只更新了EXE程序文件* P5 N" G/ L4 W
http://www.matrixgames.com/forums/tm.asp?m=2729580
! P+ ?0 _; V% n5 Y' l) y/ j: ^$ rThis is an unofficial "short-term" beta install. v5 C& A( ?$ G6 O; e3 u2 T# @
Short-term being the appropriate term as this thread may be removed after a few days.
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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.
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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.
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1 E- s" [* L5 N5 m: F9 r8 ?Background: + M: f& Z' T5 O5 g9 d& g$ B
Last month my development PC had a meltdown while I was working on changes since the last released build (02).
' I( `8 \6 p( U* P) B7 AAs 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.
& B9 p, K- P0 ?9 {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.
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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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" {2 L* Z! B+ @' R& T8 d* w- d: V; 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.
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* D4 l/ m6 w8 W/ eI 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.
0 ^) ?2 M$ o; j- J* p# nLoad up a save and play a few turns. Let me know if you have any issues with it.
+ o/ e9 A0 Z8 B9 NAlso, try using tracker to see if the DLL still works.
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9 t" W2 q7 c |" V) |Again, my warning:
- ^9 o; ^( j& C' IPLEASE 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 s$ L- H7 x; w; F
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Here is a list of the additional changes since 1108c (build 2)
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- y) `4 G, t0 L3 W% ]! ?[1108c+]
/ a) ` z5 o8 W' E# W5 tFixed Rebuilt LCUs tended to use wrong PP cost on the first display, esp component units.
* _! q0 D3 t/ X* K; O# W3 ZRevised restore of report files from save ' a) j9 m# d2 j: j
Changed Added group withdraw date to all split sub-groups, not just permanent withdraws * i v* p+ y+ O7 B( _9 q
Fixed 'buy-for-supply' ships remained at 1 day delay
* r6 a w* V4 v' v6 ~4 W- d. ~Fixed Error in Kamikaze determination in Flak Attack ( T2 F# p% T1 k* s7 y( |, p
Fixed Kamikaze training not affecting low naval bombing O- k0 d; `* |7 M' I
Fixed Transferring pilot to group of different type losing 0-10 points off skills, rather than +/- 5
5 a7 G, g* p" V) G/ CChanged Pilot experience hit based on category rather specific air type 1 c1 w& @* G- h; v9 [
Changed Added more off-map checks to better handle the TF's 'Return to ...' buttons ; ?3 [1 |1 H7 {; Z7 M t
) q5 H: C! ?; Z1 D" o8 H$ i }[1108d] ) G) D6 f$ e+ |$ V% i
Fixed Removed ships under repair/conversion from AV support total
- Z/ m. b9 d) @/ D% wFixed Ground attacks against land units in friendly base hex could default to 'Commander Discretion'
' o6 Q% [- T4 XChanged Re-enabled limited on-map routing for off-map TFs
+ k4 r4 j5 r4 f! b8 LRemoved Disband check for resource/oil that was added earlier as can be worked around
2 `) _$ c3 I1 DFixed Allow float planes to transport troops to coastal bases - allowed selecting but did not always make the move . D2 G+ v1 n- t7 d- Q
Changed Night missions on list using BLUE rather than BLACK 1 `5 G) ?9 S) A# M+ ~
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]
7 s7 y9 h4 _" r7 a' B; k- LChanged Arriving LCU units were building more than needed devices if not enough in device pool
7 h4 _& u; V% \) A4 w% m; pFixed Was returning wrong Allied device to pool on LCU device upgrade * h& s8 l U* ?; @# F# R! X
Fixed Tried to align weapon and TOE for units without formal TOE before taking replacements; wrong numbers could be happening ( l3 G' Y/ L* v( j; c4 q
Changed Adjusted off-map entry point for way-points
0 ]( H4 ]2 d3 c3 ^Fixed Altitude not being changed on some dive bomber attacks in AAA
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[1108f] 4 I( `! G: _1 m2 n. I
Fixed Auto convoy returning resource/oil to home base when not required to
0 m5 t- b) {* ~7 Z9 x7 g4 n- LAdded 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 8 M/ ]- I7 b: Y# X# W' T: q& q
Fixed CTD when checking groups on withdrawing ships
, E {+ z( h: `; w# a$ WChanged Restored image files for centre windows 8 v$ A3 S- t4 Q5 K. J
Fixed Extend packing time and operMode to combining editor components of parent LCU
. |8 R" ~/ @0 V9 ?& |! b1 gChanged Vary DL for base created TFs, use same DL for TF split
0 S1 F9 ~# Y% @/ b nFixed Leader of delayed group being re-assigned continually
( X! M, m& V7 R% E+ B. ZFixed HQ check so that first HQ is included / `% z! T5 ?/ N9 `7 m/ V" O
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[1108g] - l* y& U* O; H
Changed Update device in TOE when changed in order to fix land replacements
9 D* ]: R* E7 Q; q2 s: \Fixed Return cargo for CS or AC not checked if home base and current base are the same 1 |% I, _* N. I" f0 k7 K) K: u4 g" e
Fixed Force TF to use offmap if incorrectly set due to changes of destination 6 [+ r+ I. l* [: t3 J' f/ V
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Fixed Adjust for non-mine device being in special mine slot [#9] for sub minelaying
* [) o2 b' ^5 U7 ?/ w/ `1 TChanged Force ships to arrive at national base if original location is not valid to form TF; stop ships arriving at 'land-locked' base & B" P" b3 b! R! ?
Fixed Group leader who is a pilot was losing the link under various conditions. Corrected conditions and added correction code
/ h% @& Z4 m* R9 L& R MChanged Allow 'independent' commands to change without cost to another ! Z4 A4 s6 L5 b+ f) i/ x
' T+ h/ d- J" @* I. v[1108i]
& @, Z' Z( z. ?, h+ mFixed 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. ' ~) {. ]. B$ Z, \6 o. j* r6 e
Fixed Japanese production was over-producing upgraded devices for LCUs ' ^, {! r8 Q' t! `
Changed Ship display of ARD shows lift capacity
% o: _( p- j. U% j8 s6 tFixed Sub-units not having withdraw delay decremented
# m& e+ q& S( F4 ^+ u) HFixed Updated offmap checks for home base
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[1108j] 2 O' M7 q/ P& K
Fixed Issue with carriers in range code; could cause data corruption
3 |3 N7 ~ d, i$ {0 }Fixed Not all TRACOM pilots showed in lists
, S+ K' W7 c) I6 [4 bFixed Limit retreat after meeting TF surface combat to actual combat # Z& g- b5 U" I. T5 J8 d$ y
Changed Removed endurance limit on PTs that limits attacks
- y e4 c S0 \0 F, t7 YFixed LCU weapons being changed by AI code sometimes when LCU is human controlled
, F$ m" Y6 a0 A8 n% W: ]8 ]Changed Defer device upgrade of LCUs with fragments existing; causes errors in devices when swaping to parent or merging with other fragments/parent / G, c; a% V0 c$ u: m% ^' y
Changed No TF unload if 'do not unload' set regardless of status of ship cargo handling
1 ?# L. n9 Q0 o4 {& ~. ]! qFixed Empty fragments stopping editor sub-units from recombining |