只更新了EXE程序文件
0 T- N- l( f5 \! b5 i8 Ghttp://www.matrixgames.com/forums/tm.asp?m=2729580+ _4 h' Z7 ^% P
This is an unofficial "short-term" beta install.
$ U( z8 g0 B* |: m6 X& e( R- TShort-term being the appropriate term as this thread may be removed after a few days.
& S0 i) J/ t; a' R6 m& t# n+ Y& ^+ Y. H: Y, p7 R' r
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.
! `. e4 [; l3 |: I
7 w! v+ {: x+ v8 ~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.
. H; z' S) N. R5 W8 I {, O
3 x3 f4 j1 }" c5 U: _( X4 qBackground: + {1 {1 n$ D. L% k+ @
Last month my development PC had a meltdown while I was working on changes since the last released build (02). $ x# F' b$ M5 W, C% z
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.
; _7 o6 d& K7 e) ~; o- @0 b2 x7 i; l
The build works fine on my PC, but then it is also the one that created it.
$ I$ ?. C' _) b; yA 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.
# D! @( ~- M& E
# z; s ^# l1 [# R$ G" V) a; |As a result, I need to be 100% convinced that the new code will run on existing installs of AE.
; `( `" p/ d! |% C! ?" l, h; [
& [8 [9 E5 z0 R9 }+ Q5 MI 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. 6 y8 V. ~+ \, u$ f! i
$ T; i3 U) E# ] h* LI 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.
$ @/ ^0 V, Y( [, oLoad up a save and play a few turns. Let me know if you have any issues with it. - d" r5 J/ {: w' S2 W
Also, try using tracker to see if the DLL still works.
( N3 p. |( }2 q- D4 @0 ~0 x
" W) W; L8 k/ {, eAgain, my warning: . |, f3 ~, V0 `: G( L( s4 R. z
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. & C3 y3 M7 @; s2 H/ s* ^1 b! k* c
2 @6 J# e- r9 A( q6 K
Here is a list of the additional changes since 1108c (build 2) 3 k- ]+ U0 z* ^ N2 J
: g6 Z$ l6 u# p
[1108c+] . n9 p/ D7 _ r
Fixed Rebuilt LCUs tended to use wrong PP cost on the first display, esp component units. 6 _( Q0 n) G: H5 B
Revised restore of report files from save , V6 |0 F B4 Q& E
Changed Added group withdraw date to all split sub-groups, not just permanent withdraws
# o2 b& C C" w. vFixed 'buy-for-supply' ships remained at 1 day delay / G g4 j J2 ~$ \
Fixed Error in Kamikaze determination in Flak Attack
0 m0 e/ i; R8 V" b j4 z! v5 `& K7 X6 _Fixed Kamikaze training not affecting low naval bombing 1 t5 E$ F% D! v4 u
Fixed Transferring pilot to group of different type losing 0-10 points off skills, rather than +/- 5 ! B# S$ l9 g; {' A% A& e
Changed Pilot experience hit based on category rather specific air type
, o8 p5 g2 l5 g1 [8 S5 K3 C I. JChanged Added more off-map checks to better handle the TF's 'Return to ...' buttons
# {/ }# L: L& M' `# F" N1 i! x9 T7 M5 m2 A1 p
[1108d] 6 A$ v" u! A! w+ m# J- ^3 F
Fixed Removed ships under repair/conversion from AV support total ! z4 ]! ?7 z N9 B8 z/ B
Fixed Ground attacks against land units in friendly base hex could default to 'Commander Discretion'
. w0 P# N7 P4 j1 w0 E: X2 ~6 wChanged Re-enabled limited on-map routing for off-map TFs / t$ j- h. E2 q& R/ N
Removed Disband check for resource/oil that was added earlier as can be worked around 4 S5 u" o* P4 m
Fixed Allow float planes to transport troops to coastal bases - allowed selecting but did not always make the move + d' D& [# Q6 D
Changed Night missions on list using BLUE rather than BLACK ) c9 d# \* C: h! F+ D
Changed Halved the 5-day resource requirement/stockpile to 2-day. Added earlier in patch to help with resource distribution
6 {, E9 }( K" A1 M
4 o4 o, b8 x" i! M6 a5 S) A[1108e] 0 n" ?; x7 M: K& L6 {
Changed Arriving LCU units were building more than needed devices if not enough in device pool " ^0 a1 e# P1 O6 f2 Q
Fixed Was returning wrong Allied device to pool on LCU device upgrade 0 _) i. ^7 s+ \) {
Fixed Tried to align weapon and TOE for units without formal TOE before taking replacements; wrong numbers could be happening 0 d7 x, S. l3 Y+ Y2 w; K6 k" i1 t
Changed Adjusted off-map entry point for way-points
2 F9 I/ k; B6 \' u$ Z" I/ cFixed Altitude not being changed on some dive bomber attacks in AAA 3 V4 o5 l( `* Y% i# }! f" d4 O# d
+ I0 B) f1 } K" {4 w[1108f] 8 ?8 m8 X" N; k3 V4 _. l# L6 P% r" u# y
Fixed Auto convoy returning resource/oil to home base when not required to 0 x+ V6 }& H6 l- U' u
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 # ~5 Q h; V) H! p3 Q. {. K+ I
Fixed CTD when checking groups on withdrawing ships
1 v9 o1 G9 F5 m. D0 t4 t; `Changed Restored image files for centre windows + _& T- E! Z* \1 y3 R0 f2 w, V
Fixed Extend packing time and operMode to combining editor components of parent LCU
, Z' ~1 T& T. B( T% BChanged Vary DL for base created TFs, use same DL for TF split
3 `7 `+ w/ K j! |7 s' sFixed Leader of delayed group being re-assigned continually
9 C/ Z: J- V/ O; ^2 m: _Fixed HQ check so that first HQ is included
" I1 g& b4 W4 W9 C5 o
* ]6 p. [4 e9 E8 |) Z[1108g] % a0 l4 `) N, F. F. N5 X6 w
Changed Update device in TOE when changed in order to fix land replacements 4 ^& s& [$ E2 c8 b. h& j
Fixed Return cargo for CS or AC not checked if home base and current base are the same 8 g; H+ c, |' m9 r8 D* Y+ u
Fixed Force TF to use offmap if incorrectly set due to changes of destination
5 |4 X( g5 F! Y9 ?1 v; S2 E9 ^
! ?, Y, h$ D9 Y* H[1108h] 0 O+ `3 Z& O: Z9 B( p
Fixed Adjust for non-mine device being in special mine slot [#9] for sub minelaying
3 [8 m- m$ Q1 Z& G' @- iChanged Force ships to arrive at national base if original location is not valid to form TF; stop ships arriving at 'land-locked' base * G! E _+ _! ]: u
Fixed Group leader who is a pilot was losing the link under various conditions. Corrected conditions and added correction code 0 q( O" Z d6 @& B7 f3 n. N2 ~
Changed Allow 'independent' commands to change without cost to another ! h: _ M$ @4 ^8 \0 d
* D9 i# Q' R$ x; X[1108i] % a7 Y! B# e* y& p' y( e
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. ' L) \4 `; H* F+ X s2 ?, ]
Fixed Japanese production was over-producing upgraded devices for LCUs " W) C3 z6 a; i2 ^/ D4 Q
Changed Ship display of ARD shows lift capacity
. l1 p* D, I3 Y! O9 E/ DFixed Sub-units not having withdraw delay decremented ' \* X/ z) m( @3 d; z4 m
Fixed Updated offmap checks for home base
; {! j) r. ^% Z& S% `# f) b4 B8 K: U* c% H4 K; z2 q, s+ W
[1108j] 2 s" x6 }% C2 x% r y5 y+ X7 g
Fixed Issue with carriers in range code; could cause data corruption : I! j; N( ^6 y- I# c; Y
Fixed Not all TRACOM pilots showed in lists 1 p1 T I" n7 M
Fixed Limit retreat after meeting TF surface combat to actual combat $ Z; p; u8 V/ {% k% V H& o" {" Y7 }6 ?
Changed Removed endurance limit on PTs that limits attacks
! s4 q3 d0 G- n! M# KFixed LCU weapons being changed by AI code sometimes when LCU is human controlled 7 G0 |& V2 L# i1 C- t
Changed Defer device upgrade of LCUs with fragments existing; causes errors in devices when swaping to parent or merging with other fragments/parent
9 H1 q" b: v. t- n- ~( \2 bChanged No TF unload if 'do not unload' set regardless of status of ship cargo handling 2 d0 W3 H7 v* [; H$ f
Fixed Empty fragments stopping editor sub-units from recombining |