HOW SUITABLE THE NEW EXE IS. 5 O. x4 ~# l z1 u& W
4 g K& t, g% Y/ _+ t+ EBackground:
) v3 Z; Q# q9 g. N. lLast month my development PC had a meltdown while I was working on changes since the last released build (02). # ]: B. s' [9 j! p s. E
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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, s5 z, H& d; { e2 U; c7 P/ XThe build works fine on my PC, but then it is also the one that created it.
7 S; z' B4 V. l. lA 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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As a result, I need to be 100% convinced that the new code will run on existing installs of AE. 7 H# y; S: j2 @/ s; h& f2 k
& D5 Q$ m* K# \8 ^& 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. . N, {- l) H' U0 }: G
, E r1 D5 i6 X# i/ ?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. $ q' V7 x j1 K K. a& o
Load up a save and play a few turns. Let me know if you have any issues with it. 5 X& T% j4 k* G: H+ C
Also, try using tracker to see if the DLL still works.
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Again, my warning:
5 e z# H* N! Z 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. ! L; H4 X3 `4 O- {- H
9 ^- o7 q: D& |4 ^0 zHere is a list of the additional changes since 1108c (build 2)
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[1108c+] - T3 q, p/ P# M3 [+ o* [' o
Fixed Rebuilt LCUs tended to use wrong PP cost on the first display, esp component units.
K( W1 P8 B2 g, i+ qRevised restore of report files from save 2 b9 _( J) n z# o
Changed Added group withdraw date to all split sub-groups, not just permanent withdraws
2 x* ?; e5 j; ^! N" }Fixed 'buy-for-supply' ships remained at 1 day delay / x4 \/ d/ ~9 d U
Fixed Error in Kamikaze determination in Flak Attack 1 V, a; D! }* x$ v( s9 a, E/ U
Fixed Kamikaze training not affecting low naval bombing
. C9 z7 u3 p% m' DFixed Transferring pilot to group of different type losing 0-10 points off skills, rather than +/- 5
( Q: l& w% r# q- n) tChanged Pilot experience hit based on category rather specific air type % d) j5 q9 k+ h! a
Changed Added more off-map checks to better handle the TF's 'Return to ...' buttons
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[1108d]
0 d& h; Y9 I4 \- P; s, G; P: D! C/ zFixed Removed ships under repair/conversion from AV support total
9 ]8 k' x9 q) {3 K, o) NFixed Ground attacks against land units in friendly base hex could default to 'Commander Discretion'
1 l5 V. Y7 ]# {( ^1 Y0 pChanged Re-enabled limited on-map routing for off-map TFs F U' Q/ g# p2 B3 [5 p( I) f2 S
Removed Disband check for resource/oil that was added earlier as can be worked around % I5 g2 U0 Q2 ^
Fixed Allow float planes to transport troops to coastal bases - allowed selecting but did not always make the move 5 u$ ]. A: w8 W5 H5 ^0 |. {
Changed Night missions on list using BLUE rather than BLACK " h6 m2 G9 T. k! V0 K8 z# N
Changed Halved the 5-day resource requirement/stockpile to 2-day. Added earlier in patch to help with resource distribution
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4 _5 I1 `9 l' O8 Q5 ]9 J[1108e] , o5 E7 `6 q0 l- P& |: P7 a; `
Changed Arriving LCU units were building more than needed devices if not enough in device pool
! G& ?+ b" h, v# U& h4 eFixed Was returning wrong Allied device to pool on LCU device upgrade # t! N5 n* ^. _5 m0 j
Fixed Tried to align weapon and TOE for units without formal TOE before taking replacements; wrong numbers could be happening 2 x, C8 w( v' o1 o6 `9 Y
Changed Adjusted off-map entry point for way-points
: F9 g2 p- a4 }4 x2 ?, nFixed Altitude not being changed on some dive bomber attacks in AAA
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2 l9 W& X( R6 D: e. d! p, a[1108f] % l0 z2 |' t8 o& K2 P, D
Fixed Auto convoy returning resource/oil to home base when not required to % y7 K) `" ~+ J- r
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
% Z; |. V/ \+ wFixed CTD when checking groups on withdrawing ships , ]* l3 N/ P5 W$ J; S" H
Changed Restored image files for centre windows # {$ ]3 | n6 I$ I; r v' U) K
Fixed Extend packing time and operMode to combining editor components of parent LCU , n3 V/ m6 c* A) _# V
Changed Vary DL for base created TFs, use same DL for TF split
+ C* b; W. k* q8 h/ |Fixed Leader of delayed group being re-assigned continually % ]# U" Z- ~" z# F5 ~6 u9 b
Fixed HQ check so that first HQ is included 2 u, z8 C3 w& i
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[1108g] 4 Y5 \& I7 p& x5 Z5 j% B9 x
Changed Update device in TOE when changed in order to fix land replacements
; C1 I9 m. H% v1 H+ r( g9 XFixed Return cargo for CS or AC not checked if home base and current base are the same
& \" S4 E) Z v0 ]% k& p! PFixed Force TF to use offmap if incorrectly set due to changes of destination
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& M( {; b/ |2 U4 ^[1108h] 5 N g( z/ d* L; N4 k; ]
Fixed Adjust for non-mine device being in special mine slot [#9] for sub minelaying & Z) S3 T# D- v0 X- S) f* e
Changed Force ships to arrive at national base if original location is not valid to form TF; stop ships arriving at 'land-locked' base
& k1 |/ c, A6 @6 J0 \! ~( c- KFixed Group leader who is a pilot was losing the link under various conditions. Corrected conditions and added correction code
; |2 s( p! T4 I% x4 p$ H# ~6 BChanged Allow 'independent' commands to change without cost to another
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6 _5 E, q: G5 ~! ?, {& h# y[1108i]
; R- c, Y f( s: mFixed 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.
6 a1 t! _' M2 y" O4 yFixed Japanese production was over-producing upgraded devices for LCUs
! Q9 n1 R5 o9 ], r. ]Changed Ship display of ARD shows lift capacity
& @0 w9 v: V0 G' o( ]" a8 M# kFixed Sub-units not having withdraw delay decremented * z: A( h0 \5 }4 L/ v
Fixed Updated offmap checks for home base # }9 ~# Y/ e. F( O, g8 m
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[1108j] + l$ {0 B$ M; M+ J
Fixed Issue with carriers in range code; could cause data corruption
) I, V8 A2 [5 yFixed Not all TRACOM pilots showed in lists ; r5 b, h3 x8 y. O; Y8 V
Fixed Limit retreat after meeting TF surface combat to actual combat 2 v3 g% [7 y' z# Q# [" a# B
Changed Removed endurance limit on PTs that limits attacks
r* @5 r+ D- NFixed LCU weapons being changed by AI code sometimes when LCU is human controlled 1 N/ Z: B/ `9 P& @% ]
Changed Defer device upgrade of LCUs with fragments existing; causes errors in devices when swaping to parent or merging with other fragments/parent
7 c% {2 k) @. f8 TChanged No TF unload if 'do not unload' set regardless of status of ship cargo handling
7 p# p) G' L* }. m1 {Fixed Empty fragments stopping editor sub-units from recombining |