只更新了EXE程序文件
8 d6 o% ~' X6 z7 _5 V/ K. [http://www.matrixgames.com/forums/tm.asp?m=2729580
2 ?: h/ r4 q2 d1 |8 H7 x, EThis is an unofficial "short-term" beta install.
. i/ I% Y; q% zShort-term being the appropriate term as this thread may be removed after a few days. : Y8 l& F1 |& m/ K1 ]" b
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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.
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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. : y) d- J( r; v% R0 ~/ w
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Last month my development PC had a meltdown while I was working on changes since the last released build (02). # g/ y8 M5 t( G# x: z" r: |
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. * t% q% L) f8 f, f. b. l
" n1 ~0 G/ Z2 S* x# T" {: _The build works fine on my PC, but then it is also the one that created it. ( z( U6 _+ P& H
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. , @5 {7 \5 V; i' H
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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. # Y% P* z7 ^9 ^: M' v6 Z9 Y
' g$ i% g2 x% J5 g9 ]( nI 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.
: Y. Z+ P6 ?" n+ v$ _0 [Load up a save and play a few turns. Let me know if you have any issues with it. B7 c! }+ q- Y3 l4 l2 ]
Also, try using tracker to see if the DLL still works. * v/ {. k3 Y" K# w) x
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Again, my warning: 4 p# u6 K& Y# |/ [: a
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. & t/ N1 @2 K2 S6 B3 v
$ Z' T1 J/ [2 o3 D$ KHere is a list of the additional changes since 1108c (build 2) 3 E' [3 [9 i7 k1 W7 p+ w3 `/ a
a0 d4 T) P" t" _+ z1 I[1108c+] ( Q9 r, F4 ~) _# G7 r
Fixed Rebuilt LCUs tended to use wrong PP cost on the first display, esp component units.
% _9 p, m& t& \9 O2 S/ dRevised restore of report files from save
! z! i5 x3 ~2 m0 B! GChanged Added group withdraw date to all split sub-groups, not just permanent withdraws
$ |( a9 e2 p9 p# S5 {Fixed 'buy-for-supply' ships remained at 1 day delay
' a$ K# F3 X) O- TFixed Error in Kamikaze determination in Flak Attack 4 A/ B! J( T8 x# [9 H6 x
Fixed Kamikaze training not affecting low naval bombing
8 ^. h! g( n1 Z1 P+ oFixed Transferring pilot to group of different type losing 0-10 points off skills, rather than +/- 5 7 P' t' o( Q( _/ a" p5 I3 Y) a
Changed Pilot experience hit based on category rather specific air type
( R2 z5 j% V/ U+ l0 ?Changed Added more off-map checks to better handle the TF's 'Return to ...' buttons # j. A8 V% k: O. ?) b1 Q& F3 c
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[1108d] h& @; e: D1 t. s9 J8 X
Fixed Removed ships under repair/conversion from AV support total + f4 l9 _4 y! N) t; }1 B. _
Fixed Ground attacks against land units in friendly base hex could default to 'Commander Discretion'
8 r/ P: W; ~# X/ j9 i2 I1 l% A( dChanged Re-enabled limited on-map routing for off-map TFs 1 i J3 {: i7 j/ B. t. f
Removed Disband check for resource/oil that was added earlier as can be worked around
+ E% Z1 g& [ }( K8 W( b# qFixed Allow float planes to transport troops to coastal bases - allowed selecting but did not always make the move 0 v9 y7 X& J6 i$ j( q" L; a3 Z: c! o( T1 ^
Changed Night missions on list using BLUE rather than BLACK
& v/ w. h: r& `* F( yChanged Halved the 5-day resource requirement/stockpile to 2-day. Added earlier in patch to help with resource distribution
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[1108e]
3 e% h0 Z. `. [/ UChanged Arriving LCU units were building more than needed devices if not enough in device pool
. C5 G$ h# s/ \- K7 S! N8 SFixed Was returning wrong Allied device to pool on LCU device upgrade
- p3 c6 l: t; Y4 y$ f+ ^( X4 V/ _Fixed Tried to align weapon and TOE for units without formal TOE before taking replacements; wrong numbers could be happening 9 S* Y4 y3 M9 j2 q X( J
Changed Adjusted off-map entry point for way-points & k; L# i4 w W2 ~3 W4 g
Fixed Altitude not being changed on some dive bomber attacks in AAA
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[1108f]
7 e% t5 f2 O% m7 D6 T+ }+ {8 jFixed Auto convoy returning resource/oil to home base when not required to * j& ~3 U, v& Q0 {# |6 a
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 o" S) i* V" ?4 ~Fixed CTD when checking groups on withdrawing ships 4 m' z) K2 c( f
Changed Restored image files for centre windows
, `- [9 M6 ]0 q3 cFixed Extend packing time and operMode to combining editor components of parent LCU
! D X- y d: I$ Q8 n- iChanged Vary DL for base created TFs, use same DL for TF split : T4 K6 l8 ~- i6 G
Fixed Leader of delayed group being re-assigned continually
( x0 o* w _+ I+ KFixed HQ check so that first HQ is included
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[1108g] 2 H+ {3 N# g% X \1 {
Changed Update device in TOE when changed in order to fix land replacements
4 }$ S+ V6 D* J, gFixed Return cargo for CS or AC not checked if home base and current base are the same & w4 i# ^8 U* @4 i/ q6 K' c
Fixed Force TF to use offmap if incorrectly set due to changes of destination ' I g' j4 Y1 y2 v$ h. P ^; w
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[1108h]
, ?9 I# G, a3 q# b9 U+ a; R& ^Fixed Adjust for non-mine device being in special mine slot [#9] for sub minelaying 6 A) R& J8 A' ^$ f
Changed Force ships to arrive at national base if original location is not valid to form TF; stop ships arriving at 'land-locked' base
( U: [7 ~4 [' k* L" |. K! Q1 RFixed Group leader who is a pilot was losing the link under various conditions. Corrected conditions and added correction code
: h6 x3 h/ X1 E0 v" P2 T# RChanged Allow 'independent' commands to change without cost to another
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[1108i]
7 v! l- h0 q. ~. m" D9 ^- wFixed 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.
. X3 b4 M1 a5 w" cFixed Japanese production was over-producing upgraded devices for LCUs * o: `7 ^% n$ o1 J2 t3 X
Changed Ship display of ARD shows lift capacity
/ `% b4 b2 b/ p- ?Fixed Sub-units not having withdraw delay decremented
7 t- s# Q: _, }. {7 e E! \4 HFixed Updated offmap checks for home base
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8 u$ W# \# q' M' u; u* W[1108j] $ G) ~' A" d) @2 m, Z! Q8 R9 Z
Fixed Issue with carriers in range code; could cause data corruption 3 ]0 A9 w" G5 g
Fixed Not all TRACOM pilots showed in lists 6 i. U* ?9 I: e( M% K- f
Fixed Limit retreat after meeting TF surface combat to actual combat
2 J" L0 {# H( z- Y' uChanged Removed endurance limit on PTs that limits attacks
0 k9 F1 a) K X' nFixed LCU weapons being changed by AI code sometimes when LCU is human controlled ( U( W: a' y0 y% H
Changed Defer device upgrade of LCUs with fragments existing; causes errors in devices when swaping to parent or merging with other fragments/parent
( b" @' d1 c+ `! XChanged No TF unload if 'do not unload' set regardless of status of ship cargo handling
& j, L# i/ x$ v; O, W+ ?8 A2 p& eFixed Empty fragments stopping editor sub-units from recombining |