只更新了EXE程序文件
1 f( R6 ]4 y1 Y) u; b/ x8 phttp://www.matrixgames.com/forums/tm.asp?m=27295801 ?; S/ P6 K6 M, R
This is an unofficial "short-term" beta install.
! m, S) e: H0 i5 uShort-term being the appropriate term as this thread may be removed after a few days.
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' o* U( v4 Q- |, b- m/ H! e- 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.
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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. - ]- w1 J3 f3 r. x$ l* H& \
4 W2 s$ X+ g% S d9 [Background:
% q# J5 ?) I4 M) r7 k U& SLast month my development PC had a meltdown while I was working on changes since the last released build (02). d8 o1 {( ?% u0 m7 s4 ~! h
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.
! I; M6 Z/ I4 V$ K( x5 A- V+ NA 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. # b% M3 ?5 ]8 w
* s3 m3 O, Q; _3 Q7 y& ZAs a result, I need to be 100% convinced that the new code will run on existing installs of AE. / \+ r v2 `& s# i. l K: H
: v) B {1 }+ ?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. + h; e W" j9 @. a) E/ v) y
2 H5 p* n' X) 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. + O6 X/ k5 S; \& l( e
Load up a save and play a few turns. Let me know if you have any issues with it.
# \& V1 g2 X1 k( l. E/ |6 r kAlso, try using tracker to see if the DLL still works. 0 w8 h/ h# `$ {/ b" q1 I1 h
5 y- k3 J; F z, cAgain, my warning:
3 v; _3 E4 S9 T- }4 KPLEASE DON'T USE THIS EXE FOR YOUR REAL ON-GOING GAMES AT THE MOMENT PENDING MY FINDINGS ON HOW SUITABLE THE NEW EXE IS. 3 Z! u" T* ^4 {+ ^% f, ^: |- K
! i( M7 X/ u3 Z* D( FHere is a list of the additional changes since 1108c (build 2)
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[1108c+] & ^" q8 f" g' z0 |" P: F& Z
Fixed Rebuilt LCUs tended to use wrong PP cost on the first display, esp component units. , _/ |& J( T3 U' c4 i' S; U; m
Revised restore of report files from save
4 f% Q6 x- K( dChanged Added group withdraw date to all split sub-groups, not just permanent withdraws
- G9 R1 i# R$ h! X8 l% O% d9 w. zFixed 'buy-for-supply' ships remained at 1 day delay + b0 Y( I7 l! e1 W8 y
Fixed Error in Kamikaze determination in Flak Attack - N0 S8 `) [5 Y6 H
Fixed Kamikaze training not affecting low naval bombing & k% K. X% I: N& ~; p2 l- n
Fixed Transferring pilot to group of different type losing 0-10 points off skills, rather than +/- 5 $ K6 t. h' k( t; }
Changed Pilot experience hit based on category rather specific air type
" t* c! |! a z$ b' p. eChanged Added more off-map checks to better handle the TF's 'Return to ...' buttons 6 T: j' o0 i# E
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[1108d] + z7 I3 h) i- u/ J
Fixed Removed ships under repair/conversion from AV support total 0 r" j6 X" ] w
Fixed Ground attacks against land units in friendly base hex could default to 'Commander Discretion'
7 H0 `# b6 q9 j: jChanged Re-enabled limited on-map routing for off-map TFs
6 m: n, B/ X7 n: ^# {Removed Disband check for resource/oil that was added earlier as can be worked around
6 g% p5 A' \( F+ C" t: \+ _. eFixed Allow float planes to transport troops to coastal bases - allowed selecting but did not always make the move - \" y# q. p$ @
Changed Night missions on list using BLUE rather than BLACK % D3 f6 ]6 w6 N K
Changed Halved the 5-day resource requirement/stockpile to 2-day. Added earlier in patch to help with resource distribution * h( c( m: j9 J8 L0 ~1 _* l5 V
; X/ b, O- H: K[1108e]
& u- i1 ~% z( P$ Y. S! JChanged Arriving LCU units were building more than needed devices if not enough in device pool * J. K! a: g- w( j& S& C4 S
Fixed Was returning wrong Allied device to pool on LCU device upgrade . ^ K, r9 e; C! @1 f) n
Fixed Tried to align weapon and TOE for units without formal TOE before taking replacements; wrong numbers could be happening
# U2 h* \: ]; F4 L/ y4 wChanged Adjusted off-map entry point for way-points
. c, ~" q5 w+ cFixed Altitude not being changed on some dive bomber attacks in AAA
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7 y$ S# B- K% R" ][1108f]
- h9 y+ T4 Y* W# G; AFixed Auto convoy returning resource/oil to home base when not required to 2 V1 Z# A4 w8 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
4 p% V( h" E8 Y; C& \; L5 U3 mFixed CTD when checking groups on withdrawing ships
) u% C1 f k: l& j2 q& M& X. Q; j" Q% tChanged Restored image files for centre windows 8 I- x# _* ?+ R; @
Fixed Extend packing time and operMode to combining editor components of parent LCU
3 S* G6 A# e2 G1 E% C. tChanged Vary DL for base created TFs, use same DL for TF split " Y$ W* W5 Q: e/ J6 x; L2 t$ D. ?- Y
Fixed Leader of delayed group being re-assigned continually 4 X5 @$ f" D6 x
Fixed HQ check so that first HQ is included
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[1108g] 8 Y; e5 `- ~' i5 Z
Changed Update device in TOE when changed in order to fix land replacements 2 I$ B/ @* T: _ ^+ O! V' } L& e
Fixed Return cargo for CS or AC not checked if home base and current base are the same
g; z- t& y4 g- K8 EFixed Force TF to use offmap if incorrectly set due to changes of destination 5 R( R- a1 q4 @' R7 D0 s8 f
5 _0 ]% y/ v& @2 t. d[1108h] 0 c' b6 V% R* l' e! B% D
Fixed Adjust for non-mine device being in special mine slot [#9] for sub minelaying
9 M+ V; J; z" t1 m7 c* SChanged Force ships to arrive at national base if original location is not valid to form TF; stop ships arriving at 'land-locked' base ( i8 \ e# Q! \+ [1 F
Fixed Group leader who is a pilot was losing the link under various conditions. Corrected conditions and added correction code
* M! V0 ?! e4 W3 {# B F. C; W: HChanged Allow 'independent' commands to change without cost to another
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" V9 O; S8 T- N% k" t[1108i]
. |1 \- {0 r2 p; _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. 0 u8 Y4 D+ t' D A
Fixed Japanese production was over-producing upgraded devices for LCUs
6 L( j8 u3 C% ^$ X/ LChanged Ship display of ARD shows lift capacity
% e) }% l0 r. B8 ], E% h1 XFixed Sub-units not having withdraw delay decremented f8 p' g3 m6 D6 U3 q. N. ~
Fixed Updated offmap checks for home base # c i2 a' q1 n
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[1108j]
- M2 R& @' j+ m6 o V+ G7 L- nFixed Issue with carriers in range code; could cause data corruption $ v1 |2 K4 q+ t8 i' z# r& \, Y2 u
Fixed Not all TRACOM pilots showed in lists
3 [5 L) w4 X$ I& H- Z% H- S& b" EFixed Limit retreat after meeting TF surface combat to actual combat ~' P. v' q9 z) D3 J3 I
Changed Removed endurance limit on PTs that limits attacks
4 g" p9 J1 q9 l8 @/ \Fixed LCU weapons being changed by AI code sometimes when LCU is human controlled
& v! s9 U2 Y8 e+ H1 R7 n; VChanged Defer device upgrade of LCUs with fragments existing; causes errors in devices when swaping to parent or merging with other fragments/parent ( Y% v; F" x& m% d7 k1 e& u8 Y
Changed No TF unload if 'do not unload' set regardless of status of ship cargo handling
, x4 i% _" y% {" {4 T, ^/ k+ JFixed Empty fragments stopping editor sub-units from recombining |