只更新了EXE程序文件
3 U! W- f) v. K p6 ?$ @- ?http://www.matrixgames.com/forums/tm.asp?m=2729580" y: h6 O) x; Q3 y/ @ N
This is an unofficial "short-term" beta install. 7 q5 ~- |" _2 p0 {$ c
Short-term being the appropriate term as this thread may be removed after a few days.
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! u6 ?4 s! y6 M! ?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.
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. o' \9 P" ?, S \/ HBackground:
* K5 S" X/ k+ {+ D% [Last month my development PC had a meltdown while I was working on changes since the last released build (02).
2 h" A+ z2 h4 A+ I, vAs 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. ( F0 W: r- k" ?- N; {% R O
* Q( e5 M( I# r7 dThe build works fine on my PC, but then it is also the one that created it.
' o+ v5 _/ O3 K$ ~9 L8 ]1 ?% ^- AA 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. 6 v- [4 T/ l, N3 S3 d6 ~
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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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w# D! ]6 g% e; O! 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.
' H' a @7 J( z- Q% o+ z0 b# Q# [7 o- XLoad up a save and play a few turns. Let me know if you have any issues with it. : }& [" w- `5 z' P
Also, try using tracker to see if the DLL still works. - G" F; F" @$ {& Q9 ?( b
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Again, my warning:
: p( |$ a4 U! b1 E7 [6 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.
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Here is a list of the additional changes since 1108c (build 2) 5 U8 H9 w) ?2 m! W+ R* P# b2 c
1 t6 h5 r# @' o) a[1108c+] 6 N0 p: O+ I! ~
Fixed Rebuilt LCUs tended to use wrong PP cost on the first display, esp component units. ' T3 x- e6 v9 V0 @; `; v! I
Revised restore of report files from save / E, Y u- v% K1 G9 @
Changed Added group withdraw date to all split sub-groups, not just permanent withdraws * m- Z2 n1 L& N$ p; c6 e0 w
Fixed 'buy-for-supply' ships remained at 1 day delay
; o2 g H* g: D, v CFixed Error in Kamikaze determination in Flak Attack $ e& T5 @* d8 p) }1 Z0 J, M+ {- R
Fixed Kamikaze training not affecting low naval bombing 3 a) A: e5 N) N8 N8 k
Fixed Transferring pilot to group of different type losing 0-10 points off skills, rather than +/- 5 9 @) N9 I: ]6 l* G
Changed Pilot experience hit based on category rather specific air type 7 p2 V( q [- v# {0 Z# U% I- C
Changed Added more off-map checks to better handle the TF's 'Return to ...' buttons , }4 I. _& q( T4 |6 h* d* l
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[1108d] 2 j) k& n9 e8 N: |; Q
Fixed Removed ships under repair/conversion from AV support total
8 p9 Q* ~! J1 C1 H( ZFixed Ground attacks against land units in friendly base hex could default to 'Commander Discretion'
/ q {5 E1 v' X- `6 fChanged Re-enabled limited on-map routing for off-map TFs 9 i: a/ t* G+ s) Y
Removed Disband check for resource/oil that was added earlier as can be worked around : _6 w3 s% M* i1 P( T0 n; d0 m1 W
Fixed Allow float planes to transport troops to coastal bases - allowed selecting but did not always make the move
+ Z z. \. X* hChanged Night missions on list using BLUE rather than BLACK + y' H; n1 y& y" M% h8 V% @8 I
Changed Halved the 5-day resource requirement/stockpile to 2-day. Added earlier in patch to help with resource distribution
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v0 }3 e7 s+ t# {6 z6 q1 U, _[1108e] : w0 V/ L, j, y6 F0 B% X) a4 u: W$ T
Changed Arriving LCU units were building more than needed devices if not enough in device pool
1 k$ N1 f% w( {4 Q# V6 ]2 m0 {Fixed Was returning wrong Allied device to pool on LCU device upgrade
1 m. T: F1 _$ c% O0 O7 k1 KFixed Tried to align weapon and TOE for units without formal TOE before taking replacements; wrong numbers could be happening
- D7 g7 L& d1 [; I; OChanged Adjusted off-map entry point for way-points : O2 O8 e, j2 K3 Y
Fixed Altitude not being changed on some dive bomber attacks in AAA
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! X0 C& n: Z! o. k[1108f]
9 u6 M4 w* X" [Fixed Auto convoy returning resource/oil to home base when not required to
/ d( C& H% m7 b; O u2 G2 {* P) MAdded 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
2 k* T2 t' e7 o. A, L$ bFixed CTD when checking groups on withdrawing ships 7 @/ w5 [( D* p2 y% q' B6 N' i( T
Changed Restored image files for centre windows
" m. w1 ^0 w& o2 k9 \Fixed Extend packing time and operMode to combining editor components of parent LCU K1 R3 k4 T, F; e
Changed Vary DL for base created TFs, use same DL for TF split , t' b P' V' Q
Fixed Leader of delayed group being re-assigned continually 5 ]7 e7 L8 I/ v- b6 {2 }2 L2 S
Fixed HQ check so that first HQ is included 1 s9 d9 V5 T5 P, _
& ^( y9 I: Y) }) L- v7 }% C* ~+ Q6 T[1108g] 5 I3 s/ Q3 [5 x+ V" ]' k
Changed Update device in TOE when changed in order to fix land replacements
& F1 x6 C4 U3 Z* nFixed Return cargo for CS or AC not checked if home base and current base are the same
- S4 U; V0 o' s& z2 z7 |# F1 MFixed Force TF to use offmap if incorrectly set due to changes of destination % Q( j- |1 ^3 o% q
( o6 p9 l, ^6 `; w* S[1108h]
7 i, s* J* a: T1 i$ vFixed Adjust for non-mine device being in special mine slot [#9] for sub minelaying # ]2 K h. m" A8 D6 |
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 Y$ k w T" V) t c* j& k7 QFixed Group leader who is a pilot was losing the link under various conditions. Corrected conditions and added correction code
! b* S* |) P r' I# _5 C8 _, j( YChanged Allow 'independent' commands to change without cost to another
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[1108i] 1 r4 n- s& _/ D. P! [7 i0 N3 ]
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.
$ S. K- R) R9 N/ l8 BFixed Japanese production was over-producing upgraded devices for LCUs & r) K N" I7 ~! U0 s- k; n# z
Changed Ship display of ARD shows lift capacity - ?" }9 v9 h+ e, O6 W) C* p
Fixed Sub-units not having withdraw delay decremented
6 ^6 C6 ]1 V6 `/ F" y, K; TFixed Updated offmap checks for home base
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R) L% D( o, P6 u: ?" a& j9 F[1108j]
' V3 j! W' v3 i: A9 z8 P' dFixed Issue with carriers in range code; could cause data corruption H1 E' J0 L/ n2 L8 l
Fixed Not all TRACOM pilots showed in lists
' Z1 t! b& p7 EFixed Limit retreat after meeting TF surface combat to actual combat
+ u; h7 a/ n ?" [0 E2 {8 OChanged Removed endurance limit on PTs that limits attacks
u) t$ i- x/ P7 CFixed LCU weapons being changed by AI code sometimes when LCU is human controlled * N* c! `1 ^0 W9 |+ `3 M0 [3 k) D
Changed Defer device upgrade of LCUs with fragments existing; causes errors in devices when swaping to parent or merging with other fragments/parent * i' F" N4 K. |8 b. Y" ?
Changed No TF unload if 'do not unload' set regardless of status of ship cargo handling ! t1 s" @! [$ Y4 @: X: G7 e9 @
Fixed Empty fragments stopping editor sub-units from recombining |