只更新了EXE程序文件3 ?' F# X* b9 D8 Q; z
http://www.matrixgames.com/forums/tm.asp?m=27295801 J& f7 a* Y/ r2 e C
This is an unofficial "short-term" beta install. 3 I" G) X0 G% ]& s+ g
Short-term being the appropriate term as this thread may be removed after a few days. ) n& W' I( Q9 u' {
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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. 0 Z3 _. Z0 Y6 ?- T8 S- c" G
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Background: 0 S9 t3 q& q9 h: h3 @- I6 o; J7 p
Last month my development PC had a meltdown while I was working on changes since the last released build (02). & {" l K! T+ J
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. 6 `0 |3 Y' z8 P! h/ Y9 ]$ }
% ~ P; e5 @5 f4 m1 m+ {6 [$ I" eThe build works fine on my PC, but then it is also the one that created it. 4 V: a- G5 x4 S6 H( |9 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.
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As a result, I need to be 100% convinced that the new code will run on existing installs of AE. . u, L* r# _$ `+ w
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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.
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! [( L* }$ u% P/ \! a7 ~& X9 kI 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.
$ ~$ N+ y6 ]5 u2 h, g0 O9 `1 p D( zLoad up a save and play a few turns. Let me know if you have any issues with it. ; \2 J& W2 X( g* [) |
Also, try using tracker to see if the DLL still works. 0 N: P5 V1 F: V) R3 l
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Again, my warning: 9 Z( E0 D2 T1 A
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. ( ?) f y/ j# F3 n/ k
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Here is a list of the additional changes since 1108c (build 2)
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[1108c+] . @9 V0 o, u& u8 H
Fixed Rebuilt LCUs tended to use wrong PP cost on the first display, esp component units. 2 A4 h, E- B+ l7 X4 v
Revised restore of report files from save
+ S) J/ _ V7 q& w9 D% N, i9 l3 bChanged Added group withdraw date to all split sub-groups, not just permanent withdraws & p2 Q1 l1 L' b B- v; b: {
Fixed 'buy-for-supply' ships remained at 1 day delay
7 G( r3 T3 s% @$ \Fixed Error in Kamikaze determination in Flak Attack
$ M: [; p# ]0 y9 mFixed Kamikaze training not affecting low naval bombing
/ `) W' p7 W+ d; q CFixed Transferring pilot to group of different type losing 0-10 points off skills, rather than +/- 5
( O/ b, M7 k2 `5 o' fChanged Pilot experience hit based on category rather specific air type 4 j4 v6 H6 {4 J' _$ i! E% [! w- R# r
Changed Added more off-map checks to better handle the TF's 'Return to ...' buttons 6 e+ G8 @; I/ B" z2 r5 }
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[1108d] 9 r7 s) y1 Q* a* B2 c8 v* g3 w# G
Fixed Removed ships under repair/conversion from AV support total
6 E; k# A) p- M, j6 S5 `Fixed Ground attacks against land units in friendly base hex could default to 'Commander Discretion'
; Q1 q) ]7 e: T7 b( C! W( V' T9 fChanged Re-enabled limited on-map routing for off-map TFs
1 T& a# u- q0 @2 f2 K: S/ y* N* wRemoved Disband check for resource/oil that was added earlier as can be worked around
. S6 R7 t, b+ ?% a+ fFixed Allow float planes to transport troops to coastal bases - allowed selecting but did not always make the move
' m4 Y; D' t- ?! TChanged Night missions on list using BLUE rather than BLACK
$ n* d3 B% R- C5 D# j) Z" {Changed Halved the 5-day resource requirement/stockpile to 2-day. Added earlier in patch to help with resource distribution 0 D$ C9 Q q4 W) `
, W. L7 j) \5 ?: P, J[1108e] 9 p' ^$ Z; I6 _5 i# k
Changed Arriving LCU units were building more than needed devices if not enough in device pool + F5 h+ d9 X9 z+ u7 W
Fixed Was returning wrong Allied device to pool on LCU device upgrade
; R0 q8 @8 _' h% \! IFixed Tried to align weapon and TOE for units without formal TOE before taking replacements; wrong numbers could be happening
" R8 c; i; W X" F0 a" \Changed Adjusted off-map entry point for way-points
! k+ b/ H; j& n6 PFixed Altitude not being changed on some dive bomber attacks in AAA
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& `2 V3 C8 C: R) @' m[1108f] 7 o) ~9 `: D4 n! E
Fixed Auto convoy returning resource/oil to home base when not required to 8 _# X" l" }: w/ n: K
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 9 r9 @3 R4 c t
Fixed CTD when checking groups on withdrawing ships
9 P1 e$ i! ]! g/ z2 p& oChanged Restored image files for centre windows 9 |2 f# @5 V+ {; n
Fixed Extend packing time and operMode to combining editor components of parent LCU . i; W0 `! _3 b, R
Changed Vary DL for base created TFs, use same DL for TF split
/ Z" ]! g) i& B4 ZFixed Leader of delayed group being re-assigned continually
) l0 C7 Z: G( A3 `Fixed HQ check so that first HQ is included - r" t4 c7 x) Q$ p; h) G1 q6 v
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[1108g] ) ^# K% d7 ~5 a, T! K( j$ W
Changed Update device in TOE when changed in order to fix land replacements
, p8 u B4 A( K1 t/ v( i7 IFixed Return cargo for CS or AC not checked if home base and current base are the same 0 o) w& }5 i* a0 b
Fixed Force TF to use offmap if incorrectly set due to changes of destination ' q1 z6 C' X) Q( Z, c/ G
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[1108h]
! G m9 V- ?, `4 L4 W: Y6 \1 _Fixed Adjust for non-mine device being in special mine slot [#9] for sub minelaying
3 r( M3 V! N5 Y# [Changed Force ships to arrive at national base if original location is not valid to form TF; stop ships arriving at 'land-locked' base
4 b7 B% }8 z9 e9 \& p P$ r; |Fixed Group leader who is a pilot was losing the link under various conditions. Corrected conditions and added correction code
& K& C7 s. [% J! ^8 aChanged Allow 'independent' commands to change without cost to another
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. B! D! |% T0 q6 o[1108i]
8 c% _) E7 k: `- b2 S/ `& z( _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.
9 t) T" o1 A# e2 z! b+ XFixed Japanese production was over-producing upgraded devices for LCUs
5 T4 o; }9 E# Z. h) CChanged Ship display of ARD shows lift capacity ; D& u( m3 S$ o6 Q: P% a
Fixed Sub-units not having withdraw delay decremented , X3 @1 z3 {# j% H/ |& k: q) f
Fixed Updated offmap checks for home base 6 m3 Y. i O$ |* I( V
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[1108j] * I, w! L% o! `* F) N
Fixed Issue with carriers in range code; could cause data corruption
) q" e% d8 G; ~' xFixed Not all TRACOM pilots showed in lists
' |% |1 |9 F/ m0 UFixed Limit retreat after meeting TF surface combat to actual combat # s; ^; W6 M+ Q7 F! Q- k
Changed Removed endurance limit on PTs that limits attacks
% ]# [: e1 t4 c+ _; MFixed LCU weapons being changed by AI code sometimes when LCU is human controlled
5 b9 L) l4 r4 l! SChanged Defer device upgrade of LCUs with fragments existing; causes errors in devices when swaping to parent or merging with other fragments/parent : n5 k; J5 R. j% R4 ?
Changed No TF unload if 'do not unload' set regardless of status of ship cargo handling
# m1 i2 |8 S5 c- mFixed Empty fragments stopping editor sub-units from recombining |