只更新了EXE程序文件
0 \- |9 K; ]- i- F$ mhttp://www.matrixgames.com/forums/tm.asp?m=2729580
. S" H3 T0 `8 r( V' I5 k/ WThis is an unofficial "short-term" beta install.
1 p4 m9 }. ]& T( b' K( gShort-term being the appropriate term as this thread may be removed after a few days.
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7 f; s, F. `3 z' KThis 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. ; ^! R" k) a3 i3 O- z7 O5 i5 s2 S
3 s* A% W3 u1 O+ kPLEASE 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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0 e' V2 _8 S& e- T- k9 K( q# ]Background:
7 C4 }: d2 a* o$ Y9 \, |: KLast month my development PC had a meltdown while I was working on changes since the last released build (02).
0 W- e% p$ w( m2 T- f' WAs 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. + m1 M6 H H) a+ j: D
1 L0 _3 Q' U) bThe build works fine on my PC, but then it is also the one that created it.
: ^& M* ]$ |" \, lA 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. + q# l1 w0 S. J7 I2 S* b! p
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As a result, I need to be 100% convinced that the new code will run on existing installs of AE. 1 f; L2 b1 l2 u) H; S7 W& ~
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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.
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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.
9 y/ }8 m4 ?/ gLoad up a save and play a few turns. Let me know if you have any issues with it. / Y @! J5 _8 l8 ~2 r2 s
Also, try using tracker to see if the DLL still works.
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8 N& W) S! A# V* F* f$ B+ O4 XAgain, my warning:
5 W& T, v! ?" Z$ nPLEASE 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) ; w2 o- n$ ~8 W. D* \
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[1108c+] ! I" ~1 j! P# b, ? J
Fixed Rebuilt LCUs tended to use wrong PP cost on the first display, esp component units.
0 {4 K: |% W# ]6 ]7 [6 DRevised restore of report files from save
7 e8 ~5 ~" W$ eChanged Added group withdraw date to all split sub-groups, not just permanent withdraws 3 q; l# G; M/ j! T
Fixed 'buy-for-supply' ships remained at 1 day delay
: g3 p0 Y. w9 N+ Z7 NFixed Error in Kamikaze determination in Flak Attack
& h. P7 J9 r/ m0 v2 KFixed Kamikaze training not affecting low naval bombing
3 Q' ?, j" o1 H" G1 pFixed Transferring pilot to group of different type losing 0-10 points off skills, rather than +/- 5 ; J9 I( [: l9 G E5 ~
Changed Pilot experience hit based on category rather specific air type 6 i* x9 ?) L5 l4 G
Changed Added more off-map checks to better handle the TF's 'Return to ...' buttons
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[1108d] $ Y- N0 v9 e! g5 E* o7 o4 F6 ]
Fixed Removed ships under repair/conversion from AV support total
+ M$ Z! G' i1 A4 OFixed Ground attacks against land units in friendly base hex could default to 'Commander Discretion' 8 h8 V. h" U: O* A6 O
Changed Re-enabled limited on-map routing for off-map TFs
$ }" C7 ^3 `2 U4 kRemoved Disband check for resource/oil that was added earlier as can be worked around 2 y2 R2 t. y/ i! ^0 E+ W
Fixed Allow float planes to transport troops to coastal bases - allowed selecting but did not always make the move
- C3 s4 ~6 B. JChanged Night missions on list using BLUE rather than BLACK ) f$ G8 h3 Y/ z& q; R" o+ D1 a& J1 d
Changed Halved the 5-day resource requirement/stockpile to 2-day. Added earlier in patch to help with resource distribution $ {5 x% ^, M+ q- n9 L9 {9 C1 d4 O3 j
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[1108e]
0 p, v/ j; T7 q) N5 q( [Changed Arriving LCU units were building more than needed devices if not enough in device pool
1 b, Z, m- K% o) @Fixed Was returning wrong Allied device to pool on LCU device upgrade ' f; F3 }0 `: v9 s
Fixed Tried to align weapon and TOE for units without formal TOE before taking replacements; wrong numbers could be happening & l( C! |, ^* o9 P$ [7 Z) s' U
Changed Adjusted off-map entry point for way-points
' S8 z, H: D$ @9 [/ h2 ]Fixed Altitude not being changed on some dive bomber attacks in AAA
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[1108f]
9 l) |" K9 G% L# ?( b* u: B1 iFixed Auto convoy returning resource/oil to home base when not required to
' h0 @# X5 p" ]) N- K+ Z' C1 b: |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 " K. l* M/ A2 v+ j. W' t3 M
Fixed CTD when checking groups on withdrawing ships ' I& N$ [, X& R# O% a1 s* _3 A9 A
Changed Restored image files for centre windows
5 R" M2 [' p( u, r8 y9 ^" C8 IFixed Extend packing time and operMode to combining editor components of parent LCU / f q- f; c& ^% k- E4 c/ \3 h( h
Changed Vary DL for base created TFs, use same DL for TF split
9 |& c9 D7 `. f3 @4 TFixed Leader of delayed group being re-assigned continually / y5 l2 {' }/ I$ ]# ] f( x
Fixed HQ check so that first HQ is included 0 f2 R) z+ y5 D, N
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[1108g] * i4 V8 G/ k7 z, ]
Changed Update device in TOE when changed in order to fix land replacements 3 D& q/ V7 e2 b* @; {
Fixed Return cargo for CS or AC not checked if home base and current base are the same
* F- @0 p: C1 a2 kFixed Force TF to use offmap if incorrectly set due to changes of destination
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[1108h]
) y% k2 j3 }* f) k6 ^Fixed Adjust for non-mine device being in special mine slot [#9] for sub minelaying 3 c. m7 a) |$ ~5 v
Changed Force ships to arrive at national base if original location is not valid to form TF; stop ships arriving at 'land-locked' base g' p# t- v& f9 i% \8 U
Fixed Group leader who is a pilot was losing the link under various conditions. Corrected conditions and added correction code
# B3 j2 {5 F: A: f8 i: OChanged Allow 'independent' commands to change without cost to another g" C0 B. `2 X6 g* h
5 e7 J' Q9 C( `! j0 W6 r[1108i]
3 ]/ E! P6 u4 AFixed 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 X: n0 s4 |& K- x9 l
Fixed Japanese production was over-producing upgraded devices for LCUs
4 f/ T- z2 j5 Q0 Y# s _2 lChanged Ship display of ARD shows lift capacity ( M3 @: R3 j8 f2 M/ l8 w# P
Fixed Sub-units not having withdraw delay decremented 6 v% ~% b' X, T* c# B
Fixed Updated offmap checks for home base
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7 |/ G) w' s9 E) G! {- f: P[1108j]
$ [ {, [3 {8 h v, ^Fixed Issue with carriers in range code; could cause data corruption 2 F* M$ c' c, _) w; H, p" c1 i
Fixed Not all TRACOM pilots showed in lists 4 n0 w, x* u7 `# w7 x0 n; r
Fixed Limit retreat after meeting TF surface combat to actual combat
! N, V" u. V" P; z! p$ T4 ^2 \Changed Removed endurance limit on PTs that limits attacks ( y- V& M( e" C1 Z) K
Fixed LCU weapons being changed by AI code sometimes when LCU is human controlled 6 {( }' \" Y2 H6 G, ^
Changed Defer device upgrade of LCUs with fragments existing; causes errors in devices when swaping to parent or merging with other fragments/parent
& o1 X$ ]( R( mChanged No TF unload if 'do not unload' set regardless of status of ship cargo handling ! s/ Y, h5 i8 ^7 a% [$ _1 W; A' r( G
Fixed Empty fragments stopping editor sub-units from recombining |