只更新了EXE程序文件
' u d# `" _8 A' @: z, ]: ~/ Lhttp://www.matrixgames.com/forums/tm.asp?m=2729580! \. M2 X0 F# j8 G1 q* X( }7 Z Y
This is an unofficial "short-term" beta install. 6 S3 ^/ P* k( n! K R. c/ Z3 ^% D' k8 G
Short-term being the appropriate term as this thread may be removed after a few days.
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' Y7 |: B" ` i5 J2 T8 aThis 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. + [+ g& a0 ?8 r" T
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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:
# q* ?# a8 K5 L! E- z- gLast month my development PC had a meltdown while I was working on changes since the last released build (02).
( c3 m& c5 C4 I! l; J' y, bAs 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. $ x( [2 }# I7 P* `
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. / N) T: Y. Y' o* K4 H* \4 X
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As a result, I need to be 100% convinced that the new code will run on existing installs of AE. + C E2 O6 }5 k' ~( H/ d" i6 C
3 \; c( V; `3 p2 `/ L; J: fI 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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& c4 U# f( J5 y3 h, S( [' \/ H% rI 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.
' w2 l1 L$ o. P% z- K- [1 v ?Load up a save and play a few turns. Let me know if you have any issues with it. ) v& W$ R1 }8 k
Also, try using tracker to see if the DLL still works. ) ~3 |* d" D# f% v/ ~! j0 y% X
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Again, my warning:
, H( [* s1 x1 u& Q" X- |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. ! G8 s `( I" k0 l T" z2 d6 L9 g
/ y% R+ k: p1 @# OHere is a list of the additional changes since 1108c (build 2) % G+ s8 T! l; y; D; t- v$ C
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[1108c+] 5 x! c, K& ?6 v! O) D
Fixed Rebuilt LCUs tended to use wrong PP cost on the first display, esp component units.
: W6 o( F- R( C, A R: k; lRevised restore of report files from save ) u) W* {3 R" z/ z7 l) Y6 Y; ~
Changed Added group withdraw date to all split sub-groups, not just permanent withdraws ( M5 }5 d/ _! z; ]
Fixed 'buy-for-supply' ships remained at 1 day delay
l' R; P5 b( N- d. x @Fixed Error in Kamikaze determination in Flak Attack ' {- i% {7 w1 o. k% S
Fixed Kamikaze training not affecting low naval bombing - c; D) S1 W$ |' ^$ [/ l0 g2 c
Fixed Transferring pilot to group of different type losing 0-10 points off skills, rather than +/- 5 4 C6 [$ q% p# v, B$ x
Changed Pilot experience hit based on category rather specific air type
: U# |1 u! F. R: {8 ~6 T1 |Changed Added more off-map checks to better handle the TF's 'Return to ...' buttons
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7 k7 [& L7 X! e' Y) n[1108d]
5 T' K# h, l- N" T9 P# J- g% U5 iFixed Removed ships under repair/conversion from AV support total
( i- j( O2 O% V! p. f8 n8 o4 N% n6 tFixed Ground attacks against land units in friendly base hex could default to 'Commander Discretion'
9 ^4 d9 j/ G/ X! k! AChanged Re-enabled limited on-map routing for off-map TFs " N) |1 h7 i% S6 m% s
Removed Disband check for resource/oil that was added earlier as can be worked around % Q3 m! Z6 c/ O9 m6 j% d, [! ^( c
Fixed Allow float planes to transport troops to coastal bases - allowed selecting but did not always make the move
5 |* P0 }1 b3 e3 ]* BChanged Night missions on list using BLUE rather than BLACK 2 e, k8 t# ~) @7 A8 G$ l Y1 s
Changed Halved the 5-day resource requirement/stockpile to 2-day. Added earlier in patch to help with resource distribution / Z4 w* F+ v8 w/ W/ g. o7 k
% g( Q% s. X1 ^9 P+ X# @2 e[1108e]
1 P% [4 n F- u( l7 GChanged Arriving LCU units were building more than needed devices if not enough in device pool . e( W$ A: K' u, l
Fixed Was returning wrong Allied device to pool on LCU device upgrade
8 L2 p) V9 e2 c# c8 s3 }4 p/ E5 u0 kFixed Tried to align weapon and TOE for units without formal TOE before taking replacements; wrong numbers could be happening
& R) {6 H/ D' M0 [& Q7 ?3 NChanged Adjusted off-map entry point for way-points
; O( c8 y" T5 E8 N6 n1 n' pFixed Altitude not being changed on some dive bomber attacks in AAA 0 M+ q* y' M0 W) p9 X
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[1108f]
- D4 t8 {1 u. B) q6 s. KFixed Auto convoy returning resource/oil to home base when not required to
0 `' R/ W: l4 _3 V$ @# bAdded 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 / K: |" ]* ~: ]! {
Fixed CTD when checking groups on withdrawing ships
3 e$ p& a* I, S" _9 \- g+ Z" DChanged Restored image files for centre windows E5 u4 D P3 l* b; g9 p
Fixed Extend packing time and operMode to combining editor components of parent LCU + y' K R+ f+ v3 C
Changed Vary DL for base created TFs, use same DL for TF split
. d# J! I$ a) [, Z8 t2 Q2 eFixed Leader of delayed group being re-assigned continually
: `9 @8 ~! c; a+ d4 uFixed HQ check so that first HQ is included
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* ]# k6 f2 E3 n7 i* M' M9 ^Changed Update device in TOE when changed in order to fix land replacements
$ g2 X# a: @1 X- C$ DFixed Return cargo for CS or AC not checked if home base and current base are the same 6 L( G: U2 l* Z) w
Fixed Force TF to use offmap if incorrectly set due to changes of destination & n, {# H* ^( n! E+ O
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[1108h]
' d# Q1 Q v6 l: f8 PFixed Adjust for non-mine device being in special mine slot [#9] for sub minelaying
5 G4 [7 B& E( {8 ?: p, WChanged Force ships to arrive at national base if original location is not valid to form TF; stop ships arriving at 'land-locked' base
' v$ W5 k. o3 o( r8 ~5 [% e/ [' ?Fixed Group leader who is a pilot was losing the link under various conditions. Corrected conditions and added correction code * |; V/ e/ i" k/ m
Changed Allow 'independent' commands to change without cost to another
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[1108i] ; j6 \8 {- i' s |2 C% `
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.
: Y; E9 D, G, P/ j7 {" [! bFixed Japanese production was over-producing upgraded devices for LCUs
$ o& P$ L6 `/ e) o: ]5 S2 WChanged Ship display of ARD shows lift capacity
& p# d* K$ o& H% tFixed Sub-units not having withdraw delay decremented " @2 J$ |/ b) k$ I) Y9 O2 @
Fixed Updated offmap checks for home base , z9 Q6 _/ R; z0 @: q4 `% `: {
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[1108j]
7 g5 z9 x0 n% o$ x: tFixed Issue with carriers in range code; could cause data corruption , A9 b% L( P4 G w2 ^8 P4 f5 B
Fixed Not all TRACOM pilots showed in lists 0 o8 G i8 v0 b- I" |
Fixed Limit retreat after meeting TF surface combat to actual combat
* r: b, T! ?) Z* x E8 pChanged Removed endurance limit on PTs that limits attacks % N o9 S( d: L. g2 L
Fixed LCU weapons being changed by AI code sometimes when LCU is human controlled
8 F* P3 @; ^- j5 p+ P3 BChanged Defer device upgrade of LCUs with fragments existing; causes errors in devices when swaping to parent or merging with other fragments/parent
s0 ~* E# z* z% t' p) ?$ SChanged No TF unload if 'do not unload' set regardless of status of ship cargo handling - ]1 r% ~" y k5 Z2 ~5 K# f
Fixed Empty fragments stopping editor sub-units from recombining |