只更新了EXE程序文件
9 `' |8 y) V' e ^! `9 C5 t9 vhttp://www.matrixgames.com/forums/tm.asp?m=2729580; Z9 S, y+ C0 @+ E6 r& ]. B
This is an unofficial "short-term" beta install. + A: O# i# W0 ~6 x& ^, {
Short-term being the appropriate term as this thread may be removed after a few days. ! U7 C' f4 d/ v0 h2 j7 B6 Y: ]
: B, n' F4 x+ W' Z6 Z z" i8 ]1 H$ }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 r+ U9 _9 r: }: \
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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. ( y# _8 Y, J6 \! G( j+ a: f
- U1 F* ^2 ~. p/ o# }+ N/ QBackground:
2 g" E2 Z3 H, X$ qLast month my development PC had a meltdown while I was working on changes since the last released build (02).
3 }5 R- i- Y1 {* O& v: ]8 a9 EAs 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. , X' i0 ^2 F+ `: ~
, D! H; T7 Y2 S/ ? m, hThe build works fine on my PC, but then it is also the one that created it.
* L8 C( ]2 e0 k5 E: x. eA 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.
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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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8 [9 Q- T' D3 v; }0 o) L3 o5 fI 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. ' x' h' @- Q' g# O9 H: u
Load up a save and play a few turns. Let me know if you have any issues with it. ! i/ ?2 c) d( N2 d V
Also, try using tracker to see if the DLL still works. $ R/ J- a6 w7 M6 j! `
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Again, my warning:
# Z/ p/ o9 Z* N1 q4 pPLEASE 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) . `6 W3 J1 F- o2 a9 {0 M8 W
/ @% T* l! k8 K" O% y: L[1108c+]
. c' d5 m9 y4 m7 y& [3 ]Fixed Rebuilt LCUs tended to use wrong PP cost on the first display, esp component units. + u- `2 { H- }! g
Revised restore of report files from save
4 j7 A5 g# P! Y5 I7 QChanged Added group withdraw date to all split sub-groups, not just permanent withdraws
4 L* U" M2 \. W. {9 v3 gFixed 'buy-for-supply' ships remained at 1 day delay ! Y2 y/ b4 x6 s% y% a
Fixed Error in Kamikaze determination in Flak Attack 4 G9 `% t' B: O7 T0 S9 @$ A5 Z
Fixed Kamikaze training not affecting low naval bombing / ~9 j* o$ A: J5 l6 ~. g6 c! m
Fixed Transferring pilot to group of different type losing 0-10 points off skills, rather than +/- 5 4 H$ I6 G7 j) t' o$ G
Changed Pilot experience hit based on category rather specific air type
; Y1 R7 h4 R4 U( f' B- e @( P5 CChanged Added more off-map checks to better handle the TF's 'Return to ...' buttons
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[1108d] 7 l$ w! O/ G1 R* {; E3 L$ G
Fixed Removed ships under repair/conversion from AV support total
! U2 g( B4 k% M) c% j8 EFixed Ground attacks against land units in friendly base hex could default to 'Commander Discretion'
9 c1 d, H1 ^+ ~Changed Re-enabled limited on-map routing for off-map TFs + n3 {) `; t: i) T# E! u- ~
Removed Disband check for resource/oil that was added earlier as can be worked around
; X/ a; W6 l3 j4 OFixed Allow float planes to transport troops to coastal bases - allowed selecting but did not always make the move
. b6 T7 N' Z& V0 kChanged Night missions on list using BLUE rather than BLACK 1 c7 i% T; |! { e# c
Changed Halved the 5-day resource requirement/stockpile to 2-day. Added earlier in patch to help with resource distribution
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[1108e] % H; C3 B$ U+ n
Changed Arriving LCU units were building more than needed devices if not enough in device pool
G9 j% m6 M+ }; E0 xFixed Was returning wrong Allied device to pool on LCU device upgrade 7 j/ O; t. S# { F0 C
Fixed Tried to align weapon and TOE for units without formal TOE before taking replacements; wrong numbers could be happening 3 a7 S. o/ @5 d% k" [
Changed Adjusted off-map entry point for way-points
" ~: ~3 |5 ]& R% O. C! WFixed Altitude not being changed on some dive bomber attacks in AAA 8 Y5 k2 i |8 j1 i: ^; R& a
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[1108f]
; P% `! e) n. g) \" G/ xFixed Auto convoy returning resource/oil to home base when not required to
) u) R) }: g! E5 d5 nAdded 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
+ ]# q6 L( }$ N# AFixed CTD when checking groups on withdrawing ships
( n7 ^ l: J `. N1 V5 ?9 mChanged Restored image files for centre windows : _3 Q( k1 ]5 o. Z& P8 R* P: n& W
Fixed Extend packing time and operMode to combining editor components of parent LCU
7 W9 w e: M' E% Q) W; @Changed Vary DL for base created TFs, use same DL for TF split & _* d: ]9 P( [1 t! D" D
Fixed Leader of delayed group being re-assigned continually / u# C a& o) _6 g# B" p L
Fixed HQ check so that first HQ is included / F6 o+ |. V+ m' o3 ?8 Y
" N G$ w+ {2 q! Z[1108g]
9 X5 z# M& x4 k% ^9 n2 EChanged Update device in TOE when changed in order to fix land replacements
$ d! j; u( O) t; f3 P nFixed Return cargo for CS or AC not checked if home base and current base are the same . `2 n9 W- r+ N
Fixed Force TF to use offmap if incorrectly set due to changes of destination ) p# y- N d, z( k0 o u: P
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[1108h] 8 P) `) j# `9 D6 g
Fixed Adjust for non-mine device being in special mine slot [#9] for sub minelaying u$ [/ U s$ D) X6 J; n! ^
Changed Force ships to arrive at national base if original location is not valid to form TF; stop ships arriving at 'land-locked' base
2 A# V0 m; J) l3 ?3 s3 VFixed Group leader who is a pilot was losing the link under various conditions. Corrected conditions and added correction code
3 o, ^# {" x1 W% W( eChanged Allow 'independent' commands to change without cost to another ' S/ A [, v- U0 Q
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[1108i]
# u9 t8 o: j& _# x8 w" bFixed 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. 1 u8 g b: A ^" o: P
Fixed Japanese production was over-producing upgraded devices for LCUs
7 b5 s9 {! l& ]2 b/ m0 H S k6 mChanged Ship display of ARD shows lift capacity 5 k7 p$ T7 L2 l3 c" f0 z! S
Fixed Sub-units not having withdraw delay decremented , u( I P! }! _. {5 W
Fixed Updated offmap checks for home base
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[1108j] ' U! ~( C- |# d2 c+ t
Fixed Issue with carriers in range code; could cause data corruption
; [+ s# x( X) }) C2 X- Q$ ZFixed Not all TRACOM pilots showed in lists 4 k. z2 J& z# L% I3 k8 `
Fixed Limit retreat after meeting TF surface combat to actual combat B1 i7 h1 _$ q2 @: ]: E0 i
Changed Removed endurance limit on PTs that limits attacks
( r( g/ P4 _4 [: GFixed LCU weapons being changed by AI code sometimes when LCU is human controlled 5 v& A8 G; K- z" D3 c9 ~
Changed Defer device upgrade of LCUs with fragments existing; causes errors in devices when swaping to parent or merging with other fragments/parent + @& K N1 R- Z9 z
Changed No TF unload if 'do not unload' set regardless of status of ship cargo handling
; S. y4 v+ {& g6 l+ SFixed Empty fragments stopping editor sub-units from recombining |