只更新了EXE程序文件
- u8 p: m- h' Xhttp://www.matrixgames.com/forums/tm.asp?m=2729580
1 \5 k$ c+ j1 S; ^8 bThis is an unofficial "short-term" beta install.
$ [1 z0 V* |* }9 L2 C% C% |! d2 KShort-term being the appropriate term as this thread may be removed after a few days. " P# c* t: y7 u" U7 t6 T% [ M# C
, \1 w5 a8 v4 ~" j' p. s" IThis 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 \6 l9 `6 Q+ o% i& L" {
, U) k- w0 y7 h! r7 J) i: R- q2 J1 \Background:
1 I! k% B5 N0 Q7 K) G; T# Z/ zLast month my development PC had a meltdown while I was working on changes since the last released build (02). ' W0 E# G# [2 `6 P
As 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.
5 l- t0 s: s, _5 p8 L5 V6 o3 o) hA 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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7 P. {/ i! F- [- fAs a result, I need to be 100% convinced that the new code will run on existing installs of AE.
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% n/ G9 [8 g6 y" X. nI 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. / X) O( x& {) S3 o. k# s7 c3 a. G
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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. + s4 j1 Y# a# P% l `# G- e
Load up a save and play a few turns. Let me know if you have any issues with it. , a5 J7 n2 a5 R* I8 L; F
Also, try using tracker to see if the DLL still works.
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Again, my warning:
/ h) G2 c0 c% D& e+ OPLEASE 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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D, g2 Z+ J2 F* d: ~Here is a list of the additional changes since 1108c (build 2) 2 w) V s$ k. n: q* \
: a o& e4 _: O5 ~0 S9 S[1108c+] ) Y1 y$ f2 q, ?
Fixed Rebuilt LCUs tended to use wrong PP cost on the first display, esp component units. $ v6 p; L) z5 g
Revised restore of report files from save
! |* d. f0 G9 ^: f( J9 r9 R4 n ~Changed Added group withdraw date to all split sub-groups, not just permanent withdraws 7 X) O9 I5 f0 ? G
Fixed 'buy-for-supply' ships remained at 1 day delay
0 r- A S: J6 U$ x# Z2 U3 ?Fixed Error in Kamikaze determination in Flak Attack 5 E+ }" S1 J0 B* r) U G+ ^4 n
Fixed Kamikaze training not affecting low naval bombing
- Y4 I6 I+ a/ y2 TFixed Transferring pilot to group of different type losing 0-10 points off skills, rather than +/- 5
! q, n2 c/ v6 A& f6 H0 ?9 `Changed Pilot experience hit based on category rather specific air type
* j# c* m# }. E5 W: MChanged Added more off-map checks to better handle the TF's 'Return to ...' buttons " t+ e0 G4 N' A* n! d# V
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[1108d] : e9 g- S4 ^# O, Z, t' H* T; W/ P! @
Fixed Removed ships under repair/conversion from AV support total ) P* N, k: p' u. o% n
Fixed Ground attacks against land units in friendly base hex could default to 'Commander Discretion'
2 r* J d& W5 K8 j+ v# \Changed Re-enabled limited on-map routing for off-map TFs
2 a5 y q) g1 t" ^Removed Disband check for resource/oil that was added earlier as can be worked around
, H; E+ [/ F& B( QFixed Allow float planes to transport troops to coastal bases - allowed selecting but did not always make the move
6 Z* m: J ?0 h" O# z" ^Changed Night missions on list using BLUE rather than BLACK
' d, e! @0 `9 V/ SChanged Halved the 5-day resource requirement/stockpile to 2-day. Added earlier in patch to help with resource distribution
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0 o# v. _4 \( l( ^( `[1108e] ' L8 }$ l: n f( a
Changed Arriving LCU units were building more than needed devices if not enough in device pool
( w1 O1 w/ `' RFixed Was returning wrong Allied device to pool on LCU device upgrade 4 v% p7 Z- p1 t9 w+ x' k
Fixed Tried to align weapon and TOE for units without formal TOE before taking replacements; wrong numbers could be happening % P- @7 R h$ y& e h, n; I
Changed Adjusted off-map entry point for way-points
4 g0 T; X7 i/ G. o- AFixed Altitude not being changed on some dive bomber attacks in AAA
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% s. J- p9 X$ ]& N j1 p[1108f]
6 z( o" L- `. v6 a; m: OFixed Auto convoy returning resource/oil to home base when not required to
: \; ^* |* Z' K* z) U$ BAdded 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 " [$ ~; _( Q0 C4 s- q. U# k
Fixed CTD when checking groups on withdrawing ships
) |' `% V( Y( c7 DChanged Restored image files for centre windows % F- f9 k, k a L# y! d" G0 _& k
Fixed Extend packing time and operMode to combining editor components of parent LCU
. m- v$ H" ~" ^& DChanged Vary DL for base created TFs, use same DL for TF split , r1 H6 W/ a( [! J8 L
Fixed Leader of delayed group being re-assigned continually r7 J2 K E& y' J' f
Fixed HQ check so that first HQ is included
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) B5 Z" b) j! x8 _+ U* y2 g9 ^; L[1108g] ) {7 m# h$ W J, o
Changed Update device in TOE when changed in order to fix land replacements
6 p T8 U1 h3 ]( aFixed Return cargo for CS or AC not checked if home base and current base are the same : t( {& h1 q: r1 u" w* }
Fixed Force TF to use offmap if incorrectly set due to changes of destination
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[1108h]
/ B( {, ]% p, A+ j9 JFixed Adjust for non-mine device being in special mine slot [#9] for sub minelaying # ~( N- C8 M6 A! |. Q
Changed Force ships to arrive at national base if original location is not valid to form TF; stop ships arriving at 'land-locked' base + J/ x! O6 k/ F8 E \
Fixed Group leader who is a pilot was losing the link under various conditions. Corrected conditions and added correction code
1 ?0 T6 E2 `. i$ g. O2 qChanged Allow 'independent' commands to change without cost to another 0 T" p2 H. t. ~" Q' T0 s
6 l4 F. Q2 l) K( ^0 j9 P' X[1108i]
2 ^( K+ C6 g# a/ z9 oFixed 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. : P. m I J+ b, a. h: K" r$ |, v
Fixed Japanese production was over-producing upgraded devices for LCUs 7 e7 ?" r5 l7 ` p7 }' ~2 \. B
Changed Ship display of ARD shows lift capacity 4 L z3 `( E7 y; y: w& s' J% D
Fixed Sub-units not having withdraw delay decremented & u- Q7 k( H3 V( Q# P. r
Fixed Updated offmap checks for home base
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7 i) |- Y3 d1 g; A5 P7 @[1108j]
% T% x* h; C6 ^, }. k5 D* eFixed Issue with carriers in range code; could cause data corruption 0 a8 F9 w( X( n0 Z+ D2 J8 J
Fixed Not all TRACOM pilots showed in lists ' N0 L9 b5 `/ z) b
Fixed Limit retreat after meeting TF surface combat to actual combat : K5 i% P) W: H
Changed Removed endurance limit on PTs that limits attacks
' q% A$ Y/ K* B" m% RFixed LCU weapons being changed by AI code sometimes when LCU is human controlled
! k0 v, d) W1 v( ?/ zChanged Defer device upgrade of LCUs with fragments existing; causes errors in devices when swaping to parent or merging with other fragments/parent
0 ^/ S) M6 M$ N) I5 K gChanged No TF unload if 'do not unload' set regardless of status of ship cargo handling 7 W' X' O, ^1 d1 n& X0 G2 ~, Z
Fixed Empty fragments stopping editor sub-units from recombining |