只更新了EXE程序文件
5 Y' `; P9 d- phttp://www.matrixgames.com/forums/tm.asp?m=2729580
0 D3 m9 G8 }: i6 s, sThis is an unofficial "short-term" beta install.
, L) f3 i0 r. b8 @3 IShort-term being the appropriate term as this thread may be removed after a few days. # }. O3 g o. w; h. j
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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. , v" ^2 i; ]: R" S! Q! R2 A
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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:
b7 o8 M2 V3 g# R fLast month my development PC had a meltdown while I was working on changes since the last released build (02).
0 R) n# P; J# u4 P7 Q( C9 jAs 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 J* E( |4 o X c5 l; o
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The build works fine on my PC, but then it is also the one that created it. 9 |# @: R1 F# Y1 D% ^
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 R/ |% _9 j& O8 d* `7 i6 J
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As a result, I need to be 100% convinced that the new code will run on existing installs of AE. ; E0 g; [3 R3 J& H* t. ]8 i9 ]
8 t) M) `2 R* ^# ~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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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. 9 u; I5 _# P B
Load up a save and play a few turns. Let me know if you have any issues with it.
/ A4 @; X: v; B1 I5 M% TAlso, try using tracker to see if the DLL still works.
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Again, my warning:
( P$ s1 h: C( @" J- M; nPLEASE 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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C ?" x* {) e) b/ xHere is a list of the additional changes since 1108c (build 2)
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+ t$ P" \5 `! o! Z[1108c+] ; } I! |; i, C- f5 ^" b. [
Fixed Rebuilt LCUs tended to use wrong PP cost on the first display, esp component units.
) ?* K: p. @5 |0 k R, c+ o) tRevised restore of report files from save
1 \( p+ K3 b. [& E* e1 Y* t+ DChanged Added group withdraw date to all split sub-groups, not just permanent withdraws * ], f- J! T5 A- q1 x* G% G* ?1 i
Fixed 'buy-for-supply' ships remained at 1 day delay
! }* [7 z7 Q; n+ u' _# C9 e, yFixed Error in Kamikaze determination in Flak Attack
: m# u+ i; D5 a/ a! h7 S! u4 _Fixed Kamikaze training not affecting low naval bombing " |5 O$ U i( q" W' `0 w
Fixed Transferring pilot to group of different type losing 0-10 points off skills, rather than +/- 5
' m2 u" t8 m+ E! S5 ]: P* [3 X* p" EChanged Pilot experience hit based on category rather specific air type % I4 I7 E4 v/ C8 d+ h1 @
Changed Added more off-map checks to better handle the TF's 'Return to ...' buttons 3 Z$ i/ r( K" z5 g: v) J" `
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[1108d] 1 d5 g+ a0 m6 d; u
Fixed Removed ships under repair/conversion from AV support total 4 _$ t0 W4 ?: T2 T* L$ ~% V. d
Fixed Ground attacks against land units in friendly base hex could default to 'Commander Discretion'
! B+ _! Q) D* n5 L2 z gChanged Re-enabled limited on-map routing for off-map TFs $ t3 J- l& K% k- A O y+ ^, n
Removed Disband check for resource/oil that was added earlier as can be worked around
; V8 h3 I2 o% {4 U' k1 `$ KFixed Allow float planes to transport troops to coastal bases - allowed selecting but did not always make the move
$ b& ^0 N5 |2 lChanged Night missions on list using BLUE rather than BLACK
, l& V8 E7 H. _- m6 U- a4 ]: fChanged Halved the 5-day resource requirement/stockpile to 2-day. Added earlier in patch to help with resource distribution
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[1108e]
/ t" j" i. D6 u2 cChanged Arriving LCU units were building more than needed devices if not enough in device pool
: r7 r9 Y% C" l- E8 Y- y: uFixed Was returning wrong Allied device to pool on LCU device upgrade
1 _' z; h; O. W# S4 }Fixed Tried to align weapon and TOE for units without formal TOE before taking replacements; wrong numbers could be happening ) X& Z. q1 Q1 p) L
Changed Adjusted off-map entry point for way-points 3 L9 r7 n5 J+ M0 K
Fixed Altitude not being changed on some dive bomber attacks in AAA
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[1108f]
1 Y- k: x2 v+ P# \$ @, jFixed Auto convoy returning resource/oil to home base when not required to % E, o. [5 w; ]
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 , T3 a# V+ @. ~* ~2 c+ w! s9 A" x
Fixed CTD when checking groups on withdrawing ships 9 f( f h. t" V0 V# P, m
Changed Restored image files for centre windows , p8 g" g6 s$ c8 q! X' o' c' o
Fixed Extend packing time and operMode to combining editor components of parent LCU ; ]# V9 {% o- U& Q _# j
Changed Vary DL for base created TFs, use same DL for TF split
6 ^5 a- w! c5 ?/ v' XFixed Leader of delayed group being re-assigned continually
0 R- O9 w; O9 {" N. PFixed HQ check so that first HQ is included
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% b0 C, T3 G7 p: ^) `$ x2 t[1108g] . S5 m4 ]% G! ~, z
Changed Update device in TOE when changed in order to fix land replacements
7 t$ H4 \" |( EFixed Return cargo for CS or AC not checked if home base and current base are the same 2 `4 L0 @* v# U
Fixed Force TF to use offmap if incorrectly set due to changes of destination
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4 X3 ]6 G9 i- V( s4 g[1108h]
! j1 D i1 F! U% Z- E* Z/ |$ BFixed Adjust for non-mine device being in special mine slot [#9] for sub minelaying 8 Z1 Q! S& a3 e7 w/ q
Changed Force ships to arrive at national base if original location is not valid to form TF; stop ships arriving at 'land-locked' base - i) H! z! R$ { Z+ Y# v
Fixed Group leader who is a pilot was losing the link under various conditions. Corrected conditions and added correction code
# W6 [/ I( J: P9 Z! J: J8 jChanged Allow 'independent' commands to change without cost to another
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[1108i] 2 \4 p9 o4 }! B* ~ 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.
5 g7 \* n t, G! g8 rFixed Japanese production was over-producing upgraded devices for LCUs
, f. {5 n) t! y6 i; R8 U; ~+ |Changed Ship display of ARD shows lift capacity
/ {( b& z- U) j- R! x% mFixed Sub-units not having withdraw delay decremented
/ O2 H: \) b* m9 `: w: g/ ]Fixed Updated offmap checks for home base % u. g1 r' H" S
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[1108j] s! F7 z4 s. C0 g T! t1 J/ O
Fixed Issue with carriers in range code; could cause data corruption
! o( L y: w7 W- [- W* ]* s* DFixed Not all TRACOM pilots showed in lists
, [& t# M) Q2 xFixed Limit retreat after meeting TF surface combat to actual combat
) q' g+ L9 v7 `( x& g0 DChanged Removed endurance limit on PTs that limits attacks 7 i' K. D. {& X
Fixed LCU weapons being changed by AI code sometimes when LCU is human controlled : P3 ~$ E9 A, y1 [# I/ s8 c- s
Changed Defer device upgrade of LCUs with fragments existing; causes errors in devices when swaping to parent or merging with other fragments/parent & Y8 _+ a. B6 K; Y# F
Changed No TF unload if 'do not unload' set regardless of status of ship cargo handling
0 S5 @9 u# l, H# B9 zFixed Empty fragments stopping editor sub-units from recombining |