只更新了EXE程序文件' h$ |) \9 w+ w- j" D5 T5 w
http://www.matrixgames.com/forums/tm.asp?m=2729580
, m' }3 s" T% q- e; e, W5 ^: b. ?This is an unofficial "short-term" beta install. % o3 s8 n2 X- h# |
Short-term being the appropriate term as this thread may be removed after a few days.
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0 E) d" a; q; e$ q3 s# SThis 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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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. 5 S. o9 T, Y2 M' {+ u* L* N5 ?
% O# h( Y) i( C/ k0 aBackground: 5 r* F" e, E% q4 h8 O
Last month my development PC had a meltdown while I was working on changes since the last released build (02).
/ S4 d( A. t6 cAs 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. / Y% [5 w' g+ d: ~* P, D
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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1 }- f O' j" F" sAs a result, I need to be 100% convinced that the new code will run on existing installs of AE.
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5 U2 J0 C+ H5 B8 @( R$ a* g% sI 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. 4 `- S( `7 t% V! a' @( K/ u# t
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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. Q9 E7 s) s7 o+ h5 u- C9 d! n9 Z
Load up a save and play a few turns. Let me know if you have any issues with it. ' y/ K! f- u9 p6 s6 `
Also, try using tracker to see if the DLL still works.
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4 {# Y# B+ M$ i$ K" w5 g7 hAgain, my warning: - |( Q, o7 o: Z: D
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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`- s/ `( d; U: nHere is a list of the additional changes since 1108c (build 2)
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[1108c+] ! F/ d3 L4 h, a, K7 x
Fixed Rebuilt LCUs tended to use wrong PP cost on the first display, esp component units. % A1 K% R& @ W+ v1 \
Revised restore of report files from save
4 R' l5 Z U* y7 U: ~" MChanged Added group withdraw date to all split sub-groups, not just permanent withdraws $ S# Y% j! W5 I9 o7 M
Fixed 'buy-for-supply' ships remained at 1 day delay
: E2 W& p9 W4 b7 `/ b: [3 _Fixed Error in Kamikaze determination in Flak Attack 8 D; J) h# K2 N
Fixed Kamikaze training not affecting low naval bombing
: E9 q1 G# W5 j6 d: O1 _Fixed Transferring pilot to group of different type losing 0-10 points off skills, rather than +/- 5 n) m0 `2 H& z3 w) k
Changed Pilot experience hit based on category rather specific air type
( Y* y @% I* dChanged Added more off-map checks to better handle the TF's 'Return to ...' buttons ( T7 o" l1 X' d" F2 a
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[1108d]
- V1 L3 |: D$ [+ N0 RFixed Removed ships under repair/conversion from AV support total * |) m5 h7 e6 ]5 L5 X) p% [
Fixed Ground attacks against land units in friendly base hex could default to 'Commander Discretion'
* _ S5 S0 z( E# yChanged Re-enabled limited on-map routing for off-map TFs ; E& K4 E- R) R! }8 f' A
Removed Disband check for resource/oil that was added earlier as can be worked around 4 x7 y/ s4 E+ @# ?3 v7 f
Fixed Allow float planes to transport troops to coastal bases - allowed selecting but did not always make the move
; w* R( @6 K9 F) \4 \ |Changed Night missions on list using BLUE rather than BLACK ! D7 {. m1 J. v* k; A
Changed Halved the 5-day resource requirement/stockpile to 2-day. Added earlier in patch to help with resource distribution
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[1108e]
- X* ~+ @ Z9 ?# ]7 GChanged Arriving LCU units were building more than needed devices if not enough in device pool , r' m; w* |- R0 u( Q* }- P4 `
Fixed Was returning wrong Allied device to pool on LCU device upgrade ' _, J9 p5 \8 D1 A# U+ q( N& R( d
Fixed Tried to align weapon and TOE for units without formal TOE before taking replacements; wrong numbers could be happening
$ t! y3 r3 z. u4 k# V4 aChanged Adjusted off-map entry point for way-points
' J! V" k W- SFixed Altitude not being changed on some dive bomber attacks in AAA / h; ]' u& Y" _6 i0 N/ v' w
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[1108f]
* |! {/ P( E8 }3 F' NFixed Auto convoy returning resource/oil to home base when not required to
# Y7 m; h3 j5 |& w5 r' a# LAdded 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
2 T( g+ S# h7 M* V* c, UFixed CTD when checking groups on withdrawing ships % |$ }' r9 O E3 x' E6 P! H; d% G
Changed Restored image files for centre windows + D3 e" i2 ^9 h' {6 k" a8 p
Fixed Extend packing time and operMode to combining editor components of parent LCU
6 v9 T1 O2 G7 a- S5 `2 }0 b% EChanged Vary DL for base created TFs, use same DL for TF split / m. a- l$ _" |( I# I6 ^! u
Fixed Leader of delayed group being re-assigned continually 2 e$ y3 |, S0 T' Q/ H
Fixed HQ check so that first HQ is included
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[1108g] 6 |) Z w( M0 B. ~# `1 f0 z
Changed Update device in TOE when changed in order to fix land replacements
" h4 L. {3 X" X8 {/ V. vFixed Return cargo for CS or AC not checked if home base and current base are the same ' }5 S* g% P* z$ L" h
Fixed Force TF to use offmap if incorrectly set due to changes of destination ' w9 `: s: j7 R. Q# F
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[1108h] ( k& o! {& t; U5 J) K' Y- h
Fixed Adjust for non-mine device being in special mine slot [#9] for sub minelaying
. R; i1 m& \3 g) K5 QChanged Force ships to arrive at national base if original location is not valid to form TF; stop ships arriving at 'land-locked' base 7 l% m; ~+ O# s3 ]1 o- P5 O) w
Fixed Group leader who is a pilot was losing the link under various conditions. Corrected conditions and added correction code 8 g; d# _' J/ b& h( x2 E: U. C* K; D
Changed Allow 'independent' commands to change without cost to another : J9 l- `1 m' g2 {; s, r% ?+ y
" R/ W8 c8 k2 p: R# r* N" y5 Z2 i[1108i] 3 h- T: l" m0 B6 z; G
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. ; X* c8 m' Q4 ?9 v3 ^' c' x
Fixed Japanese production was over-producing upgraded devices for LCUs
# j2 Q* Y4 V9 y3 W* Z7 fChanged Ship display of ARD shows lift capacity - A+ c7 J6 h' _9 @( k$ d
Fixed Sub-units not having withdraw delay decremented
" ~( Y2 p0 G! F! W' V3 kFixed Updated offmap checks for home base
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[1108j] ! S: {; P$ w4 n) i% J( g
Fixed Issue with carriers in range code; could cause data corruption
0 o5 q& E0 R9 H# PFixed Not all TRACOM pilots showed in lists
: S& J9 C2 q6 b6 dFixed Limit retreat after meeting TF surface combat to actual combat
S1 J+ }( s0 UChanged Removed endurance limit on PTs that limits attacks , C0 ?+ u9 k9 y# \3 A
Fixed LCU weapons being changed by AI code sometimes when LCU is human controlled
6 k4 c) V! ^6 k0 V" X& j( a' |$ y: g! KChanged Defer device upgrade of LCUs with fragments existing; causes errors in devices when swaping to parent or merging with other fragments/parent 2 d" G0 x: V T7 r2 V4 r( F
Changed No TF unload if 'do not unload' set regardless of status of ship cargo handling 0 ^) g& q( n( Q8 `7 h
Fixed Empty fragments stopping editor sub-units from recombining |