只更新了EXE程序文件
% i8 S3 l) N- q/ [8 U0 j) Bhttp://www.matrixgames.com/forums/tm.asp?m=27295803 c7 |& s4 v7 r' Y
This is an unofficial "short-term" beta install.
& Q7 o) o, \, `* XShort-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: 5 p1 J4 y8 e) d2 U5 s. U% ]* R
Last month my development PC had a meltdown while I was working on changes since the last released build (02).
% e1 w5 H/ Q1 F9 Q, `8 t3 wAs 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. 7 O( X! c# U& y' ~0 w9 n9 Z( n* G
# x1 M# S& f$ z6 X: ?0 GThe build works fine on my PC, but then it is also the one that created it. * I% x7 F5 X' k7 r0 e4 N3 \
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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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. , O/ c7 I' p' _% ]: b
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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.
+ S5 k5 ?3 x+ z& |* x% RLoad up a save and play a few turns. Let me know if you have any issues with it. - Q$ t4 R- J& q1 s" q
Also, try using tracker to see if the DLL still works.
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Again, my warning: + D3 X3 j" |# J6 O4 Y. n
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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Here is a list of the additional changes since 1108c (build 2)
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[1108c+]
+ m# _! F1 T0 w2 R% E, R( wFixed Rebuilt LCUs tended to use wrong PP cost on the first display, esp component units.
3 h6 ?0 j' T( E" ?+ U3 s5 A* l# `8 cRevised restore of report files from save
* _- x9 c) Z7 N% Y: cChanged Added group withdraw date to all split sub-groups, not just permanent withdraws
7 j; U1 x @( `6 v+ Z6 eFixed 'buy-for-supply' ships remained at 1 day delay % n+ a' I, L3 U j8 y
Fixed Error in Kamikaze determination in Flak Attack - c$ E% g4 c: E3 D
Fixed Kamikaze training not affecting low naval bombing # H. X! N# i; p R- ^& T, k7 b) G6 ]
Fixed Transferring pilot to group of different type losing 0-10 points off skills, rather than +/- 5
3 n& ^9 u2 z1 q9 ^: `( X, g' x( oChanged Pilot experience hit based on category rather specific air type . g8 \( i, b# C- y0 y3 P% k1 g5 F0 F
Changed Added more off-map checks to better handle the TF's 'Return to ...' buttons
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[1108d] ; D t* f- u$ L0 U
Fixed Removed ships under repair/conversion from AV support total ; d. B, A* }0 d9 H3 d, N# q/ o
Fixed Ground attacks against land units in friendly base hex could default to 'Commander Discretion'
9 ?) L' T: ]$ {6 G* s8 TChanged Re-enabled limited on-map routing for off-map TFs 5 ?/ A% n! n5 {$ p. J( S% q
Removed Disband check for resource/oil that was added earlier as can be worked around ( m) O5 l6 h# d) e
Fixed Allow float planes to transport troops to coastal bases - allowed selecting but did not always make the move
8 j3 s/ W- f2 p* o5 u3 BChanged Night missions on list using BLUE rather than BLACK
+ ~7 X7 S3 q5 V/ E; ~Changed Halved the 5-day resource requirement/stockpile to 2-day. Added earlier in patch to help with resource distribution * s5 M: L, M# M9 s P
% K/ l9 M0 W& M+ a' t[1108e] 4 q5 _+ y7 |& @1 _4 V0 J
Changed Arriving LCU units were building more than needed devices if not enough in device pool & B6 k( x, D' h0 b0 R6 i9 ]
Fixed Was returning wrong Allied device to pool on LCU device upgrade , _, e; ]; Z/ l: a5 X. e0 D% T4 m. y l
Fixed Tried to align weapon and TOE for units without formal TOE before taking replacements; wrong numbers could be happening
1 H5 [, E: P2 n$ I- i6 TChanged Adjusted off-map entry point for way-points
4 ~7 t* D7 K% K. A, `. {7 R( nFixed Altitude not being changed on some dive bomber attacks in AAA 3 g/ y. J) D" g; _2 I5 h
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[1108f]
' g# G1 S- U* Z5 x5 a1 z! K' FFixed Auto convoy returning resource/oil to home base when not required to
& X# M5 X( [" ^. t6 Q; 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
! e( z9 m; u! M2 |* @Fixed CTD when checking groups on withdrawing ships , D7 |9 ?. G% r* k& g
Changed Restored image files for centre windows 3 `; G8 ]$ |; t9 K' c* w
Fixed Extend packing time and operMode to combining editor components of parent LCU ( a% m( v5 T/ X0 X$ S" K- z
Changed Vary DL for base created TFs, use same DL for TF split 0 C* q& t6 O( l6 u
Fixed Leader of delayed group being re-assigned continually
* B6 g" @/ p2 l' [Fixed HQ check so that first HQ is included
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[1108g] " E! b) `: M9 A1 J
Changed Update device in TOE when changed in order to fix land replacements - w5 j- y: x- h% L. V$ {2 Q. y* X4 }
Fixed Return cargo for CS or AC not checked if home base and current base are the same # e0 V$ R. Z1 L# K" h7 h$ b$ }+ F, E
Fixed Force TF to use offmap if incorrectly set due to changes of destination 8 p0 o2 ?/ F* T0 [4 E+ w
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[1108h] y( b, M! h8 ]6 `' Y0 D
Fixed Adjust for non-mine device being in special mine slot [#9] for sub minelaying 0 b" ^9 d$ F% J7 U( e
Changed Force ships to arrive at national base if original location is not valid to form TF; stop ships arriving at 'land-locked' base 5 D% }) @* p1 Z2 V9 B! G2 I
Fixed Group leader who is a pilot was losing the link under various conditions. Corrected conditions and added correction code
3 x+ Q" c+ ?! p3 K2 Q4 cChanged Allow 'independent' commands to change without cost to another
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0 S) s) ^; l$ g0 c[1108i]
* I1 i2 M2 v5 h4 Y; S/ _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. . O8 k+ }& C$ j8 r( `* P) `8 G
Fixed Japanese production was over-producing upgraded devices for LCUs
9 b0 ~, a# z3 m' P2 K4 bChanged Ship display of ARD shows lift capacity , L6 I5 o- O2 u- [0 \
Fixed Sub-units not having withdraw delay decremented 1 y" s7 s" m7 Y+ f* Y+ c
Fixed Updated offmap checks for home base . P# u* i+ L% r( j- q1 d: c
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[1108j] @' d* r: T, B4 B
Fixed Issue with carriers in range code; could cause data corruption
T1 [: e% c! w& f8 |; x, uFixed Not all TRACOM pilots showed in lists % a8 K+ D, A# d2 _5 ^
Fixed Limit retreat after meeting TF surface combat to actual combat . h3 s9 _( r9 z/ z M& f
Changed Removed endurance limit on PTs that limits attacks
1 W1 e% X( R8 l: O" eFixed LCU weapons being changed by AI code sometimes when LCU is human controlled & a8 i" s& O/ r: v+ ~5 j
Changed Defer device upgrade of LCUs with fragments existing; causes errors in devices when swaping to parent or merging with other fragments/parent 6 L9 w( L, M6 p
Changed No TF unload if 'do not unload' set regardless of status of ship cargo handling / ~1 ~0 @0 C5 k( T8 v- Z$ w) x
Fixed Empty fragments stopping editor sub-units from recombining |