只更新了EXE程序文件6 l% t) M& p0 U
http://www.matrixgames.com/forums/tm.asp?m=2729580
# v. M1 ?7 u5 N& C: HThis is an unofficial "short-term" beta install.
' O4 O3 O: H, y, ?6 w- TShort-term being the appropriate term as this thread may be removed after a few days.
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. \- v5 [) u0 z$ a1 V9 Q3 J# ]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. : F9 ?2 R0 U$ H& i2 @/ {
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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. 4 _$ S) F' y5 g7 {! |
- W% w& ?" K& K9 s% P; ~* bBackground:
8 w1 r9 m2 g9 z1 jLast month my development PC had a meltdown while I was working on changes since the last released build (02). ; k1 N/ Z$ O8 L+ g P4 r# f
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.
. h3 L5 d: E, @% |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. 8 U& m7 E. {( I# d
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As a result, I need to be 100% convinced that the new code will run on existing installs of AE. ( }: R6 e! ]5 D
' n& E8 o5 K9 A+ Z% p$ rI 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. ; S5 r+ ?% ]4 E" D6 g
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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. ) V& x# _1 ]: q6 Y& D/ \
Load up a save and play a few turns. Let me know if you have any issues with it.
2 P4 @ ^! t. OAlso, try using tracker to see if the DLL still works.
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# ~, d% h9 l8 FAgain, my warning: ! c* s W: P; O! V, z* q6 m% l6 A) q
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. & M" b0 C' ?4 V( \4 [5 p
/ Z3 {+ X! d, E7 a0 p& \Here is a list of the additional changes since 1108c (build 2)
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[1108c+]
1 ?6 P' v2 o7 h" K) s% u+ UFixed Rebuilt LCUs tended to use wrong PP cost on the first display, esp component units. 9 w. y% Y$ y. Z9 W
Revised restore of report files from save : \3 f- ]0 ] s3 l t1 o
Changed Added group withdraw date to all split sub-groups, not just permanent withdraws
: I8 \9 J* f! {' V% lFixed 'buy-for-supply' ships remained at 1 day delay + l1 M1 v, ~, e* _- s& P5 q: e
Fixed Error in Kamikaze determination in Flak Attack 4 u D( T, k* i2 _+ J! E. s7 O8 t
Fixed Kamikaze training not affecting low naval bombing
' p, g0 x s2 |% K6 AFixed Transferring pilot to group of different type losing 0-10 points off skills, rather than +/- 5 : a |1 y+ ?+ E( G3 _
Changed Pilot experience hit based on category rather specific air type 7 {$ j" |1 \7 `
Changed Added more off-map checks to better handle the TF's 'Return to ...' buttons
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! N* r7 q$ v0 R8 ~1 {[1108d]
. E) d# U9 V" n1 ^Fixed Removed ships under repair/conversion from AV support total * x& T N& @7 B/ ]. c4 c: a1 a
Fixed Ground attacks against land units in friendly base hex could default to 'Commander Discretion'
3 x, Q. m* @8 l1 KChanged Re-enabled limited on-map routing for off-map TFs 2 D* I" Q6 {' R& `. V& z
Removed Disband check for resource/oil that was added earlier as can be worked around ! ?( ]5 @# \" F; l; Z Q
Fixed Allow float planes to transport troops to coastal bases - allowed selecting but did not always make the move ( v, j# m# Q$ [( o4 U P: a' B
Changed Night missions on list using BLUE rather than BLACK
2 T* T/ {% @9 p; B$ D. T1 HChanged Halved the 5-day resource requirement/stockpile to 2-day. Added earlier in patch to help with resource distribution
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) q7 M# Q6 N1 p2 j" j[1108e] 9 G0 Z" c; |4 q! @$ y
Changed Arriving LCU units were building more than needed devices if not enough in device pool
, g$ x" I; h* |. QFixed Was returning wrong Allied device to pool on LCU device upgrade ! j3 q2 U/ n1 n- C
Fixed Tried to align weapon and TOE for units without formal TOE before taking replacements; wrong numbers could be happening 5 D O5 ~6 t$ g# ^2 y! ^/ ]& Q
Changed Adjusted off-map entry point for way-points
" c: k0 m. d% T3 lFixed Altitude not being changed on some dive bomber attacks in AAA
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[1108f] 2 [5 K; X) o; U; b
Fixed Auto convoy returning resource/oil to home base when not required to / C6 b1 ~. }) @3 ^
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
! Y$ c* u. p4 |7 [. {# OFixed CTD when checking groups on withdrawing ships
. w; P2 R& ]8 Z9 J# n0 c3 b. N* H: p, SChanged Restored image files for centre windows
9 f: e7 N( ?2 V* M6 ]# TFixed Extend packing time and operMode to combining editor components of parent LCU % C5 ~& ?" r, `, W' {
Changed Vary DL for base created TFs, use same DL for TF split
# b8 f# F9 K8 \. f6 MFixed Leader of delayed group being re-assigned continually 0 e! x% G1 k0 T& \/ I% t% B
Fixed HQ check so that first HQ is included
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5 n/ S8 J+ M- [ y, t ]# S[1108g]
( F- q, c* e. b% V) ]0 w5 PChanged Update device in TOE when changed in order to fix land replacements
& }3 ? S8 `" t# }; |# K: _Fixed Return cargo for CS or AC not checked if home base and current base are the same
) N( F/ `% L- w- o/ B: RFixed Force TF to use offmap if incorrectly set due to changes of destination * H: d& s( m5 ~' ~' e- H: w+ H
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[1108h]
! z2 p7 G2 p6 _) C6 IFixed Adjust for non-mine device being in special mine slot [#9] for sub minelaying
7 k/ E! B7 ?, y! C+ Z% ?Changed Force ships to arrive at national base if original location is not valid to form TF; stop ships arriving at 'land-locked' base
+ ^) B: `, l5 _0 b9 D: {" iFixed Group leader who is a pilot was losing the link under various conditions. Corrected conditions and added correction code / U8 T2 V: `- Y# v% m
Changed Allow 'independent' commands to change without cost to another
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[1108i]
, m: }8 ~1 u2 D# e0 V4 y2 AFixed 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.
& l8 K7 S: u8 m0 b/ sFixed Japanese production was over-producing upgraded devices for LCUs
" J# `/ H0 Y) `* u' k$ [Changed Ship display of ARD shows lift capacity
7 \, {& {9 @' b9 |/ g0 O( r+ x' qFixed Sub-units not having withdraw delay decremented ( H F- c0 L- Z% V: u, ]
Fixed Updated offmap checks for home base
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[1108j]
, ]4 a7 u. s, ?, Y! {Fixed Issue with carriers in range code; could cause data corruption 7 | z( }+ ]! Y: X: I
Fixed Not all TRACOM pilots showed in lists ' S4 S8 Y/ v, o) I0 N1 Z! M
Fixed Limit retreat after meeting TF surface combat to actual combat 0 G: t! r3 w) U1 C$ T( X7 |5 `
Changed Removed endurance limit on PTs that limits attacks - r% ~! a b' j: u( s
Fixed LCU weapons being changed by AI code sometimes when LCU is human controlled
& Q3 b. O3 W/ G' e# i& UChanged Defer device upgrade of LCUs with fragments existing; causes errors in devices when swaping to parent or merging with other fragments/parent
3 M! Q, J- A$ D6 [4 dChanged No TF unload if 'do not unload' set regardless of status of ship cargo handling
# G3 N( ^+ W3 U, \; S1 CFixed Empty fragments stopping editor sub-units from recombining |