只更新了EXE程序文件
! o% r" D2 x P; x, U# zhttp://www.matrixgames.com/forums/tm.asp?m=2729580
2 J; w9 j7 F% G) @9 A' VThis is an unofficial "short-term" beta install.
7 `8 L5 a O# X, j; XShort-term being the appropriate term as this thread may be removed after a few days. ) V& m1 x6 k+ y( G
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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.
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Background: % l( l9 X/ m3 J/ X
Last month my development PC had a meltdown while I was working on changes since the last released build (02).
0 i0 S' o' i X9 K0 lAs 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. - m/ y: S6 S- X: |7 Q
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The build works fine on my PC, but then it is also the one that created it. + }9 \ ^2 N( s
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.
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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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: x4 T: A( J- X# d2 i2 h, 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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% z2 A* X$ `: R% ?; u- |8 _% [$ H% FI 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 }% M7 {. L' N! j. H; kLoad up a save and play a few turns. Let me know if you have any issues with it.
; T: b; d$ H$ g+ gAlso, try using tracker to see if the DLL still works. 4 ?% t) ^$ M! N3 u$ z# f! q( Q
( O& {3 l4 p& y8 W4 S6 ]- L. HAgain, my warning: 1 F& D9 \: D6 B( }, f* J8 a
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. " R& k+ i: d" A8 q% {" U; T
0 U+ Q1 K. J& J6 T) ]Here is a list of the additional changes since 1108c (build 2) & Z# u; X) _/ J7 ^" R9 v
) S8 q @+ u4 H/ P5 e[1108c+]
7 P" Y! g1 s) ]1 q2 Q# {Fixed Rebuilt LCUs tended to use wrong PP cost on the first display, esp component units.
$ j) a* ^0 f5 tRevised restore of report files from save
; w; I; Z9 `2 |0 T" QChanged Added group withdraw date to all split sub-groups, not just permanent withdraws
1 u) l% `' O% T' q# p7 u, c+ bFixed 'buy-for-supply' ships remained at 1 day delay
1 _, b, W% ^9 S6 KFixed Error in Kamikaze determination in Flak Attack
6 {" d0 s! o" Y- ?, G/ aFixed Kamikaze training not affecting low naval bombing
$ z4 v+ ]; S1 V6 k* j: X3 T9 p& O- V ~Fixed Transferring pilot to group of different type losing 0-10 points off skills, rather than +/- 5
6 `- V! D) d; l% t1 \9 f, jChanged Pilot experience hit based on category rather specific air type
* U7 E; r0 q) }! L- S6 j9 V$ FChanged Added more off-map checks to better handle the TF's 'Return to ...' buttons 7 {& W; N7 T* O& M% K/ v# E
+ {7 @, y2 P. J- {4 m[1108d]
! u7 O# X8 K/ v% |2 i2 ^Fixed Removed ships under repair/conversion from AV support total ' E/ N7 A R' p! p
Fixed Ground attacks against land units in friendly base hex could default to 'Commander Discretion' " a( [+ t5 b/ t; g- q) |
Changed Re-enabled limited on-map routing for off-map TFs
- ^4 q& M: A5 y sRemoved Disband check for resource/oil that was added earlier as can be worked around & a2 n2 k9 |$ k# u0 R& `
Fixed Allow float planes to transport troops to coastal bases - allowed selecting but did not always make the move # _2 J" n X+ i! z" \, g1 C
Changed Night missions on list using BLUE rather than BLACK 6 K: ?4 P) a3 U5 O, ?0 B l7 B
Changed Halved the 5-day resource requirement/stockpile to 2-day. Added earlier in patch to help with resource distribution
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[1108e]
" x+ V5 O0 Z, o5 oChanged Arriving LCU units were building more than needed devices if not enough in device pool
+ U0 c; }6 y4 F; {8 G& QFixed Was returning wrong Allied device to pool on LCU device upgrade
! g: _: o" I3 Y3 gFixed Tried to align weapon and TOE for units without formal TOE before taking replacements; wrong numbers could be happening # p2 C; y5 F9 F. Z! R* n" p/ b
Changed Adjusted off-map entry point for way-points 4 c q! i7 I* q+ T; w1 m
Fixed Altitude not being changed on some dive bomber attacks in AAA
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/ M4 ]- p! [; J$ f7 A( n" r[1108f] , Y4 H: g+ o% | H. T/ a
Fixed Auto convoy returning resource/oil to home base when not required to
5 G7 S1 M2 K1 B+ V+ j3 N1 [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
/ g5 I5 Q. r( p5 o! f" M, iFixed CTD when checking groups on withdrawing ships
. R' \4 N4 q0 [- N) pChanged Restored image files for centre windows / ?7 Q9 u2 ~3 W- L* {5 Z) U
Fixed Extend packing time and operMode to combining editor components of parent LCU 0 \/ p1 F3 X0 d3 P$ @$ S
Changed Vary DL for base created TFs, use same DL for TF split
# g9 \: f1 z# \% x' ]# vFixed Leader of delayed group being re-assigned continually
$ A1 [) {7 e( Z, E) U% g/ Q. j5 qFixed HQ check so that first HQ is included # d0 O8 _6 T0 Z
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[1108g] : n& `+ b; H8 e" a
Changed Update device in TOE when changed in order to fix land replacements " ^5 p7 O/ L S* E$ x
Fixed Return cargo for CS or AC not checked if home base and current base are the same
: [7 e9 ~# L6 d% m1 oFixed Force TF to use offmap if incorrectly set due to changes of destination
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[1108h]
% \3 d! p2 f# |0 \2 pFixed Adjust for non-mine device being in special mine slot [#9] for sub minelaying . d1 V$ S6 Z0 C1 Q. l4 T
Changed Force ships to arrive at national base if original location is not valid to form TF; stop ships arriving at 'land-locked' base
3 q* b+ `/ M+ K% F. R8 aFixed Group leader who is a pilot was losing the link under various conditions. Corrected conditions and added correction code $ f3 b! w* O9 O3 U
Changed Allow 'independent' commands to change without cost to another
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6 ?0 r4 v f1 B% ]2 I3 B! \[1108i] 8 q% E B+ G. `, z) T9 V7 ]4 i
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.
! r# I" _3 \/ e0 U5 NFixed Japanese production was over-producing upgraded devices for LCUs
4 m& d6 Z0 @7 RChanged Ship display of ARD shows lift capacity
; I8 L) h/ t; tFixed Sub-units not having withdraw delay decremented ; B2 k) N! V3 k) g
Fixed Updated offmap checks for home base
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[1108j] + I) I! T; l e+ Y
Fixed Issue with carriers in range code; could cause data corruption
$ N! u- ?. H, f; UFixed Not all TRACOM pilots showed in lists 4 v9 A! [1 z5 h s6 c5 U* _. f
Fixed Limit retreat after meeting TF surface combat to actual combat ' K8 s& W" ?5 D) d* c: P
Changed Removed endurance limit on PTs that limits attacks d( H. G' C# E) e
Fixed LCU weapons being changed by AI code sometimes when LCU is human controlled ; x- ~ \: d* K. u- m
Changed Defer device upgrade of LCUs with fragments existing; causes errors in devices when swaping to parent or merging with other fragments/parent _: w6 Z$ [- k' _! {: P: |
Changed No TF unload if 'do not unload' set regardless of status of ship cargo handling
% X* p( h; b5 OFixed Empty fragments stopping editor sub-units from recombining |