只更新了EXE程序文件% A, t: G- b- ~& W
http://www.matrixgames.com/forums/tm.asp?m=27295802 `8 M5 B- Y: I ^8 }+ s
This is an unofficial "short-term" beta install.
e; W+ J: e5 P# F; bShort-term being the appropriate term as this thread may be removed after a few days. $ F% F0 z9 m1 T
, [; `; [1 S# E4 E7 h' N. H+ H: \: L0 g3 oThis 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" A$ \, J; @& m5 m
( `9 A U, S) Z/ ?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. + i) O$ }9 a8 w2 B
( ]2 X9 E! G% UBackground: $ _& r. N& s6 U3 R
Last month my development PC had a meltdown while I was working on changes since the last released build (02).
7 @$ J2 u4 F! ]8 o0 zAs 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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1 ]$ p" O4 R4 d$ Y+ H2 L" D. MThe build works fine on my PC, but then it is also the one that created it.
* g5 Y1 z- c6 A* F" QA 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. & p1 Q7 }. G3 ^
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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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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. ( o% G+ N/ B* `6 p$ L
) y0 b9 J2 f \% T1 YI 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+ k) y% ]1 l, ~
Load up a save and play a few turns. Let me know if you have any issues with it. " z% ? `' g' {' t0 {9 c K% y
Also, try using tracker to see if the DLL still works.
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Again, my warning:
8 D3 y2 \1 `' l- S7 |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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% G1 \6 a' E2 P. V/ N/ UHere is a list of the additional changes since 1108c (build 2) # w' b0 F0 h1 D' [
2 p! R# ?$ x/ O1 I[1108c+] 7 @ K4 P7 b1 y" Q
Fixed Rebuilt LCUs tended to use wrong PP cost on the first display, esp component units.
g/ i6 B/ e3 m2 ?: g" `: xRevised restore of report files from save
+ g- g/ v$ J9 S; {Changed Added group withdraw date to all split sub-groups, not just permanent withdraws
& R' p) W( k+ v' \5 gFixed 'buy-for-supply' ships remained at 1 day delay 7 M/ j2 P" [/ x' s$ U
Fixed Error in Kamikaze determination in Flak Attack $ t1 t6 Z" p& I
Fixed Kamikaze training not affecting low naval bombing ; E& l7 {2 w$ M
Fixed Transferring pilot to group of different type losing 0-10 points off skills, rather than +/- 5 ' f$ P' ?0 P$ g2 `' T& _4 t7 @, S
Changed Pilot experience hit based on category rather specific air type
& V, `. W1 w! ?Changed Added more off-map checks to better handle the TF's 'Return to ...' buttons ! K ~8 K0 U$ [& b! D
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[1108d]
$ _2 @0 v) k5 b1 m/ P5 WFixed Removed ships under repair/conversion from AV support total
8 k# e8 |* E; c" h+ |Fixed Ground attacks against land units in friendly base hex could default to 'Commander Discretion'
' }4 G( C( [- gChanged Re-enabled limited on-map routing for off-map TFs
. T" w+ y$ @8 g2 ORemoved Disband check for resource/oil that was added earlier as can be worked around ! q) _# z7 ^; e8 g* j
Fixed Allow float planes to transport troops to coastal bases - allowed selecting but did not always make the move
7 [0 ^$ Z( G6 Q9 h# c+ K$ tChanged Night missions on list using BLUE rather than BLACK
" U+ W/ B3 t0 K- ], K" J" eChanged Halved the 5-day resource requirement/stockpile to 2-day. Added earlier in patch to help with resource distribution 0 O7 l% P- v6 h! F
: w7 h$ f9 y/ e& C9 @[1108e] 7 O( V' {6 Q$ _5 o
Changed Arriving LCU units were building more than needed devices if not enough in device pool ! w5 H. Z! o9 V* {5 X- ]' X$ |
Fixed Was returning wrong Allied device to pool on LCU device upgrade # `8 X/ x. ~9 i- \1 p7 o
Fixed Tried to align weapon and TOE for units without formal TOE before taking replacements; wrong numbers could be happening 0 E: Q4 T! R: R* F$ f
Changed Adjusted off-map entry point for way-points
0 H D/ D* [! H* U7 ]4 w& x& L6 w. MFixed Altitude not being changed on some dive bomber attacks in AAA 1 W+ `8 \ A9 w- H+ l8 f
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[1108f]
( b, V6 O- j$ z7 x7 VFixed Auto convoy returning resource/oil to home base when not required to 5 \7 l4 \& }( t$ v7 {0 s
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
* @ T' s( e; yFixed CTD when checking groups on withdrawing ships F+ i, M7 m: j$ ?% f5 a5 C1 N) J
Changed Restored image files for centre windows # x6 q5 X' ]6 w2 o9 Y; O
Fixed Extend packing time and operMode to combining editor components of parent LCU
) b/ Y- ^% E$ Y% QChanged Vary DL for base created TFs, use same DL for TF split
$ J2 `5 H$ l3 _: d) KFixed Leader of delayed group being re-assigned continually " S9 o* e2 s+ E6 k& u( B1 h
Fixed HQ check so that first HQ is included , K# u" W: W7 [: Z0 Z* P* a: u
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[1108g] 2 l8 v+ h0 t& _5 L7 f
Changed Update device in TOE when changed in order to fix land replacements O% Q+ F: m$ d% O/ f5 w7 U
Fixed Return cargo for CS or AC not checked if home base and current base are the same m& Q5 j$ B$ B; t: k4 Z5 d! D
Fixed Force TF to use offmap if incorrectly set due to changes of destination
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[1108h]
) U2 N: m, |" u( D! jFixed Adjust for non-mine device being in special mine slot [#9] for sub minelaying
, m. D2 f7 T& R1 z% CChanged Force ships to arrive at national base if original location is not valid to form TF; stop ships arriving at 'land-locked' base
+ J( s4 m g9 A2 \4 A) tFixed Group leader who is a pilot was losing the link under various conditions. Corrected conditions and added correction code & \) [) _# X' t6 v/ J. d) ^
Changed Allow 'independent' commands to change without cost to another , L4 v+ [3 `$ ]' ^
1 |+ E: z5 q' _1 L, G[1108i]
' K$ Y' @1 O( _5 [8 h8 j) uFixed 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. ' l& [8 ~9 K/ }6 [2 X8 ]7 s5 [
Fixed Japanese production was over-producing upgraded devices for LCUs
Z9 p. Z& b* j& C7 c aChanged Ship display of ARD shows lift capacity
: N+ M6 k$ l. Y: t6 yFixed Sub-units not having withdraw delay decremented
- \9 s& J. _# {$ S$ S. M/ s) W) XFixed Updated offmap checks for home base 0 C G& X K4 }. s) v
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[1108j] " i! w& p( l; F3 C
Fixed Issue with carriers in range code; could cause data corruption * I+ W/ m5 c0 {1 U( b3 [; t- k
Fixed Not all TRACOM pilots showed in lists 0 h( E: o. t; P/ J; O9 c& v- n* C
Fixed Limit retreat after meeting TF surface combat to actual combat
1 |1 m7 ]( q U7 lChanged Removed endurance limit on PTs that limits attacks ' A. n8 D0 }, R* C$ D
Fixed LCU weapons being changed by AI code sometimes when LCU is human controlled 3 _8 @4 n( A3 R1 h! \
Changed Defer device upgrade of LCUs with fragments existing; causes errors in devices when swaping to parent or merging with other fragments/parent # S! f7 p/ a' U8 P5 M$ K* X
Changed No TF unload if 'do not unload' set regardless of status of ship cargo handling
* E4 p% M8 w) l. R. w oFixed Empty fragments stopping editor sub-units from recombining |