只更新了EXE程序文件
9 _1 G4 A/ F, c! I8 o( v- C+ ihttp://www.matrixgames.com/forums/tm.asp?m=2729580
' x) u( y; h- P1 ?( a0 }/ D3 JThis is an unofficial "short-term" beta install. . U! u7 e# c. }8 {
Short-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. 2 H. F3 Y% D8 G; Q+ ~
0 i, M) T2 i$ d% @- D0 yBackground: 6 z: q1 K( y" ^
Last month my development PC had a meltdown while I was working on changes since the last released build (02).
& f, ]3 B$ ^& H. y3 FAs 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. $ Z. z: s. x6 p( M/ V+ A
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. ; A6 [+ @) d& Z
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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.
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& {3 z' C* ~4 ^$ \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. 6 b% v- p5 z) O8 E: R$ b* M( {
Load up a save and play a few turns. Let me know if you have any issues with it. 3 y7 P/ w8 A; T1 \
Also, try using tracker to see if the DLL still works. 0 q# w0 {( A L4 J6 e6 Y& l& w
8 n3 @9 D ?: p6 xAgain, my warning: . `( `* S3 w3 G' \% O, G# i
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. * ~4 g( s% j& L
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Here is a list of the additional changes since 1108c (build 2) . {$ C: i# Q% a! F2 C
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Fixed Rebuilt LCUs tended to use wrong PP cost on the first display, esp component units. 5 D0 B4 a1 l' I' j# Z/ E
Revised restore of report files from save ( W1 s; [* s6 h6 E% M' v
Changed Added group withdraw date to all split sub-groups, not just permanent withdraws 8 c+ r7 k! x0 U# Y j
Fixed 'buy-for-supply' ships remained at 1 day delay ! ^* m6 @1 c% r5 K1 r, f# S; g8 o
Fixed Error in Kamikaze determination in Flak Attack
7 y9 W+ k! p \* c, F+ D* QFixed Kamikaze training not affecting low naval bombing * q: ^3 i2 W* ^
Fixed Transferring pilot to group of different type losing 0-10 points off skills, rather than +/- 5
4 P9 C5 `8 @* n" I& J$ R0 `! ]Changed Pilot experience hit based on category rather specific air type
2 H0 E$ L) I2 [8 R( d- yChanged Added more off-map checks to better handle the TF's 'Return to ...' buttons 7 W- L0 k% @! n2 s7 y
; H$ k, k1 O( p" l; h# \[1108d] 6 z" J v6 G4 y6 p9 K, d! ?
Fixed Removed ships under repair/conversion from AV support total
% X4 y4 U6 Q: v" ~1 I/ i2 d4 cFixed Ground attacks against land units in friendly base hex could default to 'Commander Discretion'
3 d+ M0 w8 H z' `+ B' T- sChanged Re-enabled limited on-map routing for off-map TFs " W* D& L7 [# d2 s& d' G
Removed Disband check for resource/oil that was added earlier as can be worked around ; v* x$ k' o0 k! T8 p! a
Fixed Allow float planes to transport troops to coastal bases - allowed selecting but did not always make the move
5 N: d' h! O: a0 v+ W' iChanged Night missions on list using BLUE rather than BLACK
6 r. [5 J; P9 O! A. WChanged Halved the 5-day resource requirement/stockpile to 2-day. Added earlier in patch to help with resource distribution
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8 w( j1 C) c" F3 O! _1 O; U[1108e]
0 M. E3 K& |# u. q! `- ]Changed Arriving LCU units were building more than needed devices if not enough in device pool
, w) e1 @% j/ {5 Z( F) pFixed Was returning wrong Allied device to pool on LCU device upgrade & W5 w- P& p% I& h, P
Fixed Tried to align weapon and TOE for units without formal TOE before taking replacements; wrong numbers could be happening ( R0 e. J* Y( H- w! ]: b
Changed Adjusted off-map entry point for way-points 6 w# `1 Z. X# [* `; t) D1 j* ?- p
Fixed Altitude not being changed on some dive bomber attacks in AAA
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7 o0 I* T( M" ]* L5 [[1108f]
: Y+ r$ n4 K" b+ k/ ~: bFixed Auto convoy returning resource/oil to home base when not required to {4 G* ]3 y x& ~# X9 B, W
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
; F' W" f& y/ A" b5 K0 yFixed CTD when checking groups on withdrawing ships
0 r7 U( S& V7 h6 m7 y/ cChanged Restored image files for centre windows
?1 r# u4 R& W6 L1 y1 PFixed Extend packing time and operMode to combining editor components of parent LCU
( K1 r1 a/ g/ \' JChanged Vary DL for base created TFs, use same DL for TF split
; G: d6 p c+ Q6 v0 [Fixed Leader of delayed group being re-assigned continually
" ~1 h+ y8 s5 |4 V$ r0 r5 e' PFixed HQ check so that first HQ is included O' Z. U R& y" o1 t
" g2 e- N5 V5 }, {2 j: \2 l[1108g] ; Z) Z% @. T6 y! E4 w
Changed Update device in TOE when changed in order to fix land replacements 3 n$ w2 d7 O) |+ \
Fixed Return cargo for CS or AC not checked if home base and current base are the same
" |" B" h* T' i/ ?Fixed Force TF to use offmap if incorrectly set due to changes of destination ! I! O7 B& D4 p
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Fixed Adjust for non-mine device being in special mine slot [#9] for sub minelaying % x# b, C5 v K$ b) m! }
Changed Force ships to arrive at national base if original location is not valid to form TF; stop ships arriving at 'land-locked' base 1 K3 A) Y; g' G6 _; m7 M0 {+ Y
Fixed Group leader who is a pilot was losing the link under various conditions. Corrected conditions and added correction code
* X8 r5 p& x; yChanged Allow 'independent' commands to change without cost to another 5 j1 H) P/ j- f3 u, j
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[1108i] 1 A1 |5 x8 b3 c- Z, d) X! X' s
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. - ?% }+ Q6 U& s( H: [; l8 B* r
Fixed Japanese production was over-producing upgraded devices for LCUs / r( X& \2 Y* p- m1 X9 f g' R
Changed Ship display of ARD shows lift capacity * _# C5 ~. K1 W3 K" z3 T
Fixed Sub-units not having withdraw delay decremented 9 g) x" d) e1 r0 z
Fixed Updated offmap checks for home base & }5 Q' M9 z0 U
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[1108j] 6 X7 h2 w" w0 o
Fixed Issue with carriers in range code; could cause data corruption ' h" d' b2 ^8 J! B" b
Fixed Not all TRACOM pilots showed in lists
; ]% p, ]& ?5 fFixed Limit retreat after meeting TF surface combat to actual combat
% l3 g/ x2 w+ vChanged Removed endurance limit on PTs that limits attacks
% H W5 S, W! _9 p9 [' F6 xFixed LCU weapons being changed by AI code sometimes when LCU is human controlled
: t; k3 n o: ]& q' pChanged Defer device upgrade of LCUs with fragments existing; causes errors in devices when swaping to parent or merging with other fragments/parent
9 X. f+ a4 G0 RChanged No TF unload if 'do not unload' set regardless of status of ship cargo handling
: m9 Y& L1 o) j7 F: p% S& JFixed Empty fragments stopping editor sub-units from recombining |