只更新了EXE程序文件
, |; S% p0 H' Z& Ahttp://www.matrixgames.com/forums/tm.asp?m=2729580
* D; w+ ~/ {5 {% MThis is an unofficial "short-term" beta install. 3 {! ~" G: S+ x( M
Short-term being the appropriate term as this thread may be removed after a few days. $ {( h0 N& N0 @% Y5 {( D
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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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2 L! [3 G3 e# r' @: tBackground:
( O: ~) Y3 L1 _9 l( mLast month my development PC had a meltdown while I was working on changes since the last released build (02).
$ U F1 P, [0 I# J" l t* B6 yAs 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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The build works fine on my PC, but then it is also the one that created it.
6 l/ m9 k" G5 ^& q AA 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. - n/ o- n, Q! i% | `! a* z6 w
* M2 m4 h0 ~1 `- |% F" s& WAs a result, I need to be 100% convinced that the new code will run on existing installs of AE. ) z3 W0 v( t+ q0 }6 D' S* T" C
) Y# [0 J. b, r# q% d* n0 eI 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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7 ~$ L% O/ t" K# M LI 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. ; D% L, r2 @# K% \5 O
Load up a save and play a few turns. Let me know if you have any issues with it. : p3 z: j! O4 v, ?, b; D6 `! K
Also, try using tracker to see if the DLL still works.
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Again, my warning:
6 G6 l: K+ T6 n+ K3 `2 XPLEASE 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) 2 X4 P; U: n. n& D# W: M$ N. |8 F2 N
6 x4 q7 ~' x, Y$ e2 S% l[1108c+] 7 d+ r# N; s7 m5 ^
Fixed Rebuilt LCUs tended to use wrong PP cost on the first display, esp component units.
6 L0 a1 ]# F+ h+ fRevised restore of report files from save
* d9 q* I; s- J; v$ Q, ?9 sChanged Added group withdraw date to all split sub-groups, not just permanent withdraws / I3 {) i' C; p. m$ r0 D1 _9 |
Fixed 'buy-for-supply' ships remained at 1 day delay
" h3 b H# @5 D2 Y1 D; ~4 j* JFixed Error in Kamikaze determination in Flak Attack
: |' U- E, w3 d, p0 ~; ?Fixed Kamikaze training not affecting low naval bombing
y7 t' }& t/ f* ~4 KFixed Transferring pilot to group of different type losing 0-10 points off skills, rather than +/- 5 + o/ k; O, P% P, ?
Changed Pilot experience hit based on category rather specific air type 9 i8 J- d) G/ ~ X% Z4 i$ @
Changed Added more off-map checks to better handle the TF's 'Return to ...' buttons
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9 ]: {, l) r; o8 N4 \. ?[1108d]
( u& I# g# B, f7 j2 w* ZFixed Removed ships under repair/conversion from AV support total
0 d$ O1 u. {/ ~/ n+ \; O# h8 rFixed Ground attacks against land units in friendly base hex could default to 'Commander Discretion' + e4 ?& t: b' q6 N2 k/ J `; c- V
Changed Re-enabled limited on-map routing for off-map TFs
' K# u3 h# e: a/ p+ kRemoved Disband check for resource/oil that was added earlier as can be worked around
( d- @$ X$ [" rFixed Allow float planes to transport troops to coastal bases - allowed selecting but did not always make the move * ^5 s `. Z$ c4 g, V& o! n
Changed Night missions on list using BLUE rather than BLACK ! i Q; L1 Q& _& n2 x5 P
Changed Halved the 5-day resource requirement/stockpile to 2-day. Added earlier in patch to help with resource distribution
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[1108e] . I+ Q1 F. ~: A5 X
Changed Arriving LCU units were building more than needed devices if not enough in device pool
% n% D" v' E( u" @. U+ `Fixed Was returning wrong Allied device to pool on LCU device upgrade & P* M8 }2 e2 N+ \* F- f% q
Fixed Tried to align weapon and TOE for units without formal TOE before taking replacements; wrong numbers could be happening 5 G/ J7 X3 W; O) g/ ~4 S6 M" s% T
Changed Adjusted off-map entry point for way-points ! L/ a( v5 X/ G- |6 p) W
Fixed Altitude not being changed on some dive bomber attacks in AAA
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[1108f] 6 y+ R0 L0 @ Y9 z' h
Fixed Auto convoy returning resource/oil to home base when not required to
& V7 Z* A8 k8 C, D: [3 h; g& GAdded 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 # Q6 ]4 {9 i( ^) V2 w
Fixed CTD when checking groups on withdrawing ships
% J5 H! Z; P0 e! ~Changed Restored image files for centre windows
H- [" m6 |. h5 O/ k' N5 A6 GFixed Extend packing time and operMode to combining editor components of parent LCU 9 L3 Z- [3 o7 W: X% q z; V
Changed Vary DL for base created TFs, use same DL for TF split
( U5 D, ?7 N1 P1 w: r& x EFixed Leader of delayed group being re-assigned continually $ p- y M, `7 J0 d! ]
Fixed HQ check so that first HQ is included : Z, X+ c% `) u4 D1 _+ i# ^
9 C4 D* X2 N. w* j[1108g] , ^* Y' K M+ J
Changed Update device in TOE when changed in order to fix land replacements
* O t* ?+ E/ o+ c, K# sFixed Return cargo for CS or AC not checked if home base and current base are the same
9 o/ m3 K* ^9 n2 v! U) i$ p. F) z Y, VFixed Force TF to use offmap if incorrectly set due to changes of destination
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" |$ M& y% s& @3 n l& W[1108h]
; l/ O) G) d" B8 f8 iFixed Adjust for non-mine device being in special mine slot [#9] for sub minelaying d9 C3 H. L* S( \$ s
Changed Force ships to arrive at national base if original location is not valid to form TF; stop ships arriving at 'land-locked' base ; R6 x1 R" @* y+ D0 e
Fixed Group leader who is a pilot was losing the link under various conditions. Corrected conditions and added correction code / u+ O+ @2 G ]& s7 V# u3 E5 o
Changed Allow 'independent' commands to change without cost to another
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[1108i] ) u8 E+ V! G+ E! P+ e) a |% W: D
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. 8 q0 W9 ~6 p5 Z1 Q% A, b* [
Fixed Japanese production was over-producing upgraded devices for LCUs 6 F8 ^- f- g) k* ]& V" V
Changed Ship display of ARD shows lift capacity
2 p! F8 p B% NFixed Sub-units not having withdraw delay decremented
; E# I9 u$ I, E3 j( ]* RFixed Updated offmap checks for home base
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5 A0 p0 X8 ?; K) n+ ^) m- F[1108j] + L* h5 p0 B: w( e% x, @" J' Y; j
Fixed Issue with carriers in range code; could cause data corruption - o) A. I6 A" s8 z
Fixed Not all TRACOM pilots showed in lists ; V5 |1 J0 j1 e; F' |2 l
Fixed Limit retreat after meeting TF surface combat to actual combat
; p$ n8 @2 m$ P5 O6 x( bChanged Removed endurance limit on PTs that limits attacks + }! y' [" [) V! _* b7 n2 \9 |1 ^
Fixed LCU weapons being changed by AI code sometimes when LCU is human controlled ) Z9 Y' f& e+ }4 o
Changed Defer device upgrade of LCUs with fragments existing; causes errors in devices when swaping to parent or merging with other fragments/parent O. t! w9 x1 l, i; Y" y; Z
Changed No TF unload if 'do not unload' set regardless of status of ship cargo handling
& t4 Z9 _+ ]8 E7 D' G! W1 R( WFixed Empty fragments stopping editor sub-units from recombining |