只更新了EXE程序文件) ?5 F$ s' h/ X, a
http://www.matrixgames.com/forums/tm.asp?m=2729580
7 q. K# F. W% g4 f$ o' ZThis is an unofficial "short-term" beta install.
* N9 k2 i% e4 x( J- s" JShort-term being the appropriate term as this thread may be removed after a few days.
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" C- H3 M [% L; YThis 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. 1 t* R! b8 _! ~, U+ H3 R# ^
6 _, S! n! ^6 VPLEASE 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:
7 N: h- G1 [* Y3 N+ z" T7 K/ YLast month my development PC had a meltdown while I was working on changes since the last released build (02). 3 z# P F% N% x' O8 Q& N
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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The build works fine on my PC, but then it is also the one that created it. # N+ O+ W, C& K" @, `" \1 ?
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. , G( N2 Y, b) ~) Y- V
1 A. z X5 j9 y' |5 Q9 m, Z5 O3 nI 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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& g! q& @% e! \9 iI 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. / O' w! T6 J+ b7 |
Load up a save and play a few turns. Let me know if you have any issues with it.
5 N' q9 H: C, u1 a L/ S/ rAlso, try using tracker to see if the DLL still works. , I, }3 T, \2 B* n9 T5 ~( L7 c
# O1 ?6 b3 d" z( v: j5 sAgain, my warning: 2 m* ]) x) v) W I! ^
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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) W( P4 T4 I5 e2 p7 @Here is a list of the additional changes since 1108c (build 2)
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[1108c+] : v2 P; M* x) m; _3 H8 }6 l
Fixed Rebuilt LCUs tended to use wrong PP cost on the first display, esp component units. . u8 U. h9 {) ]& W: H: V* w
Revised restore of report files from save / s Y9 _5 a4 T/ ]
Changed Added group withdraw date to all split sub-groups, not just permanent withdraws
; U- E! N; C" WFixed 'buy-for-supply' ships remained at 1 day delay # M* X7 n; c% K" \* [
Fixed Error in Kamikaze determination in Flak Attack
: S4 A: u+ H2 w; ^1 P+ k* j$ aFixed Kamikaze training not affecting low naval bombing 5 p! @& H9 c2 |) S3 a8 R5 p8 F! X; F
Fixed Transferring pilot to group of different type losing 0-10 points off skills, rather than +/- 5
8 L# |) n7 j5 U9 wChanged Pilot experience hit based on category rather specific air type
* |* F# {- ?" P* vChanged Added more off-map checks to better handle the TF's 'Return to ...' buttons & W7 D) L; p, Y( H( S
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[1108d] ; y! `; A+ R/ v# o
Fixed Removed ships under repair/conversion from AV support total
- ^' W7 u& q. d/ e$ N" }- ZFixed Ground attacks against land units in friendly base hex could default to 'Commander Discretion' 4 a6 H0 z5 i7 | Q5 z0 g+ ^8 C% m; C
Changed Re-enabled limited on-map routing for off-map TFs
9 e2 x! @/ N/ f& k) z0 n$ \0 t( jRemoved Disband check for resource/oil that was added earlier as can be worked around 5 I1 o0 Z Q+ p6 V9 P b8 g" ?
Fixed Allow float planes to transport troops to coastal bases - allowed selecting but did not always make the move
+ {3 }5 \, }) w) K. c2 qChanged Night missions on list using BLUE rather than BLACK " X$ K0 K n. e4 Q* n7 P
Changed Halved the 5-day resource requirement/stockpile to 2-day. Added earlier in patch to help with resource distribution
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[1108e]
: ?4 F* g; M# ~: Q6 zChanged Arriving LCU units were building more than needed devices if not enough in device pool
' l4 |( m7 u& CFixed Was returning wrong Allied device to pool on LCU device upgrade , j4 p% Y. ?, ~' s3 X! W2 y8 C
Fixed Tried to align weapon and TOE for units without formal TOE before taking replacements; wrong numbers could be happening 3 {, C% }/ ]6 |% f" l
Changed Adjusted off-map entry point for way-points
+ A9 ?, z0 C* c0 J6 dFixed Altitude not being changed on some dive bomber attacks in AAA : Z4 y8 {" b: ~. o9 u- T0 `6 w
6 Z# }' H U- M! \- |9 N! _+ l[1108f]
( |) y; d" Q' G+ i7 x' @Fixed Auto convoy returning resource/oil to home base when not required to + P0 s: M: \$ p; u9 y
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 , }* d5 q+ F3 _! \
Fixed CTD when checking groups on withdrawing ships * d2 S8 S! G1 X$ E
Changed Restored image files for centre windows / z( S, q# }( m( k F* z. M
Fixed Extend packing time and operMode to combining editor components of parent LCU
& ?: f, \6 D9 m0 E, _Changed Vary DL for base created TFs, use same DL for TF split & R% n/ q6 m; e1 X
Fixed Leader of delayed group being re-assigned continually 0 k" H: g( a1 f4 n' o- H
Fixed HQ check so that first HQ is included # I4 d; [: A# d2 g, Q1 C
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[1108g]
" ^2 Z7 e- I" B! e: I' j! C! @9 hChanged Update device in TOE when changed in order to fix land replacements
' O3 i- [0 n$ {" t" H& gFixed Return cargo for CS or AC not checked if home base and current base are the same
8 i0 N0 u8 x9 F# q: \9 I7 g7 ~Fixed Force TF to use offmap if incorrectly set due to changes of destination ~/ n6 T5 B& q
1 e# g W, ]. e0 @/ B3 {[1108h] : Z2 l! C" P2 Q \
Fixed Adjust for non-mine device being in special mine slot [#9] for sub minelaying
: ^' N% V! [- m$ m* I8 LChanged Force ships to arrive at national base if original location is not valid to form TF; stop ships arriving at 'land-locked' base , @9 v& i3 s) _: @: O1 @) L( r. X
Fixed Group leader who is a pilot was losing the link under various conditions. Corrected conditions and added correction code
2 H3 R3 W! T f! ?Changed Allow 'independent' commands to change without cost to another
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: e! s3 T4 E: e, |[1108i] ; ?3 l P, k2 e# w& x
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.
+ X$ k: `+ d' R% |5 L9 @" DFixed Japanese production was over-producing upgraded devices for LCUs
7 \! z, g/ \- e% X ZChanged Ship display of ARD shows lift capacity
% P) {: u' z6 `. Q6 }Fixed Sub-units not having withdraw delay decremented
& k$ i6 Q) l, o. \0 I. T lFixed Updated offmap checks for home base " Z2 v1 }# n; W- H' Q
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[1108j]
/ C6 O% B9 T8 V, \4 s+ kFixed Issue with carriers in range code; could cause data corruption
E; k. X, y8 X5 T9 U0 O4 F% dFixed Not all TRACOM pilots showed in lists
& _ P8 A# Y8 m0 v' KFixed Limit retreat after meeting TF surface combat to actual combat
6 |$ U( x& j* i' uChanged Removed endurance limit on PTs that limits attacks
2 q$ y" R0 t2 `2 c7 i, T9 t) n" j' IFixed LCU weapons being changed by AI code sometimes when LCU is human controlled
4 h Z( G% M# j! Z- V; g/ eChanged Defer device upgrade of LCUs with fragments existing; causes errors in devices when swaping to parent or merging with other fragments/parent
" `" t5 [& X7 Q3 cChanged No TF unload if 'do not unload' set regardless of status of ship cargo handling
. R1 r- U3 T: aFixed Empty fragments stopping editor sub-units from recombining |