只更新了EXE程序文件" \) |7 y& B3 U4 O* ` q
http://www.matrixgames.com/forums/tm.asp?m=2729580& P% S% @; K" ^' l, i
This is an unofficial "short-term" beta install. . X2 `; c3 A o% b1 r+ F
Short-term being the appropriate term as this thread may be removed after a few days.
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9 |1 \) c- _1 G$ \7 d6 VThis 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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! P+ P |4 e7 `6 Y, ?6 }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. ! o& [! a. ~$ Q) Y8 _3 \/ x
i+ W4 Y8 b; ]) ?Background:
6 ]) {) C( d$ E+ i" _3 q+ ULast month my development PC had a meltdown while I was working on changes since the last released build (02).
9 W% o' r' [& d% n6 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. ) L0 d4 I! @" h/ N) \
O- _$ y8 Y: P; g# }2 ]The build works fine on my PC, but then it is also the one that created it. 3 v( h/ j2 A' Y2 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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O* a1 H3 F5 _( F, `1 p2 }As a result, I need to be 100% convinced that the new code will run on existing installs of AE.
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1 a. {) Z- i/ PI 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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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. / D' ~1 h, B9 s: M7 f
Load up a save and play a few turns. Let me know if you have any issues with it. ; j' l8 p! K/ q& @3 Y6 j0 T- E
Also, try using tracker to see if the DLL still works.
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1 r1 V5 K% n1 s/ M. @% _$ j# iAgain, my warning: $ S0 L; C# h, T0 k/ t! U
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+]
. m* D* h- B" g4 o; yFixed Rebuilt LCUs tended to use wrong PP cost on the first display, esp component units. 9 d7 O6 w: I& {2 O
Revised restore of report files from save % ^9 h# e% l7 c. w- u. ~
Changed Added group withdraw date to all split sub-groups, not just permanent withdraws 7 {4 W# U& Y* g( @) a E
Fixed 'buy-for-supply' ships remained at 1 day delay
' N( c+ [; [2 e B, S6 S& |5 n* BFixed Error in Kamikaze determination in Flak Attack
" I) [) j( ]2 A& NFixed Kamikaze training not affecting low naval bombing
4 R. y+ J! H! v7 iFixed Transferring pilot to group of different type losing 0-10 points off skills, rather than +/- 5
5 i4 |* h* t3 t7 O7 vChanged Pilot experience hit based on category rather specific air type
8 w k5 \5 n9 q, o3 X) }Changed Added more off-map checks to better handle the TF's 'Return to ...' buttons 3 |3 g1 C4 X. H1 N% F2 ]
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[1108d] % }4 z2 q: u4 h6 ~$ U
Fixed Removed ships under repair/conversion from AV support total 3 i, @3 b' n1 |5 r( w' j3 ~" W
Fixed Ground attacks against land units in friendly base hex could default to 'Commander Discretion' ; ~5 J3 X8 v# }! h
Changed Re-enabled limited on-map routing for off-map TFs . ~, s! c6 O, w P V' n( F; v
Removed Disband check for resource/oil that was added earlier as can be worked around
! N$ @4 n( }- D: LFixed Allow float planes to transport troops to coastal bases - allowed selecting but did not always make the move $ ]0 R) b2 j: E7 F6 T% G
Changed Night missions on list using BLUE rather than BLACK
9 q: v% C4 ^( G! Z5 _9 J/ X3 ^Changed Halved the 5-day resource requirement/stockpile to 2-day. Added earlier in patch to help with resource distribution
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[1108e]
+ I2 Z$ Y4 }: G: l1 b0 BChanged Arriving LCU units were building more than needed devices if not enough in device pool
6 \* Z% ]) N: o& Y: J, zFixed Was returning wrong Allied device to pool on LCU device upgrade
! i* h: E. @" k% {2 ~4 ~" A1 B, |1 qFixed Tried to align weapon and TOE for units without formal TOE before taking replacements; wrong numbers could be happening
, M; D$ H `( q5 ?! b9 dChanged Adjusted off-map entry point for way-points + M. L6 I, v7 k6 B& F& W
Fixed Altitude not being changed on some dive bomber attacks in AAA
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& e2 V( z7 B( N8 @[1108f]
: ]) J; m" ^+ Q) WFixed Auto convoy returning resource/oil to home base when not required to - |- M0 s% P- b
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 ( U# N4 v, o3 P$ Y- P& D- [
Fixed CTD when checking groups on withdrawing ships / `. H* a% W6 n1 \7 t
Changed Restored image files for centre windows * c+ {/ Y& _5 |" C
Fixed Extend packing time and operMode to combining editor components of parent LCU # @5 {/ v& C5 @4 D
Changed Vary DL for base created TFs, use same DL for TF split
) \! m. c, ^4 Z6 VFixed Leader of delayed group being re-assigned continually
: R1 l6 E+ n# b7 oFixed HQ check so that first HQ is included & Z* f) } ]* j# [
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[1108g]
( g- W0 c; [# G! D; N8 M0 L% v qChanged Update device in TOE when changed in order to fix land replacements
$ N1 J; `, j! ?8 r bFixed Return cargo for CS or AC not checked if home base and current base are the same
* z1 y; L6 B4 F) c* {. V$ kFixed Force TF to use offmap if incorrectly set due to changes of destination
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" l, l' g3 X$ h8 F; ^[1108h] + [# W; }3 k i5 _+ T# _
Fixed Adjust for non-mine device being in special mine slot [#9] for sub minelaying 3 o( V9 H, w" V- P7 W
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" d) @! e, o/ `Fixed Group leader who is a pilot was losing the link under various conditions. Corrected conditions and added correction code * D( t3 q+ A! b5 x
Changed Allow 'independent' commands to change without cost to another ! x5 \# A. @( R% p B4 V+ t; A
& e/ g, ~: A3 b8 W( B* U7 W[1108i] 8 J! g* D7 H' C# m+ Q
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.
* h9 }! E9 x9 w! ^" W9 \. hFixed Japanese production was over-producing upgraded devices for LCUs
& R5 Y: F! M6 H3 y% ?Changed Ship display of ARD shows lift capacity - B9 j& Z# ~ _2 y4 k
Fixed Sub-units not having withdraw delay decremented $ d& V9 S# i/ B9 O; m9 L' l
Fixed Updated offmap checks for home base
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/ q* k1 a6 ^) w" ~3 X2 F+ |[1108j]
% w E! K6 E2 UFixed Issue with carriers in range code; could cause data corruption
z/ O! M; c3 P! I( {Fixed Not all TRACOM pilots showed in lists
. o& w/ ] R3 aFixed Limit retreat after meeting TF surface combat to actual combat 2 M9 K& |( {: X. \2 i( M8 X8 r+ x# L
Changed Removed endurance limit on PTs that limits attacks
' {! j7 U b' C- J4 {- h; ]& LFixed LCU weapons being changed by AI code sometimes when LCU is human controlled : V% E* P( Y5 ~
Changed Defer device upgrade of LCUs with fragments existing; causes errors in devices when swaping to parent or merging with other fragments/parent
1 A* ?2 Z' ~# CChanged No TF unload if 'do not unload' set regardless of status of ship cargo handling
' a K5 M& ?0 X) m( Q7 QFixed Empty fragments stopping editor sub-units from recombining |