只更新了EXE程序文件5 v" B2 o+ l0 V R5 G4 x3 i
http://www.matrixgames.com/forums/tm.asp?m=2729580
% B5 f6 [0 r6 b/ hThis is an unofficial "short-term" beta install.
$ }0 x" k4 s6 k& ?7 G' ~5 dShort-term being the appropriate term as this thread may be removed after a few days. ; M" Z3 k. N4 ?" U [- d
- I* G# t r6 Z& J0 C2 x9 q- JThis 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. z7 t* I- x Y b. k
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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: , L) k% C9 N* F$ y5 E
Last month my development PC had a meltdown while I was working on changes since the last released build (02). 0 L3 R% k' [' _- B e5 H2 n8 M. D
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. ) G: C% D4 y" x) t) k2 f
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The build works fine on my PC, but then it is also the one that created it.
. G( U+ P2 g& n# hA 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. W' z6 A H- ]5 a% T2 ]8 P5 O0 H
; R- e! v, D1 O0 N2 x7 a- n' gAs a result, I need to be 100% convinced that the new code will run on existing installs of AE. % R2 C* N# m8 I! `
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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. 4 `- ^5 e. h! b; ~$ v
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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.
- I3 k( g3 ?) P( b$ d& X$ n; oLoad up a save and play a few turns. Let me know if you have any issues with it.
* l1 k* X! L+ E2 Q& j. bAlso, try using tracker to see if the DLL still works. ' H$ L) Y; C4 M. D* `2 ^
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Again, my warning: / f/ n' g/ Y4 M \
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. ' l% }6 s9 V U2 ]
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Here is a list of the additional changes since 1108c (build 2)
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[1108c+]
. I6 P, D& U6 D& E6 uFixed Rebuilt LCUs tended to use wrong PP cost on the first display, esp component units. ' O7 X" F: A' s! p+ y- Z/ g" b
Revised restore of report files from save 3 d. ]4 {; v- B8 w3 ]7 C0 \
Changed Added group withdraw date to all split sub-groups, not just permanent withdraws 6 }- D- Y) J3 {- k( w& T7 \2 a) b
Fixed 'buy-for-supply' ships remained at 1 day delay 1 E7 Y. ?. ]" Y3 p7 x2 Q0 u. p) H) Y
Fixed Error in Kamikaze determination in Flak Attack - ~( T2 ^2 p# J# ]0 R
Fixed Kamikaze training not affecting low naval bombing & k) s, Q) y# j7 ?7 {- h6 h2 W
Fixed Transferring pilot to group of different type losing 0-10 points off skills, rather than +/- 5 9 t1 }2 G! d* B! ?( r+ r
Changed Pilot experience hit based on category rather specific air type
1 [4 h! i. P. H" F4 UChanged Added more off-map checks to better handle the TF's 'Return to ...' buttons
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[1108d]
" D- _5 E0 Q7 L$ [6 W# pFixed Removed ships under repair/conversion from AV support total ! L0 ^3 I/ `/ b" q
Fixed Ground attacks against land units in friendly base hex could default to 'Commander Discretion' * b5 T" }0 Q3 q
Changed Re-enabled limited on-map routing for off-map TFs $ g4 V0 t. V. O/ p
Removed Disband check for resource/oil that was added earlier as can be worked around
, w. E1 r! _7 t1 L) M; GFixed Allow float planes to transport troops to coastal bases - allowed selecting but did not always make the move
1 p1 L4 Z" a( R7 J6 EChanged Night missions on list using BLUE rather than BLACK
- P4 |% [; i8 yChanged Halved the 5-day resource requirement/stockpile to 2-day. Added earlier in patch to help with resource distribution
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( [ [; ?8 C, z[1108e]
) |9 X1 O# P0 VChanged Arriving LCU units were building more than needed devices if not enough in device pool
4 n/ `3 C( H z/ zFixed Was returning wrong Allied device to pool on LCU device upgrade ) U. A, S! c5 `- g* |; S/ }9 q1 t5 a
Fixed Tried to align weapon and TOE for units without formal TOE before taking replacements; wrong numbers could be happening * E+ w r* s9 f/ ^
Changed Adjusted off-map entry point for way-points
6 g7 x5 h6 k R2 V1 _: p' W' m, z2 P/ l! _Fixed Altitude not being changed on some dive bomber attacks in AAA
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[1108f]
9 |, p# R8 m% m J& k% t: s- x7 }1 [Fixed Auto convoy returning resource/oil to home base when not required to
0 ?2 F, k# n7 ^9 e `- kAdded 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
' s# o( q8 s g) n# nFixed CTD when checking groups on withdrawing ships
# d9 Q/ l2 s0 \- h# G/ g7 tChanged Restored image files for centre windows
. q5 G3 }) `7 l# rFixed Extend packing time and operMode to combining editor components of parent LCU
8 L! f- r( m/ E" mChanged Vary DL for base created TFs, use same DL for TF split 3 n! ?" C, Y& V; ]" C+ J
Fixed Leader of delayed group being re-assigned continually
( I" ?# [ h" N: N2 V0 U6 `/ MFixed HQ check so that first HQ is included " t8 I" ~ \2 N7 E9 X
n9 R' C" u2 I[1108g]
$ c U4 Y- n& W! \Changed Update device in TOE when changed in order to fix land replacements
7 }) s8 D; w9 V- b7 ^/ KFixed Return cargo for CS or AC not checked if home base and current base are the same
9 n7 v6 Q1 b( x9 E+ H( Z/ rFixed Force TF to use offmap if incorrectly set due to changes of destination
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' K; v% ~0 J4 w0 `7 A9 `% ]; G[1108h]
# U/ E1 j3 |: @( nFixed Adjust for non-mine device being in special mine slot [#9] for sub minelaying
M1 {4 a9 V% X. N- _Changed Force ships to arrive at national base if original location is not valid to form TF; stop ships arriving at 'land-locked' base , l! z" l: T9 ^( e3 @9 \
Fixed Group leader who is a pilot was losing the link under various conditions. Corrected conditions and added correction code
3 j% Z- E1 A4 j yChanged Allow 'independent' commands to change without cost to another
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[1108i]
, s4 i5 [# D, O5 [2 c& oFixed 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. 3 D" a+ ]9 _3 A$ p
Fixed Japanese production was over-producing upgraded devices for LCUs
* P% r/ P5 Y2 L U+ Z/ M( d! iChanged Ship display of ARD shows lift capacity & N( u* c& R0 m" k2 g
Fixed Sub-units not having withdraw delay decremented : p+ D8 m6 {8 y- M5 v0 S3 o4 Q; W
Fixed Updated offmap checks for home base . g$ \+ ?9 K8 C" w
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[1108j] ( _- S5 f9 o' w. ?
Fixed Issue with carriers in range code; could cause data corruption
8 h( R! X# M% V2 C6 V K1 mFixed Not all TRACOM pilots showed in lists
5 B; o. z' Y3 @6 g1 }& H4 j' XFixed Limit retreat after meeting TF surface combat to actual combat
# G0 e( V' F# F: f% L9 b8 [Changed Removed endurance limit on PTs that limits attacks " y/ d0 u8 \4 G
Fixed LCU weapons being changed by AI code sometimes when LCU is human controlled
5 y" F3 F0 }0 l: FChanged Defer device upgrade of LCUs with fragments existing; causes errors in devices when swaping to parent or merging with other fragments/parent 1 I0 j) |3 U; \8 F# h
Changed No TF unload if 'do not unload' set regardless of status of ship cargo handling
9 z6 I5 |5 [6 {" H2 ]Fixed Empty fragments stopping editor sub-units from recombining |