只更新了EXE程序文件. L, ~: u1 D/ B! C `+ i t3 l
http://www.matrixgames.com/forums/tm.asp?m=2729580
; [* _ l/ J- Q( G# fThis is an unofficial "short-term" beta install. & { e+ m0 V. p" J8 J: V
Short-term being the appropriate term as this thread may be removed after a few days. - @0 c* K. u* @5 G: ^/ j) [
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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. $ o. }( w. \, \2 [& b3 y3 }) ]
% z* n0 M f* `2 y( ?& w& BPLEASE DON'T USE THIS EXE FOR YOUR REAL ON-GOING GAMES AT THE MOMENT PENDING MY FINDINGS ON HOW SUITABLE THE NEW EXE IS. + z7 b4 u" F% h+ R% C
2 f6 L- r8 ^: v0 ~: r6 nBackground:
8 {5 V& o& h7 E6 ?1 _Last month my development PC had a meltdown while I was working on changes since the last released build (02). 8 M5 z1 A ^8 e* w, U( i8 e
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. - ]+ _) C8 V X
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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2 ^4 j2 m; G* T) A2 V. q( T6 eAs a result, I need to be 100% convinced that the new code will run on existing installs of AE. ! n$ u8 a9 M' I$ [/ M( y
2 \9 n [* q8 |& n6 ?- \& `! }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.
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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. ( q6 h5 f- F& q
Load up a save and play a few turns. Let me know if you have any issues with it. % d/ J) f, H1 x
Also, try using tracker to see if the DLL still works.
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Again, my warning:
/ K" b6 c6 O& `% m4 q( pPLEASE DON'T USE THIS EXE FOR YOUR REAL ON-GOING GAMES AT THE MOMENT PENDING MY FINDINGS ON HOW SUITABLE THE NEW EXE IS. 5 [% K8 ]4 G. L. `) \ M
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Here is a list of the additional changes since 1108c (build 2) 4 o& n, f. V+ Z; H0 ~1 L
9 j% H0 U$ d- J+ A[1108c+] 6 s. l/ n6 i6 I/ t1 S3 q
Fixed Rebuilt LCUs tended to use wrong PP cost on the first display, esp component units.
- h6 R- x$ e* R* b1 f- Y( cRevised restore of report files from save * f, b# _9 N8 \9 Z% C. n
Changed Added group withdraw date to all split sub-groups, not just permanent withdraws u+ R5 R; d& y; _! g; f: j' l% t' n
Fixed 'buy-for-supply' ships remained at 1 day delay , n* J3 c' ~! N5 U5 @8 n
Fixed Error in Kamikaze determination in Flak Attack
* T1 t' G6 s _5 c* R, oFixed Kamikaze training not affecting low naval bombing
1 z3 v. }/ j1 J. E/ d2 [Fixed Transferring pilot to group of different type losing 0-10 points off skills, rather than +/- 5
6 F l* S. J$ l/ \Changed Pilot experience hit based on category rather specific air type . w* p5 J2 r( _/ r2 y
Changed Added more off-map checks to better handle the TF's 'Return to ...' buttons
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[1108d]
# O v" P1 D! n/ ~+ a6 zFixed Removed ships under repair/conversion from AV support total . L! p# Z- }' y$ K
Fixed Ground attacks against land units in friendly base hex could default to 'Commander Discretion'
. c! y8 c% P/ ?9 s gChanged Re-enabled limited on-map routing for off-map TFs 5 x$ ~4 m0 i$ G/ ]- L
Removed Disband check for resource/oil that was added earlier as can be worked around $ n* P) {- b/ l
Fixed Allow float planes to transport troops to coastal bases - allowed selecting but did not always make the move
2 o% A8 H9 I/ G8 u8 r) \* e; FChanged Night missions on list using BLUE rather than BLACK 4 G7 N) S* o# y. K( [. ] _6 m S+ U
Changed Halved the 5-day resource requirement/stockpile to 2-day. Added earlier in patch to help with resource distribution ( g- f! g4 R: O, n8 l: X
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[1108e] ( l4 D# s0 I) c( S3 q
Changed Arriving LCU units were building more than needed devices if not enough in device pool * X( I9 ]3 B) C
Fixed Was returning wrong Allied device to pool on LCU device upgrade
4 T! R1 ~, }6 F7 q& J3 @Fixed Tried to align weapon and TOE for units without formal TOE before taking replacements; wrong numbers could be happening
. t$ ~! V Z% e) I, QChanged Adjusted off-map entry point for way-points " @( a, z% N9 C: u8 A8 ?
Fixed Altitude not being changed on some dive bomber attacks in AAA
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[1108f]
$ i$ q4 H9 t1 ?9 M* |Fixed Auto convoy returning resource/oil to home base when not required to
7 ^2 H! F! B d+ L- T* e4 _4 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 ! M* C6 ?5 t/ [! f$ u$ d
Fixed CTD when checking groups on withdrawing ships 4 i7 h/ @4 r$ q! R
Changed Restored image files for centre windows ) d8 l5 b4 O, m; ~2 T$ t# X7 ^! P
Fixed Extend packing time and operMode to combining editor components of parent LCU % r+ J' G7 S; z
Changed Vary DL for base created TFs, use same DL for TF split 5 Q' M) `8 t$ O9 V( c" |
Fixed Leader of delayed group being re-assigned continually ! E D4 E+ Q$ P) k/ C& V1 Y
Fixed HQ check so that first HQ is included 1 s' D: e- V& [3 X+ d2 J( O
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[1108g]
# O2 h4 V" h4 mChanged Update device in TOE when changed in order to fix land replacements
( a9 @4 N! n! z' x* o' \! oFixed Return cargo for CS or AC not checked if home base and current base are the same ' S1 c" m0 _4 A' X L
Fixed Force TF to use offmap if incorrectly set due to changes of destination
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8 z& G8 j! d( V; z& W' \1 O7 _+ D[1108h] 8 c: v% O5 r* Z- {' \/ _
Fixed Adjust for non-mine device being in special mine slot [#9] for sub minelaying
- O) y" O8 H3 w4 @Changed Force ships to arrive at national base if original location is not valid to form TF; stop ships arriving at 'land-locked' base ) J, E4 d3 e7 g( l3 C- _. J
Fixed Group leader who is a pilot was losing the link under various conditions. Corrected conditions and added correction code " w# d! G% s3 b) j* z2 ^/ a/ |
Changed Allow 'independent' commands to change without cost to another ) \7 S {& i! @" b
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[1108i] . Z) o$ S; }8 u: J0 x
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.
( O' ` u/ Y2 w( ]- X: wFixed Japanese production was over-producing upgraded devices for LCUs
0 V( b$ z: {/ E/ f8 O- MChanged Ship display of ARD shows lift capacity ' r! C$ W5 r! Q2 q9 ` X6 Z% z9 V
Fixed Sub-units not having withdraw delay decremented
" R6 j% E. j. p! qFixed Updated offmap checks for home base
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; t0 b q! c7 U" Q[1108j] 3 n& j9 g' ^6 @2 m9 P, P
Fixed Issue with carriers in range code; could cause data corruption
# D) v( Z1 d& U3 H$ f# @Fixed Not all TRACOM pilots showed in lists
1 u" k. c4 g2 y/ [Fixed Limit retreat after meeting TF surface combat to actual combat
# O$ j. S+ z" t7 T/ QChanged Removed endurance limit on PTs that limits attacks
8 G: H; M; @# {Fixed LCU weapons being changed by AI code sometimes when LCU is human controlled . b4 Z M! L D$ N7 K, T$ p
Changed Defer device upgrade of LCUs with fragments existing; causes errors in devices when swaping to parent or merging with other fragments/parent . a/ X: m, ^7 Z
Changed No TF unload if 'do not unload' set regardless of status of ship cargo handling 4 O6 p" h: U& y( S9 T0 g
Fixed Empty fragments stopping editor sub-units from recombining |