只更新了EXE程序文件
3 Z9 D0 \# n8 Z( {* q& M1 Ihttp://www.matrixgames.com/forums/tm.asp?m=2729580
) g- j. e4 j" n! ZThis is an unofficial "short-term" beta install. ; E+ y; p, f, t/ z: Y8 Z U
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. / F1 R# Q/ F! Y
( i1 y4 H; K# P* Z, B9 \0 ?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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Background: ) w9 g$ R0 i7 W y" z s7 z
Last month my development PC had a meltdown while I was working on changes since the last released build (02). 4 h, n; `) B5 O7 ?4 D& m6 Y
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.
; t$ z% K7 G1 Z% Z& 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.
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As a result, I need to be 100% convinced that the new code will run on existing installs of AE. ; l' z1 `6 j# F6 o3 ~
) T4 |2 _: B: g; w3 C9 FI 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. / a0 v9 D0 V9 G. `6 q4 @7 X: ^
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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. : u4 R7 c, }+ ]
Load up a save and play a few turns. Let me know if you have any issues with it.
* t" d" A, r. r( d) L4 O9 vAlso, try using tracker to see if the DLL still works. - W. t v- [" R- P
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Again, my warning:
5 @! r3 g6 x! nPLEASE 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)
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" N/ i4 s( B. U5 R7 C[1108c+]
: t' r9 h# h* ~4 Q* w2 v# iFixed Rebuilt LCUs tended to use wrong PP cost on the first display, esp component units. % P8 V, r% V' Y9 f
Revised restore of report files from save
0 h2 A d. q x# [Changed Added group withdraw date to all split sub-groups, not just permanent withdraws
; k6 v! `) J: x8 mFixed 'buy-for-supply' ships remained at 1 day delay
Q- c6 Q9 P/ ?& D7 CFixed Error in Kamikaze determination in Flak Attack
0 p' T6 D* a* G$ H) R7 AFixed Kamikaze training not affecting low naval bombing * H# ~9 L7 S0 ?- Z
Fixed Transferring pilot to group of different type losing 0-10 points off skills, rather than +/- 5 . n% ?, K' k l ^8 b& [
Changed Pilot experience hit based on category rather specific air type
& m$ c! v* _' \4 W: P8 gChanged Added more off-map checks to better handle the TF's 'Return to ...' buttons
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- I. m; m( \+ e2 I7 z# g# h[1108d]
; H+ k. m- }& k& a+ P8 H- a7 v2 aFixed Removed ships under repair/conversion from AV support total
$ S0 p, S& E4 j7 `$ f& WFixed Ground attacks against land units in friendly base hex could default to 'Commander Discretion' * b7 w( U5 [5 t
Changed Re-enabled limited on-map routing for off-map TFs ! @8 l9 b7 t+ ?
Removed Disband check for resource/oil that was added earlier as can be worked around / D% z. ?$ ~3 l$ E) Q6 \) c9 e
Fixed Allow float planes to transport troops to coastal bases - allowed selecting but did not always make the move 3 I9 H Q" B( M; e0 V+ z
Changed Night missions on list using BLUE rather than BLACK : g, ?: @* W6 s* v' f8 F3 [
Changed Halved the 5-day resource requirement/stockpile to 2-day. Added earlier in patch to help with resource distribution
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5 V# i7 D. A$ ] f9 R1 O" J5 C2 \[1108e]
. F4 B1 F+ s0 b2 G* n: VChanged Arriving LCU units were building more than needed devices if not enough in device pool
! N# H7 h# X [. a/ SFixed Was returning wrong Allied device to pool on LCU device upgrade
# Q$ q% t6 Y% O, O( d+ l/ f9 R2 tFixed Tried to align weapon and TOE for units without formal TOE before taking replacements; wrong numbers could be happening
/ T! V- j/ ^% t$ sChanged Adjusted off-map entry point for way-points
/ P4 L+ y5 J3 D( fFixed Altitude not being changed on some dive bomber attacks in AAA 6 m6 r6 l: n7 X5 K5 D7 b
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[1108f] % l' I( j3 ^ y' c0 v, z
Fixed Auto convoy returning resource/oil to home base when not required to
0 O% r7 D' R6 W. V. E5 E1 H4 c( c& _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 ' Z, o! f+ v$ a
Fixed CTD when checking groups on withdrawing ships
A2 V1 f* v2 m2 Y7 rChanged Restored image files for centre windows
7 i/ c7 y: B) T0 s$ D1 E5 ^Fixed Extend packing time and operMode to combining editor components of parent LCU ) r( \/ o3 e% S3 F' v
Changed Vary DL for base created TFs, use same DL for TF split - n) C6 N2 t7 `5 j& F
Fixed Leader of delayed group being re-assigned continually J+ Z) J) s/ Z! q. L
Fixed HQ check so that first HQ is included / d9 t6 K/ W. l7 Z/ C1 w, {5 _
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[1108g] * p/ p# G5 H# K c) | j
Changed Update device in TOE when changed in order to fix land replacements
3 q; i% Q$ S* Z( b: a8 ^Fixed Return cargo for CS or AC not checked if home base and current base are the same 9 }! y2 H* `: i9 Q3 a1 }
Fixed Force TF to use offmap if incorrectly set due to changes of destination
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$ q0 n, B0 v8 C g% C( |' c[1108h]
2 l& T5 y* R, o" QFixed Adjust for non-mine device being in special mine slot [#9] for sub minelaying % g" l3 j, n, 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
2 |4 `9 f) p& f$ l) H' B1 NFixed Group leader who is a pilot was losing the link under various conditions. Corrected conditions and added correction code
$ D3 G# [' v; z9 A7 P& U& }8 qChanged Allow 'independent' commands to change without cost to another 8 L! t4 k `6 \$ O+ e- y
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[1108i] 9 g0 s. |' p/ a- J
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.
9 D( M- K& a: ^0 aFixed Japanese production was over-producing upgraded devices for LCUs & F- r/ o g4 A
Changed Ship display of ARD shows lift capacity
5 w) g6 ?. ]1 w. t3 ~Fixed Sub-units not having withdraw delay decremented
# r% V! j. k& gFixed Updated offmap checks for home base
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7 _$ `" b6 s3 I( O[1108j] 8 Q9 k7 C9 N; v+ I, G9 S& O7 @# x
Fixed Issue with carriers in range code; could cause data corruption
& b7 g2 F: i# x0 x( OFixed Not all TRACOM pilots showed in lists
( M, V% o0 w0 ] m5 A) @Fixed Limit retreat after meeting TF surface combat to actual combat 2 ~. ^. X6 @& V3 S+ M$ g$ i
Changed Removed endurance limit on PTs that limits attacks
" \+ W1 t4 |8 pFixed LCU weapons being changed by AI code sometimes when LCU is human controlled 3 h9 M) P( |! U
Changed Defer device upgrade of LCUs with fragments existing; causes errors in devices when swaping to parent or merging with other fragments/parent * T4 c7 `( Y& k, `/ ^+ y8 y
Changed No TF unload if 'do not unload' set regardless of status of ship cargo handling : G u! F4 X' M2 t6 h) v6 B' V* W
Fixed Empty fragments stopping editor sub-units from recombining |