只更新了EXE程序文件# D' o7 J, {( v$ `. J) g
http://www.matrixgames.com/forums/tm.asp?m=2729580
, e5 t) d* ]- v% B1 Q% B& TThis is an unofficial "short-term" beta install. 5 n6 W& d& W! k
Short-term being the appropriate term as this thread may be removed after a few days. : w' w4 B, V( k' y) u' @( s8 ]
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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. : J F& g2 v0 H. v' \, ~2 c" Z
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Background: . c" ]4 M/ M1 \4 E m
Last month my development PC had a meltdown while I was working on changes since the last released build (02).
& X* m+ `" J' g2 T- S6 C2 U$ vAs 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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) v* d ]; l9 C& X3 {+ uThe build works fine on my PC, but then it is also the one that created it. 7 o7 p' T0 E4 q1 `4 Y$ p- x$ Q
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. # a4 L/ t+ G8 m1 a, e; x& ~% W/ w8 V
. f2 Z2 q3 v9 C& b7 z+ OAs a result, I need to be 100% convinced that the new code will run on existing installs of AE. 2 D& \( a! }0 s5 g9 E3 E
0 h; i, n! E6 F, S1 PI 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. ) H4 I6 C. C/ e# |" [8 L% T0 s
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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.
$ i- n5 c4 ?( x5 T7 LLoad up a save and play a few turns. Let me know if you have any issues with it.
/ W/ B9 k/ V" s: ?6 rAlso, try using tracker to see if the DLL still works. % G: p2 w% f/ \4 Q3 z, ]; V3 X" U1 h
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Again, my warning:
% k& |" M0 @5 R# R" Z3 oPLEASE 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+]
& _2 q7 y% J6 c/ K7 _8 G! B5 pFixed Rebuilt LCUs tended to use wrong PP cost on the first display, esp component units.
1 A0 w0 l9 T9 @/ P6 u+ e5 RRevised restore of report files from save
' P9 K# q9 j( J7 VChanged Added group withdraw date to all split sub-groups, not just permanent withdraws : O( Y$ I+ R6 x# O$ x; _8 s) {- l
Fixed 'buy-for-supply' ships remained at 1 day delay
6 U0 x+ B' l0 K2 |$ B% }Fixed Error in Kamikaze determination in Flak Attack 8 B! y6 B( ?* k9 C+ W
Fixed Kamikaze training not affecting low naval bombing
5 v, Y! A" _# T9 ^5 S0 w- @Fixed Transferring pilot to group of different type losing 0-10 points off skills, rather than +/- 5
- m" V$ i5 n/ aChanged Pilot experience hit based on category rather specific air type
: _( }9 }. Z! J# f5 qChanged Added more off-map checks to better handle the TF's 'Return to ...' buttons & i0 e) m! U0 H7 ]$ J) q" s
- s& y- q- O8 E. o0 W9 a[1108d]
9 c5 C* y0 |. |) z- tFixed Removed ships under repair/conversion from AV support total
. m P" n/ A6 MFixed Ground attacks against land units in friendly base hex could default to 'Commander Discretion'
2 w: ~3 \& U( G( ]: I/ F/ EChanged Re-enabled limited on-map routing for off-map TFs
2 E9 R3 M' J6 p) H! K* N2 qRemoved Disband check for resource/oil that was added earlier as can be worked around
- ~( J- I4 u# y. T9 {0 z: m( IFixed Allow float planes to transport troops to coastal bases - allowed selecting but did not always make the move * Q6 }+ O) J; ^( r* z- v( F( ]9 h
Changed Night missions on list using BLUE rather than BLACK 6 d) G0 g; E& s$ p6 k, g7 s
Changed Halved the 5-day resource requirement/stockpile to 2-day. Added earlier in patch to help with resource distribution , ]" [* v+ E0 Q" ^
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[1108e]
8 f5 K) J/ d% p* E2 J1 K! ?& IChanged Arriving LCU units were building more than needed devices if not enough in device pool
2 n# G" E4 z6 sFixed Was returning wrong Allied device to pool on LCU device upgrade " a& l7 \9 m: ^5 Z
Fixed Tried to align weapon and TOE for units without formal TOE before taking replacements; wrong numbers could be happening
. B* a; C7 B( G; H( GChanged Adjusted off-map entry point for way-points
: `! g1 l' M" S: T y6 K3 TFixed Altitude not being changed on some dive bomber attacks in AAA
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% Q( T: M- O8 I: C& |[1108f] % k+ X `" A- y) M8 a; e0 m
Fixed Auto convoy returning resource/oil to home base when not required to
6 I" |+ L! I2 g2 j9 p, D% G* xAdded 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 m5 n5 P0 o, E
Fixed CTD when checking groups on withdrawing ships
Z, ]5 q0 f: tChanged Restored image files for centre windows
! h8 {% m) Y3 g9 j3 H. D0 x8 zFixed Extend packing time and operMode to combining editor components of parent LCU 5 Z$ M7 b8 l4 e6 \
Changed Vary DL for base created TFs, use same DL for TF split + q8 n( I ~; h) g1 R
Fixed Leader of delayed group being re-assigned continually
# `# K. ^$ v2 j) g+ HFixed HQ check so that first HQ is included - D% V7 t( w) c
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# k: Y9 b7 C; y/ z1 kChanged Update device in TOE when changed in order to fix land replacements
6 ?1 l$ i: [1 ~Fixed Return cargo for CS or AC not checked if home base and current base are the same
0 A1 H- `2 C& ]( ]7 CFixed Force TF to use offmap if incorrectly set due to changes of destination
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[1108h]
: _' ^' y# ~6 z- T0 G. P$ |3 VFixed Adjust for non-mine device being in special mine slot [#9] for sub minelaying ! P# ^7 Z" @& v8 U7 g- j8 p
Changed Force ships to arrive at national base if original location is not valid to form TF; stop ships arriving at 'land-locked' base
1 e, R/ p5 k8 L; GFixed Group leader who is a pilot was losing the link under various conditions. Corrected conditions and added correction code
4 e/ }' W3 b; D) }Changed Allow 'independent' commands to change without cost to another
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# `2 N% T+ Z0 U0 b" V[1108i] 7 R8 S7 N- k0 U9 p: j
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. 2 a& `5 q6 T% E: x$ B- m7 m
Fixed Japanese production was over-producing upgraded devices for LCUs
$ D+ G9 j7 ]+ d' y; U* K" TChanged Ship display of ARD shows lift capacity
; c' u( L9 i0 ^1 |# Q$ P TFixed Sub-units not having withdraw delay decremented 0 \, G, V7 o9 P# E% i. W
Fixed Updated offmap checks for home base
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[1108j] $ u: f. u% Y# h3 K# O6 z) K
Fixed Issue with carriers in range code; could cause data corruption 9 B; K1 A9 Y/ a+ y# A x
Fixed Not all TRACOM pilots showed in lists 3 V( d* A0 O; X/ N" p# a7 R6 @
Fixed Limit retreat after meeting TF surface combat to actual combat
+ N" R7 Q% ]+ ?, ]& Y9 I9 L+ MChanged Removed endurance limit on PTs that limits attacks
. D6 j6 v' n o: |( vFixed LCU weapons being changed by AI code sometimes when LCU is human controlled
C6 s7 K. M8 A1 ]; q! xChanged Defer device upgrade of LCUs with fragments existing; causes errors in devices when swaping to parent or merging with other fragments/parent % h, ~9 L [/ @+ _$ e
Changed No TF unload if 'do not unload' set regardless of status of ship cargo handling ) y0 v: `! d1 D- ` d4 e2 H
Fixed Empty fragments stopping editor sub-units from recombining |