只更新了EXE程序文件
' V- @4 w+ N* @/ chttp://www.matrixgames.com/forums/tm.asp?m=2729580/ L3 o$ E! B# G: b8 F' m0 S
This is an unofficial "short-term" beta install. % b. R! g# K! B; g8 G |
Short-term being the appropriate term as this thread may be removed after a few days.
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" E& O3 {, q; h: oThis 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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+ ?9 Y! ^. y. z8 ^. QPLEASE 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: % A! O. Y9 ?" P0 ?
Last month my development PC had a meltdown while I was working on changes since the last released build (02). 0 D, a4 q/ H6 J
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. ' F8 n& f* t# M' _' b' J1 u% Y
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. / A2 u' }+ a' ^: n" m; r
0 Z( }7 L# ^% X4 ]3 r/ gAs a result, I need to be 100% convinced that the new code will run on existing installs of AE. % g$ K3 L5 P3 k% t) X
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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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5 J9 L k( v8 f6 y, t" }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.
. k$ T+ b% k/ \) p* h( MLoad up a save and play a few turns. Let me know if you have any issues with it.
0 A% ]6 m2 y8 e, i$ MAlso, try using tracker to see if the DLL still works.
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Again, my warning: . j3 Q, K; |" m: q. d
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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: o- I1 r! \, M2 p7 `' BHere is a list of the additional changes since 1108c (build 2) 2 J3 r: M1 i/ n5 ^) ^
6 E2 U8 G+ l r* O5 N2 f7 i; \[1108c+] , Z8 A% J& F! }8 ^- g% Q
Fixed Rebuilt LCUs tended to use wrong PP cost on the first display, esp component units.
) u8 g8 X# j0 ?5 b9 S$ n$ aRevised restore of report files from save ) }6 b) f: C9 f v7 o7 D* z$ C
Changed Added group withdraw date to all split sub-groups, not just permanent withdraws # Y/ @; P% m. [ E" Q
Fixed 'buy-for-supply' ships remained at 1 day delay % p: h8 _# T \0 K. W! {, A
Fixed Error in Kamikaze determination in Flak Attack
6 ?' g/ a: }1 aFixed Kamikaze training not affecting low naval bombing
1 z* A. `2 q: U. AFixed Transferring pilot to group of different type losing 0-10 points off skills, rather than +/- 5 ; N6 W; |; c+ d3 s6 J: H
Changed Pilot experience hit based on category rather specific air type
( ?2 B: \+ E( E: G/ d! rChanged Added more off-map checks to better handle the TF's 'Return to ...' buttons 2 i& t f% J$ N( U ~
( f' v; m* t: F2 D[1108d] + k I \1 `2 g2 U
Fixed Removed ships under repair/conversion from AV support total ! G7 v; v5 B# g0 w
Fixed Ground attacks against land units in friendly base hex could default to 'Commander Discretion'
4 z b; z1 W/ P! [Changed Re-enabled limited on-map routing for off-map TFs
6 y* f. U* e& H6 GRemoved Disband check for resource/oil that was added earlier as can be worked around z- Q( b X7 \. M% M7 D
Fixed Allow float planes to transport troops to coastal bases - allowed selecting but did not always make the move " {7 L: t V' N4 o ]& F4 |
Changed Night missions on list using BLUE rather than BLACK . q$ r7 {3 q* Q) ~2 d: d
Changed Halved the 5-day resource requirement/stockpile to 2-day. Added earlier in patch to help with resource distribution
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7 P6 ^8 r; M5 y1 r0 C5 B[1108e] ! j+ _9 t: |- ?4 W) b+ `) y
Changed Arriving LCU units were building more than needed devices if not enough in device pool # f# w+ P* [, X" y
Fixed Was returning wrong Allied device to pool on LCU device upgrade
7 z8 D" V5 q, b% @0 u. d% GFixed Tried to align weapon and TOE for units without formal TOE before taking replacements; wrong numbers could be happening
& J5 n2 p. C4 i& H$ ZChanged Adjusted off-map entry point for way-points ' M" p \' }' P" R/ ^5 m8 J/ S. n
Fixed Altitude not being changed on some dive bomber attacks in AAA 1 N2 Q6 ~! A5 p$ G; F* m) c+ f
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[1108f] # B( G2 B4 d; [: Q
Fixed Auto convoy returning resource/oil to home base when not required to
1 \( n' ^- _! H6 u+ ?. [1 h, {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
. g; f1 {! p1 \Fixed CTD when checking groups on withdrawing ships P1 }5 y" e0 r' c [' d
Changed Restored image files for centre windows ! s# c6 ~: D& q, V! W0 D; Q
Fixed Extend packing time and operMode to combining editor components of parent LCU
4 a L. o. F b( N5 y: MChanged Vary DL for base created TFs, use same DL for TF split - w% e2 O: L: {* ?6 a$ E* k
Fixed Leader of delayed group being re-assigned continually ; f" ^2 v* Z7 J+ ~% x) ]! M, N, Y
Fixed HQ check so that first HQ is included & D9 B; a/ U! u- d' |4 C
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[1108g]
$ J# s b5 B4 c- v7 n/ EChanged Update device in TOE when changed in order to fix land replacements
! L; i! n: J5 B6 Z8 x2 PFixed Return cargo for CS or AC not checked if home base and current base are the same
; z2 H2 ?" A9 m# oFixed Force TF to use offmap if incorrectly set due to changes of destination
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[1108h] ! s/ q7 r4 M) J2 G' c: S
Fixed Adjust for non-mine device being in special mine slot [#9] for sub minelaying 7 {1 J. L+ k+ u9 o% y
Changed Force ships to arrive at national base if original location is not valid to form TF; stop ships arriving at 'land-locked' base 8 I" o5 R. M. X2 G
Fixed Group leader who is a pilot was losing the link under various conditions. Corrected conditions and added correction code
6 y3 V! N' p7 h: U# ?2 Z, yChanged Allow 'independent' commands to change without cost to another
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[1108i] " I- L5 w) u: s. `0 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. % g3 x; F/ P1 l+ x7 K* ]! R
Fixed Japanese production was over-producing upgraded devices for LCUs
3 ~: y1 Z; H, F' ]2 c1 {1 H$ EChanged Ship display of ARD shows lift capacity
2 G) F! ]4 T5 _9 B) YFixed Sub-units not having withdraw delay decremented 0 g7 N+ K! `# C9 M$ H
Fixed Updated offmap checks for home base 8 v" B/ e7 U% B) J
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[1108j]
0 m9 q3 ^/ Y! rFixed Issue with carriers in range code; could cause data corruption 7 w0 t" R" u/ Q: x
Fixed Not all TRACOM pilots showed in lists 3 j# d6 g' i5 H- y
Fixed Limit retreat after meeting TF surface combat to actual combat ; x |( X* b2 R" k6 k! w* s4 G5 f
Changed Removed endurance limit on PTs that limits attacks
& H( H% D2 e% ?' o9 {# u9 aFixed LCU weapons being changed by AI code sometimes when LCU is human controlled
0 U) u8 a, o7 c b- |' kChanged Defer device upgrade of LCUs with fragments existing; causes errors in devices when swaping to parent or merging with other fragments/parent * T9 o" j$ H7 O9 a7 z
Changed No TF unload if 'do not unload' set regardless of status of ship cargo handling
% o: K. t( r6 G% i( `& F6 \Fixed Empty fragments stopping editor sub-units from recombining |