只更新了EXE程序文件
6 d& B* e6 z# B7 w4 Phttp://www.matrixgames.com/forums/tm.asp?m=2729580
$ j) L! Y0 ]0 rThis is an unofficial "short-term" beta install. % h( j8 h$ F+ r$ S: W# T
Short-term being the appropriate term as this thread may be removed after a few days. 2 \& O$ b4 L ?
7 }2 O2 a1 H( e; @7 D9 k, F) \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. 5 w! O e) j' p5 r9 p$ p/ f
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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. 2 G1 m2 E5 b0 G0 f
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Background:
* l' ~. s* |2 W8 x" dLast month my development PC had a meltdown while I was working on changes since the last released build (02). " q; x: P% I2 X; y, ?0 c, ^
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. . T% y1 H" ~/ w, O% p9 q
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. / \" Q6 @' V" R0 p7 k3 J- K0 b
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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. & m+ [% \" L( \; u, L% i
8 @* ?7 g# P: \8 \5 z) _: wI 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 y0 E% `& g ]; z l! T" t
Load up a save and play a few turns. Let me know if you have any issues with it.
; R4 v3 ~( s0 q, LAlso, try using tracker to see if the DLL still works. ) N8 u. _4 t8 G E6 X3 P! R6 T
; ~7 P5 v$ K6 b M9 {Again, my warning:
; l- e, V5 U! X1 F/ VPLEASE DON'T USE THIS EXE FOR YOUR REAL ON-GOING GAMES AT THE MOMENT PENDING MY FINDINGS ON HOW SUITABLE THE NEW EXE IS. 7 u/ e; d1 e0 r% J l& s8 C# t
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Here is a list of the additional changes since 1108c (build 2) ; G# A7 n& Q, v( s4 B: d
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[1108c+]
! h% i# o( ?" R* v; ]! R+ iFixed Rebuilt LCUs tended to use wrong PP cost on the first display, esp component units. 2 {3 q s6 m7 O7 K
Revised restore of report files from save
! n# ]6 Y* K7 { O& hChanged Added group withdraw date to all split sub-groups, not just permanent withdraws
3 z G S- Q) n7 N4 E( bFixed 'buy-for-supply' ships remained at 1 day delay 0 R) G" u0 L! h2 l
Fixed Error in Kamikaze determination in Flak Attack
1 P% E' H$ R4 z3 r' g4 [& S9 E4 ~Fixed Kamikaze training not affecting low naval bombing 0 h" g9 R" i6 f4 a
Fixed Transferring pilot to group of different type losing 0-10 points off skills, rather than +/- 5 6 G8 H$ V% z) o5 P; a4 R, t& {* `
Changed Pilot experience hit based on category rather specific air type
7 s, g6 ]* Z" L) e+ IChanged Added more off-map checks to better handle the TF's 'Return to ...' buttons 7 _5 @: K, |! Q1 {8 E, O
& U. N& _9 a1 S( Z. m4 B) e[1108d] # V, P/ F+ D- ?8 s: r7 D$ G$ J
Fixed Removed ships under repair/conversion from AV support total ( [. e4 {8 e0 }6 g2 n( J
Fixed Ground attacks against land units in friendly base hex could default to 'Commander Discretion'
- @7 j- k6 ]. W" j6 _. M- G$ F& [Changed Re-enabled limited on-map routing for off-map TFs
; A: V$ \/ Y2 a6 rRemoved Disband check for resource/oil that was added earlier as can be worked around : b2 I9 l' t) k) S
Fixed Allow float planes to transport troops to coastal bases - allowed selecting but did not always make the move
4 F. @. |$ ~* v. {5 HChanged Night missions on list using BLUE rather than BLACK
3 l1 F: q! O) t- g( xChanged Halved the 5-day resource requirement/stockpile to 2-day. Added earlier in patch to help with resource distribution
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[1108e] * | j4 B3 l9 J+ \9 m# @. _
Changed Arriving LCU units were building more than needed devices if not enough in device pool
8 y! v q+ |0 Z5 [ N( h& E3 bFixed Was returning wrong Allied device to pool on LCU device upgrade
, ~8 K( Q% f$ f9 S" `0 T/ KFixed Tried to align weapon and TOE for units without formal TOE before taking replacements; wrong numbers could be happening
& V- [& v( k! DChanged Adjusted off-map entry point for way-points & _: G' U& w# m
Fixed Altitude not being changed on some dive bomber attacks in AAA % X" X X8 |; k$ W
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[1108f]
% ]% I \1 |( P% p8 ~Fixed Auto convoy returning resource/oil to home base when not required to 8 _* q9 R, X I, e3 i* O4 }
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
4 e6 H. |+ `( IFixed CTD when checking groups on withdrawing ships
7 F2 {: _) }$ H, @% bChanged Restored image files for centre windows
& N. g: W! \; ~ d6 u x; vFixed Extend packing time and operMode to combining editor components of parent LCU $ x- v0 O* K9 @1 e
Changed Vary DL for base created TFs, use same DL for TF split
, S, }8 s) m) _/ b* z9 h( UFixed Leader of delayed group being re-assigned continually ; F- c. w! x/ Z* x3 |: t
Fixed HQ check so that first HQ is included " ?- w7 f9 g- @: O
! G1 r9 h. o) e[1108g]
- r; h/ e& R% `: r) Y; K# b1 LChanged Update device in TOE when changed in order to fix land replacements 0 K9 o# ]) ]5 T* w T3 [
Fixed Return cargo for CS or AC not checked if home base and current base are the same
" A' b7 @( V1 ~Fixed Force TF to use offmap if incorrectly set due to changes of destination
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9 c* `5 v; n: B7 T[1108h]
8 }' Q$ L) R3 nFixed Adjust for non-mine device being in special mine slot [#9] for sub minelaying
6 Q- N+ q- w3 s0 n1 W \Changed Force ships to arrive at national base if original location is not valid to form TF; stop ships arriving at 'land-locked' base ( y/ r# Q7 S6 O8 y# v
Fixed Group leader who is a pilot was losing the link under various conditions. Corrected conditions and added correction code
4 U* d7 m' A4 i' P* P3 P; tChanged Allow 'independent' commands to change without cost to another 0 q) Z: C& |; |7 t. I' m
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[1108i]
0 c8 _( N5 Y! jFixed 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 C$ j% q' i( f2 O
Fixed Japanese production was over-producing upgraded devices for LCUs 3 n3 k2 h3 i5 y/ Q
Changed Ship display of ARD shows lift capacity
5 O$ M2 {& K. jFixed Sub-units not having withdraw delay decremented $ x9 ~3 P* b4 j' Z; Q( J5 ?) X+ {
Fixed Updated offmap checks for home base
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[1108j]
, y M3 e# w; l- D: `3 n7 C% TFixed Issue with carriers in range code; could cause data corruption # t F- K T7 F Q
Fixed Not all TRACOM pilots showed in lists
0 ?$ Y8 t, y0 z0 l9 c9 `Fixed Limit retreat after meeting TF surface combat to actual combat
7 n: [! I: p0 m ~( G' \' u. TChanged Removed endurance limit on PTs that limits attacks + M" j, s6 j0 `/ H4 U9 w3 H
Fixed LCU weapons being changed by AI code sometimes when LCU is human controlled ! I/ T8 r" u4 X6 M$ I6 r
Changed Defer device upgrade of LCUs with fragments existing; causes errors in devices when swaping to parent or merging with other fragments/parent
Z: x& {7 B/ ]2 J) s+ xChanged No TF unload if 'do not unload' set regardless of status of ship cargo handling & y; [4 Q# K+ g" c2 d( W6 }
Fixed Empty fragments stopping editor sub-units from recombining |