只更新了EXE程序文件
/ G4 U |0 m e8 C( {http://www.matrixgames.com/forums/tm.asp?m=2729580; F. W4 D6 j) U$ ]
This is an unofficial "short-term" beta install.
. k4 H: B' Q" U6 b# HShort-term being the appropriate term as this thread may be removed after a few days. * I& v4 V( l* |+ x
8 h1 d; l7 j( ]7 W# U" s' [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. 8 l$ x4 T' l5 G
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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. ; H2 S# l/ e! D, M5 b7 [
5 b3 p0 T7 _ W4 h+ n* {4 a$ qBackground:
4 T+ P6 m2 q: \5 G+ W# Z! v: D( a+ KLast month my development PC had a meltdown while I was working on changes since the last released build (02).
3 X, Y" R/ I' JAs 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. 7 P* i: _ P$ @9 ~! k' O9 K
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The build works fine on my PC, but then it is also the one that created it.
. ?6 r- D' S9 b6 kA 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. / K# t8 I1 `4 i7 E
8 z) J0 C3 M. o/ ^# KAs a result, I need to be 100% convinced that the new code will run on existing installs of AE. # I2 r T1 s: j/ z. c8 X# T( C
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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. , a& @+ h9 i3 N% Q ]$ u4 k% [0 m! D
0 V, G6 C; U: g8 g @9 o+ G' _& k: bI 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. . K7 ~8 U. I' z" H1 w" T4 [
Load up a save and play a few turns. Let me know if you have any issues with it.
* t# |9 v3 V( ]7 P' ^Also, try using tracker to see if the DLL still works. V. X }7 L, x; O; M0 J$ [* n Q
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Again, my warning: $ T# @4 E' E9 ~, d K! @
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. ; B+ l0 }0 q4 J$ V+ r2 {8 o
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Here is a list of the additional changes since 1108c (build 2)
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[1108c+] $ N2 c6 U7 R: }: z# S/ |8 F
Fixed Rebuilt LCUs tended to use wrong PP cost on the first display, esp component units.
2 e+ T; @, K) ^) d( NRevised restore of report files from save ) K- Z0 \5 C; M3 L2 v
Changed Added group withdraw date to all split sub-groups, not just permanent withdraws
7 @9 p9 J1 `0 V& p, YFixed 'buy-for-supply' ships remained at 1 day delay
3 b- p. | g$ @; w& B; tFixed Error in Kamikaze determination in Flak Attack # ~" }3 \5 r0 [
Fixed Kamikaze training not affecting low naval bombing ! I. m3 \4 x' e- N5 m( j: c
Fixed Transferring pilot to group of different type losing 0-10 points off skills, rather than +/- 5
2 Z; {: o/ L* P) p U$ J* ^Changed Pilot experience hit based on category rather specific air type
1 w6 y! {9 ~6 L" Z; T" kChanged Added more off-map checks to better handle the TF's 'Return to ...' buttons 0 ?+ L, U& @$ Z0 x
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[1108d] . |0 m; g* w+ d5 {
Fixed Removed ships under repair/conversion from AV support total
7 s3 r& _: K2 s+ ?Fixed Ground attacks against land units in friendly base hex could default to 'Commander Discretion'
7 T$ h; R, i, Y2 H/ m# gChanged Re-enabled limited on-map routing for off-map TFs % r) F5 B: O7 c4 I6 ?
Removed Disband check for resource/oil that was added earlier as can be worked around 9 L' v% E: u, r6 f. r" d
Fixed Allow float planes to transport troops to coastal bases - allowed selecting but did not always make the move 5 V( l- V. I1 A* Y* ^4 y1 {
Changed Night missions on list using BLUE rather than BLACK " B! @# i$ N W4 v& }2 T+ L v5 T
Changed Halved the 5-day resource requirement/stockpile to 2-day. Added earlier in patch to help with resource distribution
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7 f0 c, U! V) V- m3 V& O6 t[1108e] " ^9 D& {- X# }' C! [$ F
Changed Arriving LCU units were building more than needed devices if not enough in device pool
( ^& j5 K0 k$ G. x3 C9 FFixed Was returning wrong Allied device to pool on LCU device upgrade & a H2 U" |# [4 s, |$ Q! T7 V
Fixed Tried to align weapon and TOE for units without formal TOE before taking replacements; wrong numbers could be happening 4 y: E- b, y6 V* B
Changed Adjusted off-map entry point for way-points . [6 c" y$ O5 l0 U+ \. S3 P5 w
Fixed Altitude not being changed on some dive bomber attacks in AAA 5 E' i# A3 _: `
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[1108f]
4 ~/ Z" r% r* q- S( o5 a2 p- w+ E" N+ wFixed Auto convoy returning resource/oil to home base when not required to & M0 b: O! |& R1 t
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 ' n% N; S$ c8 P" ~% i# _/ I
Fixed CTD when checking groups on withdrawing ships - \1 q( }, c+ y8 n% c
Changed Restored image files for centre windows 1 h, t* h" \2 V) r
Fixed Extend packing time and operMode to combining editor components of parent LCU
- h0 R% d; N9 t" Z& V( |& z! G7 ^0 ~) TChanged Vary DL for base created TFs, use same DL for TF split
" N6 T" x6 S4 V6 O, ]Fixed Leader of delayed group being re-assigned continually ' D5 X3 Q$ O0 x2 d8 M1 X6 p
Fixed HQ check so that first HQ is included
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. L1 k( Z- P3 o1 C( M[1108g] $ i7 o' d: H* r
Changed Update device in TOE when changed in order to fix land replacements 9 r% g: l% r5 p9 }' q8 L' ?
Fixed Return cargo for CS or AC not checked if home base and current base are the same
' [' W! A' l7 o% ]) a- _. fFixed Force TF to use offmap if incorrectly set due to changes of destination
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[1108h]
$ f8 V+ z" D w& ]Fixed Adjust for non-mine device being in special mine slot [#9] for sub minelaying |: |% I! M& g+ X3 `2 H$ A
Changed Force ships to arrive at national base if original location is not valid to form TF; stop ships arriving at 'land-locked' base
6 ~) y l4 L' mFixed Group leader who is a pilot was losing the link under various conditions. Corrected conditions and added correction code
% n6 R. |" |2 f5 J% n. Q6 YChanged Allow 'independent' commands to change without cost to another
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- t- ?$ m4 g" H- Z) X/ x[1108i] + B4 E8 p- {$ E9 r& Q1 h
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.
7 } K! A% x9 D8 k& HFixed Japanese production was over-producing upgraded devices for LCUs 4 R* @+ Z6 V9 Z, V; ~$ }
Changed Ship display of ARD shows lift capacity
" t1 i8 {0 x8 `Fixed Sub-units not having withdraw delay decremented 8 Y S( p% {* A. U7 q7 e
Fixed Updated offmap checks for home base
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[1108j]
1 g" D# H; c, Z( z7 wFixed Issue with carriers in range code; could cause data corruption
0 a* ^1 D$ N; }$ \Fixed Not all TRACOM pilots showed in lists
5 A: q4 H3 r: M c* \" p$ k3 VFixed Limit retreat after meeting TF surface combat to actual combat
: n9 j! P" {: n) X- `; DChanged Removed endurance limit on PTs that limits attacks 0 I) x" D( J. P1 {4 C9 d1 F7 H8 o
Fixed LCU weapons being changed by AI code sometimes when LCU is human controlled
* { r" ~( n. ?0 |4 K0 ZChanged Defer device upgrade of LCUs with fragments existing; causes errors in devices when swaping to parent or merging with other fragments/parent
; A! H9 U& c1 jChanged No TF unload if 'do not unload' set regardless of status of ship cargo handling
6 X( ^4 F) A6 C; x- m$ SFixed Empty fragments stopping editor sub-units from recombining |