只更新了EXE程序文件) y8 E9 T6 ~7 L- }* ]
http://www.matrixgames.com/forums/tm.asp?m=2729580: j- n6 b7 I/ U5 Z/ Q5 R
This is an unofficial "short-term" beta install. 1 F! T5 k! l3 j9 ^- t+ d& e
Short-term being the appropriate term as this thread may be removed after a few days. 0 V7 |0 j8 n: Z0 A
/ l0 `; `% t+ pThis 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. ' C" f8 |- ^* q6 I) J
5 i# ~2 r2 H VPLEASE DON'T USE THIS EXE FOR YOUR REAL ON-GOING GAMES AT THE MOMENT PENDING MY FINDINGS ON HOW SUITABLE THE NEW EXE IS. % x% E H9 ~: P
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Last month my development PC had a meltdown while I was working on changes since the last released build (02).
( o' M$ p1 D% Q; F6 T" yAs 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. 2 b a+ ^2 J7 r, n' ]' _
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The build works fine on my PC, but then it is also the one that created it. $ F5 d! R# X4 s5 I+ Z9 A; _) }
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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6 y7 r$ b' R4 K. V" L3 aI 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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; i$ j6 A- h- E6 ^ R( @0 YI 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. 4 O" J2 E" K9 A
Load up a save and play a few turns. Let me know if you have any issues with it.
" M- B' K5 `; V+ s. e1 C- oAlso, try using tracker to see if the DLL still works. # t! A2 @$ _* U; H9 X
& M8 b+ C% b: _Again, my warning: 4 x8 S' k4 J3 Z
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. ) v5 K. x8 u2 a$ x x* d& ~2 M$ `
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Here is a list of the additional changes since 1108c (build 2)
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[1108c+]
$ g3 f$ Q' `7 L; _; l9 YFixed Rebuilt LCUs tended to use wrong PP cost on the first display, esp component units. , M5 g$ J% I4 b( q- c
Revised restore of report files from save
3 I: c+ e: l5 i" v$ Z7 k+ q; eChanged Added group withdraw date to all split sub-groups, not just permanent withdraws 8 R5 j5 U- P( t6 h# I! w9 Q
Fixed 'buy-for-supply' ships remained at 1 day delay
( w+ ^+ K$ j+ ~+ i0 c: k# `& R0 y9 mFixed Error in Kamikaze determination in Flak Attack 6 P) S) C& V& s2 |( Q
Fixed Kamikaze training not affecting low naval bombing # l; [( B0 ]& h# | j. x
Fixed Transferring pilot to group of different type losing 0-10 points off skills, rather than +/- 5
/ b: d0 k1 U* r. \6 R: Y+ l% SChanged Pilot experience hit based on category rather specific air type % ?6 M" }; m( Z5 s0 s
Changed Added more off-map checks to better handle the TF's 'Return to ...' buttons
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[1108d]
# z1 l2 j4 w; B! A& H, ]Fixed Removed ships under repair/conversion from AV support total 5 A$ |! Y/ L& B* C2 s. g% y
Fixed Ground attacks against land units in friendly base hex could default to 'Commander Discretion'
4 k% [/ o( S7 r- k# kChanged Re-enabled limited on-map routing for off-map TFs
0 R4 K) e: ]3 A, M) q8 z+ ^2 J: @Removed Disband check for resource/oil that was added earlier as can be worked around 5 D8 `: Z6 m& T' \% w0 L) j- Y
Fixed Allow float planes to transport troops to coastal bases - allowed selecting but did not always make the move $ u. }& P7 b; _9 O$ F8 K# ~( u+ P
Changed Night missions on list using BLUE rather than BLACK ' F* B6 l$ A/ [) P- \+ y6 H
Changed Halved the 5-day resource requirement/stockpile to 2-day. Added earlier in patch to help with resource distribution
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: q( x: q) ]/ b4 F7 {) n[1108e]
4 d# S% E7 ~9 p/ lChanged Arriving LCU units were building more than needed devices if not enough in device pool ! c6 T' u8 M) c7 N
Fixed Was returning wrong Allied device to pool on LCU device upgrade
) c$ h; G) a, R* k9 \+ U2 wFixed Tried to align weapon and TOE for units without formal TOE before taking replacements; wrong numbers could be happening
6 S! b- S; g" p: c: vChanged Adjusted off-map entry point for way-points
5 [- U+ ?" W: jFixed Altitude not being changed on some dive bomber attacks in AAA
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$ v* n7 d- Z+ r[1108f]
( i3 E8 Y% @3 JFixed Auto convoy returning resource/oil to home base when not required to & @1 q' r( L6 x$ Y
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 # {- s; q3 ^ V! x2 ]5 R
Fixed CTD when checking groups on withdrawing ships 6 T) C2 O2 O N6 v p D' x
Changed Restored image files for centre windows - o: A0 |1 u1 m) B: E
Fixed Extend packing time and operMode to combining editor components of parent LCU
; N2 `5 t- I. uChanged Vary DL for base created TFs, use same DL for TF split
2 l2 A/ m6 w6 P; vFixed Leader of delayed group being re-assigned continually
3 X7 S1 k# P( i( a+ _Fixed HQ check so that first HQ is included
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6 V$ g$ D; Z" e# {7 D6 G y[1108g]
' c5 C3 X5 i8 w3 y% _, m4 E6 XChanged Update device in TOE when changed in order to fix land replacements o! [9 B1 }. l. j
Fixed Return cargo for CS or AC not checked if home base and current base are the same
5 I7 C3 V9 V2 C$ Q z& U2 B5 x( VFixed Force TF to use offmap if incorrectly set due to changes of destination 9 z0 h) `) j2 Y
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[1108h]
& t& T2 i% j- h4 ^5 N8 TFixed Adjust for non-mine device being in special mine slot [#9] for sub minelaying
9 y8 i1 z, P/ i- v# k/ T$ iChanged Force ships to arrive at national base if original location is not valid to form TF; stop ships arriving at 'land-locked' base 0 a- p% W2 S( @% G; i) B
Fixed Group leader who is a pilot was losing the link under various conditions. Corrected conditions and added correction code * p- O0 E' N5 J
Changed Allow 'independent' commands to change without cost to another 1 }* B) c ]/ q5 v4 u! ]; {8 V
% I6 @+ ]7 [0 m[1108i]
1 O; X) i. M; I0 A$ w% kFixed 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 X+ Z' ^$ m- s- ~2 p: M
Fixed Japanese production was over-producing upgraded devices for LCUs - z4 a, S w! @6 g5 ^6 b
Changed Ship display of ARD shows lift capacity 4 T$ ?- T- j& G
Fixed Sub-units not having withdraw delay decremented : I3 N* }. D$ _
Fixed Updated offmap checks for home base 1 K! t4 j3 A+ Y
( Y8 y. }* \. U[1108j] ' z$ F' a' ], R! l; s" _
Fixed Issue with carriers in range code; could cause data corruption
/ q- a- V# S* x( D' K. H B* @" kFixed Not all TRACOM pilots showed in lists
* z- j; u/ z' V5 d7 j, {Fixed Limit retreat after meeting TF surface combat to actual combat . [5 z8 o0 Z; L4 Z/ }8 ]
Changed Removed endurance limit on PTs that limits attacks 6 S* D7 {8 @% m! f, u$ g, q6 Y- z
Fixed LCU weapons being changed by AI code sometimes when LCU is human controlled 8 `( N- U1 x; B/ T
Changed Defer device upgrade of LCUs with fragments existing; causes errors in devices when swaping to parent or merging with other fragments/parent 7 v) C7 i# ]" ]$ P
Changed No TF unload if 'do not unload' set regardless of status of ship cargo handling % U$ f v' ^4 k2 {# {
Fixed Empty fragments stopping editor sub-units from recombining |