只更新了EXE程序文件 y+ J8 d5 A& |, O8 A1 R4 h
http://www.matrixgames.com/forums/tm.asp?m=2729580* Q3 n3 F2 r4 ^+ O; R0 |$ f
This is an unofficial "short-term" beta install. % m( f' O8 F, y7 `4 V, s" u8 \
Short-term being the appropriate term as this thread may be removed after a few days.
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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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8 [9 R+ w2 W, [# ^ uPLEASE DON'T USE THIS EXE FOR YOUR REAL ON-GOING GAMES AT THE MOMENT PENDING MY FINDINGS ON HOW SUITABLE THE NEW EXE IS. - K' b5 B. \2 D( p
- A5 |7 D7 p9 K5 D/ J- _% _+ IBackground:
$ `9 ^. i9 R: KLast month my development PC had a meltdown while I was working on changes since the last released build (02). 3 u. \( y3 ]9 a1 r( v! f# X5 t
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.
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The build works fine on my PC, but then it is also the one that created it.
1 Y4 k" w6 y8 r+ ]6 _! T- ?$ q* rA 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. 6 s c3 ]1 y: Y7 w# d+ f3 P8 D
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As a result, I need to be 100% convinced that the new code will run on existing installs of AE.
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8 x! [' k1 s& X: d& x. L$ I3 XI 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. + C7 W7 h/ ~0 {# U ~" |6 y5 J
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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.
4 Y6 |' q1 N! d" [Load up a save and play a few turns. Let me know if you have any issues with it.
) `9 D3 E5 q8 X( Y) a) j# V* @7 d# R( ?Also, try using tracker to see if the DLL still works.
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Again, my warning:
+ f! f5 c' l* v: E* i' |. m- SPLEASE DON'T USE THIS EXE FOR YOUR REAL ON-GOING GAMES AT THE MOMENT PENDING MY FINDINGS ON HOW SUITABLE THE NEW EXE IS. ; W) H" x7 m$ r+ G
8 K% `6 E6 V: W; T) i( GHere is a list of the additional changes since 1108c (build 2) - i# ~+ w8 \( A1 [& B: v
2 Z5 B6 a4 Y$ S' |[1108c+] ) f; G+ e% d$ l& V0 a
Fixed Rebuilt LCUs tended to use wrong PP cost on the first display, esp component units.
* }3 i G; Q, |! u/ D: mRevised restore of report files from save
: {# W5 t8 k: e7 J( y* {) G, pChanged Added group withdraw date to all split sub-groups, not just permanent withdraws
) M* g" y+ p. pFixed 'buy-for-supply' ships remained at 1 day delay
8 ?9 M% ~' ^( w3 n& R9 SFixed Error in Kamikaze determination in Flak Attack
+ D/ L3 ^7 [6 J8 H; j/ F/ U' L# RFixed Kamikaze training not affecting low naval bombing 7 Z( h$ U9 _3 a+ R1 o/ d
Fixed Transferring pilot to group of different type losing 0-10 points off skills, rather than +/- 5
: m; s5 Q& ?9 q2 k/ b# bChanged Pilot experience hit based on category rather specific air type " V& f4 S/ \2 h( v2 o7 L u
Changed Added more off-map checks to better handle the TF's 'Return to ...' buttons 7 w: J( E% Z$ Q& \; O0 h9 |
6 q( N8 `1 g+ x! u# [[1108d] ( h" o9 ]: o! Z. w# A* H) N
Fixed Removed ships under repair/conversion from AV support total
' s2 G+ r: X4 q) v! M' n' BFixed Ground attacks against land units in friendly base hex could default to 'Commander Discretion'
8 [3 K: [ E w/ s# E: ^Changed Re-enabled limited on-map routing for off-map TFs
l, \6 w9 b- y, }- r9 NRemoved Disband check for resource/oil that was added earlier as can be worked around
0 T" S& e5 E5 t' z1 ZFixed Allow float planes to transport troops to coastal bases - allowed selecting but did not always make the move 9 A" f5 Z- V/ R; A# k0 c
Changed Night missions on list using BLUE rather than BLACK
* I: X/ J2 E! O& SChanged Halved the 5-day resource requirement/stockpile to 2-day. Added earlier in patch to help with resource distribution . {1 e1 |7 A0 f2 l2 I) I
/ _$ u- z' U9 l3 f[1108e] ! y' ]+ ]8 R! x
Changed Arriving LCU units were building more than needed devices if not enough in device pool 0 |$ i7 u$ t9 u% ?
Fixed Was returning wrong Allied device to pool on LCU device upgrade " R( h" C* o# ] A
Fixed Tried to align weapon and TOE for units without formal TOE before taking replacements; wrong numbers could be happening
4 |0 q: F" r$ N0 M5 b: S) jChanged Adjusted off-map entry point for way-points
" \5 P( B+ F3 t' t% \- aFixed Altitude not being changed on some dive bomber attacks in AAA * _/ v8 j% w# W* A' W! J
9 n! ~" \+ L' R- {' S/ ~# e7 c[1108f] / S U+ G$ _7 k2 _7 b
Fixed Auto convoy returning resource/oil to home base when not required to ; F# Q9 M3 d, w, O
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
5 v/ R6 S$ c( k3 u6 n2 PFixed CTD when checking groups on withdrawing ships
; J8 I( u- x9 ^2 S3 t& I; W' Z' eChanged Restored image files for centre windows
5 u4 [$ T) }$ O5 d& A( nFixed Extend packing time and operMode to combining editor components of parent LCU
3 Z/ Y% {: B. c( U, i0 RChanged Vary DL for base created TFs, use same DL for TF split
& T: W$ P/ o* i5 Z% c0 U3 k# }! hFixed Leader of delayed group being re-assigned continually & t9 t0 Z6 N" X! @. W8 o
Fixed HQ check so that first HQ is included 0 U2 [: t! r2 X0 N5 |
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[1108g]
! }7 O1 x5 J+ z" Q K! ]- s0 @Changed Update device in TOE when changed in order to fix land replacements % \3 T. T2 j; U m U! K- ]
Fixed Return cargo for CS or AC not checked if home base and current base are the same
, X. {, @' f2 \" m. b( s9 \, Z& q6 RFixed Force TF to use offmap if incorrectly set due to changes of destination
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[1108h]
" g2 [% Y- I. }- J+ j, EFixed Adjust for non-mine device being in special mine slot [#9] for sub minelaying
4 }/ g/ P1 s( l2 UChanged Force ships to arrive at national base if original location is not valid to form TF; stop ships arriving at 'land-locked' base
9 }/ E, ]+ ], ^5 }# xFixed Group leader who is a pilot was losing the link under various conditions. Corrected conditions and added correction code & F" \3 y$ `6 T2 J+ u, v- V
Changed Allow 'independent' commands to change without cost to another / k: u( Z2 ^+ A O' y0 B9 B% f9 B8 U
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[1108i] & f" Z1 F" R; W# T$ h( x3 |4 x
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.
, f4 Q' h; a% B! _Fixed Japanese production was over-producing upgraded devices for LCUs
# P$ U" ]" r6 D `# A# tChanged Ship display of ARD shows lift capacity ' M+ n2 M! B* r; i+ \' g5 f
Fixed Sub-units not having withdraw delay decremented
/ e/ V& x! [3 y& R9 T9 gFixed Updated offmap checks for home base
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8 t' p# U/ m5 y6 e& g[1108j] 8 K8 j- j' x l0 d( }5 r
Fixed Issue with carriers in range code; could cause data corruption
# \9 v! C/ ?9 t. ]/ h3 w3 kFixed Not all TRACOM pilots showed in lists
- v& P2 \! O9 n- v2 O5 `" I) t( OFixed Limit retreat after meeting TF surface combat to actual combat
, Z& B! K' G. \" Z% Z" JChanged Removed endurance limit on PTs that limits attacks
) w% o$ b9 J2 b# W3 V5 a) v6 FFixed LCU weapons being changed by AI code sometimes when LCU is human controlled 3 Z& N! {4 R2 F& i- s
Changed Defer device upgrade of LCUs with fragments existing; causes errors in devices when swaping to parent or merging with other fragments/parent
4 Y: S* _; w! n4 J. r- J' kChanged No TF unload if 'do not unload' set regardless of status of ship cargo handling ( L' U* Y7 K2 N) [- `
Fixed Empty fragments stopping editor sub-units from recombining |