只更新了EXE程序文件
1 t9 B- l2 `& m7 Jhttp://www.matrixgames.com/forums/tm.asp?m=2729580" E4 M) }$ S; I* N
This is an unofficial "short-term" beta install. ) h8 L# u7 P) |+ ?( [! W( x) d0 P
Short-term being the appropriate term as this thread may be removed after a few days. & V! c9 U6 q' Z; b2 b' h* ^+ q
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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.
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4 u8 B" b5 S. |4 BPLEASE 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:
# v% v6 u, A7 L6 X% eLast month my development PC had a meltdown while I was working on changes since the last released build (02). 5 j- \' {/ Z7 S# \5 N' P& I# u" d: W
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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The build works fine on my PC, but then it is also the one that created it.
7 A {/ `( k3 \4 l4 M% F) JA 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. ; M% E" s6 N: S% ?; S) [1 B B+ ^
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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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, F& ^$ p A* M- F6 u4 hI 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.
1 z* \8 R4 I' U/ z: [# e' g& ZLoad up a save and play a few turns. Let me know if you have any issues with it.
3 p" c3 y8 Y' f' z2 OAlso, try using tracker to see if the DLL still works.
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Again, my warning: ' L7 w% q! v5 {# 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 Y3 D4 t y5 @* @% Y
$ p H- f9 z$ k/ r" E- D6 A1 cHere is a list of the additional changes since 1108c (build 2) , |$ m- S5 A! |- }4 {$ v
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[1108c+]
: V5 y' f2 _2 j7 u' |) ^Fixed Rebuilt LCUs tended to use wrong PP cost on the first display, esp component units.
, C. x4 d, Y# y2 j4 p* VRevised restore of report files from save
! G" x5 {, f# T+ \" V5 TChanged Added group withdraw date to all split sub-groups, not just permanent withdraws
" k$ n' `. F% lFixed 'buy-for-supply' ships remained at 1 day delay
$ D7 q$ d2 V3 iFixed Error in Kamikaze determination in Flak Attack 9 {2 C/ n' p( c/ V9 _9 I s
Fixed Kamikaze training not affecting low naval bombing
8 G! ^. Z3 z( z$ p* F: Y# @- k" DFixed Transferring pilot to group of different type losing 0-10 points off skills, rather than +/- 5
- a: |6 s$ `9 U N) B1 w8 dChanged Pilot experience hit based on category rather specific air type
. w, d% d. h8 I7 [# HChanged Added more off-map checks to better handle the TF's 'Return to ...' buttons
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- w( c$ ?9 t: H% K# X4 N[1108d]
- `9 ^# m) q8 d }/ t; s) dFixed Removed ships under repair/conversion from AV support total # ^/ ^/ i- r0 H: B6 D
Fixed Ground attacks against land units in friendly base hex could default to 'Commander Discretion' ; H7 F" A6 Z2 Z' Q5 c
Changed Re-enabled limited on-map routing for off-map TFs
" w# y9 l% f- r' r- U/ GRemoved Disband check for resource/oil that was added earlier as can be worked around
" p& p) J! o3 n4 n4 EFixed Allow float planes to transport troops to coastal bases - allowed selecting but did not always make the move % T( U! [$ l) S, m1 T$ [( d) s
Changed Night missions on list using BLUE rather than BLACK . @& q* |- P. b" }% C V5 S7 i
Changed Halved the 5-day resource requirement/stockpile to 2-day. Added earlier in patch to help with resource distribution
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2 M1 M4 @3 I0 Q% w, Y; f[1108e]
! Z7 N) G/ r4 q2 o0 TChanged Arriving LCU units were building more than needed devices if not enough in device pool
% @* D* r7 x1 N& HFixed Was returning wrong Allied device to pool on LCU device upgrade $ x. v$ `. a8 k5 q1 Z# Y* a
Fixed Tried to align weapon and TOE for units without formal TOE before taking replacements; wrong numbers could be happening 6 q# o% N) r3 p! p" v
Changed Adjusted off-map entry point for way-points
# f. a3 k' j3 w+ M3 a$ i1 _9 VFixed Altitude not being changed on some dive bomber attacks in AAA & Q8 [" k: M9 `8 m n1 R
4 P O G% E6 o6 {7 Q% Z[1108f] 8 U4 p' l/ A9 S1 @3 M
Fixed Auto convoy returning resource/oil to home base when not required to
4 C! ^" }- F! h( BAdded 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
7 \" X5 D8 O6 Q! l) I4 UFixed CTD when checking groups on withdrawing ships
. j6 n* O) r# K- s; V* wChanged Restored image files for centre windows 6 {/ V7 ]1 _8 I
Fixed Extend packing time and operMode to combining editor components of parent LCU + {3 Y* p1 n; Q0 D5 C" q
Changed Vary DL for base created TFs, use same DL for TF split 0 b0 d* o+ |) d2 c
Fixed Leader of delayed group being re-assigned continually 6 P8 c3 i' k0 A
Fixed HQ check so that first HQ is included - D$ n1 X w# m+ e
! h3 V# r7 W; r8 x. E/ p[1108g] 5 }1 Y" ~+ o& @' U- w/ j
Changed Update device in TOE when changed in order to fix land replacements
h/ b/ W$ z0 a- y4 k: rFixed Return cargo for CS or AC not checked if home base and current base are the same
8 k: V; R/ p6 c( z( k, SFixed Force TF to use offmap if incorrectly set due to changes of destination - @; W. K/ N1 F
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[1108h] 7 v# V2 j8 P7 D7 s
Fixed Adjust for non-mine device being in special mine slot [#9] for sub minelaying / h8 H! N, j: E! O, i+ @
Changed Force ships to arrive at national base if original location is not valid to form TF; stop ships arriving at 'land-locked' base
& G) |7 F R" R6 E ?- c( lFixed Group leader who is a pilot was losing the link under various conditions. Corrected conditions and added correction code 4 g1 s% k/ d( g* x2 Y. g$ F
Changed Allow 'independent' commands to change without cost to another
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7 G: j% I: T3 I! y# i/ H& a[1108i]
( s& {9 ~6 F* }& }2 p4 l# pFixed 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. , G1 @) M$ ^0 o
Fixed Japanese production was over-producing upgraded devices for LCUs
8 ?8 J ~# N4 O6 VChanged Ship display of ARD shows lift capacity / a% w' Q9 l9 ^% O6 `
Fixed Sub-units not having withdraw delay decremented
8 q! P$ s5 E4 q# ]1 fFixed Updated offmap checks for home base
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[1108j]
0 h- I2 v; e5 xFixed Issue with carriers in range code; could cause data corruption ! h, t; f5 _0 q: [2 Z2 Z
Fixed Not all TRACOM pilots showed in lists
; a' N( h9 ~. t# j9 F* iFixed Limit retreat after meeting TF surface combat to actual combat
Q; U% H. e3 A0 t( s1 DChanged Removed endurance limit on PTs that limits attacks
$ S4 M; E/ s% y* G) N* zFixed LCU weapons being changed by AI code sometimes when LCU is human controlled
. j+ ?9 J) C6 c w4 kChanged Defer device upgrade of LCUs with fragments existing; causes errors in devices when swaping to parent or merging with other fragments/parent 8 |& v! h/ q8 M2 R; N
Changed No TF unload if 'do not unload' set regardless of status of ship cargo handling ) t; b: y9 w9 J+ b
Fixed Empty fragments stopping editor sub-units from recombining |