只更新了EXE程序文件3 C1 v" i1 P1 \4 y
http://www.matrixgames.com/forums/tm.asp?m=2729580
/ V% z4 x9 W# J# B2 CThis is an unofficial "short-term" beta install.
% w: h" b) C( i" T1 P! a, vShort-term being the appropriate term as this thread may be removed after a few days. ) U8 e. p$ [6 ^% _+ U
( E% A( | @" x5 u# |9 BThis 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. ( b# _) A/ K8 r& w: N
$ _+ t+ \7 ` g' _" aBackground: # Y2 ?) U7 d- M9 Z6 I# ^! e# N- ]
Last month my development PC had a meltdown while I was working on changes since the last released build (02).
$ V' K0 o0 B- o& g. R8 [' oAs 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. ; ~" L& Y3 [7 q' G; Y# `- g& f
1 V3 t) k/ q5 W" y! E2 C$ N6 Y0 D1 wThe build works fine on my PC, but then it is also the one that created it. ( J- ?% ^2 [; W7 {( o
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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* J0 `, }8 [" S1 v' F: |/ SAs a result, I need to be 100% convinced that the new code will run on existing installs of AE. 4 R5 G6 b: G9 ~( j7 Q p2 o0 l
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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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/ j3 B! p4 s/ |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. $ c/ |% H9 D X! H& [
Load up a save and play a few turns. Let me know if you have any issues with it. , f; a+ M' L8 k8 O
Also, try using tracker to see if the DLL still works. 6 X+ \8 Z# f+ z R y: i2 R
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Again, my warning:
_- n! E7 p$ x( Q" HPLEASE 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) 1 I H" t. t5 X/ l; L
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[1108c+]
7 p. q3 S1 y! J1 N' S% J6 ^Fixed Rebuilt LCUs tended to use wrong PP cost on the first display, esp component units. : y9 k! m# F9 }' Q$ \' \2 Z
Revised restore of report files from save 7 ]3 P9 K7 ]! \( e3 h: T
Changed Added group withdraw date to all split sub-groups, not just permanent withdraws ; [- U: e. E( m, ^6 e, s3 u
Fixed 'buy-for-supply' ships remained at 1 day delay ; P6 q4 Q$ N P/ @) W
Fixed Error in Kamikaze determination in Flak Attack
4 r' T( A( l9 ^- X' U2 ~Fixed Kamikaze training not affecting low naval bombing
6 I- y2 I& b* ~Fixed Transferring pilot to group of different type losing 0-10 points off skills, rather than +/- 5 : T/ C8 i4 r4 h# [
Changed Pilot experience hit based on category rather specific air type $ N2 k5 a6 w4 E8 E( b
Changed Added more off-map checks to better handle the TF's 'Return to ...' buttons
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- ^1 } f- z( O" j[1108d] : q/ u/ C& n& S
Fixed Removed ships under repair/conversion from AV support total
" ~ z3 d! K" L7 GFixed Ground attacks against land units in friendly base hex could default to 'Commander Discretion'
# k- w3 J$ a) |+ YChanged Re-enabled limited on-map routing for off-map TFs
/ i# a+ h, x# cRemoved Disband check for resource/oil that was added earlier as can be worked around
& {' C2 J' w: J* O9 gFixed Allow float planes to transport troops to coastal bases - allowed selecting but did not always make the move # S5 I6 j$ P* @2 r0 e1 O" J, K
Changed Night missions on list using BLUE rather than BLACK
+ h7 H, ^8 k+ |* A) rChanged Halved the 5-day resource requirement/stockpile to 2-day. Added earlier in patch to help with resource distribution 5 s- ~: a0 |: b! J: r
' l) u! q- r/ j8 n: s% J( J[1108e] 6 s& r1 o0 Y2 X4 e
Changed Arriving LCU units were building more than needed devices if not enough in device pool , U9 B" a8 X- f# S0 W
Fixed Was returning wrong Allied device to pool on LCU device upgrade
: u( i1 y, l1 N- }Fixed Tried to align weapon and TOE for units without formal TOE before taking replacements; wrong numbers could be happening
9 @: n& _7 r h. |+ `; f# GChanged Adjusted off-map entry point for way-points
- t) a2 r9 y7 [( @4 m1 tFixed Altitude not being changed on some dive bomber attacks in AAA " l8 c. M- C2 b
3 R& F' B* B2 y: [$ {[1108f] ; s+ x! i$ q" \& \
Fixed Auto convoy returning resource/oil to home base when not required to
, v! Y; P4 m/ r9 c, UAdded 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
4 P, h4 n% v, X9 g( j I; i$ NFixed CTD when checking groups on withdrawing ships
/ Q( M4 y$ v4 M( T8 ]Changed Restored image files for centre windows
! s' E3 h! a* Q+ w8 u# `Fixed Extend packing time and operMode to combining editor components of parent LCU
' K' |0 c1 G; _Changed Vary DL for base created TFs, use same DL for TF split
" Z. F4 N0 ^! H" q3 o. }2 E% cFixed Leader of delayed group being re-assigned continually
4 V, c- K; H: h- j; t; t+ PFixed HQ check so that first HQ is included ; C2 G7 K8 X) z+ m$ O! K/ Z5 N
$ F1 `- X' t/ y- ^[1108g] ; a$ c& e$ s' b. W
Changed Update device in TOE when changed in order to fix land replacements
2 S/ O. U. ]: e9 z3 B7 BFixed Return cargo for CS or AC not checked if home base and current base are the same
4 u2 c" r) M: kFixed Force TF to use offmap if incorrectly set due to changes of destination ) B+ ]8 r6 q4 g/ d; z
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[1108h]
, X! \3 r8 R" [4 L( M5 g( `Fixed Adjust for non-mine device being in special mine slot [#9] for sub minelaying
8 D& x8 W* Y: L/ _Changed Force ships to arrive at national base if original location is not valid to form TF; stop ships arriving at 'land-locked' base $ T& [9 Q" ^3 _3 f4 ]
Fixed Group leader who is a pilot was losing the link under various conditions. Corrected conditions and added correction code ; h7 U/ U' W$ n1 n% Z
Changed Allow 'independent' commands to change without cost to another
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: M$ d: u# z; b2 x, r[1108i] 5 @ s" `5 h, U/ o1 ~8 T4 o
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.
' h& z4 |/ z4 j% O' q0 J. S- fFixed Japanese production was over-producing upgraded devices for LCUs
! |! _6 @; q2 u/ d4 C7 j! MChanged Ship display of ARD shows lift capacity $ _% i! ~. X+ h$ A0 s5 i
Fixed Sub-units not having withdraw delay decremented - f; _1 v) ]6 p1 L. n
Fixed Updated offmap checks for home base # h7 Q4 [! `( I/ h
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[1108j] / ^( y3 @& B2 R+ \2 v: q4 h2 t4 f
Fixed Issue with carriers in range code; could cause data corruption
. i: @) j3 l# a# }6 M% |6 S/ K4 yFixed Not all TRACOM pilots showed in lists
% U7 r+ S/ F; Y) RFixed Limit retreat after meeting TF surface combat to actual combat 9 \/ V& d/ J! \1 R* q% w
Changed Removed endurance limit on PTs that limits attacks 2 Z0 w. i, W, o, {; r
Fixed LCU weapons being changed by AI code sometimes when LCU is human controlled 7 B& A: K" c1 z3 M& A
Changed Defer device upgrade of LCUs with fragments existing; causes errors in devices when swaping to parent or merging with other fragments/parent
3 C7 f5 ?& Y' ~7 j" z: C+ sChanged No TF unload if 'do not unload' set regardless of status of ship cargo handling
1 u) z- o5 m" SFixed Empty fragments stopping editor sub-units from recombining |