只更新了EXE程序文件: ^3 f# U/ A; S* U8 m& N
http://www.matrixgames.com/forums/tm.asp?m=2729580
* f* Q' S& I1 W, Q2 A/ G, G( E8 NThis is an unofficial "short-term" beta install.
6 i3 ]7 c- H" @6 W+ VShort-term being the appropriate term as this thread may be removed after a few days. 0 A& m( }& l. q( q; t* K+ p
$ V; C. `0 m! a! tThis 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.
5 W- P5 D- J' N8 `+ _0 F3 N! n
2 \1 w" a s4 g" @3 d/ iPLEASE 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/ F6 c( c8 P! o
9 G T' e3 ?1 j9 N5 Z4 X4 U, ?
Background:
% |* R( w2 C$ ?2 S1 H vLast month my development PC had a meltdown while I was working on changes since the last released build (02).
c$ s4 C( s$ G' 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. 3 }1 O. g9 @2 ~ m7 }
! ]2 z; _' V* a* I1 v! A9 B" c: C
The build works fine on my PC, but then it is also the one that created it. . ^. y- f( |- j, A- Z1 t
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.
* Q5 ^. c6 E6 _( A+ l7 f! K4 G; I: v
As a result, I need to be 100% convinced that the new code will run on existing installs of AE.
9 E# b' e7 b) ?4 M6 D9 q2 k
% Q& b' _: I; Q$ P4 R4 EI 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.
0 Q$ H! p% r* n0 y4 G
3 Y; V1 g% e" }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.
2 p4 T5 ]* n+ o, J! YLoad up a save and play a few turns. Let me know if you have any issues with it.
( Q' q$ t* Y# c. a1 y' \4 mAlso, try using tracker to see if the DLL still works. 6 ?9 f; o1 w1 H6 ~* ~. `
9 U# Q" R4 E5 N1 z6 Q0 pAgain, my warning: + u: f0 a" }* 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. 0 L/ A+ ^: \/ e
+ F0 z& C+ [8 H0 A
Here is a list of the additional changes since 1108c (build 2)
' Q0 e: K' e5 [- q3 ~1 D: E! X' g% j! |3 J- G- }7 e
[1108c+]
- }, c, }) q. p; L. U K9 ~Fixed Rebuilt LCUs tended to use wrong PP cost on the first display, esp component units.
) w' k8 u" h. A ~6 p( hRevised restore of report files from save
, g7 E* [ s! C/ q" \1 qChanged Added group withdraw date to all split sub-groups, not just permanent withdraws
, n7 ]+ D9 v c8 h; f" z; iFixed 'buy-for-supply' ships remained at 1 day delay
6 n4 R% N! w, K8 ~" a, B- N9 T, \; eFixed Error in Kamikaze determination in Flak Attack ' Q% [* H( b6 w6 }" p: p
Fixed Kamikaze training not affecting low naval bombing & p/ B7 K9 c8 L* x b2 s0 r/ f
Fixed Transferring pilot to group of different type losing 0-10 points off skills, rather than +/- 5 & V% e3 u) N/ J
Changed Pilot experience hit based on category rather specific air type 2 {8 o4 m; _0 J6 r- N
Changed Added more off-map checks to better handle the TF's 'Return to ...' buttons
1 L- |" l/ W2 }* n7 ?9 e* P# _" W I7 C+ I
[1108d] 7 `& ` | p6 J" V$ o- x! c& r
Fixed Removed ships under repair/conversion from AV support total
4 z. K- a- H; s; k xFixed Ground attacks against land units in friendly base hex could default to 'Commander Discretion' 8 j; b6 }; t4 j
Changed Re-enabled limited on-map routing for off-map TFs 6 n+ ?; O; _1 u6 y" J) G3 `
Removed Disband check for resource/oil that was added earlier as can be worked around
$ r- r Y. }0 ^) N2 |& CFixed Allow float planes to transport troops to coastal bases - allowed selecting but did not always make the move
1 V( i7 w* w. A @! nChanged Night missions on list using BLUE rather than BLACK 8 e- C4 x7 p2 b5 g: r% u2 {
Changed Halved the 5-day resource requirement/stockpile to 2-day. Added earlier in patch to help with resource distribution
5 c& W, b+ ^9 s4 j0 H1 v: B- z+ a, E
' \3 }# n' v1 L ^9 ^- {0 i[1108e] $ r% p& Y7 L2 E
Changed Arriving LCU units were building more than needed devices if not enough in device pool
* @- u" S1 v& G" s' X* S8 X! O4 xFixed Was returning wrong Allied device to pool on LCU device upgrade % x o; U" l. B" l2 x& V
Fixed Tried to align weapon and TOE for units without formal TOE before taking replacements; wrong numbers could be happening 4 n, s' ^" r3 p( B; s1 ]
Changed Adjusted off-map entry point for way-points ' }1 c7 s, b* R7 m% W
Fixed Altitude not being changed on some dive bomber attacks in AAA
! K' b1 O, s6 j
. l/ U P* m3 b H8 @! p[1108f] 8 j' r: D8 h( U: ]
Fixed Auto convoy returning resource/oil to home base when not required to
5 b4 o T8 ?: Z, i \' a/ kAdded 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
6 O% p5 }) \3 {% qFixed CTD when checking groups on withdrawing ships 4 k; l7 I+ W$ y9 R- F% K& {' G
Changed Restored image files for centre windows
7 \% m% U h) }Fixed Extend packing time and operMode to combining editor components of parent LCU - a6 j: a4 N+ g! p0 U5 |( N2 ~
Changed Vary DL for base created TFs, use same DL for TF split
# p1 Y2 E; K# e. A* GFixed Leader of delayed group being re-assigned continually
; i5 t8 L4 O& @9 j) D+ z0 v2 `Fixed HQ check so that first HQ is included
6 t5 r3 a$ Q" I. q7 V: _1 `. B: g0 V! L$ n7 y; J
[1108g]
5 R( { f9 I1 w6 oChanged Update device in TOE when changed in order to fix land replacements - ? j9 j; W# i5 [
Fixed Return cargo for CS or AC not checked if home base and current base are the same + t9 V' h9 ]2 c1 I
Fixed Force TF to use offmap if incorrectly set due to changes of destination
% ]5 W8 F7 c7 F0 n; p4 w
# v2 U, h6 J% j4 x' U$ C[1108h] / ]! Y! j7 A& }
Fixed Adjust for non-mine device being in special mine slot [#9] for sub minelaying ' G2 \' j& }4 P2 Y0 w8 ?
Changed Force ships to arrive at national base if original location is not valid to form TF; stop ships arriving at 'land-locked' base
) t( q8 _; I* [# K- f ZFixed Group leader who is a pilot was losing the link under various conditions. Corrected conditions and added correction code
+ d. a2 c% M& G8 F1 EChanged Allow 'independent' commands to change without cost to another
|# ?- P' N! o% z5 G0 Z; D u8 j
. u' T$ a2 n! I/ I[1108i] $ k3 w$ u' z/ s
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 f8 O! j; D$ _6 s; s1 ^4 \
Fixed Japanese production was over-producing upgraded devices for LCUs % V3 i2 B& E2 q" d( d2 B
Changed Ship display of ARD shows lift capacity
/ y6 y# L6 H) P! k) w. P$ W1 UFixed Sub-units not having withdraw delay decremented
% \2 m0 p, Y0 ]0 p% {1 A5 \9 }( j- c; gFixed Updated offmap checks for home base
# \( i4 \* g' ?* M
0 u& }$ M% m$ f O& w6 o3 u[1108j] 0 D/ c& x2 l7 p5 Q- R
Fixed Issue with carriers in range code; could cause data corruption - Z: _0 N% z- V9 I( J u
Fixed Not all TRACOM pilots showed in lists ' a4 t1 ?% k y+ a+ H
Fixed Limit retreat after meeting TF surface combat to actual combat
7 O. a3 [( a5 y4 _2 H( L6 w+ `5 hChanged Removed endurance limit on PTs that limits attacks
; F. t w6 u4 I& q; I3 oFixed LCU weapons being changed by AI code sometimes when LCU is human controlled 2 b0 q& K4 q: c( |6 v
Changed Defer device upgrade of LCUs with fragments existing; causes errors in devices when swaping to parent or merging with other fragments/parent
% c* a# h6 t8 q: t6 gChanged No TF unload if 'do not unload' set regardless of status of ship cargo handling . {% G2 F8 W, B
Fixed Empty fragments stopping editor sub-units from recombining |