只更新了EXE程序文件- f2 ~( J( }7 z: L8 _ F5 _
http://www.matrixgames.com/forums/tm.asp?m=2729580
x2 Z) D( W* M# I# }This is an unofficial "short-term" beta install.
$ V+ } E3 K1 \; ^+ g4 g. E( @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. $ Z. E. s6 v+ A& B5 b
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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. % L9 Y' \+ r' T3 L7 d5 E) R; T
" x/ c/ }" j. L1 dBackground:
- a' W6 X* ~6 [1 aLast month my development PC had a meltdown while I was working on changes since the last released build (02). 4 p& R' Z3 \7 a, Z7 s Q8 n$ M2 n: G
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.
F4 v; B1 m9 VA 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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4 z* s1 z& J9 a. [( F" I- b2 AAs a result, I need to be 100% convinced that the new code will run on existing installs of AE.
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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. 4 o' R6 K: Y7 G# f
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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.
8 N) X; z f1 P% R8 k) m- H& VLoad up a save and play a few turns. Let me know if you have any issues with it.
- w, L' U: W7 M I$ G+ z7 d) K& mAlso, try using tracker to see if the DLL still works.
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Again, my warning: 6 R! M# O8 n6 q
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) w9 o# N- [! a, d- k; m9 A- o# s
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[1108c+] 3 L1 e0 t5 J/ p& A( q
Fixed Rebuilt LCUs tended to use wrong PP cost on the first display, esp component units. 6 F5 v+ ~% G# R- T
Revised restore of report files from save : u% C' z! r) @9 {* R+ {9 b+ s
Changed Added group withdraw date to all split sub-groups, not just permanent withdraws
. E: E. K( _1 |- O) I3 ]Fixed 'buy-for-supply' ships remained at 1 day delay
- ?7 A0 N8 C& j3 V5 j; b* Q) IFixed Error in Kamikaze determination in Flak Attack 3 I1 X( b# K: y# \$ m; P7 N# \7 Y
Fixed Kamikaze training not affecting low naval bombing # A) c3 b! X. h. E0 [7 ?
Fixed Transferring pilot to group of different type losing 0-10 points off skills, rather than +/- 5 , a! J, ~/ q) q, n- f" j
Changed Pilot experience hit based on category rather specific air type + A0 L2 L; j+ J3 T3 m1 g1 u
Changed Added more off-map checks to better handle the TF's 'Return to ...' buttons 9 n7 o4 w( l4 q; G
* c h6 ~9 M& @% _" u: T9 _[1108d] / J( y* i: @- m* b7 \% T+ u( }
Fixed Removed ships under repair/conversion from AV support total
1 ~; j: h! y* p0 a: oFixed Ground attacks against land units in friendly base hex could default to 'Commander Discretion' " Z. o e9 W, @2 z; x
Changed Re-enabled limited on-map routing for off-map TFs
/ ~. K, @9 q: I, TRemoved Disband check for resource/oil that was added earlier as can be worked around
/ n1 V/ n9 H5 UFixed Allow float planes to transport troops to coastal bases - allowed selecting but did not always make the move ! _' u' I7 U% [' L3 {, N# {
Changed Night missions on list using BLUE rather than BLACK
) A# o; o4 @) wChanged Halved the 5-day resource requirement/stockpile to 2-day. Added earlier in patch to help with resource distribution : \/ _' _9 }) W7 M" q
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[1108e] " r( }- a7 W3 t! n! g6 ~0 L8 I
Changed Arriving LCU units were building more than needed devices if not enough in device pool 3 l/ r+ J$ k l
Fixed Was returning wrong Allied device to pool on LCU device upgrade 0 r; _3 g6 {, U5 K
Fixed Tried to align weapon and TOE for units without formal TOE before taking replacements; wrong numbers could be happening
% h+ W& f! L. V, F, d3 uChanged Adjusted off-map entry point for way-points
6 R) U5 s& k; l" YFixed Altitude not being changed on some dive bomber attacks in AAA
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Fixed Auto convoy returning resource/oil to home base when not required to
4 p- I9 A5 \( M5 ~1 h2 J1 qAdded 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 t3 ]/ ~" M; ^" n* \2 x: h* |* jFixed CTD when checking groups on withdrawing ships
2 ]2 L; S, x2 L( X; Q& DChanged Restored image files for centre windows 0 H/ P9 p4 i$ b3 [0 V6 x
Fixed Extend packing time and operMode to combining editor components of parent LCU
: a% E; S, H1 E2 K2 sChanged Vary DL for base created TFs, use same DL for TF split
! r& ~* S+ c3 }! V0 wFixed Leader of delayed group being re-assigned continually 1 k" v v) C/ q* b+ ~ ^# T
Fixed HQ check so that first HQ is included
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) _2 z0 B* M$ ~$ z1 t[1108g]
% P; y L# H% x/ oChanged Update device in TOE when changed in order to fix land replacements
, m$ Q8 s7 ~( S8 h/ R; ^- t- AFixed Return cargo for CS or AC not checked if home base and current base are the same x. f6 Y, w, |# ?* d9 H
Fixed Force TF to use offmap if incorrectly set due to changes of destination / T' S4 y/ B% Z
; f, R3 ~0 v9 ^+ M6 W( q[1108h]
1 R7 F$ m7 j# |Fixed Adjust for non-mine device being in special mine slot [#9] for sub minelaying
/ h- Z1 A S' o. @$ xChanged Force ships to arrive at national base if original location is not valid to form TF; stop ships arriving at 'land-locked' base 5 d, l: U" I; h" A5 }4 @, q. K( U3 Y
Fixed Group leader who is a pilot was losing the link under various conditions. Corrected conditions and added correction code
% m0 O0 h( ?8 i- Z) Z: bChanged Allow 'independent' commands to change without cost to another " D2 K4 F" T3 l" r. b& N- ~. B
1 P2 r5 z$ g) g9 z8 E# O" I* S- y3 N[1108i] 0 |, k! b6 o. v% H$ w! ^
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.
0 c3 Q8 d. D+ H }Fixed Japanese production was over-producing upgraded devices for LCUs
* X* |) c4 P' v% oChanged Ship display of ARD shows lift capacity 1 D: W6 S" C" `% F
Fixed Sub-units not having withdraw delay decremented
) @) _6 f+ B7 v3 EFixed Updated offmap checks for home base 9 c+ f* q x1 o. U% M
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[1108j] & p8 x* ]+ K' K$ x( t0 }( Y- e
Fixed Issue with carriers in range code; could cause data corruption
! w- j- C- l2 \! G- i# mFixed Not all TRACOM pilots showed in lists
1 P- t. E' h7 {Fixed Limit retreat after meeting TF surface combat to actual combat
6 M$ }' Z+ _1 uChanged Removed endurance limit on PTs that limits attacks * K- R) D7 y- K; L1 @$ `" _
Fixed LCU weapons being changed by AI code sometimes when LCU is human controlled , Y- q' [- A$ [3 P' Y# a
Changed Defer device upgrade of LCUs with fragments existing; causes errors in devices when swaping to parent or merging with other fragments/parent
0 N3 T3 I0 M7 BChanged No TF unload if 'do not unload' set regardless of status of ship cargo handling ?9 n8 N) g& N! G# V* }' ^$ D
Fixed Empty fragments stopping editor sub-units from recombining |