只更新了EXE程序文件
1 _5 k8 l M" @+ u5 w, d: N5 h) khttp://www.matrixgames.com/forums/tm.asp?m=27295804 p9 z( A- C) u2 W, Y
This is an unofficial "short-term" beta install.
; X( A2 m( u* X, b4 m; ~, |Short-term being the appropriate term as this thread may be removed after a few days.
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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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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. ' w( v/ \1 _& l$ q: ~
; W2 p- g5 p2 FBackground:
+ I: ^& `% e+ CLast month my development PC had a meltdown while I was working on changes since the last released build (02). - G( M( K, L' }% F
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. $ ?6 ]- }1 p; f0 L" l5 {
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. : j2 Y5 r" N% |" o y
( ]: P5 ~7 P, kAs a result, I need to be 100% convinced that the new code will run on existing installs of AE.
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5 G; I2 K+ q$ UI 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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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.
0 i' B! t' d( J S2 z, E7 `Load up a save and play a few turns. Let me know if you have any issues with it. ( J/ N$ r# d6 d% v I" x4 v% H
Also, try using tracker to see if the DLL still works.
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6 N: E! i" k* g3 @5 B. q- aAgain, my warning:
) z H/ ]* |2 ZPLEASE DON'T USE THIS EXE FOR YOUR REAL ON-GOING GAMES AT THE MOMENT PENDING MY FINDINGS ON HOW SUITABLE THE NEW EXE IS. ( ~* x8 N9 F# t
- X- d4 B& I/ B/ B7 N9 K0 Q, VHere is a list of the additional changes since 1108c (build 2) 1 c3 c- o/ h; ?3 ?" S1 _# h
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[1108c+]
' U$ a3 z8 ?) uFixed Rebuilt LCUs tended to use wrong PP cost on the first display, esp component units.
# J+ I* n+ n9 s6 G5 s$ qRevised restore of report files from save 5 ]: N! r9 j+ P, G/ _. O6 R
Changed Added group withdraw date to all split sub-groups, not just permanent withdraws * ^! I# @/ U$ h5 i3 t( i5 Z- a0 r
Fixed 'buy-for-supply' ships remained at 1 day delay
' U8 t/ B% U& xFixed Error in Kamikaze determination in Flak Attack . |/ E. n) _, n8 D. b) i
Fixed Kamikaze training not affecting low naval bombing ' O; R, C$ D* c5 J3 }/ y
Fixed Transferring pilot to group of different type losing 0-10 points off skills, rather than +/- 5
; b1 |9 N# e1 gChanged Pilot experience hit based on category rather specific air type 8 s# K) {4 \8 }3 G0 I4 b# p
Changed Added more off-map checks to better handle the TF's 'Return to ...' buttons
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5 o* |5 N, B1 [' R J2 B[1108d] ) E7 f" f% W d3 H, j( x2 \: L
Fixed Removed ships under repair/conversion from AV support total
: I" f9 p! S- Q3 W. \/ SFixed Ground attacks against land units in friendly base hex could default to 'Commander Discretion'
# Q+ m: h0 B( @* S9 a0 kChanged Re-enabled limited on-map routing for off-map TFs
& l r* a! e4 M$ wRemoved Disband check for resource/oil that was added earlier as can be worked around 7 i9 F0 I6 c; d$ w- n/ E
Fixed Allow float planes to transport troops to coastal bases - allowed selecting but did not always make the move . C; e* [. w" x* ~9 t6 e/ C# t$ r. P
Changed Night missions on list using BLUE rather than BLACK
9 Q* N" n: L, ^+ sChanged Halved the 5-day resource requirement/stockpile to 2-day. Added earlier in patch to help with resource distribution 2 V; h6 M. `8 ^. k8 \0 x0 U
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[1108e]
# F4 |$ b4 K" y8 B- x8 NChanged Arriving LCU units were building more than needed devices if not enough in device pool 9 o4 G- ~5 X0 @7 v
Fixed Was returning wrong Allied device to pool on LCU device upgrade , S8 s0 U0 i6 o) e4 f! k
Fixed Tried to align weapon and TOE for units without formal TOE before taking replacements; wrong numbers could be happening
3 F( f$ d8 j; L' r# v; NChanged Adjusted off-map entry point for way-points
; b2 f1 e0 j' _& |' F; dFixed Altitude not being changed on some dive bomber attacks in AAA - C: {. E0 T! |' C2 `. V
& H, C Z1 l2 ]9 @! o[1108f]
( T" L4 G- d: n3 e9 |% o" |Fixed Auto convoy returning resource/oil to home base when not required to ' O) O. Q( {5 d& M9 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 3 `* V% V/ g' G2 M, t2 y5 f
Fixed CTD when checking groups on withdrawing ships
S1 ~: e$ Q2 ~! qChanged Restored image files for centre windows
7 I8 p, z, t' [* ]4 yFixed Extend packing time and operMode to combining editor components of parent LCU
( c4 \! o3 f9 y1 Y+ j, H4 o @Changed Vary DL for base created TFs, use same DL for TF split
1 e. F, A/ w" MFixed Leader of delayed group being re-assigned continually $ q* c" {" U" v& O$ H6 B/ T
Fixed HQ check so that first HQ is included
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[1108g]
p4 h# b- M3 D5 v& FChanged Update device in TOE when changed in order to fix land replacements
9 a$ @- ?) H; U; TFixed Return cargo for CS or AC not checked if home base and current base are the same 0 W2 c" Y* \* {' R' C' h4 t) S
Fixed Force TF to use offmap if incorrectly set due to changes of destination ! t2 V/ C/ B2 D
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[1108h]
8 ]/ h! t8 y8 AFixed Adjust for non-mine device being in special mine slot [#9] for sub minelaying
) U. E3 k1 t! gChanged Force ships to arrive at national base if original location is not valid to form TF; stop ships arriving at 'land-locked' base
; Z$ j5 I& i8 b6 x: UFixed Group leader who is a pilot was losing the link under various conditions. Corrected conditions and added correction code " t' [2 ?) Q3 ^; H* q
Changed Allow 'independent' commands to change without cost to another 5 D" I: q: e6 j: @1 V2 M
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[1108i] * F0 w$ F1 m! D, b/ c' ]
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.
6 R6 H+ T# U( B+ d0 sFixed Japanese production was over-producing upgraded devices for LCUs ' e2 Y# X, S8 b P
Changed Ship display of ARD shows lift capacity 2 |8 |2 e- ?" i& I& [+ [0 ^: o
Fixed Sub-units not having withdraw delay decremented 1 W! {3 T! L* N0 {; d6 C' n
Fixed Updated offmap checks for home base ; k, X+ V' ?* v% S) C$ E2 L( G
7 v* Q( d6 H6 v/ V9 ^$ E; f$ S[1108j]
" ?% K: O6 U9 b' I0 iFixed Issue with carriers in range code; could cause data corruption
; m( l4 A& M' r' L" ]# hFixed Not all TRACOM pilots showed in lists
3 W: \5 i7 L9 x+ I$ P- QFixed Limit retreat after meeting TF surface combat to actual combat
4 p1 d4 S' y- y( N* m* OChanged Removed endurance limit on PTs that limits attacks / a' L, k g, B; [; ?( j [, j2 d% s
Fixed LCU weapons being changed by AI code sometimes when LCU is human controlled $ m( l4 |7 I2 H# H) P
Changed Defer device upgrade of LCUs with fragments existing; causes errors in devices when swaping to parent or merging with other fragments/parent * Y- @2 F7 N, Q3 o$ N
Changed No TF unload if 'do not unload' set regardless of status of ship cargo handling
+ d7 t5 E; m/ _! TFixed Empty fragments stopping editor sub-units from recombining |