只更新了EXE程序文件& Z3 E r O* R) O
http://www.matrixgames.com/forums/tm.asp?m=2729580
0 T; {- ?) F# T& q! NThis is an unofficial "short-term" beta install. ! Z/ @1 _9 T2 u# ~* Z
Short-term being the appropriate term as this thread may be removed after a few days. 4 g' B1 T. t. }; s8 Q+ L
& |8 S/ Z! f$ tThis 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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7 m0 `" `9 N+ K t! f4 ^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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Background: F) R0 g3 y7 ?' b, L) w: N
Last month my development PC had a meltdown while I was working on changes since the last released build (02).
0 ~2 N2 U+ r4 @1 I. `3 RAs 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. 0 n Q( n7 L; |- F8 z
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The build works fine on my PC, but then it is also the one that created it. " |& v( W0 G n4 }; s3 @2 V
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. ; W6 w: Q4 h6 o3 F
$ c- X. v' I2 `! J* g( XAs a result, I need to be 100% convinced that the new code will run on existing installs of AE.
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5 l @9 |# Z8 ~) d+ ?. ~7 VI 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.
( d. E- y# i9 e. tLoad up a save and play a few turns. Let me know if you have any issues with it.
: q! ^1 f( \+ m$ W8 r* CAlso, try using tracker to see if the DLL still works. % q, n0 o0 z% E3 O D
, u" U7 F6 N3 ~- d, q. KAgain, my warning: * @% ?' u: r! s7 K6 b& r4 j
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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Here is a list of the additional changes since 1108c (build 2)
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[1108c+]
/ i* Q( K+ x. y+ {! kFixed Rebuilt LCUs tended to use wrong PP cost on the first display, esp component units. + C4 G. m. P7 J' E; r+ e
Revised restore of report files from save # `( f& H# _; M9 l9 B
Changed Added group withdraw date to all split sub-groups, not just permanent withdraws
! |! ]! \# y) w' sFixed 'buy-for-supply' ships remained at 1 day delay 8 Y' V; ~' K6 B/ E# e7 F( H
Fixed Error in Kamikaze determination in Flak Attack . F" k$ {- |& M- j- F
Fixed Kamikaze training not affecting low naval bombing , I0 d5 M. a- [6 S
Fixed Transferring pilot to group of different type losing 0-10 points off skills, rather than +/- 5
0 k3 o2 E! Q4 G9 A9 WChanged Pilot experience hit based on category rather specific air type " k+ r; |& d' B! W5 F- n
Changed Added more off-map checks to better handle the TF's 'Return to ...' buttons
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[1108d]
# Y9 f2 a& `; X( D; UFixed Removed ships under repair/conversion from AV support total ; h; |7 M, G- w6 J. B
Fixed Ground attacks against land units in friendly base hex could default to 'Commander Discretion'
; P' t0 P% E: xChanged Re-enabled limited on-map routing for off-map TFs
- m- ~* `* ? ?0 b6 c$ aRemoved Disband check for resource/oil that was added earlier as can be worked around
Q B- F# c* cFixed Allow float planes to transport troops to coastal bases - allowed selecting but did not always make the move , m+ e. J- h) M/ s
Changed Night missions on list using BLUE rather than BLACK % m7 N1 M8 x4 `, J5 h
Changed Halved the 5-day resource requirement/stockpile to 2-day. Added earlier in patch to help with resource distribution ) H" |6 T9 m- d+ A& f7 ]' e" k" J: i, k
1 e4 d4 S9 E- Y" d[1108e]
* j9 V$ N3 P- S) e' K: V( {! T$ Y LChanged Arriving LCU units were building more than needed devices if not enough in device pool - v/ P9 f h# I# ?
Fixed Was returning wrong Allied device to pool on LCU device upgrade
! Z2 t1 r& I* }- lFixed Tried to align weapon and TOE for units without formal TOE before taking replacements; wrong numbers could be happening
; L: b& Z; P( J% W. i; wChanged Adjusted off-map entry point for way-points 0 f0 M) d3 {( |; a; S
Fixed Altitude not being changed on some dive bomber attacks in AAA + f4 z& d- k& d4 s3 m3 H
2 c$ z- w4 Z/ ]+ d; G8 D+ }[1108f] $ P; `8 N9 U3 b5 u( w1 ~
Fixed Auto convoy returning resource/oil to home base when not required to
, [# L& X. H1 y9 y) OAdded 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 6 k: U5 S4 Q' ]* B& v
Fixed CTD when checking groups on withdrawing ships
) Q* {* r1 b, H$ ZChanged Restored image files for centre windows
9 p# H0 x) J1 L+ LFixed Extend packing time and operMode to combining editor components of parent LCU
. {. V0 c& y8 B2 a& BChanged Vary DL for base created TFs, use same DL for TF split
% R& H3 A; r9 g; sFixed Leader of delayed group being re-assigned continually + ?' g1 v/ N3 f7 b2 [& P
Fixed HQ check so that first HQ is included # J* Q. H. m, j- B
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[1108g]
1 p, a9 C' C9 N8 bChanged Update device in TOE when changed in order to fix land replacements ( j2 e# z" y6 \4 A2 H: w. U- H
Fixed Return cargo for CS or AC not checked if home base and current base are the same e: Y5 G2 F$ R$ Q G+ V o
Fixed Force TF to use offmap if incorrectly set due to changes of destination " D7 d, D- W3 I4 U: |
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[1108h]
1 A4 E1 |3 u; S* V& \/ ?Fixed Adjust for non-mine device being in special mine slot [#9] for sub minelaying
3 e; R2 f% o5 LChanged Force ships to arrive at national base if original location is not valid to form TF; stop ships arriving at 'land-locked' base
5 F2 `" T- E: T. u1 b5 O8 C# ?. Y4 }Fixed Group leader who is a pilot was losing the link under various conditions. Corrected conditions and added correction code * Z9 y, K8 Z O. e
Changed Allow 'independent' commands to change without cost to another 7 x* e* r% M6 L% F8 Q
9 E( @$ T' C5 o( h; z1 K* \[1108i]
6 R) Q. L/ r* X) N8 D! NFixed 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.
* a' `9 f' s. ~+ z+ Y5 [Fixed Japanese production was over-producing upgraded devices for LCUs
- k7 b2 m4 s- q$ {, T9 gChanged Ship display of ARD shows lift capacity
6 U2 C9 z* L5 I1 X% W( m4 G6 Q; UFixed Sub-units not having withdraw delay decremented
3 q8 n1 Q7 H) }Fixed Updated offmap checks for home base
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% |% K0 U( w$ W6 `[1108j] 0 n$ x- y% B" p: g; l% I
Fixed Issue with carriers in range code; could cause data corruption
9 R) e) B1 b/ L" Y H: d; v7 V# a0 mFixed Not all TRACOM pilots showed in lists + A+ f0 n7 ?( w
Fixed Limit retreat after meeting TF surface combat to actual combat 5 B( ?! z$ N" q. U; q6 s
Changed Removed endurance limit on PTs that limits attacks
$ d8 \5 t9 Y8 ^* j1 BFixed LCU weapons being changed by AI code sometimes when LCU is human controlled
7 v d) _8 X7 h7 JChanged Defer device upgrade of LCUs with fragments existing; causes errors in devices when swaping to parent or merging with other fragments/parent , r( x, T# @$ n( I7 P6 l* y2 ]3 d
Changed No TF unload if 'do not unload' set regardless of status of ship cargo handling & L% _7 t# [- k+ D
Fixed Empty fragments stopping editor sub-units from recombining |