只更新了EXE程序文件/ M) I1 i t+ b$ X$ ?# ~0 G
http://www.matrixgames.com/forums/tm.asp?m=2729580
3 x* ]! [6 f* v: Q) P: `1 ]This is an unofficial "short-term" beta install. % u) t' G5 b( f! ]6 t( G
Short-term being the appropriate term as this thread may be removed after a few days. ( f p! b2 H0 i& ? `
& E7 B4 E9 k; O; ^6 Y+ kThis 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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0 E0 [9 s" o' \/ ^! q* P. 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. # ^3 s8 E L0 p3 ]- P3 F
$ c+ Y$ f, m* LBackground: 3 K- E! q" K. D
Last month my development PC had a meltdown while I was working on changes since the last released build (02).
7 v: |' [1 p5 @( s' 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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5 D8 |% T6 Q1 N/ aThe build works fine on my PC, but then it is also the one that created it. ) ~7 b5 s' G2 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. 4 J" w6 P( g4 u" i6 K1 r
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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. * q2 v) C* k% G7 h7 B# Y* G2 r
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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.
, h* G L \/ O0 VLoad up a save and play a few turns. Let me know if you have any issues with it.
8 f# l. C6 s" s& G" h3 _Also, try using tracker to see if the DLL still works. 6 q) e- u$ Y. v0 P5 U, ?. N
\2 D4 T% f8 x; w) _Again, my warning:
2 v% Z6 X, K/ ^& [* R9 }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. 8 Z$ N, Q$ h8 U9 f, d( r1 s
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Here is a list of the additional changes since 1108c (build 2)
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% _( m5 p% |/ D1 X[1108c+] & @4 b( Y1 _- Y% _8 {6 [6 `
Fixed Rebuilt LCUs tended to use wrong PP cost on the first display, esp component units. 4 {+ f( Y' W2 R( Z+ ^9 s' X
Revised restore of report files from save
: F6 ~2 i, g7 D; v3 x: PChanged Added group withdraw date to all split sub-groups, not just permanent withdraws
9 G5 {$ N5 Q, |/ Q- y( ?Fixed 'buy-for-supply' ships remained at 1 day delay " N" O# J+ C6 W {9 c
Fixed Error in Kamikaze determination in Flak Attack ' u- n" E/ s& t
Fixed Kamikaze training not affecting low naval bombing
. s0 u9 X" ]7 M, }/ `* E8 L; ^Fixed Transferring pilot to group of different type losing 0-10 points off skills, rather than +/- 5 # G( K g0 y$ {& @
Changed Pilot experience hit based on category rather specific air type
3 W3 R% ]5 L! V; {" H JChanged Added more off-map checks to better handle the TF's 'Return to ...' buttons
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" r# c% I; A6 g6 k% G- Q+ y[1108d]
5 R* ^( _2 ^2 t$ F( E, T* r0 S! pFixed Removed ships under repair/conversion from AV support total 3 B# T9 w- n2 Z- U) K0 G
Fixed Ground attacks against land units in friendly base hex could default to 'Commander Discretion' $ s# K- j0 f5 u( f9 C
Changed Re-enabled limited on-map routing for off-map TFs
$ r$ b/ d8 x' L( Q1 u H) uRemoved Disband check for resource/oil that was added earlier as can be worked around 1 l, y. Z& k! v" u' x: C: Q- R# y1 M
Fixed Allow float planes to transport troops to coastal bases - allowed selecting but did not always make the move 6 s) S y+ m& K
Changed Night missions on list using BLUE rather than BLACK
1 D3 Y& I* T" v/ w" ~' f% Q6 |$ `' ?Changed Halved the 5-day resource requirement/stockpile to 2-day. Added earlier in patch to help with resource distribution & D! p) s# [" S, t' [( J7 f# Y
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[1108e]
+ T# \& {! d( u6 PChanged Arriving LCU units were building more than needed devices if not enough in device pool
2 q% b% t/ I, g9 }+ GFixed Was returning wrong Allied device to pool on LCU device upgrade 6 p2 X6 V6 |' r5 U: C
Fixed Tried to align weapon and TOE for units without formal TOE before taking replacements; wrong numbers could be happening , O6 I/ @8 ^4 g1 Y9 U
Changed Adjusted off-map entry point for way-points
* p2 t) o& ?7 F' Z, g8 fFixed Altitude not being changed on some dive bomber attacks in AAA
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[1108f] ) O D8 q" \7 J. u
Fixed Auto convoy returning resource/oil to home base when not required to
! m0 V/ \; X- T9 p. U5 f wAdded 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
: k; E D/ z) T3 Z* B, `Fixed CTD when checking groups on withdrawing ships 9 Z0 T# L N: v- k
Changed Restored image files for centre windows 9 }6 d1 O7 L7 _& ^' F' c, \
Fixed Extend packing time and operMode to combining editor components of parent LCU + i' q: G0 H% U' u9 W& C/ z5 r
Changed Vary DL for base created TFs, use same DL for TF split
# Z# c0 h L0 H. F) w3 |5 ZFixed Leader of delayed group being re-assigned continually
0 [7 q. t" E2 j* g* I5 jFixed HQ check so that first HQ is included
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[1108g] " d3 U6 N) |, ?: o/ A8 `, S6 P- z) C
Changed Update device in TOE when changed in order to fix land replacements
* N2 I. ?- c: ~2 U/ ]Fixed Return cargo for CS or AC not checked if home base and current base are the same
& \3 h$ `6 a: A5 z' W8 _8 bFixed Force TF to use offmap if incorrectly set due to changes of destination / k2 l1 j# }! k8 C, N
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[1108h] * H# T. L+ V7 X; @, w l
Fixed Adjust for non-mine device being in special mine slot [#9] for sub minelaying
+ H: I6 w- J: @! BChanged Force ships to arrive at national base if original location is not valid to form TF; stop ships arriving at 'land-locked' base " i' } J$ L" z1 T& v2 U: N8 ^0 h
Fixed Group leader who is a pilot was losing the link under various conditions. Corrected conditions and added correction code
7 ]- [6 Q2 W/ D6 M, Z% H( R: XChanged Allow 'independent' commands to change without cost to another
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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. 7 ?- W) e+ J! v k
Fixed Japanese production was over-producing upgraded devices for LCUs 5 x3 q) }7 v. f" `9 G
Changed Ship display of ARD shows lift capacity 2 j+ A/ p r; T' ]6 o/ a4 n( D9 F
Fixed Sub-units not having withdraw delay decremented
3 E1 l+ O$ v8 E' P3 aFixed Updated offmap checks for home base & r, @7 L @) m& k7 e, ?
* t/ P# @6 \. d; ~1 C3 o[1108j] ; B1 p/ M, d% C: M, C: U
Fixed Issue with carriers in range code; could cause data corruption % i c- z$ g$ j' K
Fixed Not all TRACOM pilots showed in lists * _% u) x# X; m* |
Fixed Limit retreat after meeting TF surface combat to actual combat
* ~3 o* M4 [6 E" }8 \/ h) rChanged Removed endurance limit on PTs that limits attacks 8 x# ]: H9 Z( F( g8 h8 Q) s; g4 S
Fixed LCU weapons being changed by AI code sometimes when LCU is human controlled # [5 `2 U9 I& |& O, ^2 t c
Changed Defer device upgrade of LCUs with fragments existing; causes errors in devices when swaping to parent or merging with other fragments/parent ' Y9 Y9 K& O( g- I2 u/ X2 n( H Z
Changed No TF unload if 'do not unload' set regardless of status of ship cargo handling m1 p5 v! U: y: N( Z2 K* e+ P
Fixed Empty fragments stopping editor sub-units from recombining |