只更新了EXE程序文件
$ d5 V- g8 ]( yhttp://www.matrixgames.com/forums/tm.asp?m=2729580
1 |" H0 [5 f$ I) e2 w$ wThis is an unofficial "short-term" beta install.
' ]4 _7 E: \$ |, x2 X: @$ c1 sShort-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.
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Background: . {% ?7 T+ k `
Last month my development PC had a meltdown while I was working on changes since the last released build (02). 4 H9 J$ _7 [; A Z( _) N
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 \% R6 L: V' M# Y! C0 n' ~
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The build works fine on my PC, but then it is also the one that created it. # F+ q' }1 B9 b' Q
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. - \7 m$ @5 l# [* i% L8 W
8 O3 O) ]! j( y4 e( U2 P) `As 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. 1 Z$ ~" g7 ]: x. L+ R! D( }
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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.
5 b8 Y, P$ w- \! E4 jLoad up a save and play a few turns. Let me know if you have any issues with it.
( H% Z- S% I6 r* n8 xAlso, try using tracker to see if the DLL still works. 9 c: q% A& c A- D4 s7 g h& `5 T
7 D' l; E6 V/ u( p1 t5 n HAgain, my warning: " e8 [" q. b6 l8 k! 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. 6 ~% H; J9 F7 W1 K: c
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Here is a list of the additional changes since 1108c (build 2)
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[1108c+] % ]# d% s* Q, T" j% {' x4 Y& h
Fixed Rebuilt LCUs tended to use wrong PP cost on the first display, esp component units.
$ b+ N; O% Y% G4 l) c$ BRevised restore of report files from save 8 L9 V2 ~$ N, S$ `+ M, I0 o
Changed Added group withdraw date to all split sub-groups, not just permanent withdraws - L3 W2 ^: d* _9 b2 Y$ f! p
Fixed 'buy-for-supply' ships remained at 1 day delay 4 H r& k( B$ j' \4 v
Fixed Error in Kamikaze determination in Flak Attack / }% a; ^% E5 W' _' t; U0 D H
Fixed Kamikaze training not affecting low naval bombing
2 u* R8 C. Z* m* \- pFixed Transferring pilot to group of different type losing 0-10 points off skills, rather than +/- 5
' Y3 @: \$ R: [! `: X0 P( m5 s z) }Changed Pilot experience hit based on category rather specific air type
( y/ B7 M* D4 Y& T/ w1 B. w5 LChanged Added more off-map checks to better handle the TF's 'Return to ...' buttons 2 J% n, M9 c5 ]& L
$ {5 s: y5 ^* D/ H4 Y) L[1108d]
5 X* W: V, i4 F' i$ zFixed Removed ships under repair/conversion from AV support total ) K0 A1 o% H; y1 E4 N+ a$ T( \
Fixed Ground attacks against land units in friendly base hex could default to 'Commander Discretion' 7 G' z- h" b1 H' D4 e, P4 l% p
Changed Re-enabled limited on-map routing for off-map TFs % C, W0 y) D1 R0 k, ^
Removed Disband check for resource/oil that was added earlier as can be worked around 1 L+ A* _$ P' G3 M1 T
Fixed Allow float planes to transport troops to coastal bases - allowed selecting but did not always make the move
, b" l9 r# m+ n- f3 p, ?5 TChanged Night missions on list using BLUE rather than BLACK 4 z$ t: d7 O i6 c% d
Changed Halved the 5-day resource requirement/stockpile to 2-day. Added earlier in patch to help with resource distribution 1 {$ m( n5 F3 F& |2 W
; a& @" t) T" o5 z! S M[1108e] ) t9 i+ s% n5 y$ w
Changed Arriving LCU units were building more than needed devices if not enough in device pool
; S8 n O& d/ [3 s. f; `; FFixed Was returning wrong Allied device to pool on LCU device upgrade
( [3 A# `5 G+ }1 h- ~& ]Fixed Tried to align weapon and TOE for units without formal TOE before taking replacements; wrong numbers could be happening
+ C5 x8 ~. t }4 |Changed Adjusted off-map entry point for way-points
( F3 x$ {. F- d7 u. c- ~' |" _! cFixed Altitude not being changed on some dive bomber attacks in AAA
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! J+ k) O; ~1 q" cFixed Auto convoy returning resource/oil to home base when not required to
4 {" s1 F. k) J# H cAdded 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 ( j/ z7 }: ~ t7 Q6 Z
Fixed CTD when checking groups on withdrawing ships
% D$ e2 s5 @& tChanged Restored image files for centre windows
4 w5 Z! m4 a7 t4 g7 D( xFixed Extend packing time and operMode to combining editor components of parent LCU
* i" }, R1 j2 t. s( J9 nChanged Vary DL for base created TFs, use same DL for TF split % Y5 O% p/ A1 ~# j3 r; j$ D
Fixed Leader of delayed group being re-assigned continually L9 v* N8 ^/ b
Fixed HQ check so that first HQ is included
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[1108g]
3 D% P; Z3 x& _Changed Update device in TOE when changed in order to fix land replacements
$ A* g1 l; T+ U9 L; ~8 E- @Fixed Return cargo for CS or AC not checked if home base and current base are the same & B6 |- s7 B8 d# @
Fixed Force TF to use offmap if incorrectly set due to changes of destination % `/ B$ ]; T' K9 p
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[1108h]
9 Q! r% H o+ {) ~( A0 zFixed Adjust for non-mine device being in special mine slot [#9] for sub minelaying
5 n# L" Z9 Y8 u4 _1 tChanged Force ships to arrive at national base if original location is not valid to form TF; stop ships arriving at 'land-locked' base
0 e$ R* I8 Z1 j, r$ mFixed Group leader who is a pilot was losing the link under various conditions. Corrected conditions and added correction code & ^$ M- b' x( R
Changed Allow 'independent' commands to change without cost to another
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[1108i] ! V: y. ?9 m$ `& p
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. % c0 n3 R' ^5 S1 M# Q8 P
Fixed Japanese production was over-producing upgraded devices for LCUs 5 `0 m7 ^4 R# t+ d
Changed Ship display of ARD shows lift capacity
c5 W6 {( V# |) FFixed Sub-units not having withdraw delay decremented ! M, S1 Y. ]5 k# J
Fixed Updated offmap checks for home base A( B$ X2 M4 \- C) R8 l; f
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[1108j] 5 r; t/ R5 `# y- | R
Fixed Issue with carriers in range code; could cause data corruption 2 _0 A- s. P3 S& Y/ p9 ~$ z
Fixed Not all TRACOM pilots showed in lists : e; Q' D5 R; q; h; P1 V
Fixed Limit retreat after meeting TF surface combat to actual combat / C9 W' B5 L- E# Y" F
Changed Removed endurance limit on PTs that limits attacks 6 G% x: B% S( m$ n6 R( y/ z6 ]
Fixed LCU weapons being changed by AI code sometimes when LCU is human controlled ) N1 v* y- w. y+ b
Changed Defer device upgrade of LCUs with fragments existing; causes errors in devices when swaping to parent or merging with other fragments/parent 6 Q0 [: r% U3 N( s7 q( _
Changed No TF unload if 'do not unload' set regardless of status of ship cargo handling / m- N% o9 |; s) X, j
Fixed Empty fragments stopping editor sub-units from recombining |