只更新了EXE程序文件
( F& f+ t. V6 {' X( S$ Rhttp://www.matrixgames.com/forums/tm.asp?m=2729580
7 q2 b2 f! y) Z( s, @& UThis is an unofficial "short-term" beta install.
5 O' H5 a+ b/ Z& I) J9 k+ I; PShort-term being the appropriate term as this thread may be removed after a few days. ; ?9 k6 J' x5 ^5 d, Z/ e
% t; ]8 k/ u! X5 g9 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.
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9 x$ _" z) O! Z1 h8 {5 [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. * V; v. h# M, Y0 f
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Background: 6 {' T7 e9 s) Q# E* d
Last month my development PC had a meltdown while I was working on changes since the last released build (02). # y1 `3 y1 E# x6 T) T* @
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. 1 I- T. T2 s8 i6 Y
9 @% a( ]+ e' T, LThe build works fine on my PC, but then it is also the one that created it. + t" y$ J1 j3 ^3 p2 G: o) |: E M
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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1 {5 H2 C7 w5 ^5 K- X5 T' {! O8 lAs a result, I need to be 100% convinced that the new code will run on existing installs of AE.
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; R% I& A% k. R$ m( sI 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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: Y( B2 i9 ]3 b. U5 [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.
7 ^1 c/ N% S+ V7 X4 _$ sLoad up a save and play a few turns. Let me know if you have any issues with it.
* ~5 S( D" ^3 K( FAlso, try using tracker to see if the DLL still works.
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Again, my warning: ) y& d. b9 b8 S4 _1 }7 l+ p& j4 ^
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)
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[1108c+]
, ~$ y) O6 p+ w0 R6 tFixed Rebuilt LCUs tended to use wrong PP cost on the first display, esp component units.
7 H: {+ e$ u+ C8 m+ K5 V. b& U2 CRevised restore of report files from save 4 b( {" F5 I: z2 T
Changed Added group withdraw date to all split sub-groups, not just permanent withdraws
3 h# _5 G8 b$ k8 t6 B4 kFixed 'buy-for-supply' ships remained at 1 day delay
+ f. |$ e$ r4 ^' e: V2 IFixed Error in Kamikaze determination in Flak Attack 6 H3 d+ [6 @# j4 m* K8 L& X0 l2 G
Fixed Kamikaze training not affecting low naval bombing
; V2 T) I: |$ R$ Y; C/ HFixed Transferring pilot to group of different type losing 0-10 points off skills, rather than +/- 5
! m- J) D! B* G4 e/ F& ?Changed Pilot experience hit based on category rather specific air type 3 s! Z/ E7 p Q7 f$ j
Changed Added more off-map checks to better handle the TF's 'Return to ...' buttons
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[1108d]
" q( y. J, Z+ i0 {. d" DFixed Removed ships under repair/conversion from AV support total , a4 t H5 t6 }- o, w/ ]
Fixed Ground attacks against land units in friendly base hex could default to 'Commander Discretion' 7 S# d3 d% V$ ^4 c u2 j
Changed Re-enabled limited on-map routing for off-map TFs
9 ?$ ~$ J7 Q+ N1 C( S' iRemoved Disband check for resource/oil that was added earlier as can be worked around
- T, y/ T) j3 K* [# P! Y) y) SFixed Allow float planes to transport troops to coastal bases - allowed selecting but did not always make the move - n) B$ a# q: W+ [% }3 e$ w
Changed Night missions on list using BLUE rather than BLACK / w6 B% y* [ z5 v/ e
Changed Halved the 5-day resource requirement/stockpile to 2-day. Added earlier in patch to help with resource distribution t6 J4 O4 ]& n+ }3 i2 [% K# {0 K
/ F1 y/ F# p; W$ T% j {6 V# [1 H[1108e]
% ^$ I2 p3 d4 MChanged Arriving LCU units were building more than needed devices if not enough in device pool P4 @$ c: r$ {* z* c4 J, a
Fixed Was returning wrong Allied device to pool on LCU device upgrade
\1 X! ?. W; u" V9 i! u, L$ ZFixed Tried to align weapon and TOE for units without formal TOE before taking replacements; wrong numbers could be happening
1 f$ `. L n. f7 ~/ dChanged Adjusted off-map entry point for way-points
! @$ G9 b0 k; N. l+ G, |9 m" f3 nFixed Altitude not being changed on some dive bomber attacks in AAA 4 [9 v, }$ q c$ h# V m
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[1108f]
3 o+ b1 e, t7 k$ I$ ]$ y5 P5 A yFixed Auto convoy returning resource/oil to home base when not required to
4 @& W3 b) {% t$ Z" P) SAdded 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 3 ~( K- S) T- `- ~7 h7 Y/ P
Fixed CTD when checking groups on withdrawing ships
& g0 l1 K2 B2 \# n8 \ f2 I8 |2 wChanged Restored image files for centre windows ! D) {9 g% _0 z
Fixed Extend packing time and operMode to combining editor components of parent LCU
1 _% c( o) O) G& e7 s- e! {% s* AChanged Vary DL for base created TFs, use same DL for TF split
! [- A+ H! p! {6 J H4 Y3 N8 r* Q. yFixed Leader of delayed group being re-assigned continually
# v# j+ k9 y u: {1 @7 V" l+ H+ OFixed HQ check so that first HQ is included
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[1108g]
4 g0 g% R' ]( EChanged Update device in TOE when changed in order to fix land replacements 3 w: n C- q/ X: J" d/ U
Fixed Return cargo for CS or AC not checked if home base and current base are the same
. j5 @ C0 F$ oFixed Force TF to use offmap if incorrectly set due to changes of destination * V4 R& F5 n# e+ ]
, [' |! D9 C. b! n( M[1108h] ( k# P- W. s1 `+ m& F
Fixed Adjust for non-mine device being in special mine slot [#9] for sub minelaying
4 g3 a2 D+ A4 E4 D: ]) lChanged Force ships to arrive at national base if original location is not valid to form TF; stop ships arriving at 'land-locked' base
/ h9 ]4 g9 F, q6 QFixed Group leader who is a pilot was losing the link under various conditions. Corrected conditions and added correction code
# @, a; x$ {& E u( iChanged Allow 'independent' commands to change without cost to another 3 l1 D4 K4 m% A1 l3 Q8 ^9 X
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[1108i]
+ R1 g$ a! W% b( h: \; XFixed 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.
$ A- C1 E* x$ T8 O8 a. V" cFixed Japanese production was over-producing upgraded devices for LCUs $ h1 ~" _( M$ N& B6 p% H5 e
Changed Ship display of ARD shows lift capacity x& q, c; `6 |5 X, Z1 J @# ^
Fixed Sub-units not having withdraw delay decremented % d, Q0 @! h* s; w
Fixed Updated offmap checks for home base 0 e: r0 r# u* e2 v
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[1108j] 8 M5 J) H. g9 T( d
Fixed Issue with carriers in range code; could cause data corruption
' V3 t( S9 B4 Q u0 RFixed Not all TRACOM pilots showed in lists
/ z+ K6 Z' ]+ D( c& WFixed Limit retreat after meeting TF surface combat to actual combat 0 j2 w8 W1 c, j; v1 m4 V
Changed Removed endurance limit on PTs that limits attacks
# \& V9 {' w" j, ]. n1 @9 `Fixed LCU weapons being changed by AI code sometimes when LCU is human controlled
: x( G/ Q) M$ Y; o' d4 ZChanged Defer device upgrade of LCUs with fragments existing; causes errors in devices when swaping to parent or merging with other fragments/parent k, P! @2 H4 H$ |5 d- H
Changed No TF unload if 'do not unload' set regardless of status of ship cargo handling
- Z, n' D' S2 f# u" c: M9 NFixed Empty fragments stopping editor sub-units from recombining |