只更新了EXE程序文件
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This is an unofficial "short-term" beta install. ) j$ D& @0 j; h7 {6 x
Short-term being the appropriate term as this thread may be removed after a few days. ( W6 V% R1 H( a9 [/ @8 ]& C
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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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! w+ b- B* V. t, KPLEASE 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:
0 @% G8 j* U9 O: K( K' XLast month my development PC had a meltdown while I was working on changes since the last released build (02).
B: ?; N/ _7 g# ^5 H- L% eAs 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. * L# [6 a8 {- S7 U0 a- y
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The build works fine on my PC, but then it is also the one that created it.
" O9 U' ~0 Q3 x0 O/ X0 ]& B* |0 nA 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. + \* v/ b: w1 ^2 g+ G9 H( ?
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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. 8 {4 C: O9 {0 T8 Z/ z
$ e; H0 p9 J7 tI 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.
8 u$ o, P3 a( ~Load up a save and play a few turns. Let me know if you have any issues with it. $ v; d# }. W$ l) x# ]7 F2 U
Also, try using tracker to see if the DLL still works. . m5 v) b7 b9 `# c
7 B1 ?3 _$ |4 o0 w; I3 `Again, my warning:
* m* M2 n7 U- L, TPLEASE DON'T USE THIS EXE FOR YOUR REAL ON-GOING GAMES AT THE MOMENT PENDING MY FINDINGS ON HOW SUITABLE THE NEW EXE IS. ) m/ f! c+ h9 V3 Z$ o8 C
- E( y4 W/ W0 p ~4 m, \" x2 oHere is a list of the additional changes since 1108c (build 2) ( h" q$ ` ^3 q
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[1108c+]
1 y; r8 j. I: t. {4 ~; IFixed Rebuilt LCUs tended to use wrong PP cost on the first display, esp component units. # L8 J8 s0 }3 e
Revised restore of report files from save
* L0 [% M F9 o- H2 n2 a. j* W6 h- A; EChanged Added group withdraw date to all split sub-groups, not just permanent withdraws
. E' q( J+ J. M" [% FFixed 'buy-for-supply' ships remained at 1 day delay
& S8 k' c; f) G" L, [! XFixed Error in Kamikaze determination in Flak Attack , t+ T% e) L* _7 }
Fixed Kamikaze training not affecting low naval bombing : H) X: t0 `$ K: `4 ?" H9 |
Fixed Transferring pilot to group of different type losing 0-10 points off skills, rather than +/- 5
/ j* o: ^3 ?- y% z" CChanged Pilot experience hit based on category rather specific air type
6 c$ M; h: b; W' u1 x$ P; Z& ZChanged Added more off-map checks to better handle the TF's 'Return to ...' buttons ! V; b( c- Z' b- u8 ~
Y: ^, e2 K. Y- c4 [- k; g[1108d] + n4 v1 M4 J& v( n5 t
Fixed Removed ships under repair/conversion from AV support total
5 m% p- p8 b) {1 H+ I1 @Fixed Ground attacks against land units in friendly base hex could default to 'Commander Discretion'
% [! H8 b) y7 I; m4 bChanged Re-enabled limited on-map routing for off-map TFs ! G- F2 j9 e4 N- [
Removed Disband check for resource/oil that was added earlier as can be worked around
5 _6 R6 H- J& r5 q: fFixed Allow float planes to transport troops to coastal bases - allowed selecting but did not always make the move
4 ]6 l9 T# ^9 g6 v4 i: O1 q3 W+ T |Changed Night missions on list using BLUE rather than BLACK ( K+ S; J7 ^: _# _4 n5 p
Changed Halved the 5-day resource requirement/stockpile to 2-day. Added earlier in patch to help with resource distribution ' V7 n6 L8 |% U4 E# f
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[1108e]
& R# G7 P5 @) _* M( nChanged Arriving LCU units were building more than needed devices if not enough in device pool
: H7 n$ `$ W$ g: xFixed Was returning wrong Allied device to pool on LCU device upgrade ' z9 `3 H2 t o: i" l7 q
Fixed Tried to align weapon and TOE for units without formal TOE before taking replacements; wrong numbers could be happening 5 m; b8 C6 U I/ S. J7 ? n' ?
Changed Adjusted off-map entry point for way-points . c, a' |( ?. F5 e2 G# V
Fixed Altitude not being changed on some dive bomber attacks in AAA
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[1108f] ' n0 i4 `2 B& X, D
Fixed Auto convoy returning resource/oil to home base when not required to $ Y6 }6 X$ g5 e5 @9 x
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. U1 B/ l$ F9 Y
Fixed CTD when checking groups on withdrawing ships
. U$ @/ W# \% L( @+ [8 UChanged Restored image files for centre windows
( J! @. D9 a# e wFixed Extend packing time and operMode to combining editor components of parent LCU
1 g7 X0 Q' S' p5 [Changed Vary DL for base created TFs, use same DL for TF split
* ^- c8 B1 H* k& p" qFixed Leader of delayed group being re-assigned continually 8 D/ g* } r0 a- G0 c
Fixed HQ check so that first HQ is included
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5 G& U$ X( B' x[1108g]
. ]3 b; a; P1 }9 i% }! FChanged Update device in TOE when changed in order to fix land replacements
" J9 C8 D1 G* B4 Z. J* F+ n: LFixed Return cargo for CS or AC not checked if home base and current base are the same
A/ o+ q" }4 V `Fixed Force TF to use offmap if incorrectly set due to changes of destination ' [; W4 N5 S! W7 p
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[1108h] 8 L; I0 i; v: u. L
Fixed Adjust for non-mine device being in special mine slot [#9] for sub minelaying 3 s' B' R' L3 l Q9 J. g
Changed Force ships to arrive at national base if original location is not valid to form TF; stop ships arriving at 'land-locked' base
! h) h+ m* r3 F# }1 Y3 ^0 m8 lFixed Group leader who is a pilot was losing the link under various conditions. Corrected conditions and added correction code / @- R8 o) f7 t8 ]
Changed Allow 'independent' commands to change without cost to another
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[1108i]
P8 r" O2 K* l' eFixed 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.
& N. ~. _9 f5 x9 W$ a% R6 ~ ^Fixed Japanese production was over-producing upgraded devices for LCUs
2 Q8 c. `3 c8 {# X! lChanged Ship display of ARD shows lift capacity
9 [: d/ D' l7 e' o. O! @3 f! i8 MFixed Sub-units not having withdraw delay decremented
' u/ i1 i: i1 K5 d* u }+ f2 TFixed Updated offmap checks for home base # U! P5 w$ ~4 H& D H* D
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[1108j] - z/ q( V* J5 `" ?" {6 V) l
Fixed Issue with carriers in range code; could cause data corruption 4 X+ S" ?# F6 p! F. i- ^1 @
Fixed Not all TRACOM pilots showed in lists 5 w( D @; l& K2 O7 o* P* ^
Fixed Limit retreat after meeting TF surface combat to actual combat 2 F& v3 k, `( r0 C
Changed Removed endurance limit on PTs that limits attacks
( Q- Z6 G7 O: t. y" PFixed LCU weapons being changed by AI code sometimes when LCU is human controlled
5 p4 g9 O1 A# q" i4 WChanged Defer device upgrade of LCUs with fragments existing; causes errors in devices when swaping to parent or merging with other fragments/parent / D) t5 @/ O- \- L# e' f
Changed No TF unload if 'do not unload' set regardless of status of ship cargo handling
$ I$ {1 ]" e& \/ K _Fixed Empty fragments stopping editor sub-units from recombining |