只更新了EXE程序文件
2 K) ^; s: n6 Y3 v% m) m4 jhttp://www.matrixgames.com/forums/tm.asp?m=27295805 Z% E3 S! t' v" q& k/ B$ q
This is an unofficial "short-term" beta install. & \1 }" C- I4 B1 B5 C+ u
Short-term being the appropriate term as this thread may be removed after a few days. - F: _( i. G- ~$ K
5 p$ [) L; u5 ^. tThis 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. / A8 l; H& G4 T# @, K7 z4 O* K
' {- t. F+ y* b+ M7 @) Z* w4 ^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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. m" g' `- g& k- T3 iBackground: 7 X& W7 S' L( Y0 k
Last month my development PC had a meltdown while I was working on changes since the last released build (02).
7 ^7 ]# j; _3 H+ Y! DAs 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. ( i- V9 Q; d( w' M |0 q3 B0 }- k8 S" Z
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The build works fine on my PC, but then it is also the one that created it. ( y! S1 I" {. @) W5 L) s9 U% h1 l
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. 3 E! e& `$ [3 q" k- g
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As a result, I need to be 100% convinced that the new code will run on existing installs of AE. A& x2 u5 d) e- S* D
2 n$ D6 J7 W' w: wI 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. / |* T# |8 G2 A
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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. P0 X1 D+ D" P) ~" q0 Z
Load up a save and play a few turns. Let me know if you have any issues with it.
M6 z. y2 Z9 u yAlso, try using tracker to see if the DLL still works.
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Again, my warning:
0 S2 V2 I% N( \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) * ^% h4 L/ p& x0 V& W$ F, x
/ j+ C! T$ e! }+ L[1108c+]
0 f( s6 ^, K! v V& v' M( jFixed Rebuilt LCUs tended to use wrong PP cost on the first display, esp component units. 8 f( r7 c5 B: ]: G$ {1 \3 f [
Revised restore of report files from save
; O' e8 C m3 k6 q$ q; G3 ZChanged Added group withdraw date to all split sub-groups, not just permanent withdraws 8 B, E$ u1 `8 U9 f$ W" p
Fixed 'buy-for-supply' ships remained at 1 day delay
3 o4 ?( E, E* }# `) ]9 j0 k, a- LFixed Error in Kamikaze determination in Flak Attack 8 ~ X" ?0 a9 M: k/ c9 D
Fixed Kamikaze training not affecting low naval bombing 9 n- p) p4 X8 I% e
Fixed Transferring pilot to group of different type losing 0-10 points off skills, rather than +/- 5 & K' s$ W$ w9 b. P/ \
Changed Pilot experience hit based on category rather specific air type 2 ~. C' c2 }6 }$ R, y
Changed Added more off-map checks to better handle the TF's 'Return to ...' buttons
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- |8 l. e1 B- w% |! L[1108d]
* N5 R9 i7 T9 R( W1 Y3 J$ N! cFixed Removed ships under repair/conversion from AV support total
! J" |4 ?- A; n: \" L# vFixed Ground attacks against land units in friendly base hex could default to 'Commander Discretion' ' u( D5 {, T3 x& M/ j' R
Changed Re-enabled limited on-map routing for off-map TFs
# U6 V' H; R# |9 fRemoved Disband check for resource/oil that was added earlier as can be worked around
8 B( E9 o% R/ k4 ?; ?Fixed Allow float planes to transport troops to coastal bases - allowed selecting but did not always make the move ; N6 } Y& L+ c$ g, e# d
Changed Night missions on list using BLUE rather than BLACK + j; @9 ^2 s9 r1 \, c0 m5 X
Changed Halved the 5-day resource requirement/stockpile to 2-day. Added earlier in patch to help with resource distribution 9 w, ^# A- u2 \3 s
% D# p7 c, z$ m% a[1108e]
1 A4 U+ n8 i3 n2 M* {# M i* KChanged Arriving LCU units were building more than needed devices if not enough in device pool $ b p# M3 A- m( o
Fixed Was returning wrong Allied device to pool on LCU device upgrade ! Y; g6 D3 A/ C7 T' T6 U1 y) L
Fixed Tried to align weapon and TOE for units without formal TOE before taking replacements; wrong numbers could be happening
# K S C' E+ X: oChanged Adjusted off-map entry point for way-points
+ N& ~8 J+ p" m* P& m% ?# i h: @Fixed Altitude not being changed on some dive bomber attacks in AAA
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. o, u, M5 G, _: A; K[1108f] 8 V' `3 v7 s; b- j0 _
Fixed Auto convoy returning resource/oil to home base when not required to
7 j; I% O) \- l ZAdded 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 % A# E* [. S7 f6 K5 J( K
Fixed CTD when checking groups on withdrawing ships
: u* p C4 B3 fChanged Restored image files for centre windows
- Y2 a& a: z( {: y" [5 A4 h% ^Fixed Extend packing time and operMode to combining editor components of parent LCU
; B, V; B5 P, Q: F. @Changed Vary DL for base created TFs, use same DL for TF split
% d" B5 B2 l& R( R% A4 lFixed Leader of delayed group being re-assigned continually
/ E9 H3 P7 W9 e* T* A" v( yFixed HQ check so that first HQ is included
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[1108g] ( b! `- ~& \- ?/ M! y) u$ @+ E7 s/ r
Changed Update device in TOE when changed in order to fix land replacements ; i; I# Y6 ~- F. K3 f8 k
Fixed Return cargo for CS or AC not checked if home base and current base are the same 3 d8 q1 _* ~. O! n1 Q$ D0 _7 c
Fixed Force TF to use offmap if incorrectly set due to changes of destination
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( l! w7 M$ t# Q' N! t7 w7 [' z3 u% _8 C[1108h] ; \, U- {( K" I; L6 w) i
Fixed Adjust for non-mine device being in special mine slot [#9] for sub minelaying . z: A- [! L9 W2 H+ ~1 `
Changed Force ships to arrive at national base if original location is not valid to form TF; stop ships arriving at 'land-locked' base
+ ~( w5 p7 _3 Q# hFixed Group leader who is a pilot was losing the link under various conditions. Corrected conditions and added correction code # L+ X" |3 V9 h U" e9 P6 |2 i
Changed Allow 'independent' commands to change without cost to another
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5 I( o* @8 Z& @* Y" z% Q8 R[1108i]
6 E# t0 P$ X N5 k" k; RFixed 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.
! L/ y, f" q, R8 JFixed Japanese production was over-producing upgraded devices for LCUs N5 o' u* V7 x+ ~
Changed Ship display of ARD shows lift capacity ( G" U! b6 _- ]8 o" D' \! U
Fixed Sub-units not having withdraw delay decremented - A' m k6 z$ m4 K) e
Fixed Updated offmap checks for home base
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7 R1 [ D/ p' H- @( \/ Y8 |8 |2 ?6 g[1108j] 0 [1 w1 m% l0 i/ |: G4 B5 I
Fixed Issue with carriers in range code; could cause data corruption " O6 A3 v2 G* e8 h# a
Fixed Not all TRACOM pilots showed in lists . s) K9 [# s( c) Y9 X! W$ N. X
Fixed Limit retreat after meeting TF surface combat to actual combat ' b E7 `3 V( w2 r4 G
Changed Removed endurance limit on PTs that limits attacks
& C& o- G, u4 TFixed LCU weapons being changed by AI code sometimes when LCU is human controlled
6 A% X! W0 B4 K8 lChanged Defer device upgrade of LCUs with fragments existing; causes errors in devices when swaping to parent or merging with other fragments/parent # d. e! `7 z2 Y) w! [
Changed No TF unload if 'do not unload' set regardless of status of ship cargo handling $ C+ S* p0 t' e- C9 C
Fixed Empty fragments stopping editor sub-units from recombining |