只更新了EXE程序文件# r& n# a, l" \7 g& s% o
http://www.matrixgames.com/forums/tm.asp?m=2729580
! n, v) ?! x6 n7 GThis is an unofficial "short-term" beta install. 3 y$ S4 u6 f; N% H& d( C( T3 f
Short-term being the appropriate term as this thread may be removed after a few days.
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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. 0 c6 ?7 q) v, k9 L! e
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Background: ' {1 K2 @6 N: s( s
Last month my development PC had a meltdown while I was working on changes since the last released build (02).
* B0 s- d# |3 L/ L3 Y0 T& LAs 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. 4 j; z; C8 A( ?) C% p1 K
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The build works fine on my PC, but then it is also the one that created it. $ P% d w r9 }9 a- n, f; p2 E% l
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. 6 S7 ~( x1 G' Z$ y6 d
7 `+ F0 Q2 T* Q! wAs a result, I need to be 100% convinced that the new code will run on existing installs of AE.
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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. + j5 F) n& P, G# F+ A: B* B& e6 E
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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.
2 n6 \9 i* d* @% p" u7 xLoad up a save and play a few turns. Let me know if you have any issues with it. # Q: Y1 g2 T4 ]
Also, try using tracker to see if the DLL still works.
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Again, my warning: " R2 W5 ~- }$ {4 |
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. + j* A- x5 T4 I, ^
& \/ d5 z8 b5 c$ W! ^0 Q2 ^Here is a list of the additional changes since 1108c (build 2)
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[1108c+] ( E5 F( C1 n, n- y
Fixed Rebuilt LCUs tended to use wrong PP cost on the first display, esp component units. 8 N6 N% d- r4 F% v- X6 E
Revised restore of report files from save ( L! c, I( j0 n8 v8 c* C
Changed Added group withdraw date to all split sub-groups, not just permanent withdraws
# N& k0 B1 Q) _( `Fixed 'buy-for-supply' ships remained at 1 day delay 1 W b6 p2 K1 |4 G1 U5 Z
Fixed Error in Kamikaze determination in Flak Attack
" h+ S& u- H- N- W2 fFixed Kamikaze training not affecting low naval bombing $ Z4 ~# V# D$ ^. T3 O& ~, D
Fixed Transferring pilot to group of different type losing 0-10 points off skills, rather than +/- 5
' \! l6 K. P' t+ V* q5 q" r' DChanged Pilot experience hit based on category rather specific air type ' ]: X2 G; H3 z4 Z/ o
Changed Added more off-map checks to better handle the TF's 'Return to ...' buttons % _. [1 H$ v' |: m
* ]5 m. U2 ^ ~# q$ S[1108d] / ~5 {- f o$ Y# ~
Fixed Removed ships under repair/conversion from AV support total - m5 D7 L3 ?. z4 Y
Fixed Ground attacks against land units in friendly base hex could default to 'Commander Discretion'
0 P4 s$ s& }: R$ u" b0 J+ WChanged Re-enabled limited on-map routing for off-map TFs
+ X* H* Q9 [% q Z# `Removed Disband check for resource/oil that was added earlier as can be worked around
9 R7 x4 v1 W. b) v. UFixed Allow float planes to transport troops to coastal bases - allowed selecting but did not always make the move
1 \- j: g. M% ~( V9 TChanged Night missions on list using BLUE rather than BLACK 8 e7 s# b$ ~9 h; E3 B/ ?+ T
Changed Halved the 5-day resource requirement/stockpile to 2-day. Added earlier in patch to help with resource distribution 4 s3 b, p" C: Z5 }% ~& O" y+ A
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[1108e] * Z: ^( c9 @- {: s- n9 z3 `' ]
Changed Arriving LCU units were building more than needed devices if not enough in device pool
r* F# _ X# t" _Fixed Was returning wrong Allied device to pool on LCU device upgrade ! `% m$ W! y r7 I; n& s
Fixed Tried to align weapon and TOE for units without formal TOE before taking replacements; wrong numbers could be happening 0 E; ]; @% D+ h' e5 x9 n) M/ N6 ~
Changed Adjusted off-map entry point for way-points ! s+ ~- D: A, e3 r0 T2 ]' c" X' V0 P
Fixed Altitude not being changed on some dive bomber attacks in AAA & ?- \5 f8 L' t+ t' L z
/ E' {4 p4 |( o- Q[1108f]
9 g8 Z3 X- h! c, a$ I2 pFixed Auto convoy returning resource/oil to home base when not required to ' ~2 y$ i# o- }& ^6 O; ^; ?
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
8 B! K x1 Z% b1 h4 q2 HFixed CTD when checking groups on withdrawing ships
# C2 q0 |" v! i7 {Changed Restored image files for centre windows ) c+ O( M' @4 l+ _+ X" M7 \
Fixed Extend packing time and operMode to combining editor components of parent LCU
! `0 p/ F2 I$ P Y0 \ oChanged Vary DL for base created TFs, use same DL for TF split ; o7 s0 W# E3 L; }: d4 f
Fixed Leader of delayed group being re-assigned continually $ c' D+ @$ ~9 B$ a, l$ Q
Fixed HQ check so that first HQ is included * h( I2 F5 V+ R5 z& m
: V0 `* G3 s& C6 F2 W( C2 H+ V0 b[1108g]
9 d% @3 E! Z zChanged Update device in TOE when changed in order to fix land replacements
: n- V Z& w: n9 qFixed Return cargo for CS or AC not checked if home base and current base are the same
7 L9 b3 M1 Y* Y4 fFixed Force TF to use offmap if incorrectly set due to changes of destination
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[1108h]
; n' i: Q7 A+ o hFixed Adjust for non-mine device being in special mine slot [#9] for sub minelaying / m5 W: r- b M
Changed Force ships to arrive at national base if original location is not valid to form TF; stop ships arriving at 'land-locked' base
3 S: ]; l$ w; F1 V' iFixed Group leader who is a pilot was losing the link under various conditions. Corrected conditions and added correction code 7 ^$ P) T/ @4 B0 B
Changed Allow 'independent' commands to change without cost to another 1 z" q0 F/ L/ B1 U
( `* \3 ]! ~0 I: o# D% B9 P[1108i]
% y& h7 ` x% X) A8 EFixed 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. % A5 }+ w( h( F1 u
Fixed Japanese production was over-producing upgraded devices for LCUs 6 B6 X; |9 x1 ]7 y3 N
Changed Ship display of ARD shows lift capacity 8 d/ e2 [3 }3 Y
Fixed Sub-units not having withdraw delay decremented
" Z$ J3 o0 a X" i: O: J; v5 u7 yFixed Updated offmap checks for home base ' F# D' P( X0 D3 E' t
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[1108j] 6 [+ y ] P! f. X! J+ U _
Fixed Issue with carriers in range code; could cause data corruption 8 @* M3 C% d5 {7 O* T2 V
Fixed Not all TRACOM pilots showed in lists b8 O/ n+ A9 Y% P
Fixed Limit retreat after meeting TF surface combat to actual combat
5 \! }; N6 ~, J8 h0 j. TChanged Removed endurance limit on PTs that limits attacks
6 @, M5 ^0 N! VFixed LCU weapons being changed by AI code sometimes when LCU is human controlled 3 i) T X+ H$ \1 |* v0 z
Changed Defer device upgrade of LCUs with fragments existing; causes errors in devices when swaping to parent or merging with other fragments/parent 1 h, v9 {3 r' G3 L, z
Changed No TF unload if 'do not unload' set regardless of status of ship cargo handling $ R; d- X% }# u) L7 M( O# E1 f- m
Fixed Empty fragments stopping editor sub-units from recombining |