只更新了EXE程序文件
+ E8 {( \) e2 }6 w# uhttp://www.matrixgames.com/forums/tm.asp?m=2729580
: |# a9 S" g+ F; k+ W, E6 A- ?This is an unofficial "short-term" beta install. 3 F4 w# G8 P. f
Short-term being the appropriate term as this thread may be removed after a few days.
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; d$ Y6 d' C+ yThis 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. 1 ~, T6 m. d& @' M9 Z
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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. ( H. J; L5 p1 t* U- U
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Background: K H) M* n+ H* B7 i2 V" H; B
Last month my development PC had a meltdown while I was working on changes since the last released build (02). ) |9 m4 h9 l2 B1 H, I
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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/ ^' N* Q/ X; XThe build works fine on my PC, but then it is also the one that created it.
' z% [, S" t1 sA 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. 7 m# s S$ E9 l! D. x3 X
+ k' n. N- a8 @% h' DAs a result, I need to be 100% convinced that the new code will run on existing installs of AE. + c) H3 h, |, c# @7 d. o
; x, @: x+ d! L0 R5 p$ a- g ~6 wI 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. 9 z$ }/ Q! J2 L# a C4 _- j/ ~- V
- [& @/ _; \. A5 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.
+ Q2 t% ?0 j! k& x( Z$ H! SLoad up a save and play a few turns. Let me know if you have any issues with it.
% c! e0 g- ^. F( B0 EAlso, try using tracker to see if the DLL still works. ' H. |1 N @& k1 c# j U5 d
- i9 |, c B* u% |Again, my warning: - k2 L. z9 g; G
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. 7 ~3 ?: s. r% }
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Here is a list of the additional changes since 1108c (build 2)
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' z# J% W' t5 g0 [[1108c+] 9 E) \ O! ~- l3 e
Fixed Rebuilt LCUs tended to use wrong PP cost on the first display, esp component units. 0 P7 E$ I w; l% t) Z
Revised restore of report files from save & a3 R' X( e1 j: B2 X
Changed Added group withdraw date to all split sub-groups, not just permanent withdraws 4 D, W: D4 k) i. Y: C, W+ G
Fixed 'buy-for-supply' ships remained at 1 day delay
/ m# d) x5 T( h- t. H6 h+ U; ^Fixed Error in Kamikaze determination in Flak Attack
( f" ^; P6 C ~1 hFixed Kamikaze training not affecting low naval bombing
$ O# N% X1 N VFixed Transferring pilot to group of different type losing 0-10 points off skills, rather than +/- 5
: p$ i! E* A4 T, L- B/ H. H9 dChanged Pilot experience hit based on category rather specific air type
# t) v+ ^! X7 [3 qChanged Added more off-map checks to better handle the TF's 'Return to ...' buttons
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[1108d]
% {. p/ M0 p7 _; n% ~( |; G: cFixed Removed ships under repair/conversion from AV support total
- s+ e. M+ P9 P xFixed Ground attacks against land units in friendly base hex could default to 'Commander Discretion' 8 n% X2 U0 T& o( ~0 c4 S
Changed Re-enabled limited on-map routing for off-map TFs ' c, a" C/ N$ v+ r! ^# {% J
Removed Disband check for resource/oil that was added earlier as can be worked around
& t, ]4 `: `: b$ @Fixed Allow float planes to transport troops to coastal bases - allowed selecting but did not always make the move
. U4 V* s; t" G: ~. MChanged Night missions on list using BLUE rather than BLACK
: r/ R2 _ @5 ^% D r( y, uChanged Halved the 5-day resource requirement/stockpile to 2-day. Added earlier in patch to help with resource distribution , Z5 [. ?$ n7 H G3 o+ q
- X1 U- f2 {0 }. I y% W/ e[1108e] 2 _4 |; Y6 x; N& W9 F: ~8 X* Z
Changed Arriving LCU units were building more than needed devices if not enough in device pool 1 O6 C2 V* f% Y4 H! s
Fixed Was returning wrong Allied device to pool on LCU device upgrade % x7 L/ _4 D8 v! P* A" x
Fixed Tried to align weapon and TOE for units without formal TOE before taking replacements; wrong numbers could be happening 6 o9 `' F; Z3 b+ l) R$ Z* ^
Changed Adjusted off-map entry point for way-points " g& ]; { _+ c7 H. o
Fixed Altitude not being changed on some dive bomber attacks in AAA 2 |# |) d( v. r! C9 B7 j
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[1108f] : `! H0 t; @8 f
Fixed Auto convoy returning resource/oil to home base when not required to D9 M! l$ e0 V
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 * `! k5 u! G% }4 a0 k* q( d
Fixed CTD when checking groups on withdrawing ships
5 n- m6 J2 D. DChanged Restored image files for centre windows
3 v! u+ w" W0 O+ pFixed Extend packing time and operMode to combining editor components of parent LCU 3 x0 X0 ~4 _" w' ?2 p
Changed Vary DL for base created TFs, use same DL for TF split # G2 E% p. f9 m
Fixed Leader of delayed group being re-assigned continually
" P$ H6 L3 @3 {' iFixed HQ check so that first HQ is included
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[1108g]
* H2 a( j8 f) ~' {Changed Update device in TOE when changed in order to fix land replacements
) N$ z5 {: C( @* ]" X( zFixed Return cargo for CS or AC not checked if home base and current base are the same
" ?$ `( `9 @- U6 z4 f- fFixed Force TF to use offmap if incorrectly set due to changes of destination
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[1108h] ' ~. B" G h4 B5 P9 m% R6 L: {
Fixed Adjust for non-mine device being in special mine slot [#9] for sub minelaying 4 E$ j/ D7 _6 ?- [
Changed Force ships to arrive at national base if original location is not valid to form TF; stop ships arriving at 'land-locked' base
. s6 k3 u9 ?2 z8 p- L0 w) SFixed Group leader who is a pilot was losing the link under various conditions. Corrected conditions and added correction code
9 i+ |4 y, \; M8 zChanged Allow 'independent' commands to change without cost to another # O. T5 ]% T/ n
9 [8 s% R; G7 a3 s& e$ |. V[1108i] 0 A; I4 D, A9 C6 K/ w, S! Z
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.
. P5 w ^# r5 \9 P) z8 x! kFixed Japanese production was over-producing upgraded devices for LCUs
" m& f% b. R. {4 C6 T w1 L5 XChanged Ship display of ARD shows lift capacity
0 L0 E+ { C! B; O' g. e2 XFixed Sub-units not having withdraw delay decremented
" v; w1 | ~# k: n5 n: T: r aFixed Updated offmap checks for home base
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[1108j]
j2 e) J+ s# \8 c; i4 {' }Fixed Issue with carriers in range code; could cause data corruption
_9 ~. X* M* `7 x' }9 bFixed Not all TRACOM pilots showed in lists
^5 v2 p' c+ y4 m; g- |* d7 `5 L2 a7 EFixed Limit retreat after meeting TF surface combat to actual combat 8 h8 b1 `) h5 [8 m1 ]& B
Changed Removed endurance limit on PTs that limits attacks " c+ _: T8 G- U6 z
Fixed LCU weapons being changed by AI code sometimes when LCU is human controlled
9 ^# o* V' W4 S8 WChanged Defer device upgrade of LCUs with fragments existing; causes errors in devices when swaping to parent or merging with other fragments/parent
P, c5 C, B2 C# e2 _Changed No TF unload if 'do not unload' set regardless of status of ship cargo handling ( P1 \1 p. v" m! j
Fixed Empty fragments stopping editor sub-units from recombining |