只更新了EXE程序文件! n$ J& k3 I+ y
http://www.matrixgames.com/forums/tm.asp?m=27295808 Z2 M& x6 D% S* F0 G
This is an unofficial "short-term" beta install. . y. x- t! M; Z$ e
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. ) i5 E. d( A9 `0 S5 J" u- T& J
3 D0 h. |6 ]/ r0 x# c) xPLEASE DON'T USE THIS EXE FOR YOUR REAL ON-GOING GAMES AT THE MOMENT PENDING MY FINDINGS ON HOW SUITABLE THE NEW EXE IS. , l. j. u9 F, [; D4 a
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Background: ' H+ S9 L0 x. S. A) V2 a
Last month my development PC had a meltdown while I was working on changes since the last released build (02).
2 |: {1 z/ {5 @/ [. 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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, t# o R4 H) M+ E5 f% y: X8 J8 Z$ FThe build works fine on my PC, but then it is also the one that created it.
! ^. j3 }& |4 AA 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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9 d: l# k& l" {. KAs a result, I need to be 100% convinced that the new code will run on existing installs of AE. , ?) ? ^( H+ x+ `
( V: D. h8 ^2 s2 @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.
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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.
- S, k W$ z4 ^" K( \4 V$ uLoad up a save and play a few turns. Let me know if you have any issues with it.
I1 E: ]% f( Z: ?9 g! PAlso, try using tracker to see if the DLL still works.
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: a7 O3 \" F9 g# t; y! w% NAgain, my warning: 2 L( D3 f; @+ N f
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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7 \% |! t0 m" a" ^' p; XHere is a list of the additional changes since 1108c (build 2) 5 _: u6 ~( k* D% f9 Q( j
) H+ f4 I8 h3 X8 F# c6 ~1 C[1108c+] , C6 k* q) W0 Y% l6 j6 c
Fixed Rebuilt LCUs tended to use wrong PP cost on the first display, esp component units.
3 ?& g! d3 A5 f" Z- y4 mRevised restore of report files from save / n, N7 K) S. l( P$ k; y) j8 w4 t' P
Changed Added group withdraw date to all split sub-groups, not just permanent withdraws 5 f! ?0 @$ j, D: H s8 k2 `0 s' m
Fixed 'buy-for-supply' ships remained at 1 day delay
. U. @/ A# D9 _1 D! kFixed Error in Kamikaze determination in Flak Attack 6 |/ s' G, `0 ~0 ?
Fixed Kamikaze training not affecting low naval bombing
( O' o0 E% ?; G \7 @8 m: f' O) @Fixed Transferring pilot to group of different type losing 0-10 points off skills, rather than +/- 5 ; B4 B7 z) x+ k8 _8 o
Changed Pilot experience hit based on category rather specific air type 9 w5 f# _5 e: o W( \! j
Changed Added more off-map checks to better handle the TF's 'Return to ...' buttons * P/ v1 c1 R$ D+ f. z4 ~7 J6 R, M
8 n: G0 `$ T) d! J0 B[1108d] 2 G# M/ Z4 m8 y
Fixed Removed ships under repair/conversion from AV support total 8 A- F. N/ P' U6 z( B" O; |8 S `
Fixed Ground attacks against land units in friendly base hex could default to 'Commander Discretion' 7 f& z2 c- f" J7 y' Z
Changed Re-enabled limited on-map routing for off-map TFs
# [! d7 w/ X+ W3 ^5 D' dRemoved Disband check for resource/oil that was added earlier as can be worked around
V6 L' c C; b% GFixed Allow float planes to transport troops to coastal bases - allowed selecting but did not always make the move : W0 C. H: b! {7 J
Changed Night missions on list using BLUE rather than BLACK
# p8 ?# s0 }8 YChanged Halved the 5-day resource requirement/stockpile to 2-day. Added earlier in patch to help with resource distribution
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+ J% Y; n7 |6 \& t[1108e] 4 W5 M( n' O8 j
Changed Arriving LCU units were building more than needed devices if not enough in device pool 6 Y" R9 X( t; T1 m4 S& ^4 ]
Fixed Was returning wrong Allied device to pool on LCU device upgrade % \. U3 Y& s" S# T4 w& Y: K
Fixed Tried to align weapon and TOE for units without formal TOE before taking replacements; wrong numbers could be happening 1 e! \$ E1 G' H$ Y# K/ t
Changed Adjusted off-map entry point for way-points
. D G# u( c3 U7 |+ h# O# t J# ?! {6 yFixed Altitude not being changed on some dive bomber attacks in AAA 2 a$ ]4 M9 U4 F5 ~
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[1108f]
5 ]$ @5 w" J, \' OFixed Auto convoy returning resource/oil to home base when not required to 4 e& K C. [0 m* Y: H4 H
Added 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 : f* g8 h; F, Y* o6 V. c
Fixed CTD when checking groups on withdrawing ships 9 V/ D1 Q/ X$ T( s! A/ Q2 C
Changed Restored image files for centre windows & T6 q$ c% w6 ?7 k& ~3 {
Fixed Extend packing time and operMode to combining editor components of parent LCU ! P5 m, `" D. c1 I, K
Changed Vary DL for base created TFs, use same DL for TF split
4 k+ t) }% q* T0 o' CFixed Leader of delayed group being re-assigned continually
% f5 y3 @3 _+ mFixed HQ check so that first HQ is included 5 O7 b9 I/ G/ q) `" C
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[1108g]
9 k" d0 o/ Z4 O3 j$ D# E: `Changed Update device in TOE when changed in order to fix land replacements
: Y0 [ B4 }; {" w' K1 k# FFixed Return cargo for CS or AC not checked if home base and current base are the same ! d7 `" x0 G8 i8 ? g: [4 q2 x
Fixed Force TF to use offmap if incorrectly set due to changes of destination
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! d% v7 Y/ J: {7 p3 |: a5 H7 o[1108h]
- p% g& l9 X/ x4 C% dFixed Adjust for non-mine device being in special mine slot [#9] for sub minelaying # H. X) l5 [1 z
Changed Force ships to arrive at national base if original location is not valid to form TF; stop ships arriving at 'land-locked' base
( D3 h# g# q& YFixed Group leader who is a pilot was losing the link under various conditions. Corrected conditions and added correction code
3 J# |: Q, `# ~( V1 A! {7 cChanged Allow 'independent' commands to change without cost to another
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$ S- _% u' y" o! G! @+ C[1108i] * k, I& l6 I/ ~) g7 G
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. 6 s" N" h) z: a" g8 A! r) A- P
Fixed Japanese production was over-producing upgraded devices for LCUs
: E; x# y% G' f" y) k# f3 K4 r2 hChanged Ship display of ARD shows lift capacity , w" n7 }: w, ~5 n3 Q3 t/ h0 _. g8 }
Fixed Sub-units not having withdraw delay decremented 9 _. s8 q8 p2 W( \9 q- ?7 N0 L5 ~
Fixed Updated offmap checks for home base
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[1108j] 5 P! w# I" a6 {0 [& J
Fixed Issue with carriers in range code; could cause data corruption * Z, s( G; V8 ]9 [0 x6 g: @3 Q
Fixed Not all TRACOM pilots showed in lists 5 X) a) P$ n5 N4 X5 q
Fixed Limit retreat after meeting TF surface combat to actual combat ! `6 f9 v- K- v! B0 T
Changed Removed endurance limit on PTs that limits attacks " T3 S# S. o( s* \. R7 L
Fixed LCU weapons being changed by AI code sometimes when LCU is human controlled 6 [3 Z# v$ {2 ]
Changed Defer device upgrade of LCUs with fragments existing; causes errors in devices when swaping to parent or merging with other fragments/parent
; a1 c9 S. i6 u V. ]6 V* S; iChanged No TF unload if 'do not unload' set regardless of status of ship cargo handling ( [! S" a- I% t- X. j
Fixed Empty fragments stopping editor sub-units from recombining |