只更新了EXE程序文件5 X# j0 E" q8 V2 w0 ~
http://www.matrixgames.com/forums/tm.asp?m=2729580
! F+ \" \0 c8 C2 }' iThis is an unofficial "short-term" beta install. 2 W' F: [/ M$ C/ [; `9 Q# f D
Short-term being the appropriate term as this thread may be removed after a few days. $ I1 Q* P. |/ \: T
" I3 g _' R A0 J/ }" N; ^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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A/ P1 l2 L! G) 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. % ?4 S {% R! O/ j
$ M+ b9 R3 A' v U! FBackground:
# k) Y. R7 \, {; S1 ?Last month my development PC had a meltdown while I was working on changes since the last released build (02). # a' J# j( c2 o0 W; Q x1 _' m
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. 8 x( Z4 V! b: P9 v% I t5 l
& E, K" z. j! o+ A* eThe build works fine on my PC, but then it is also the one that created it.
\% } ]: P5 f! OA 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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: b- a- d' |& F, m0 D* wAs a result, I need to be 100% convinced that the new code will run on existing installs of AE.
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4 a: L2 b( k, _5 \# T* q8 mI 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 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.
2 f! _' [( D$ V3 r( e3 c f/ ?Load up a save and play a few turns. Let me know if you have any issues with it. ; ?% {; }8 Q6 i3 o4 n9 {/ P& p0 ]
Also, try using tracker to see if the DLL still works. 6 Z* F: H# N4 J2 @
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Again, my warning:
: h$ m9 `6 P) K3 Y/ n2 PPLEASE 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) 6 |8 H$ g! k' h& Z- W* l+ @! d* m
1 S7 i2 ^' Y1 R! }9 V! w[1108c+] ! x' @* e, F9 p, |; `
Fixed Rebuilt LCUs tended to use wrong PP cost on the first display, esp component units.
& V! c. G1 q3 T ~3 M+ q. uRevised restore of report files from save
0 ~7 [ L; {; }. VChanged Added group withdraw date to all split sub-groups, not just permanent withdraws
5 B$ L) J1 [% { ~# V/ @3 J% R7 jFixed 'buy-for-supply' ships remained at 1 day delay , N+ w" W( A1 v7 T
Fixed Error in Kamikaze determination in Flak Attack ! ^3 o0 I6 O8 m
Fixed Kamikaze training not affecting low naval bombing U3 ~% e, H) u7 J. a* E
Fixed Transferring pilot to group of different type losing 0-10 points off skills, rather than +/- 5 $ C/ Z$ S- s2 b3 I" o6 h/ G
Changed Pilot experience hit based on category rather specific air type
' l- S5 z/ w" e* D8 a) {' ~Changed Added more off-map checks to better handle the TF's 'Return to ...' buttons
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% A9 C* l; Y, H[1108d] % B: f, h' g+ G0 Q3 I3 t- l+ Q
Fixed Removed ships under repair/conversion from AV support total
1 q3 n7 m& t/ @! n- I5 bFixed Ground attacks against land units in friendly base hex could default to 'Commander Discretion'
8 O4 m2 Z3 G- _( AChanged Re-enabled limited on-map routing for off-map TFs
8 ~+ _& D' b& NRemoved Disband check for resource/oil that was added earlier as can be worked around 0 N5 j; c- E% V6 j( N. h
Fixed Allow float planes to transport troops to coastal bases - allowed selecting but did not always make the move 0 c, ?4 J' i. ?1 c1 ?
Changed Night missions on list using BLUE rather than BLACK , |9 `3 s4 {& Y) d$ ~) B! \5 A K
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] ( a/ r2 [& v$ u& P' I9 N' A! e' A
Changed Arriving LCU units were building more than needed devices if not enough in device pool
. D; O# w% ~, L7 f# ?$ z/ a) zFixed Was returning wrong Allied device to pool on LCU device upgrade $ J: I& c) Y! D" E! U
Fixed Tried to align weapon and TOE for units without formal TOE before taking replacements; wrong numbers could be happening & L* C* E! \( _( {. F
Changed Adjusted off-map entry point for way-points 1 {& i" O( m- v5 |2 p
Fixed Altitude not being changed on some dive bomber attacks in AAA : u0 Q x& E# [/ S: }) c' J
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[1108f] ( S, f1 S' @# b' C$ @, Y
Fixed Auto convoy returning resource/oil to home base when not required to
4 Y2 }5 Z! C+ U) MAdded 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
; R$ h; A9 _# Y1 k4 A z! k5 I ]Fixed CTD when checking groups on withdrawing ships
; ~1 U6 R; T1 T, A2 S5 X9 JChanged Restored image files for centre windows
* r8 U! v% E& a2 T7 rFixed Extend packing time and operMode to combining editor components of parent LCU
8 d. w2 R4 V5 k+ oChanged Vary DL for base created TFs, use same DL for TF split
9 _$ G' X- N( f [5 Q/ s6 @Fixed Leader of delayed group being re-assigned continually
9 N6 w& U) \5 }$ k* JFixed HQ check so that first HQ is included
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[1108g] ' c3 S* O# H" U% Z5 L% k( k" e+ D
Changed Update device in TOE when changed in order to fix land replacements ' H4 s, {& I' W6 }
Fixed Return cargo for CS or AC not checked if home base and current base are the same 1 V( w3 F$ M4 I( K, f
Fixed Force TF to use offmap if incorrectly set due to changes of destination 4 B& j: X* ?) A
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[1108h]
b; E) ]& a3 yFixed Adjust for non-mine device being in special mine slot [#9] for sub minelaying
" o9 _, q- J! n: w% g. g2 `+ |8 R5 yChanged Force ships to arrive at national base if original location is not valid to form TF; stop ships arriving at 'land-locked' base
: A( U$ K J$ z8 m! r' }Fixed Group leader who is a pilot was losing the link under various conditions. Corrected conditions and added correction code " P3 s1 R1 y: y& Z2 l
Changed Allow 'independent' commands to change without cost to another
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[1108i] 3 b7 i8 T& f V3 o2 ^5 }+ v! W z
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.
J# l$ @- L6 _: h! }/ KFixed Japanese production was over-producing upgraded devices for LCUs
) Z. {' u) I6 XChanged Ship display of ARD shows lift capacity
# X7 J9 l! D( Z( t8 N& pFixed Sub-units not having withdraw delay decremented 4 \5 `- w9 k4 l- ?/ ^; w: [* b7 L
Fixed Updated offmap checks for home base
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8 e' q4 J+ P# p[1108j] 9 m. h( R+ y. i% I; ?6 p. H& @0 g
Fixed Issue with carriers in range code; could cause data corruption $ ~" c5 b, M, Y
Fixed Not all TRACOM pilots showed in lists 5 [; J {& ]* w) N& o
Fixed Limit retreat after meeting TF surface combat to actual combat & h$ D q8 e% r+ v* a
Changed Removed endurance limit on PTs that limits attacks
. y+ d; R. [" _5 PFixed LCU weapons being changed by AI code sometimes when LCU is human controlled
- u: U$ ~# A( \2 M4 \7 A- K3 aChanged Defer device upgrade of LCUs with fragments existing; causes errors in devices when swaping to parent or merging with other fragments/parent 4 Z0 a4 w& o2 Q/ f% c
Changed No TF unload if 'do not unload' set regardless of status of ship cargo handling
: F$ ^' w/ K8 rFixed Empty fragments stopping editor sub-units from recombining |