只更新了EXE程序文件
2 M8 x, i) X" [( E7 B" rhttp://www.matrixgames.com/forums/tm.asp?m=27295804 }" p# K1 H! Q( @; ~, U
This is an unofficial "short-term" beta install.
: v2 V3 x, @1 qShort-term being the appropriate term as this thread may be removed after a few days. 0 b) t; s2 j% v: z; ?; p2 n
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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. 2 ? w+ [ E% ]8 K" _3 \, M% y- d
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Background:
4 I( ^* a, `" PLast month my development PC had a meltdown while I was working on changes since the last released build (02). 0 s8 s/ E! s! V& d' M
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. - q D. K- R' Z6 g; O
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The build works fine on my PC, but then it is also the one that created it. 9 T, X$ P0 \- K+ W7 I
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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8 m8 Q( H7 c6 @- L) e; xAs a result, I need to be 100% convinced that the new code will run on existing installs of AE.
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/ Q6 ~7 O/ z" gI 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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$ Z8 J- c0 D e; }- b( R8 C5 D8 ~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. ! q* z7 O4 u. I: i P: c
Load up a save and play a few turns. Let me know if you have any issues with it.
1 M3 m/ L/ g: N0 N) _Also, try using tracker to see if the DLL still works.
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; X9 j- I/ U# \. s$ ^+ nAgain, my warning: ) l( k' X( M4 t0 p
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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6 ^, \) e" `8 U& W8 THere is a list of the additional changes since 1108c (build 2) % w! O1 v5 W8 m' _& }
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[1108c+]
6 h# n" k5 |' {, ~Fixed Rebuilt LCUs tended to use wrong PP cost on the first display, esp component units.
; R& Q# Y+ ]3 |% U. F! ?Revised restore of report files from save ) ^3 M3 e9 E6 q+ W! B9 I' g k
Changed Added group withdraw date to all split sub-groups, not just permanent withdraws 2 r# [3 |( ]+ _' m
Fixed 'buy-for-supply' ships remained at 1 day delay ( t9 S! R" H. v" H+ y9 l
Fixed Error in Kamikaze determination in Flak Attack $ |2 y* f2 j/ h( K
Fixed Kamikaze training not affecting low naval bombing 1 u" U+ f* Q7 j) t2 @0 h
Fixed Transferring pilot to group of different type losing 0-10 points off skills, rather than +/- 5
], U8 U* [8 e6 n s" yChanged Pilot experience hit based on category rather specific air type
% p* F3 z& {$ `" ]2 }5 rChanged Added more off-map checks to better handle the TF's 'Return to ...' buttons
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[1108d] ! O8 w- ^* C" i% \
Fixed Removed ships under repair/conversion from AV support total - ?0 h* I) M# F
Fixed Ground attacks against land units in friendly base hex could default to 'Commander Discretion' 1 K+ {. V8 n3 y; e
Changed Re-enabled limited on-map routing for off-map TFs
3 f+ x( B( L, r& K( `Removed Disband check for resource/oil that was added earlier as can be worked around
+ J0 x& D4 R, u" A! c. y8 u8 H- ZFixed Allow float planes to transport troops to coastal bases - allowed selecting but did not always make the move
3 v3 Q9 y- x3 PChanged Night missions on list using BLUE rather than BLACK ( b( q1 q: s7 y2 Z& V
Changed Halved the 5-day resource requirement/stockpile to 2-day. Added earlier in patch to help with resource distribution * U; M( O+ p) h
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[1108e] 8 g4 Q: Y% w: ?
Changed Arriving LCU units were building more than needed devices if not enough in device pool
0 T7 s6 @3 o) s5 a* VFixed Was returning wrong Allied device to pool on LCU device upgrade : Y0 k& w- D3 J1 F6 P
Fixed Tried to align weapon and TOE for units without formal TOE before taking replacements; wrong numbers could be happening 8 M; u" Y+ S* d; e
Changed Adjusted off-map entry point for way-points ( d0 B2 P* O7 e( i. A2 ]6 w
Fixed Altitude not being changed on some dive bomber attacks in AAA
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3 l) f9 j9 W7 y- [. R: {[1108f] ' U' k3 ]; c; O' Y8 I
Fixed Auto convoy returning resource/oil to home base when not required to ; y. C. z8 U5 @% @ Q1 M0 b/ x
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
/ [) o9 Y% v+ J- `" G3 l9 L1 AFixed CTD when checking groups on withdrawing ships - W0 e5 B2 N- s8 \% S& L8 _7 {
Changed Restored image files for centre windows
# b3 }8 Z5 ^; o2 s0 \Fixed Extend packing time and operMode to combining editor components of parent LCU 0 X8 _3 P* P% y
Changed Vary DL for base created TFs, use same DL for TF split # ]& d9 D4 ?& w$ K7 J" c# N+ q z
Fixed Leader of delayed group being re-assigned continually
% ^1 g2 h1 H7 C# C1 x/ T& [Fixed HQ check so that first HQ is included * D) w- o$ G' w. S0 I
+ c1 Q6 i, ^9 o9 T ]! c$ \1 [[1108g]
) W/ D7 m" G+ Z: C: @! r& `Changed Update device in TOE when changed in order to fix land replacements
' }# F. S' ^' sFixed Return cargo for CS or AC not checked if home base and current base are the same
7 ^8 S5 H. T8 w7 oFixed Force TF to use offmap if incorrectly set due to changes of destination
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( c9 F1 @# H2 G- x9 r8 ]7 X4 ~[1108h] 0 I' c, p2 T( B- p9 y! t
Fixed Adjust for non-mine device being in special mine slot [#9] for sub minelaying
- w2 h/ I; N5 ]8 O8 HChanged Force ships to arrive at national base if original location is not valid to form TF; stop ships arriving at 'land-locked' base
. p9 R) }. }8 \2 L# Q- i! ^& [Fixed Group leader who is a pilot was losing the link under various conditions. Corrected conditions and added correction code
$ c' P. u/ d& k" k" A2 o( z- R! V- lChanged Allow 'independent' commands to change without cost to another
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3 T! s8 R- S% N6 r: a[1108i]
& |0 o( D5 ~& TFixed 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.
: q6 D& n) J* B2 ^9 n/ SFixed Japanese production was over-producing upgraded devices for LCUs ( w6 `# O4 C7 h7 M# K5 G% [
Changed Ship display of ARD shows lift capacity 3 T# e2 `3 ]1 B+ D4 o5 w
Fixed Sub-units not having withdraw delay decremented
6 s2 B- x& J8 X' iFixed Updated offmap checks for home base 0 W5 N+ t' k) e5 \, N% f& V
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[1108j] . _+ q& u# U9 l/ D, z
Fixed Issue with carriers in range code; could cause data corruption
2 [, D5 V3 T! IFixed Not all TRACOM pilots showed in lists
% A5 j2 B. o& V( T4 O$ FFixed Limit retreat after meeting TF surface combat to actual combat ' a0 i) C' |! ^2 t
Changed Removed endurance limit on PTs that limits attacks # \7 D* O. J8 T+ A6 B
Fixed LCU weapons being changed by AI code sometimes when LCU is human controlled
2 z0 ^1 e- u) v Q( O9 iChanged Defer device upgrade of LCUs with fragments existing; causes errors in devices when swaping to parent or merging with other fragments/parent R" l9 X$ P. T" S, y& v4 [2 J! v
Changed No TF unload if 'do not unload' set regardless of status of ship cargo handling : W( e j! w: B" Q" M/ `" s' G$ w
Fixed Empty fragments stopping editor sub-units from recombining |