只更新了EXE程序文件
. h% c( I1 e' b; xhttp://www.matrixgames.com/forums/tm.asp?m=2729580
1 c' j- O' } Z9 q" S1 pThis is an unofficial "short-term" beta install. 3 p& C. h* Q- C' R9 t
Short-term being the appropriate term as this thread may be removed after a few days. ^; u0 }( v. c& R. k# ?
0 l: E4 n! h, l: ?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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" z1 T7 H( V8 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.
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K5 q% x0 h. _, h* y/ zBackground: # w( m3 W; o& F7 f: [ [. M
Last month my development PC had a meltdown while I was working on changes since the last released build (02). f8 D1 D F% j/ d) `0 R" g( R1 q
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. ! {5 e" d5 ^$ ?
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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6 j, B1 l* R0 P# OAs 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.
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( a2 e& x& q- U$ \8 ]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. % D5 P3 I: }: W1 G$ T* H' o2 e5 @/ U; y
Load up a save and play a few turns. Let me know if you have any issues with it.
+ j4 O5 g# ]" W1 c4 q' GAlso, try using tracker to see if the DLL still works.
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Again, my warning: 3 M0 q9 b# k7 Y1 v, W3 e; z
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. - N4 p2 F, \( p& t' L! M
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Here is a list of the additional changes since 1108c (build 2)
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# w- j0 p' K! }; f( J) X3 N$ ?, W- ][1108c+]
N- D% U+ j7 p" qFixed Rebuilt LCUs tended to use wrong PP cost on the first display, esp component units.
; ?* q- h. [/ l: z+ F. y9 F$ ?Revised restore of report files from save
4 b( n/ s: U8 q- t/ I* r3 A A4 ]Changed Added group withdraw date to all split sub-groups, not just permanent withdraws
& F, V* ^( z# ]& N/ v0 f+ b3 rFixed 'buy-for-supply' ships remained at 1 day delay Y6 [/ A% D' g2 {1 b& w
Fixed Error in Kamikaze determination in Flak Attack
+ t" q1 Z6 E$ k1 j7 q3 tFixed Kamikaze training not affecting low naval bombing 4 {1 B, t4 b/ u" g4 `4 {0 {1 O
Fixed Transferring pilot to group of different type losing 0-10 points off skills, rather than +/- 5 2 H3 J. E8 ?4 G7 _3 y, j
Changed Pilot experience hit based on category rather specific air type : j+ P3 a6 H' F1 Y2 C6 s
Changed Added more off-map checks to better handle the TF's 'Return to ...' buttons % L! y9 L5 r, _4 v2 x
2 A( F( N$ n$ p! l$ U[1108d] # Q4 z$ a& y$ v" `. c
Fixed Removed ships under repair/conversion from AV support total ' x0 ]1 I; x$ Q" Q2 j
Fixed Ground attacks against land units in friendly base hex could default to 'Commander Discretion' ; S* T8 r' r, h5 A- T& n- h h
Changed Re-enabled limited on-map routing for off-map TFs
; `7 F% A0 ]8 t8 CRemoved Disband check for resource/oil that was added earlier as can be worked around ! q) p% H: z/ Z" Q% D# R
Fixed Allow float planes to transport troops to coastal bases - allowed selecting but did not always make the move
2 O1 D/ S1 `6 M5 o; E6 P6 ]. F9 K# GChanged Night missions on list using BLUE rather than BLACK $ e; @0 O( v9 Q4 t/ p! ]
Changed Halved the 5-day resource requirement/stockpile to 2-day. Added earlier in patch to help with resource distribution
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; Y q3 \& ~/ o& A9 D[1108e]
* i W1 t, k- v9 z! z/ NChanged Arriving LCU units were building more than needed devices if not enough in device pool
* `. M; A; F( E% M* uFixed Was returning wrong Allied device to pool on LCU device upgrade - l( f; S( Q* B/ Y# x k
Fixed Tried to align weapon and TOE for units without formal TOE before taking replacements; wrong numbers could be happening
; }$ Z' U% Q% x& P3 F; {" bChanged Adjusted off-map entry point for way-points
; W3 c- j: }* m9 \+ OFixed Altitude not being changed on some dive bomber attacks in AAA
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/ v' @5 W# U! q) t" }4 d3 U+ P[1108f] 1 S1 R* Q: i6 Z. o5 g1 A
Fixed Auto convoy returning resource/oil to home base when not required to ! Q% O! t, u8 ?, p: R" a# t# T
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
# r! @+ i' `" X- ^: {2 JFixed CTD when checking groups on withdrawing ships % {; w# h& F+ R! l
Changed Restored image files for centre windows
# ]' _; P: y# n. m0 aFixed Extend packing time and operMode to combining editor components of parent LCU 6 n) h) n B- @) P2 M* d" W
Changed Vary DL for base created TFs, use same DL for TF split - `% O( q/ Q; k1 \, j
Fixed Leader of delayed group being re-assigned continually " [+ d2 ]$ _' |" N; \
Fixed HQ check so that first HQ is included
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3 T) G' ?6 L. s8 L a+ o: V[1108g] 0 e. n" w- R. `0 _
Changed Update device in TOE when changed in order to fix land replacements ~, p, `- n+ L# c3 R Q' q% v
Fixed Return cargo for CS or AC not checked if home base and current base are the same
$ _; t- f: n+ E6 z) B7 v* ]( o3 XFixed Force TF to use offmap if incorrectly set due to changes of destination 3 u# Q# f1 V O2 d8 u
( V$ k+ N+ ~% q E' h[1108h] ; P" g: h6 B' Q4 I
Fixed Adjust for non-mine device being in special mine slot [#9] for sub minelaying
- k- [, @2 O! y$ A- v) b: }( hChanged Force ships to arrive at national base if original location is not valid to form TF; stop ships arriving at 'land-locked' base
" p4 ], _: r$ f! [Fixed Group leader who is a pilot was losing the link under various conditions. Corrected conditions and added correction code % S% X6 \* i- ]# P; ], z* y! [
Changed Allow 'independent' commands to change without cost to another
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[1108i]
) \, E& v* F- J0 N# g6 v5 R. {: l# ?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/ Z5 y2 z: r5 a5 N( Z, b7 t' eFixed Japanese production was over-producing upgraded devices for LCUs , j& r3 ^: f% E2 s {4 d
Changed Ship display of ARD shows lift capacity
' |& E( @- v& F. R. s* D( _' tFixed Sub-units not having withdraw delay decremented
. j1 G8 {# R; X9 d% l |Fixed Updated offmap checks for home base - |! O! D6 N8 q- z2 @7 y/ T
: I- i0 H, |: S1 y: _9 m2 y[1108j] / K; g2 i: \/ g2 C) ~
Fixed Issue with carriers in range code; could cause data corruption
! J8 t7 n. y, _% A$ e8 tFixed Not all TRACOM pilots showed in lists 9 n* r5 o% G* p" E1 N" d+ N
Fixed Limit retreat after meeting TF surface combat to actual combat ; E$ v. p( x$ A% l
Changed Removed endurance limit on PTs that limits attacks , w+ Z7 U i" a* K N, W
Fixed LCU weapons being changed by AI code sometimes when LCU is human controlled : a M2 S4 O) w- c1 |
Changed Defer device upgrade of LCUs with fragments existing; causes errors in devices when swaping to parent or merging with other fragments/parent ( a" b$ `1 N9 K6 E, i T' n! |
Changed No TF unload if 'do not unload' set regardless of status of ship cargo handling
5 a% e1 [) R. q# g% `Fixed Empty fragments stopping editor sub-units from recombining |