只更新了EXE程序文件' D- U! i# D) y7 w: B
http://www.matrixgames.com/forums/tm.asp?m=2729580$ J1 I p: S* J, V
This is an unofficial "short-term" beta install.
/ p; w6 k. b; x8 e* U$ r) N6 B7 IShort-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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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. / M0 n( T- @9 V2 C) G6 C
" o) p# {, k/ b% ~6 r) ?4 b1 W! sBackground:
* B( W' J' e+ A, {Last month my development PC had a meltdown while I was working on changes since the last released build (02). 3 u/ u3 l( a9 W$ |
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.
: r# P1 e' l6 S8 p8 r7 J3 `2 gA 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. $ D6 O0 n) W/ Y, c& V& M: k
7 s/ `( a; l4 E7 d3 HAs a result, I need to be 100% convinced that the new code will run on existing installs of AE. * C3 l1 ~4 ]6 F/ q, d: ~5 s, e- M
5 a" z6 \1 J7 J2 OI 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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, ?* l# S* e& m" A$ O8 xI 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. ; a" e/ B" d- N. j" M- X& c, N t
Load up a save and play a few turns. Let me know if you have any issues with it. / W. T) I0 m# f3 K3 F
Also, try using tracker to see if the DLL still works. ! l8 l+ F5 A% O- T
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Again, my warning:
: N- c; v7 C9 R* ]! o6 {& qPLEASE DON'T USE THIS EXE FOR YOUR REAL ON-GOING GAMES AT THE MOMENT PENDING MY FINDINGS ON HOW SUITABLE THE NEW EXE IS. % A0 D9 ?8 w$ X) h
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Here is a list of the additional changes since 1108c (build 2)
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3 X6 A6 q0 r4 @/ L* r+ @[1108c+] + i0 ^3 V7 j3 G: m( J. I5 k. d8 a
Fixed Rebuilt LCUs tended to use wrong PP cost on the first display, esp component units. ' G3 P4 c$ Y3 s; ?/ N8 Z/ b
Revised restore of report files from save
9 _7 v( g H8 I+ _% J" M* \Changed Added group withdraw date to all split sub-groups, not just permanent withdraws
- U9 B9 U7 h: D; NFixed 'buy-for-supply' ships remained at 1 day delay . ~$ `. s( d- F' z
Fixed Error in Kamikaze determination in Flak Attack 9 ~ }! ?: M6 B" c! r( m4 d
Fixed Kamikaze training not affecting low naval bombing
4 N/ r/ I2 X$ A: x: d5 Y/ kFixed Transferring pilot to group of different type losing 0-10 points off skills, rather than +/- 5
5 f5 ]- c6 V, I/ |; g- f, q! k+ pChanged Pilot experience hit based on category rather specific air type - O6 @* K9 h7 c6 D0 n
Changed Added more off-map checks to better handle the TF's 'Return to ...' buttons 9 D1 _! P" A a* F( P
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[1108d] 2 G0 Y- T4 ~4 X: b: u9 B2 w! r
Fixed Removed ships under repair/conversion from AV support total
- |/ P( o: f/ ^Fixed Ground attacks against land units in friendly base hex could default to 'Commander Discretion'
7 N6 ^, G+ O6 D, x% Y0 KChanged Re-enabled limited on-map routing for off-map TFs ; z( {( a" B! _0 l
Removed Disband check for resource/oil that was added earlier as can be worked around - ?1 R) ^; v% s
Fixed Allow float planes to transport troops to coastal bases - allowed selecting but did not always make the move
# f" r- {; _) aChanged Night missions on list using BLUE rather than BLACK
5 c( }2 r" b4 z/ s5 c7 C6 wChanged Halved the 5-day resource requirement/stockpile to 2-day. Added earlier in patch to help with resource distribution 2 H3 e: R& ]; y) y% Y/ B! |+ Y7 K. A
# d! }* }( i$ C' _[1108e]
7 a% H! M9 A2 s0 mChanged Arriving LCU units were building more than needed devices if not enough in device pool
( I& n2 H. r* `Fixed Was returning wrong Allied device to pool on LCU device upgrade & ~ c/ Y, s( Z: E! E: q
Fixed Tried to align weapon and TOE for units without formal TOE before taking replacements; wrong numbers could be happening
% n( r9 {' e" d1 q. n9 H1 f8 ]Changed Adjusted off-map entry point for way-points
- I7 ^* W. w9 B6 x$ u" {Fixed Altitude not being changed on some dive bomber attacks in AAA ! K! c7 L- ]) z& F6 ?: f4 K
- o* W2 ~2 U, U+ s# \4 k[1108f]
$ B. r; [2 |6 H7 q6 } HFixed Auto convoy returning resource/oil to home base when not required to
1 i8 |/ B0 y" l, x* ?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
" s. R0 C+ q% Q/ D2 C* `0 DFixed CTD when checking groups on withdrawing ships
+ i" V$ G" p( M3 u cChanged Restored image files for centre windows
" Q: K! E% G2 [5 h% q# ]7 O! wFixed Extend packing time and operMode to combining editor components of parent LCU
# }0 f; T5 `7 A$ Y1 a6 ]$ oChanged Vary DL for base created TFs, use same DL for TF split - g! q( _/ k0 V$ J0 k2 g% r
Fixed Leader of delayed group being re-assigned continually
* J; M6 C0 x- U' L: o @% q, kFixed HQ check so that first HQ is included
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[1108g]
5 @* A6 a: P+ k0 b( h1 s. x2 P/ ZChanged Update device in TOE when changed in order to fix land replacements
7 s \6 U; Y. R$ AFixed Return cargo for CS or AC not checked if home base and current base are the same
: ^' f7 w3 U S! |) hFixed Force TF to use offmap if incorrectly set due to changes of destination $ R4 \5 v _2 _/ j8 K) x
# u0 g3 j( O5 G[1108h]
& M: }, X/ d8 MFixed Adjust for non-mine device being in special mine slot [#9] for sub minelaying , G9 @0 u# `9 b3 j
Changed Force ships to arrive at national base if original location is not valid to form TF; stop ships arriving at 'land-locked' base , J& e$ ^ l/ K- ?+ z4 V( e
Fixed Group leader who is a pilot was losing the link under various conditions. Corrected conditions and added correction code
9 m; \. |* b& y' j0 CChanged Allow 'independent' commands to change without cost to another
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[1108i] . d/ T( r$ ]1 }( n: ?
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.
( T6 B* q$ D3 O! h. \' {; o" J6 }Fixed Japanese production was over-producing upgraded devices for LCUs 4 o, `' t# a |6 p9 N) ]
Changed Ship display of ARD shows lift capacity ' a3 @# p/ e" U0 u
Fixed Sub-units not having withdraw delay decremented
& @9 F! I3 n! d6 R" G; J/ XFixed Updated offmap checks for home base & V7 ?/ X* n( ?2 H7 Z
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[1108j]
$ S. N3 D2 P3 lFixed Issue with carriers in range code; could cause data corruption - W/ c# S! k; W0 ~
Fixed Not all TRACOM pilots showed in lists 5 \( E4 O, ?# ^9 y2 ?$ o
Fixed Limit retreat after meeting TF surface combat to actual combat
$ o8 o0 P" F; }4 A- N# lChanged Removed endurance limit on PTs that limits attacks
! N7 k1 X+ ?$ w, z9 e5 gFixed LCU weapons being changed by AI code sometimes when LCU is human controlled 9 N0 a* q7 q) B2 F* Z# r
Changed Defer device upgrade of LCUs with fragments existing; causes errors in devices when swaping to parent or merging with other fragments/parent ; ]# O, T2 y: h& b: N" w; C$ m
Changed No TF unload if 'do not unload' set regardless of status of ship cargo handling
) p! o9 I0 j( u* r KFixed Empty fragments stopping editor sub-units from recombining |