只更新了EXE程序文件* U; }$ z: @- G- V) j
http://www.matrixgames.com/forums/tm.asp?m=2729580' M; n8 r% ?- d8 W* ]* |
This is an unofficial "short-term" beta install.
1 I# C7 _- v3 y5 `. F) yShort-term being the appropriate term as this thread may be removed after a few days. 4 d+ \5 j% Y) w* s- l- O- h, g! I
' j3 h- I t# Y" ?6 P- U4 F3 WThis 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. % ~, L" ?$ l( m$ [$ ]9 O! y* |
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Background:
6 s; j2 Y: a% ^: kLast month my development PC had a meltdown while I was working on changes since the last released build (02). ! p# b! ~# X* q2 b6 H
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. + Z7 ]. }9 U t% o( m
: R7 A( M" D; ^( eThe build works fine on my PC, but then it is also the one that created it.
6 W4 t! R& f0 m% x+ z6 C4 A" E& MA 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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As a result, I need to be 100% convinced that the new code will run on existing installs of AE. % d5 |1 \2 A' x& S- [1 d
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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.
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9 j8 w$ A+ B7 U% h; M5 M8 i( AI 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. * }" w$ t- x2 O0 }& V9 F) z
Load up a save and play a few turns. Let me know if you have any issues with it.
2 F/ A( ^5 l) m; k- p$ X- [* _Also, try using tracker to see if the DLL still works. 4 d2 r/ V, `5 V0 w
, o6 H' R- V5 K& BAgain, my warning: 6 r) K: Q8 ~5 V% e
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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Here is a list of the additional changes since 1108c (build 2) ( @+ A& G7 V2 s2 w* j4 c' r
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[1108c+] 1 c3 F0 L0 p9 l& [6 h( B
Fixed Rebuilt LCUs tended to use wrong PP cost on the first display, esp component units.
0 O& X# g. l2 y# RRevised restore of report files from save
' K, ]2 h5 G# t5 v2 m# {$ OChanged Added group withdraw date to all split sub-groups, not just permanent withdraws
4 B8 |6 a) a, L+ EFixed 'buy-for-supply' ships remained at 1 day delay - w2 }/ E' {" R. I
Fixed Error in Kamikaze determination in Flak Attack
* T3 }7 w( |# p" O9 L( Q# OFixed Kamikaze training not affecting low naval bombing
+ @. ?1 @* P% I% e) qFixed Transferring pilot to group of different type losing 0-10 points off skills, rather than +/- 5
! K' n. F$ x/ u* I' aChanged Pilot experience hit based on category rather specific air type
/ s0 A; s9 ]0 cChanged Added more off-map checks to better handle the TF's 'Return to ...' buttons
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[1108d]
; U: N) q, \0 J& F, }Fixed Removed ships under repair/conversion from AV support total 5 t: n5 w$ U$ @# |/ ~6 @
Fixed Ground attacks against land units in friendly base hex could default to 'Commander Discretion'
; g1 o4 s+ D/ k# a8 @2 jChanged Re-enabled limited on-map routing for off-map TFs % N. ?! K. @: U7 @3 @
Removed Disband check for resource/oil that was added earlier as can be worked around 3 Q5 ~8 l3 T0 [( u* i
Fixed Allow float planes to transport troops to coastal bases - allowed selecting but did not always make the move ; k: _9 O9 Z& d
Changed Night missions on list using BLUE rather than BLACK 0 i( V$ A3 l$ p; v9 p
Changed Halved the 5-day resource requirement/stockpile to 2-day. Added earlier in patch to help with resource distribution 5 N, d# J8 Q% U
) _: u- T2 Z0 C) R[1108e]
1 a8 ]6 O }4 I- K# z BChanged Arriving LCU units were building more than needed devices if not enough in device pool
6 J0 W' h1 J. i$ [! OFixed Was returning wrong Allied device to pool on LCU device upgrade % G# E w' Y1 L. p
Fixed Tried to align weapon and TOE for units without formal TOE before taking replacements; wrong numbers could be happening $ I& R2 Z! t. W5 v" N, V
Changed Adjusted off-map entry point for way-points
Q* `% S: a1 kFixed Altitude not being changed on some dive bomber attacks in AAA
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* i* ?3 L7 q8 Q[1108f] / I- M7 S1 d, ?% {
Fixed Auto convoy returning resource/oil to home base when not required to
) S1 k5 k `% X3 i5 c* u! u8 t% XAdded 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 9 B. ^& X3 e$ k# K) d, M/ M/ N+ O
Fixed CTD when checking groups on withdrawing ships
3 C' p1 m) ?' xChanged Restored image files for centre windows m. H2 U% ~: D* K
Fixed Extend packing time and operMode to combining editor components of parent LCU 6 o, u4 G i( W5 E
Changed Vary DL for base created TFs, use same DL for TF split
. [, r. w, M( r( A+ o- ^Fixed Leader of delayed group being re-assigned continually ' z; h8 B5 x2 Y- ], Z
Fixed HQ check so that first HQ is included I: X+ u9 N9 E6 N2 [
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[1108g]
( E/ a [( C! X( s2 t+ C- Q! x, UChanged Update device in TOE when changed in order to fix land replacements Y9 ^* ? c2 u+ a$ ?4 u
Fixed Return cargo for CS or AC not checked if home base and current base are the same
, {* R7 N: Z7 DFixed Force TF to use offmap if incorrectly set due to changes of destination * m5 j8 ^, k' j' E8 ]0 D# V
, J7 x& M) }3 j1 @% C# w0 t[1108h] 9 @$ V3 W1 @3 v% f
Fixed Adjust for non-mine device being in special mine slot [#9] for sub minelaying
; |) M3 T. O! i( p/ @5 wChanged Force ships to arrive at national base if original location is not valid to form TF; stop ships arriving at 'land-locked' base " R- Q6 O. \6 e0 ~
Fixed Group leader who is a pilot was losing the link under various conditions. Corrected conditions and added correction code
& |7 l" [2 e2 U" V- B' ]& PChanged Allow 'independent' commands to change without cost to another
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+ I+ m4 _7 f3 ^1 I# M; J" h( }[1108i]
( E) I8 h" s, M& `' ]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.
2 L1 Z: O9 s1 H. A. k- W6 b( tFixed Japanese production was over-producing upgraded devices for LCUs . P U8 G8 g0 \2 q/ w5 H% m
Changed Ship display of ARD shows lift capacity
6 g- q- d5 }* q1 bFixed Sub-units not having withdraw delay decremented
- Y5 P: x# m# q# i2 d2 J# M WFixed Updated offmap checks for home base
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[1108j] ! q! U: h, T( | p
Fixed Issue with carriers in range code; could cause data corruption $ Q5 x9 N3 c8 [2 @1 f" h# O
Fixed Not all TRACOM pilots showed in lists
1 j2 u& Y# Q$ k4 |! X- x) DFixed Limit retreat after meeting TF surface combat to actual combat $ M: g! ~2 v9 k/ r! F
Changed Removed endurance limit on PTs that limits attacks
% [0 m9 z, I+ sFixed LCU weapons being changed by AI code sometimes when LCU is human controlled 8 [ @/ r/ @; {) L1 h8 F% B; k+ C) f- p {
Changed Defer device upgrade of LCUs with fragments existing; causes errors in devices when swaping to parent or merging with other fragments/parent $ V* q3 b/ g+ c3 s8 O
Changed No TF unload if 'do not unload' set regardless of status of ship cargo handling 6 w* h0 | A5 e8 Z7 v% a
Fixed Empty fragments stopping editor sub-units from recombining |