只更新了EXE程序文件
3 M; ?; y2 ]! p! s6 G4 S) Qhttp://www.matrixgames.com/forums/tm.asp?m=2729580. q& j9 ]2 o3 G L" \- C
This is an unofficial "short-term" beta install. - B* S2 B% H$ u3 v# M. |
Short-term being the appropriate term as this thread may be removed after a few days. 6 Q6 O* e' t8 j6 K1 Z: \1 C
7 E( Y% o* @2 o9 Q: o& p! U- nThis 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. & E" a# C5 |4 C+ h5 j
- m. g6 c" K/ iPLEASE 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 J1 f* ], I
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Background:
) F% y* d- L( W& nLast month my development PC had a meltdown while I was working on changes since the last released build (02).
) q! N# @0 i* M( vAs 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. . }! e0 N! E: w$ z$ S
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.
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: \ e+ r0 c" Q5 \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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5 q& o2 S, i3 G0 ]* f, y' |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. 5 ]# |' u, ~- _0 h* D
Load up a save and play a few turns. Let me know if you have any issues with it. ; }) g6 K b P9 w& x
Also, try using tracker to see if the DLL still works.
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4 U" k$ s8 d3 @" l9 `Again, my warning: 3 s2 N* c$ W2 Q8 V" ^
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) 1 _; W: N. Q, s
0 F% `; F& H- L* K[1108c+]
4 \: H8 U) ]- {- b$ T R, uFixed Rebuilt LCUs tended to use wrong PP cost on the first display, esp component units.
9 s% x- b& e7 O" q, @Revised restore of report files from save W8 n; ?3 I! F& |7 J0 g5 x
Changed Added group withdraw date to all split sub-groups, not just permanent withdraws ! O- w% x- q1 o& F! {# P) X
Fixed 'buy-for-supply' ships remained at 1 day delay 8 R- @7 x6 d; {% G1 N
Fixed Error in Kamikaze determination in Flak Attack
3 \4 _' \& n+ f, k, }6 t6 oFixed Kamikaze training not affecting low naval bombing
% f. {0 H7 j- Y8 R) ]Fixed Transferring pilot to group of different type losing 0-10 points off skills, rather than +/- 5
3 ^& Q. M% T4 x+ X+ Z. CChanged Pilot experience hit based on category rather specific air type
0 X# ^6 D0 s0 N bChanged Added more off-map checks to better handle the TF's 'Return to ...' buttons 2 M8 I7 h. C& F; A' |, o& d
; o1 r( k, f: H+ i7 d( d[1108d]
+ Q" Q4 _. i! F7 [" \) DFixed Removed ships under repair/conversion from AV support total / D* g+ Q/ q; L4 w
Fixed Ground attacks against land units in friendly base hex could default to 'Commander Discretion' , O+ f3 C2 Q0 [2 f
Changed Re-enabled limited on-map routing for off-map TFs 4 Q/ r1 t7 b# f# K
Removed Disband check for resource/oil that was added earlier as can be worked around 7 f- v* U( M& L. d$ W
Fixed Allow float planes to transport troops to coastal bases - allowed selecting but did not always make the move : l) N$ T0 Y$ p6 o' W
Changed Night missions on list using BLUE rather than BLACK * T6 O" N) \1 x s) H/ e7 s
Changed Halved the 5-day resource requirement/stockpile to 2-day. Added earlier in patch to help with resource distribution 7 h) V& W* c3 X
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[1108e] ( p8 P5 o7 ^9 m/ `1 R$ r
Changed Arriving LCU units were building more than needed devices if not enough in device pool
' m* o7 s4 z/ l% U/ aFixed Was returning wrong Allied device to pool on LCU device upgrade
; h( _8 z6 ^ c$ H \( |* ]* F( m+ W' ^Fixed Tried to align weapon and TOE for units without formal TOE before taking replacements; wrong numbers could be happening
/ k: `% A' s0 O* \' qChanged Adjusted off-map entry point for way-points
+ E& f$ G" H; DFixed Altitude not being changed on some dive bomber attacks in AAA # { I' @5 G2 t* }2 P5 h. {
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[1108f]
9 m0 |0 ~- |9 |. zFixed Auto convoy returning resource/oil to home base when not required to 4 N- I/ ^0 z5 R" U4 m
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
" D7 ^$ `0 }2 } x7 q3 J' h( ~Fixed CTD when checking groups on withdrawing ships ' E$ i% g( W. T+ b5 j6 _
Changed Restored image files for centre windows
8 z$ N: ?: O& w% E; ZFixed Extend packing time and operMode to combining editor components of parent LCU + D( l1 b! Q" C9 P. @' @
Changed Vary DL for base created TFs, use same DL for TF split ' z7 R, [- l6 h8 Y: W7 K
Fixed Leader of delayed group being re-assigned continually / r1 x6 ~2 F" ~: ?0 M+ W0 u* s
Fixed HQ check so that first HQ is included ^1 p6 m" V# R, w k
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[1108g]
3 b8 P" H, l$ u( U# ?& }, }Changed Update device in TOE when changed in order to fix land replacements 3 X3 Y E1 f- K; U |2 C
Fixed Return cargo for CS or AC not checked if home base and current base are the same
4 @4 w1 `! E5 s4 _; m+ aFixed Force TF to use offmap if incorrectly set due to changes of destination ! O% o. m1 C y$ |6 f. g
3 G' J) g% v# l# y[1108h] 9 R! } l# H; B$ r" ]
Fixed Adjust for non-mine device being in special mine slot [#9] for sub minelaying 6 f& K5 n; h1 E1 |% h+ _1 w) E
Changed Force ships to arrive at national base if original location is not valid to form TF; stop ships arriving at 'land-locked' base & H7 @+ _4 A& P9 q2 C9 b/ ^
Fixed Group leader who is a pilot was losing the link under various conditions. Corrected conditions and added correction code % A5 a9 K9 k5 r4 F5 l7 X& P$ e
Changed Allow 'independent' commands to change without cost to another
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2 m2 E8 g( a4 I; Y$ G[1108i] ' @4 Y/ b% R& [7 [! }/ _
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. C8 u' O& q) e8 `
Fixed Japanese production was over-producing upgraded devices for LCUs
4 j3 p. _$ ]& |Changed Ship display of ARD shows lift capacity
0 F/ \6 f" L, iFixed Sub-units not having withdraw delay decremented
: X8 Q7 X: P' H7 C( e/ F# m5 VFixed Updated offmap checks for home base , S7 F Z6 d! A b) o" R
$ F) ?/ _3 { U, x9 R[1108j]
/ K O& S. d! e+ O8 }) nFixed Issue with carriers in range code; could cause data corruption
: i! q: k; d6 X( ~: kFixed Not all TRACOM pilots showed in lists 4 `1 ~" R; q5 e# K9 d Q& s
Fixed Limit retreat after meeting TF surface combat to actual combat # \0 ^& F5 @+ U; q% ^5 [, L
Changed Removed endurance limit on PTs that limits attacks 4 j2 L* A5 l) a T2 R
Fixed LCU weapons being changed by AI code sometimes when LCU is human controlled 8 K$ G) l* m9 s4 ~5 K7 P- I2 i
Changed Defer device upgrade of LCUs with fragments existing; causes errors in devices when swaping to parent or merging with other fragments/parent
4 |/ M# l' L) C2 h+ M: ?Changed No TF unload if 'do not unload' set regardless of status of ship cargo handling
: B. j c6 i- iFixed Empty fragments stopping editor sub-units from recombining |