只更新了EXE程序文件4 b- ~7 g, x4 J t) n8 @' H
http://www.matrixgames.com/forums/tm.asp?m=2729580& _8 x3 G# q, w2 `' A- F& m; ^/ d
This is an unofficial "short-term" beta install.
- \% N3 \* g' ]; Y3 ?Short-term being the appropriate term as this thread may be removed after a few days.
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1 T8 J) ^8 ~ ]8 QThis 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. + p" q8 p5 R2 Q0 h& N
2 J7 X0 }1 F3 B& j. C1 O2 [3 \5 _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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; K; F$ v. u2 }4 r5 q( rBackground:
- b- n0 H" }% u* V2 @) H$ Q: C9 hLast month my development PC had a meltdown while I was working on changes since the last released build (02).
+ t5 D$ R) K" [+ Y# LAs 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. 7 Q2 P2 R7 ` j' I- a
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The build works fine on my PC, but then it is also the one that created it.
$ ~7 v. n* b! P2 @1 U+ R* w; MA 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. ; n8 Q |1 R6 x* h
% N" g' T, q. f' f" j D6 {As a result, I need to be 100% convinced that the new code will run on existing installs of AE.
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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. ) Z3 q4 \: M- s' |; \; z3 w# \
7 E$ G5 i: T1 a! R# S' _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.
6 I6 y. x5 N0 a4 {Load up a save and play a few turns. Let me know if you have any issues with it.
1 a& }* [9 b3 N# U: A( aAlso, try using tracker to see if the DLL still works. ) q' f) s# X) o
0 ?+ `' x+ w, o& CAgain, my warning:
+ i: `+ L J$ 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. ; _4 @& o( C9 W% V% L. c
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Here is a list of the additional changes since 1108c (build 2) / E) H* b7 f( N
' \- W/ \6 U2 p7 p[1108c+]
7 i, a, y4 [4 ?% Q/ cFixed Rebuilt LCUs tended to use wrong PP cost on the first display, esp component units. ; ~ L/ _* ^& c6 Q& ?
Revised restore of report files from save ; X3 Y# b- D' n$ Q; u) ^4 e4 }/ H7 E
Changed Added group withdraw date to all split sub-groups, not just permanent withdraws
0 t" t4 b; n' \Fixed 'buy-for-supply' ships remained at 1 day delay
8 h1 U1 |7 M) CFixed Error in Kamikaze determination in Flak Attack ! }& H$ z' S( `6 r8 _4 C
Fixed Kamikaze training not affecting low naval bombing
2 f3 Q4 i9 P& e7 SFixed Transferring pilot to group of different type losing 0-10 points off skills, rather than +/- 5 , D$ z# n( F" n% K8 d0 o
Changed Pilot experience hit based on category rather specific air type
# o5 C7 _7 O0 _- o" Y) w6 F# gChanged Added more off-map checks to better handle the TF's 'Return to ...' buttons $ }5 h7 \$ V" x F# M& Y
) o, a0 H$ X/ B[1108d] 0 ]! j7 C8 {, T' R% c. Q0 y
Fixed Removed ships under repair/conversion from AV support total 7 x% `( g& p' K% m2 ~. |0 O
Fixed Ground attacks against land units in friendly base hex could default to 'Commander Discretion' 1 n4 j1 h' j5 z5 j/ b
Changed Re-enabled limited on-map routing for off-map TFs + m2 B- W- F- m- k9 { B
Removed Disband check for resource/oil that was added earlier as can be worked around 1 k) s& ~* T- c% a) R! N* n
Fixed Allow float planes to transport troops to coastal bases - allowed selecting but did not always make the move ! \& f" V0 k# u( K: f7 U$ }1 m: z- k; Z
Changed Night missions on list using BLUE rather than BLACK 4 ^' P# H, m$ J+ E' h4 B+ c
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]
8 G8 ~& l3 A3 x& pChanged Arriving LCU units were building more than needed devices if not enough in device pool
|, z$ G0 Y+ m$ E. P5 SFixed Was returning wrong Allied device to pool on LCU device upgrade
3 g( E& h, f2 B1 pFixed Tried to align weapon and TOE for units without formal TOE before taking replacements; wrong numbers could be happening
( A& V* _3 s5 X0 A* Y- r( uChanged Adjusted off-map entry point for way-points
0 p$ L2 ?7 D; vFixed Altitude not being changed on some dive bomber attacks in AAA / L; a0 V4 w8 A7 L" x
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[1108f] 2 d ^' ]( B5 K1 v
Fixed Auto convoy returning resource/oil to home base when not required to
( i9 a8 e3 n5 ZAdded 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
* t+ p/ C! p" B2 F0 l' zFixed CTD when checking groups on withdrawing ships * P) B, Y! o) `$ F
Changed Restored image files for centre windows
( C6 I- |' P2 [, q0 YFixed Extend packing time and operMode to combining editor components of parent LCU
& R6 o* I+ |7 b8 A( E; oChanged Vary DL for base created TFs, use same DL for TF split
6 I/ T7 d2 h8 D$ {! HFixed Leader of delayed group being re-assigned continually 1 R- S, {% I' s7 ^- R
Fixed HQ check so that first HQ is included + ~* G" }; T, _1 z3 K( Z
; R2 ^1 U- L% w[1108g]
1 U. X) k5 _" ]& yChanged Update device in TOE when changed in order to fix land replacements 8 h7 z6 C; F9 F" w
Fixed Return cargo for CS or AC not checked if home base and current base are the same
: Q: x( {! Z- ~Fixed Force TF to use offmap if incorrectly set due to changes of destination # }% x- ?7 E2 J8 L; F3 r" v, ?
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[1108h] 2 P: ]: y' |4 t% j: \
Fixed Adjust for non-mine device being in special mine slot [#9] for sub minelaying 5 Z% p) x7 }% D- ^ |3 w
Changed Force ships to arrive at national base if original location is not valid to form TF; stop ships arriving at 'land-locked' base ) W, m7 e6 Q8 u" f4 n. \
Fixed Group leader who is a pilot was losing the link under various conditions. Corrected conditions and added correction code
) F6 [2 O1 R* e/ I8 uChanged Allow 'independent' commands to change without cost to another
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4 k# ]: M5 N* U[1108i] & P. a0 e# n" l4 P: u
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.
( D6 P( s! {" h! ^ F7 b) i4 n' xFixed Japanese production was over-producing upgraded devices for LCUs
+ t4 E1 m5 r, |- wChanged Ship display of ARD shows lift capacity ) d B$ }& k: a. Q. B4 A( w* `
Fixed Sub-units not having withdraw delay decremented
% A3 a/ N7 J; o7 t3 S3 sFixed Updated offmap checks for home base
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[1108j]
5 s- s$ l3 M4 m1 ~# iFixed Issue with carriers in range code; could cause data corruption
9 j9 o3 M1 ?- I! GFixed Not all TRACOM pilots showed in lists 6 N. X$ d9 q0 J, N& G
Fixed Limit retreat after meeting TF surface combat to actual combat
) w0 k' \% Y; ]- T1 oChanged Removed endurance limit on PTs that limits attacks
. T. l u! O0 s' z" zFixed LCU weapons being changed by AI code sometimes when LCU is human controlled 7 t% Z" k K! a9 G: V6 j6 V
Changed Defer device upgrade of LCUs with fragments existing; causes errors in devices when swaping to parent or merging with other fragments/parent
5 p! o* d1 f d @- g% hChanged No TF unload if 'do not unload' set regardless of status of ship cargo handling
4 M$ j. c4 x( C3 rFixed Empty fragments stopping editor sub-units from recombining |