只更新了EXE程序文件
- O: F- Q- j. ~8 S- @ Y" ~, ghttp://www.matrixgames.com/forums/tm.asp?m=27295803 }& X: i- u- o- g2 c' x9 u
This is an unofficial "short-term" beta install.
7 B3 K2 ?5 m; A# N/ C; \* }Short-term being the appropriate term as this thread may be removed after a few days.
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9 \( k9 w4 K }# ]$ a( LThis 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. : p% O" k0 h' \& Q
* z7 o( p% @ L* o' SPLEASE DON'T USE THIS EXE FOR YOUR REAL ON-GOING GAMES AT THE MOMENT PENDING MY FINDINGS ON HOW SUITABLE THE NEW EXE IS. ! C/ ~3 O+ u1 f' |# v5 v0 d
5 E/ |$ f1 f, q6 I/ [& z) p% _Background:
5 S( Q, G; _. H0 Y0 J; Q4 RLast month my development PC had a meltdown while I was working on changes since the last released build (02).
. b# k) r0 I% M/ eAs 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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* c/ I1 m# V/ H1 ~5 T0 i# SThe build works fine on my PC, but then it is also the one that created it. & H* X1 q" _6 e3 [# \
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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K3 E* z6 U' M& r+ `5 D9 S1 g3 M% G% eAs a result, I need to be 100% convinced that the new code will run on existing installs of AE. ' q! b6 U$ r. V9 J0 w2 i0 [
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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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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. 2 U* X/ @- ~. T1 o
Load up a save and play a few turns. Let me know if you have any issues with it.
( M, G8 l/ }3 s4 g; m1 F- ZAlso, try using tracker to see if the DLL still works. 2 _5 y' F3 R( U# Z! J! ]" q( U ?
9 |" `) E3 E( o8 ]Again, my warning: 5 V% c3 e* T$ W
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)
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, y5 Y( n$ |2 @ M3 F; e[1108c+] 0 m+ r8 t/ f! B( x6 R6 R
Fixed Rebuilt LCUs tended to use wrong PP cost on the first display, esp component units.
7 k0 h3 u( p3 @& J" t, bRevised restore of report files from save
* b% U% s7 q* H# i. nChanged Added group withdraw date to all split sub-groups, not just permanent withdraws
1 O% K! z3 A! W7 g% z9 N$ OFixed 'buy-for-supply' ships remained at 1 day delay
5 i& |$ p' W% \4 s( W8 i6 @Fixed Error in Kamikaze determination in Flak Attack 9 B* Q" ^2 H# j) {
Fixed Kamikaze training not affecting low naval bombing ' H, v9 r# \! D& J
Fixed Transferring pilot to group of different type losing 0-10 points off skills, rather than +/- 5 * ?$ k8 @) X8 e* t4 u
Changed Pilot experience hit based on category rather specific air type
7 N9 x9 B& A% U# Y+ G7 zChanged Added more off-map checks to better handle the TF's 'Return to ...' buttons
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( v$ O' l* h" C/ M+ E[1108d] / L; O4 _6 e4 f
Fixed Removed ships under repair/conversion from AV support total & F) o! @ h- T# z8 I7 I+ K
Fixed Ground attacks against land units in friendly base hex could default to 'Commander Discretion' % D! ?/ a& m) U; y
Changed Re-enabled limited on-map routing for off-map TFs - T9 k( D! t4 o
Removed Disband check for resource/oil that was added earlier as can be worked around & J1 X0 z; h$ r; P5 G
Fixed Allow float planes to transport troops to coastal bases - allowed selecting but did not always make the move 6 g q) F7 u; I3 n' _
Changed Night missions on list using BLUE rather than BLACK
! ~1 H& ^* ]# t9 v" K! g0 PChanged Halved the 5-day resource requirement/stockpile to 2-day. Added earlier in patch to help with resource distribution ( e/ w$ a0 {; M7 c; f: k5 o
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[1108e] , a$ e5 V0 B2 X. k
Changed Arriving LCU units were building more than needed devices if not enough in device pool
3 h4 F7 m3 m0 t0 l6 dFixed Was returning wrong Allied device to pool on LCU device upgrade ) |$ s6 v/ Z! ?# U; ^6 h
Fixed Tried to align weapon and TOE for units without formal TOE before taking replacements; wrong numbers could be happening
% ~9 u/ {* ?% b, |0 WChanged Adjusted off-map entry point for way-points
& ~5 \: P$ F) `Fixed Altitude not being changed on some dive bomber attacks in AAA 6 v; |( {8 N J1 u) T D' x
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[1108f]
0 t2 G' S, U' a6 l+ ^5 F( BFixed Auto convoy returning resource/oil to home base when not required to 2 J ~7 a* |3 [# a5 F& G3 F
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
7 n5 d0 ~. [+ x1 y5 Q% D, }" [, yFixed CTD when checking groups on withdrawing ships $ A7 `3 t1 L+ r O
Changed Restored image files for centre windows
* u ^8 c6 o0 ?; n) ^4 IFixed Extend packing time and operMode to combining editor components of parent LCU
, C5 P+ ^/ R* i vChanged Vary DL for base created TFs, use same DL for TF split $ x! W) E1 P/ i! z. _+ n+ @
Fixed Leader of delayed group being re-assigned continually 0 j' J! d! e- V; y: G$ W- C4 C! B
Fixed HQ check so that first HQ is included * f4 B& | E) ^9 O/ m3 m) W
$ |* d7 f2 h* t% [. u[1108g]
' E' A# w4 a# h$ y0 sChanged Update device in TOE when changed in order to fix land replacements : Y! D% ^! L6 n; f9 |
Fixed Return cargo for CS or AC not checked if home base and current base are the same
) r) ?; Y: P7 G, ?( jFixed Force TF to use offmap if incorrectly set due to changes of destination 1 Q3 ]2 q5 c n6 B
+ f4 C6 S4 d9 z s, O[1108h]
, W' k3 `8 f7 _7 @Fixed Adjust for non-mine device being in special mine slot [#9] for sub minelaying " z2 D1 A, X2 M3 P! q$ h
Changed Force ships to arrive at national base if original location is not valid to form TF; stop ships arriving at 'land-locked' base
8 o( P5 ?# V* sFixed Group leader who is a pilot was losing the link under various conditions. Corrected conditions and added correction code c4 _# S4 w' n8 x
Changed Allow 'independent' commands to change without cost to another
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" F+ t* l+ I* N/ N& A: B" t[1108i]
: r0 G4 i3 j) M0 F0 \2 }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.
( p$ |' `# L4 M4 N8 d( JFixed Japanese production was over-producing upgraded devices for LCUs ( x* k, o- K( e# Y- u3 U' [! k/ r
Changed Ship display of ARD shows lift capacity & }3 e% D; e7 h/ @" o" f( {9 } d* ?
Fixed Sub-units not having withdraw delay decremented
2 S& A# z! ^; ~0 k( U |5 Z( M JFixed Updated offmap checks for home base : F+ Y; H- l7 ^5 N5 p/ V/ a
3 _0 t* ~+ o, F( h0 L3 `6 F% j5 p+ p[1108j]
1 k' ^& o9 b! }6 C) u/ PFixed Issue with carriers in range code; could cause data corruption . i( y/ t: n& r a
Fixed Not all TRACOM pilots showed in lists ( b' Z, }- Y9 D- {' V1 {# y
Fixed Limit retreat after meeting TF surface combat to actual combat 9 Z8 o# W% L2 M2 J* v
Changed Removed endurance limit on PTs that limits attacks $ ~% S! C/ v7 L% o; W1 T
Fixed LCU weapons being changed by AI code sometimes when LCU is human controlled 8 w/ P0 F+ s# \' X$ H7 ~
Changed Defer device upgrade of LCUs with fragments existing; causes errors in devices when swaping to parent or merging with other fragments/parent ) O; T6 {* X2 P7 {. N. K% A, g
Changed No TF unload if 'do not unload' set regardless of status of ship cargo handling
) Y* |+ r, b2 kFixed Empty fragments stopping editor sub-units from recombining |