只更新了EXE程序文件' m7 O2 V* p4 w; c8 ?/ `
http://www.matrixgames.com/forums/tm.asp?m=2729580
) G8 e9 i+ e5 ?* d1 G3 `4 V% oThis is an unofficial "short-term" beta install. 3 l$ d- v8 u+ f2 U* o* Y$ E# w
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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Background: b; l9 s0 K7 \# [2 l+ Q0 z" }& O: y
Last month my development PC had a meltdown while I was working on changes since the last released build (02).
1 n* ~" t) s1 O: IAs 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. : z, h8 K% {; J/ O
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The build works fine on my PC, but then it is also the one that created it.
) }) v+ a( l4 d$ Z, iA 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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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. / T6 H( P1 F/ K) t, i8 h$ }8 G
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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. % q3 h' _% X3 Y$ q: X- W0 u$ V
Load up a save and play a few turns. Let me know if you have any issues with it.
% i5 B! Z8 j; E! ~4 dAlso, try using tracker to see if the DLL still works.
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Again, my warning: 6 ^3 P- O4 k5 H2 ~. a8 k
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. / [3 r! k1 \0 X: ]2 C
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Here is a list of the additional changes since 1108c (build 2) \# ~3 z) ?/ m1 N% g
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[1108c+]
: k. q! B1 _; z% `Fixed Rebuilt LCUs tended to use wrong PP cost on the first display, esp component units. 5 Z( v$ U' a# y6 L" [1 S
Revised restore of report files from save 4 ~4 O' i* d i8 b" a
Changed Added group withdraw date to all split sub-groups, not just permanent withdraws
9 B1 s) Z& _6 N* a1 u" c9 fFixed 'buy-for-supply' ships remained at 1 day delay
; J% K E4 G K0 @" A% h( jFixed Error in Kamikaze determination in Flak Attack % u6 {- L8 l7 l. x1 [! T, }
Fixed Kamikaze training not affecting low naval bombing
5 t0 C+ a6 E$ U- ?& nFixed Transferring pilot to group of different type losing 0-10 points off skills, rather than +/- 5 ! F7 N3 X8 Z F- B+ C# t( l
Changed Pilot experience hit based on category rather specific air type 7 ]# v; w, ^1 u. \* t
Changed Added more off-map checks to better handle the TF's 'Return to ...' buttons
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[1108d] 3 G$ B3 P' H# x5 m! N/ L/ f6 W7 x: `
Fixed Removed ships under repair/conversion from AV support total
% q# ^: ~% N5 q3 D# T( I" yFixed Ground attacks against land units in friendly base hex could default to 'Commander Discretion'
7 z" J( \8 S; v& j! h" hChanged Re-enabled limited on-map routing for off-map TFs 3 I7 h8 M" _, g( [; C; x! C
Removed Disband check for resource/oil that was added earlier as can be worked around
/ p5 N& A8 x) \) I* d" X* BFixed Allow float planes to transport troops to coastal bases - allowed selecting but did not always make the move
$ }- H1 \( ?' W: m1 @/ }Changed Night missions on list using BLUE rather than BLACK " Z4 F# v, v3 t6 U U
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]
+ k3 \$ N* I: e( dChanged Arriving LCU units were building more than needed devices if not enough in device pool - ?: C" {. o) h2 y
Fixed Was returning wrong Allied device to pool on LCU device upgrade
3 ^/ p, [. M- I3 `1 l" q2 wFixed Tried to align weapon and TOE for units without formal TOE before taking replacements; wrong numbers could be happening 1 ?" `0 _4 U% X# H* u: h& ?
Changed Adjusted off-map entry point for way-points
2 H$ v% D% L: ]6 u- hFixed Altitude not being changed on some dive bomber attacks in AAA . x0 j, ]8 s: v5 b) {. b4 z& o
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[1108f]
- E% |" Q$ `& m. {& zFixed Auto convoy returning resource/oil to home base when not required to
# m, E& |# b. ~' V- T5 JAdded 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
! q# q6 j9 ~/ ^/ VFixed CTD when checking groups on withdrawing ships
4 j5 p# e6 f! `1 R$ I. ~ nChanged Restored image files for centre windows / s: z7 N9 i# k( v
Fixed Extend packing time and operMode to combining editor components of parent LCU
! P( {6 s4 W2 T8 w9 q+ L2 `Changed Vary DL for base created TFs, use same DL for TF split 4 z) S$ A# e8 G3 r0 k; K5 u
Fixed Leader of delayed group being re-assigned continually
6 h* N7 F0 ~2 G, qFixed HQ check so that first HQ is included % `' R+ V% w' E$ [" Q
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[1108g] 0 q8 K& e: o, v" ]; E& _( m
Changed Update device in TOE when changed in order to fix land replacements
7 e& S1 r; T: P6 h5 F. {Fixed Return cargo for CS or AC not checked if home base and current base are the same 2 V8 _7 ]) t- [' D) a
Fixed Force TF to use offmap if incorrectly set due to changes of destination
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: S5 H+ P7 L8 y2 W2 tFixed Adjust for non-mine device being in special mine slot [#9] for sub minelaying 6 A1 K+ l- P: U
Changed Force ships to arrive at national base if original location is not valid to form TF; stop ships arriving at 'land-locked' base
0 m2 _$ w8 a" w$ D" g* ZFixed Group leader who is a pilot was losing the link under various conditions. Corrected conditions and added correction code
* {! c+ ~6 S; M) v1 _Changed Allow 'independent' commands to change without cost to another
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[1108i] 5 {( O/ O$ g! h; r. o' X
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. * f' k' A7 E, C. P ~* Z l+ `
Fixed Japanese production was over-producing upgraded devices for LCUs - y# Y- r5 t/ f2 b4 I
Changed Ship display of ARD shows lift capacity
1 T7 W9 m" n |3 u# lFixed Sub-units not having withdraw delay decremented , W0 S" O" `' d' B* ^. d
Fixed Updated offmap checks for home base ' w; U/ S% v9 ~& d( M6 \5 T) ^
5 l3 |2 g8 O, d' G[1108j]
1 Z# T' j+ d8 H2 e9 PFixed Issue with carriers in range code; could cause data corruption
i% d2 \; a. b9 W& N+ sFixed Not all TRACOM pilots showed in lists . M1 g- o: d" t' @" p
Fixed Limit retreat after meeting TF surface combat to actual combat
' _4 `* Y& j8 I* P+ ZChanged Removed endurance limit on PTs that limits attacks
9 K3 }0 z. `" I6 z- LFixed LCU weapons being changed by AI code sometimes when LCU is human controlled
3 _$ S! Q5 ^+ ?; Q# r3 u% eChanged Defer device upgrade of LCUs with fragments existing; causes errors in devices when swaping to parent or merging with other fragments/parent 0 a8 ~6 ?) V. D/ e
Changed No TF unload if 'do not unload' set regardless of status of ship cargo handling
0 P7 l; Y* ^8 b7 \* ^; @Fixed Empty fragments stopping editor sub-units from recombining |