只更新了EXE程序文件7 n- p3 _) q% h
http://www.matrixgames.com/forums/tm.asp?m=2729580
( d; Y, b( h6 e8 @/ V9 XThis is an unofficial "short-term" beta install.
' u/ T* {" W5 F5 g/ [& iShort-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. , H& s, p) `5 ~4 b. o6 m
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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:
. a$ }$ C" `$ D& a6 q3 p5 v$ r. zLast month my development PC had a meltdown while I was working on changes since the last released build (02). 0 G) A# [+ b, } g' b. O0 j2 l8 _
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.
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. Y, f$ H( |6 R+ T6 ~/ u% M+ RThe build works fine on my PC, but then it is also the one that created it. , a" ~6 N) w6 M& i7 W# i! ^/ k
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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4 ?& Z4 W* N/ k9 x SAs a result, I need to be 100% convinced that the new code will run on existing installs of AE. 8 N, ?$ E1 |. P$ J9 v
6 F7 K( m1 W+ \2 @* uI 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. - d3 C" W/ L# E2 h- C
& o) C- J7 e; |( OI 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. / ^( t# a. `& D# m Y5 _ A
Load up a save and play a few turns. Let me know if you have any issues with it. - i6 u- [3 U0 m8 g% N* K
Also, try using tracker to see if the DLL still works.
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Again, my warning: 1 S5 K) i% I7 [- k
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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Here is a list of the additional changes since 1108c (build 2) 2 z" H, O1 X: `' f
7 L f) ]8 Z, v6 w+ x6 k6 t6 O0 v[1108c+] * [, _0 I6 A5 h D0 k
Fixed Rebuilt LCUs tended to use wrong PP cost on the first display, esp component units. 1 h0 c% k$ s% W* ]
Revised restore of report files from save
% W/ w; z1 p, j* e0 b ^% JChanged Added group withdraw date to all split sub-groups, not just permanent withdraws 0 H1 T) Q. D. d _( ~( I
Fixed 'buy-for-supply' ships remained at 1 day delay
6 ^( C; K" S& ]4 ^, F8 }9 `Fixed Error in Kamikaze determination in Flak Attack 5 J! q$ _+ Q5 V3 M, J$ F
Fixed Kamikaze training not affecting low naval bombing
7 c* h9 f" a$ p2 Z7 FFixed Transferring pilot to group of different type losing 0-10 points off skills, rather than +/- 5 : Y( y: `* A4 |! f- o$ t
Changed Pilot experience hit based on category rather specific air type
3 \2 x' F3 w5 t0 T& Q- N7 g$ rChanged Added more off-map checks to better handle the TF's 'Return to ...' buttons
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: V- P6 S7 H4 O& [9 M Q4 b[1108d] F" d: v" S* X' {9 ]4 n
Fixed Removed ships under repair/conversion from AV support total
2 s& C* H, D6 s/ r" l5 `0 mFixed Ground attacks against land units in friendly base hex could default to 'Commander Discretion' 9 _+ q2 o8 E8 I6 ]+ @: s
Changed Re-enabled limited on-map routing for off-map TFs * `; A! M) P, r+ S. b9 t
Removed Disband check for resource/oil that was added earlier as can be worked around 1 ?8 [4 Z% P; e0 f
Fixed Allow float planes to transport troops to coastal bases - allowed selecting but did not always make the move ) s" B6 a @, K) S ^
Changed Night missions on list using BLUE rather than BLACK & f$ g, `1 c4 ~1 G4 ~- o! K
Changed Halved the 5-day resource requirement/stockpile to 2-day. Added earlier in patch to help with resource distribution
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, E i3 t& M1 D4 Y: y( D[1108e]
) x" Y3 q. v6 [3 u8 RChanged Arriving LCU units were building more than needed devices if not enough in device pool
$ M, |; r/ I FFixed Was returning wrong Allied device to pool on LCU device upgrade
0 t/ N6 G7 L7 B4 m4 `7 s3 c; ~Fixed Tried to align weapon and TOE for units without formal TOE before taking replacements; wrong numbers could be happening
8 m' }8 n7 ~( w3 E: ]/ y2 CChanged Adjusted off-map entry point for way-points $ F3 \3 S2 a$ ~& N- b7 I
Fixed Altitude not being changed on some dive bomber attacks in AAA & g3 w" }9 M0 S q5 b
$ F# i0 W+ r7 G[1108f] ( v3 W' g) V+ Z- N0 h: ^
Fixed Auto convoy returning resource/oil to home base when not required to * i/ E V% G( w7 t" i
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
2 q7 @" O7 K# O, Y* OFixed CTD when checking groups on withdrawing ships
& V {* k, a: f( s' G% TChanged Restored image files for centre windows ) Y! j1 k$ |2 t. r" U
Fixed Extend packing time and operMode to combining editor components of parent LCU 3 {+ b1 Z; L+ g% k1 t5 @
Changed Vary DL for base created TFs, use same DL for TF split
7 O. u- R' W1 X4 p8 {9 }Fixed Leader of delayed group being re-assigned continually " Q7 J9 Q4 j" j0 u& V( G
Fixed HQ check so that first HQ is included " N3 z. ^4 d! T' { e1 a
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[1108g] ) |- c; h( c+ @. n: y' N0 ~+ ?' y
Changed Update device in TOE when changed in order to fix land replacements % ~ A G0 ^- R9 J& w& Y* m
Fixed Return cargo for CS or AC not checked if home base and current base are the same
! h0 E! ~' B( Y+ M( L" P9 |" XFixed Force TF to use offmap if incorrectly set due to changes of destination
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[1108h] 5 s2 |+ j7 l8 h5 @
Fixed Adjust for non-mine device being in special mine slot [#9] for sub minelaying $ {. L9 M6 }& h9 K
Changed Force ships to arrive at national base if original location is not valid to form TF; stop ships arriving at 'land-locked' base
7 t+ g$ t4 N6 RFixed Group leader who is a pilot was losing the link under various conditions. Corrected conditions and added correction code
' `4 Z1 k7 ], [8 L8 k& }Changed Allow 'independent' commands to change without cost to another
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0 J6 v1 R$ J' f6 @3 m2 c[1108i] 3 x6 i* e) P' A" y& T
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. & R& z' U8 E- u2 `7 W) h3 X2 \3 F
Fixed Japanese production was over-producing upgraded devices for LCUs 4 l m1 \) c1 k
Changed Ship display of ARD shows lift capacity ; f( X' D" D7 s& S
Fixed Sub-units not having withdraw delay decremented
1 d$ B4 L* t3 BFixed Updated offmap checks for home base
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[1108j]
6 p B& g4 O$ Y! u7 E) H( E# z) _Fixed Issue with carriers in range code; could cause data corruption 9 b; q- D+ o) {' B
Fixed Not all TRACOM pilots showed in lists
- ^) M. r/ d; m1 @" G( RFixed Limit retreat after meeting TF surface combat to actual combat
% u# h1 ?, B2 ~7 JChanged Removed endurance limit on PTs that limits attacks n+ I" Q m7 d5 c; c4 C; t
Fixed LCU weapons being changed by AI code sometimes when LCU is human controlled - @( r u' [4 p) y7 @/ J8 Z
Changed Defer device upgrade of LCUs with fragments existing; causes errors in devices when swaping to parent or merging with other fragments/parent
; a8 A J" I3 q! A+ }6 R6 E& V) e0 b& wChanged No TF unload if 'do not unload' set regardless of status of ship cargo handling 2 h" U) n$ m& D+ n( o/ p' {- J* W
Fixed Empty fragments stopping editor sub-units from recombining |