只更新了EXE程序文件4 z. Y5 U, u7 t$ E
http://www.matrixgames.com/forums/tm.asp?m=27295800 P g9 @' i" u, G3 u+ _' C% K
This is an unofficial "short-term" beta install. ) t) |- ^4 x1 D5 d+ c1 W
Short-term being the appropriate term as this thread may be removed after a few days. ?# R% d* ^0 G6 V; L0 e
8 A) f0 I. u/ ^# B: y. wThis 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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' M% F) w$ a8 H8 x# f2 x$ ~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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Last month my development PC had a meltdown while I was working on changes since the last released build (02).
$ }3 R) U8 Q8 B' t1 v1 I$ ?& wAs 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.
: W* s1 Q$ e2 _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. 7 h' [( m9 f3 A
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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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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. S5 G$ s0 o. F3 d$ D6 F" d% q) Y
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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. ! v/ S, n5 U, p/ h* V
Load up a save and play a few turns. Let me know if you have any issues with it.
a" n0 c7 u5 L( s% E. L$ Z( CAlso, try using tracker to see if the DLL still works. : V% U0 n+ b. X# v5 p+ X' D- @
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Again, my warning:
# [3 G+ e" v V+ V6 s% C+ oPLEASE DON'T USE THIS EXE FOR YOUR REAL ON-GOING GAMES AT THE MOMENT PENDING MY FINDINGS ON HOW SUITABLE THE NEW EXE IS. 1 F2 M/ h0 Y- ? q8 \ V+ K
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Here is a list of the additional changes since 1108c (build 2)
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[1108c+]
$ M& Y Y) p- d1 UFixed Rebuilt LCUs tended to use wrong PP cost on the first display, esp component units.
0 H0 O. W' l3 T7 V, |Revised restore of report files from save ) Z* p. _) ^; W
Changed Added group withdraw date to all split sub-groups, not just permanent withdraws
5 ]. h2 n# c3 ~" S5 ]/ [Fixed 'buy-for-supply' ships remained at 1 day delay
( x% N: O( M# l1 Z3 M pFixed Error in Kamikaze determination in Flak Attack " f4 b C2 C' [/ X# T8 M
Fixed Kamikaze training not affecting low naval bombing
( g2 F6 y7 ?+ A+ {Fixed Transferring pilot to group of different type losing 0-10 points off skills, rather than +/- 5
8 e" u, F4 S0 B$ M kChanged Pilot experience hit based on category rather specific air type
: b9 r) p7 s. x) {( j8 {Changed Added more off-map checks to better handle the TF's 'Return to ...' buttons
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[1108d]
2 o9 f- `. W5 J3 A9 ~Fixed Removed ships under repair/conversion from AV support total
$ i2 q' {" ?$ Z/ [3 x6 ~Fixed Ground attacks against land units in friendly base hex could default to 'Commander Discretion'
- r' [3 h- f$ r! l9 t! ]Changed Re-enabled limited on-map routing for off-map TFs . T- ~% g. c$ k6 P) I9 ~4 Y( E" m
Removed Disband check for resource/oil that was added earlier as can be worked around 3 l. S, H2 _- a6 X0 t
Fixed Allow float planes to transport troops to coastal bases - allowed selecting but did not always make the move , c; v: g. F( ?5 k: W
Changed Night missions on list using BLUE rather than BLACK 3 p# U" v- K0 b0 |
Changed Halved the 5-day resource requirement/stockpile to 2-day. Added earlier in patch to help with resource distribution
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8 s6 @* H$ V' @; Z* l0 L" L6 m9 p0 h6 ][1108e] ) A0 J5 [7 r1 k2 Z9 D
Changed Arriving LCU units were building more than needed devices if not enough in device pool
! B7 {1 o/ E/ DFixed Was returning wrong Allied device to pool on LCU device upgrade
$ [8 t7 K, \$ {- P7 jFixed Tried to align weapon and TOE for units without formal TOE before taking replacements; wrong numbers could be happening
3 [( s. E! x! e. L5 H i8 O8 i9 e0 f0 MChanged Adjusted off-map entry point for way-points
8 D1 h0 E4 S: E: |! W) c) vFixed Altitude not being changed on some dive bomber attacks in AAA 5 g& F8 r* }5 V# N& n$ c2 v( J
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Fixed Auto convoy returning resource/oil to home base when not required to 0 h# C% Y2 c0 O2 f
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
! G4 u6 a% r5 x _) CFixed CTD when checking groups on withdrawing ships
M8 I6 b) g$ k. z9 PChanged Restored image files for centre windows 3 k# X' F0 R$ I* o2 C
Fixed Extend packing time and operMode to combining editor components of parent LCU
, b7 }+ P3 R' w$ A9 J7 G9 q, aChanged Vary DL for base created TFs, use same DL for TF split , H5 l1 M: z; ]( U3 E2 A
Fixed Leader of delayed group being re-assigned continually $ f! ~" [$ |: o5 N v% U
Fixed HQ check so that first HQ is included
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4 c7 [6 x' @# E2 h! A0 |* B$ L$ mChanged Update device in TOE when changed in order to fix land replacements
6 h# }$ k. d, t9 t# X7 EFixed Return cargo for CS or AC not checked if home base and current base are the same % B6 ?8 h! O! ]# O
Fixed Force TF to use offmap if incorrectly set due to changes of destination 2 X" N2 m" e& K# T& }6 F; c6 u
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[1108h] 6 M) v) ^1 C8 T* a% ~/ ^0 s n. E Z( V
Fixed Adjust for non-mine device being in special mine slot [#9] for sub minelaying 0 |; |' O, R' p v
Changed Force ships to arrive at national base if original location is not valid to form TF; stop ships arriving at 'land-locked' base - F4 f! ^' o2 _4 k
Fixed Group leader who is a pilot was losing the link under various conditions. Corrected conditions and added correction code ' R+ O" }; ^- _. n
Changed Allow 'independent' commands to change without cost to another
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) W, N& d; y; q[1108i] / `9 J& P9 D9 S3 t3 W2 n1 _( B( Z
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. . V# C. \! E( S4 H, e
Fixed Japanese production was over-producing upgraded devices for LCUs % C, f; ]) A- Z+ p! B! o. E
Changed Ship display of ARD shows lift capacity $ C, o& V3 R# K8 P
Fixed Sub-units not having withdraw delay decremented 1 P3 J. v! x P! O
Fixed Updated offmap checks for home base , O- y5 K3 ^* D. g. s: p! M+ w
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Fixed Issue with carriers in range code; could cause data corruption 8 f3 b) U* A$ m$ v4 |
Fixed Not all TRACOM pilots showed in lists
- `. s$ t2 V. `% e1 cFixed Limit retreat after meeting TF surface combat to actual combat ( y# F# y( H2 P& c. Y5 ]+ l6 M% i
Changed Removed endurance limit on PTs that limits attacks 8 s4 \1 x0 _3 z
Fixed LCU weapons being changed by AI code sometimes when LCU is human controlled 6 ?0 m( e, ?0 k6 x
Changed Defer device upgrade of LCUs with fragments existing; causes errors in devices when swaping to parent or merging with other fragments/parent 2 g* A, Z& Q. h. Q
Changed No TF unload if 'do not unload' set regardless of status of ship cargo handling
1 p. P1 G5 ~# G' E! A# O0 a/ M6 q: PFixed Empty fragments stopping editor sub-units from recombining |