只更新了EXE程序文件8 t& P# q- M8 W4 K9 y0 H. f/ ^3 ~
http://www.matrixgames.com/forums/tm.asp?m=2729580
% U3 h/ h- z D" y W8 d) C' j( A+ DThis is an unofficial "short-term" beta install.
" \, C U) h6 h7 cShort-term being the appropriate term as this thread may be removed after a few days. ; f, `% j! H0 J4 U5 ^# W
% r M6 J- L% F- 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. " Z% `' k2 f8 }& E: P8 J
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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. 6 A9 z- ]( i4 U0 l, i' r% b& e
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Background:
- b7 s- p4 T# M ]0 N# @% tLast month my development PC had a meltdown while I was working on changes since the last released build (02).
( z2 w/ ~/ Q4 R) NAs 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 ?6 {" m p6 H+ c C
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The build works fine on my PC, but then it is also the one that created it. ; c! z# |7 D3 o1 V4 t6 B" x" R/ {
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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! S& Z U$ p0 m' X2 yAs a result, I need to be 100% convinced that the new code will run on existing installs of AE. ! ^/ k u+ Q7 r# g$ B7 J |
) p6 x3 K1 ^' X! t0 mI 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.
7 r0 C. K, y+ k+ y5 oLoad up a save and play a few turns. Let me know if you have any issues with it.
3 m8 j ]& ]6 Y: l/ XAlso, try using tracker to see if the DLL still works.
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Again, my warning:
% h9 s; r8 F* G& \2 @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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9 d1 Q0 x2 C. @, @# D& ZHere is a list of the additional changes since 1108c (build 2)
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[1108c+]
/ Q0 x# j2 [# M! v$ m' jFixed Rebuilt LCUs tended to use wrong PP cost on the first display, esp component units.
( O( `- H' w* i4 o; t. r" }! |Revised restore of report files from save
5 o* g) ^5 R* G, D2 z8 a, ^ FChanged Added group withdraw date to all split sub-groups, not just permanent withdraws
# e$ ^2 Z+ ~" O' N8 T$ b- i: vFixed 'buy-for-supply' ships remained at 1 day delay . o! G, s' V `" A, n, u- A2 L0 h/ f
Fixed Error in Kamikaze determination in Flak Attack 0 H) e1 _) F1 _
Fixed Kamikaze training not affecting low naval bombing
4 R1 S8 O1 U2 A+ b9 BFixed Transferring pilot to group of different type losing 0-10 points off skills, rather than +/- 5 * \) h! n: `$ ]
Changed Pilot experience hit based on category rather specific air type
; A, {. b8 z: WChanged Added more off-map checks to better handle the TF's 'Return to ...' buttons
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[1108d] # P8 h9 P. U/ a2 `6 m5 c( D
Fixed Removed ships under repair/conversion from AV support total
; f( R" e c5 W$ a4 g! F) jFixed Ground attacks against land units in friendly base hex could default to 'Commander Discretion' + g0 Y7 |! a; u4 g! j
Changed Re-enabled limited on-map routing for off-map TFs
; M& ~2 v: I% U% _4 rRemoved Disband check for resource/oil that was added earlier as can be worked around ( C; `2 \1 q1 f7 @8 g
Fixed Allow float planes to transport troops to coastal bases - allowed selecting but did not always make the move
1 x9 B/ ]6 [/ P) E; Y% q! jChanged Night missions on list using BLUE rather than BLACK
4 E7 z' O- P/ H8 b8 M% e* IChanged Halved the 5-day resource requirement/stockpile to 2-day. Added earlier in patch to help with resource distribution V9 Q7 |- |0 i1 f+ {
9 b+ \. m) ]( H3 U% E" G$ |- o* J[1108e]
+ j7 G+ f2 d2 K" _! WChanged Arriving LCU units were building more than needed devices if not enough in device pool
: o5 p+ Z" ]* W# s, iFixed Was returning wrong Allied device to pool on LCU device upgrade 1 k8 I! y0 y/ N8 [4 j; `2 J" m
Fixed Tried to align weapon and TOE for units without formal TOE before taking replacements; wrong numbers could be happening
% p. e% X& V! `& x4 HChanged Adjusted off-map entry point for way-points 9 D7 O4 ?, i' S+ ?+ F' C% _; ^
Fixed Altitude not being changed on some dive bomber attacks in AAA # J% P7 h9 X8 x& V# {+ w
A, X& S5 S+ D2 P/ Y; w[1108f]
" ?) K" i+ Z( A& ~+ X$ R rFixed Auto convoy returning resource/oil to home base when not required to 6 s4 x- ~0 @) |" {
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
( i0 B" h0 f5 Y+ ?1 m u' z, DFixed CTD when checking groups on withdrawing ships 0 z/ ^" k7 C+ ?8 l0 f1 R; S
Changed Restored image files for centre windows 4 l2 u8 E. N' y5 H" C. U
Fixed Extend packing time and operMode to combining editor components of parent LCU
* x; l1 d$ v9 w+ @/ P/ Z nChanged Vary DL for base created TFs, use same DL for TF split % b$ c* J' t& a! m- z& ^3 b
Fixed Leader of delayed group being re-assigned continually
/ B* E) z) L2 m) {: iFixed HQ check so that first HQ is included
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' `8 g" e r; w7 s* X+ Q[1108g]
( `1 t% C$ E8 T; l5 z0 ?7 pChanged Update device in TOE when changed in order to fix land replacements
7 Q' N9 J' D4 J9 z0 `! hFixed Return cargo for CS or AC not checked if home base and current base are the same
. d5 z1 n% a; F6 [- Y- rFixed Force TF to use offmap if incorrectly set due to changes of destination 2 D1 l3 g6 F) C. }9 F) q" ~: v
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[1108h] # `- \+ Y/ v4 s5 M0 @5 o" [0 _
Fixed Adjust for non-mine device being in special mine slot [#9] for sub minelaying - O1 a! E* M5 v4 o
Changed Force ships to arrive at national base if original location is not valid to form TF; stop ships arriving at 'land-locked' base 3 X) o. T' M9 d4 ^4 K
Fixed Group leader who is a pilot was losing the link under various conditions. Corrected conditions and added correction code
2 y& j$ i$ `% _# e' {' s; e% L% gChanged Allow 'independent' commands to change without cost to another
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2 d! E3 a9 h; @7 r' `; ~. P[1108i]
; }2 e: L% f$ B3 T. O. y( \0 \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. 4 ]! p* V2 u7 Y
Fixed Japanese production was over-producing upgraded devices for LCUs ! q: b' Q* X* y: u! ]
Changed Ship display of ARD shows lift capacity & X: A+ W" c% l5 n, }3 m
Fixed Sub-units not having withdraw delay decremented
: i9 x5 u) _& o8 O: s% jFixed Updated offmap checks for home base
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5 |& N/ p6 {% |- f[1108j] 9 W# q, B3 j& o( G
Fixed Issue with carriers in range code; could cause data corruption ( Z2 d7 a: }% e' G! f+ N7 A) H
Fixed Not all TRACOM pilots showed in lists
( g$ h6 \* s9 dFixed Limit retreat after meeting TF surface combat to actual combat & P m! x+ {! J6 t" J) t
Changed Removed endurance limit on PTs that limits attacks : c: A9 ^/ i$ S9 ~% Z
Fixed LCU weapons being changed by AI code sometimes when LCU is human controlled , Z1 a! b0 l% J, W
Changed Defer device upgrade of LCUs with fragments existing; causes errors in devices when swaping to parent or merging with other fragments/parent
. u7 j/ T X) `3 d: |# C) gChanged No TF unload if 'do not unload' set regardless of status of ship cargo handling
1 x7 ^, W1 z( |0 E5 U8 Z+ bFixed Empty fragments stopping editor sub-units from recombining |