只更新了EXE程序文件
. i% g6 x2 X% ?. U1 g9 ~! Ahttp://www.matrixgames.com/forums/tm.asp?m=27295809 u$ z6 d2 X8 R+ Y* z5 I7 E( f
This is an unofficial "short-term" beta install.
& l; T1 e$ E# GShort-term being the appropriate term as this thread may be removed after a few days.
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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.
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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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, k8 |, C! W$ y6 x8 U8 jBackground: : D0 E: D' s+ L% X3 W9 [- H& V
Last month my development PC had a meltdown while I was working on changes since the last released build (02).
2 q7 {2 _( S) m, b1 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. ( r, A& |; X* j1 S" m' W
; q4 |& f5 P* v* V$ m9 MThe build works fine on my PC, but then it is also the one that created it. + ?$ g( l4 q8 l# C' S E: T
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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As a result, I need to be 100% convinced that the new code will run on existing installs of AE. 7 p; N! E. ~3 _2 f4 S# X+ }
7 f( R; Q+ |9 U. G: Y% g0 oI 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. 9 C& @3 y# ~- q
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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. & U* e. r$ q+ o1 H
Load up a save and play a few turns. Let me know if you have any issues with it.
( ~* T9 u G% S9 ]Also, try using tracker to see if the DLL still works.
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Again, my warning:
A# v; q# S% N DPLEASE 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)
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[1108c+] 4 h) |: V, ?1 t& X
Fixed Rebuilt LCUs tended to use wrong PP cost on the first display, esp component units. ' c- m7 x5 F4 ]- b% j7 n
Revised restore of report files from save & O ?) m$ s* O; I& t! K5 H8 {
Changed Added group withdraw date to all split sub-groups, not just permanent withdraws
- j& }" K' G* \Fixed 'buy-for-supply' ships remained at 1 day delay 4 z7 s; h" L! h; C
Fixed Error in Kamikaze determination in Flak Attack
& w& o( o# M9 `Fixed Kamikaze training not affecting low naval bombing 7 n1 I; e4 @+ n& q! l
Fixed Transferring pilot to group of different type losing 0-10 points off skills, rather than +/- 5 ' ^3 z* C/ W4 b
Changed Pilot experience hit based on category rather specific air type
. K8 N( H5 Y% \' ?9 e4 [Changed Added more off-map checks to better handle the TF's 'Return to ...' buttons
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3 q, _: C1 }, d. Z* a5 {/ _8 P! x[1108d]
6 S1 ]+ v: s) P; FFixed Removed ships under repair/conversion from AV support total # W1 }6 ^" v! Z) d" k z
Fixed Ground attacks against land units in friendly base hex could default to 'Commander Discretion'
; D( b! p# O$ E& j' LChanged Re-enabled limited on-map routing for off-map TFs # n7 e7 D* T3 ?" }
Removed Disband check for resource/oil that was added earlier as can be worked around
: D" L \; `" R: s- C* D1 B3 UFixed Allow float planes to transport troops to coastal bases - allowed selecting but did not always make the move 1 n7 P8 \* c N
Changed Night missions on list using BLUE rather than BLACK , E# s u. _0 j/ F
Changed Halved the 5-day resource requirement/stockpile to 2-day. Added earlier in patch to help with resource distribution - y [' Q- m' P
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Changed Arriving LCU units were building more than needed devices if not enough in device pool * s4 Y9 e; r4 K" r. {, t" W
Fixed Was returning wrong Allied device to pool on LCU device upgrade
/ }% Y& d) V1 v; i+ G$ w& _Fixed Tried to align weapon and TOE for units without formal TOE before taking replacements; wrong numbers could be happening * r4 s5 T U+ ?1 f! H8 {
Changed Adjusted off-map entry point for way-points
/ F) Z8 e+ c* e6 A# d* b3 `4 PFixed Altitude not being changed on some dive bomber attacks in AAA
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[1108f] 2 q' t* t2 l- |6 E' d8 P
Fixed Auto convoy returning resource/oil to home base when not required to ' h0 N8 k7 r6 B. q- |
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 % m5 U R! M) i: _' F4 `: o
Fixed CTD when checking groups on withdrawing ships 1 S, i" O. V! J1 K& ]" t7 {
Changed Restored image files for centre windows
* N2 s! X* S! K9 W3 oFixed Extend packing time and operMode to combining editor components of parent LCU : `+ w9 p- }% z, Z! `
Changed Vary DL for base created TFs, use same DL for TF split
8 [( O5 T, X J7 F( jFixed Leader of delayed group being re-assigned continually
6 P6 t& l4 @. E& o/ t% v- W; MFixed HQ check so that first HQ is included ; k* o$ ]- b3 b" q- v
& x5 {6 `+ `. s3 O/ Q7 M/ Q# I[1108g]
2 A0 i& W. u5 ~Changed Update device in TOE when changed in order to fix land replacements : f( q+ ?0 B- @$ L7 {% G: g
Fixed Return cargo for CS or AC not checked if home base and current base are the same ; q2 u1 Q$ B. r3 O k
Fixed Force TF to use offmap if incorrectly set due to changes of destination ' d7 o1 O- ~% P5 i3 c$ w' Q" T y0 O' @
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[1108h] 4 g* s) p0 U+ I
Fixed Adjust for non-mine device being in special mine slot [#9] for sub minelaying 5 _, @- k3 u6 s( W/ Y F
Changed Force ships to arrive at national base if original location is not valid to form TF; stop ships arriving at 'land-locked' base
/ K" }/ E7 v1 N% i- \- X2 nFixed Group leader who is a pilot was losing the link under various conditions. Corrected conditions and added correction code
1 ?, M! U W8 H- \" Z( v. O* s# BChanged Allow 'independent' commands to change without cost to another 7 {' v, c' K: E! j+ H3 Y) H' t% P
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[1108i]
- z# t5 E ]- R& ?6 p( s FFixed 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. - j$ ?7 `. n8 n' i4 m3 Q, r6 o( [
Fixed Japanese production was over-producing upgraded devices for LCUs # z9 z5 O E' @
Changed Ship display of ARD shows lift capacity # u2 l; U- ]6 c' u
Fixed Sub-units not having withdraw delay decremented ! N2 \" d6 s1 U5 A) V
Fixed Updated offmap checks for home base
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0 f! L& q2 @8 @. n[1108j]
% X; s. o S2 x L8 E" {Fixed Issue with carriers in range code; could cause data corruption + N1 `( B0 l! O) H
Fixed Not all TRACOM pilots showed in lists ; ^/ g* h/ ~* i8 l3 n7 Y
Fixed Limit retreat after meeting TF surface combat to actual combat
- O9 Y) O3 d# [6 x/ q; PChanged Removed endurance limit on PTs that limits attacks : \* _/ e( W1 m3 K' d- `
Fixed LCU weapons being changed by AI code sometimes when LCU is human controlled " a6 P6 R0 |+ C
Changed Defer device upgrade of LCUs with fragments existing; causes errors in devices when swaping to parent or merging with other fragments/parent
, u# F: Z) B$ r' L) DChanged No TF unload if 'do not unload' set regardless of status of ship cargo handling 2 Z7 G& z) f. ~( k( Y5 T
Fixed Empty fragments stopping editor sub-units from recombining |