只更新了EXE程序文件
, \+ ]9 I% p* ^; Q ?http://www.matrixgames.com/forums/tm.asp?m=2729580( J' j' [8 x" U$ \+ U
This is an unofficial "short-term" beta install.
7 S4 \; F! @8 ZShort-term being the appropriate term as this thread may be removed after a few days. v# `/ `. c6 |& z! F$ r
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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. % |1 [" V, U6 }9 f2 c( @/ S2 ^. \, b
r- M2 H0 Y3 Q8 X: TPLEASE 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 E* y7 U9 R0 u$ L1 ^8 {
) K! e; j" N: `3 F) `7 Q2 l, _Background:
( E, F: S) F. ~1 U3 T2 i5 C% @Last month my development PC had a meltdown while I was working on changes since the last released build (02).
: I3 N! m: z, `4 N X) MAs 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.
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* x8 b8 Q: d, V# d& nThe build works fine on my PC, but then it is also the one that created it. & g; ^$ p) y# T" F
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. ' ~1 ?1 R1 J# O+ i
/ b1 A; s4 F, K! NAs a result, I need to be 100% convinced that the new code will run on existing installs of AE. + L5 h1 D: S& l' E2 Q
1 ]+ y- @: n( E( `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. $ F. A6 w0 w( w9 L1 K9 _ Z8 {5 T' V
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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.
: q& q! q$ `$ }" ` JLoad up a save and play a few turns. Let me know if you have any issues with it.
, K9 m# s3 S" ~4 _Also, try using tracker to see if the DLL still works. 9 a" c% p6 }3 b4 Y" s' q
: s& c! E$ ^& I* \- F4 aAgain, my warning:
' {. T1 c" s" P' c9 bPLEASE DON'T USE THIS EXE FOR YOUR REAL ON-GOING GAMES AT THE MOMENT PENDING MY FINDINGS ON HOW SUITABLE THE NEW EXE IS. , ^- M, E! a8 G
8 i6 U2 l+ ]0 AHere is a list of the additional changes since 1108c (build 2)
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- g7 z: W& `, ~[1108c+]
7 N8 o( _# }! k+ W8 mFixed Rebuilt LCUs tended to use wrong PP cost on the first display, esp component units. 1 C$ i3 n" Q8 v" j. H- f7 d
Revised restore of report files from save 8 r6 k' K# ~9 l3 A: O6 W+ I, O
Changed Added group withdraw date to all split sub-groups, not just permanent withdraws / f' M3 X) ~ O" s, C' I. E
Fixed 'buy-for-supply' ships remained at 1 day delay
* y1 x A0 R) ?6 V; i/ S6 H ~Fixed Error in Kamikaze determination in Flak Attack
" \: T- I1 X) x2 Q X ]9 Z8 MFixed Kamikaze training not affecting low naval bombing
3 M2 n- ~( y( O0 D* S7 R9 w$ HFixed Transferring pilot to group of different type losing 0-10 points off skills, rather than +/- 5
) w: p; M" K: }, m7 d" y5 I. d4 s' _Changed Pilot experience hit based on category rather specific air type . w7 X# F: x+ \5 X: u
Changed Added more off-map checks to better handle the TF's 'Return to ...' buttons + K2 H1 i( e. i5 E6 V7 k8 c
* d; J C# |6 j[1108d]
4 Z4 g3 T a7 W x+ M5 kFixed Removed ships under repair/conversion from AV support total 5 V" v* m* v4 O% b8 G0 J
Fixed Ground attacks against land units in friendly base hex could default to 'Commander Discretion'
/ U8 p n) F4 k$ XChanged Re-enabled limited on-map routing for off-map TFs
* }# |3 `( J5 Z. q! K9 LRemoved Disband check for resource/oil that was added earlier as can be worked around - _0 h9 z) O2 w0 L
Fixed Allow float planes to transport troops to coastal bases - allowed selecting but did not always make the move ' M( [- q: N5 d- n2 ]8 l! m
Changed Night missions on list using BLUE rather than BLACK
! G2 o2 p! c6 ?3 M3 B" {Changed Halved the 5-day resource requirement/stockpile to 2-day. Added earlier in patch to help with resource distribution ( ?6 O! J8 L+ q m7 E1 `
' S$ W$ S3 f, x$ `6 ?7 }[1108e] " @( P5 A6 K/ u$ [. w1 s z
Changed Arriving LCU units were building more than needed devices if not enough in device pool
- R1 ?" h' u% N, U4 S" g! nFixed Was returning wrong Allied device to pool on LCU device upgrade
, u K# M$ s( @; n5 ^1 BFixed Tried to align weapon and TOE for units without formal TOE before taking replacements; wrong numbers could be happening
3 X. U6 I' E6 y6 V& s' wChanged Adjusted off-map entry point for way-points
% Z* }% `) _! B. l @2 z7 `( H; FFixed Altitude not being changed on some dive bomber attacks in AAA 7 L! @, P) w; s N" f, d
- w0 x( d3 W. b3 ]; a( T
[1108f]
& e9 x1 m2 T1 ~* i. Y- }2 qFixed Auto convoy returning resource/oil to home base when not required to 7 F/ H1 H! y, I+ N
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
% d0 ]* ]* h4 T0 B* G2 ^Fixed CTD when checking groups on withdrawing ships + v6 r0 t! Q9 L/ d
Changed Restored image files for centre windows " s" s+ N+ H2 G4 a* H7 R' P: y7 K
Fixed Extend packing time and operMode to combining editor components of parent LCU
! V7 k, K8 B. r4 LChanged Vary DL for base created TFs, use same DL for TF split
! w# M! [ O( wFixed Leader of delayed group being re-assigned continually
+ V2 B! I0 G% UFixed HQ check so that first HQ is included
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+ [! e; \3 N4 u( c: W/ D9 W! s[1108g]
% {2 {# C0 k& ^7 H/ sChanged Update device in TOE when changed in order to fix land replacements
, W' A) i3 _9 r4 QFixed Return cargo for CS or AC not checked if home base and current base are the same
8 J$ h& W5 @ z5 i0 V. NFixed Force TF to use offmap if incorrectly set due to changes of destination
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[1108h] 1 g+ x3 V/ g4 e6 n# w2 G
Fixed Adjust for non-mine device being in special mine slot [#9] for sub minelaying
# H" L$ Q! _; n: b! V+ J& sChanged Force ships to arrive at national base if original location is not valid to form TF; stop ships arriving at 'land-locked' base
$ ]9 x _" }7 e" f' LFixed Group leader who is a pilot was losing the link under various conditions. Corrected conditions and added correction code * \6 L8 f" ~+ B0 [0 z4 e7 I
Changed Allow 'independent' commands to change without cost to another 3 r8 N; `3 m3 f
1 E; g* p$ X' ]0 v' t[1108i]
Q" R+ E# S8 y1 @% Z. |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. & B' v& ~& d V! Q
Fixed Japanese production was over-producing upgraded devices for LCUs - m: u% p0 i6 v5 d
Changed Ship display of ARD shows lift capacity + L* B+ s) W# s, u3 f; o
Fixed Sub-units not having withdraw delay decremented
% s4 O0 |- V+ S- kFixed Updated offmap checks for home base
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- G. A0 l* o7 k: U, a* Y[1108j]
% x8 F, s7 B% D% c9 }: ]3 l* PFixed Issue with carriers in range code; could cause data corruption * f; H# g5 J) _2 f0 c$ F1 X; Q' }
Fixed Not all TRACOM pilots showed in lists $ a4 c' U8 F! `9 ]- N- U5 Q8 n
Fixed Limit retreat after meeting TF surface combat to actual combat
* y! W# g% A+ _9 _* uChanged Removed endurance limit on PTs that limits attacks - h- M2 G+ [! `7 N0 z& i
Fixed LCU weapons being changed by AI code sometimes when LCU is human controlled
! q1 \% H, J! b3 {Changed Defer device upgrade of LCUs with fragments existing; causes errors in devices when swaping to parent or merging with other fragments/parent
* L" v$ H' c3 d" i+ cChanged No TF unload if 'do not unload' set regardless of status of ship cargo handling 5 F0 Z& k5 }9 r5 C# d' _2 i
Fixed Empty fragments stopping editor sub-units from recombining |