只更新了EXE程序文件
: [" e; a2 k$ x* N' Q! m) Thttp://www.matrixgames.com/forums/tm.asp?m=2729580
) C5 A* u+ E* n" i* u& xThis is an unofficial "short-term" beta install.
# H& }8 \% G t! `$ B1 ~Short-term being the appropriate term as this thread may be removed after a few days. ( c, |* g# M4 q* |% q7 `
]9 }9 O9 [& ]. J+ }4 [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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! i, ]) v0 A& M* r. l EPLEASE 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: 6 F+ p. ~- i% h: E3 _
Last month my development PC had a meltdown while I was working on changes since the last released build (02). - Y8 v! j9 X0 `% 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.
% r; ^& M& r- rA 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. 1 u2 L% [7 l2 O. [% j4 `& [. _
4 c3 m9 D2 b+ T; Z3 r7 L4 k9 w5 f" FAs a result, I need to be 100% convinced that the new code will run on existing installs of AE. 8 ~/ c/ U9 m) Y
- ^7 `7 N _# _4 s O9 PI 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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% X3 O- O8 b, @8 [# S3 g! t! `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. . x: C2 V$ ~- [& N: |0 G
Load up a save and play a few turns. Let me know if you have any issues with it. / X: X0 c* K$ ^, m) l" w/ G
Also, try using tracker to see if the DLL still works. 8 r2 d( G5 z' E" B
% x$ G, } |$ @0 N: Q0 O# h B% V& NAgain, my warning:
5 h$ u _, K5 u1 D# h8 v$ k: U% nPLEASE 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)
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[1108c+] ) a [, g# Q& @% y. u/ O+ a
Fixed Rebuilt LCUs tended to use wrong PP cost on the first display, esp component units. * i7 D% z. m6 I1 ^7 I1 G
Revised restore of report files from save - Q. }/ {7 D% A( T
Changed Added group withdraw date to all split sub-groups, not just permanent withdraws + @: H, q* e% `! s. {
Fixed 'buy-for-supply' ships remained at 1 day delay 8 e y4 f. M# s# y; r& ?5 ^) L: z8 u1 z
Fixed Error in Kamikaze determination in Flak Attack % a z4 S9 j7 o0 e$ B4 `# q, Y7 j
Fixed Kamikaze training not affecting low naval bombing
1 I% w; `1 G! ^' X* E% bFixed Transferring pilot to group of different type losing 0-10 points off skills, rather than +/- 5
. Z) }0 R! Q+ w. {! Q2 R, uChanged Pilot experience hit based on category rather specific air type . r* [: j- W! ^+ s" E5 ?
Changed Added more off-map checks to better handle the TF's 'Return to ...' buttons
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[1108d] $ K. T5 t% }( c, f& j4 ^- d; Y
Fixed Removed ships under repair/conversion from AV support total
4 O# `; b6 n% ~* D9 nFixed Ground attacks against land units in friendly base hex could default to 'Commander Discretion'
% `% N5 Y3 G$ qChanged Re-enabled limited on-map routing for off-map TFs 1 j) L" Q, D% h7 I
Removed Disband check for resource/oil that was added earlier as can be worked around
, ?) ]5 R* e/ d" ^Fixed Allow float planes to transport troops to coastal bases - allowed selecting but did not always make the move
: h0 ~2 Z+ }$ _% ^& i- p YChanged Night missions on list using BLUE rather than BLACK
/ }- q# S( I/ t! @) NChanged Halved the 5-day resource requirement/stockpile to 2-day. Added earlier in patch to help with resource distribution
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8 E( n: A$ M f[1108e]
) J( k" }1 J- P4 v3 b$ ]: ]Changed Arriving LCU units were building more than needed devices if not enough in device pool
5 M3 {) V/ Q2 d9 uFixed Was returning wrong Allied device to pool on LCU device upgrade
: @ ?+ P A9 Z% p4 ^Fixed Tried to align weapon and TOE for units without formal TOE before taking replacements; wrong numbers could be happening
2 Q; o ~4 C/ r% t, n$ lChanged Adjusted off-map entry point for way-points " t, K5 J# b4 z3 h7 j
Fixed Altitude not being changed on some dive bomber attacks in AAA
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[1108f]
; D$ f. v; B/ j# U. n5 w8 xFixed Auto convoy returning resource/oil to home base when not required to 8 X9 L5 x- s+ f8 l2 R$ M0 a" O( k
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
; T% d7 }& z" S( V' zFixed CTD when checking groups on withdrawing ships , [+ M. _; H0 e9 p2 y: u5 E( k! \3 s
Changed Restored image files for centre windows # i, L, |3 p8 W4 `
Fixed Extend packing time and operMode to combining editor components of parent LCU
~# Z7 }0 \0 P$ O9 ?Changed Vary DL for base created TFs, use same DL for TF split 4 `! V) X" w3 L" l! Z0 V
Fixed Leader of delayed group being re-assigned continually
3 |& _; d0 K8 k' LFixed HQ check so that first HQ is included ; |4 Z& c3 Q4 L' V2 Q- t0 V4 ~2 N
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[1108g] . E$ A4 u. j1 i2 `
Changed Update device in TOE when changed in order to fix land replacements
1 z$ g* o8 t% ] C8 }- E1 i! |Fixed Return cargo for CS or AC not checked if home base and current base are the same
: }* ^0 x! M" v1 _! VFixed Force TF to use offmap if incorrectly set due to changes of destination
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+ c3 h/ k7 ?* k( I5 m! U7 X- a[1108h]
2 h2 B5 [& E ~0 P- m9 ~Fixed Adjust for non-mine device being in special mine slot [#9] for sub minelaying ! ^% y7 X# B1 M* A+ w
Changed Force ships to arrive at national base if original location is not valid to form TF; stop ships arriving at 'land-locked' base " ?) N8 t: ]' V' a4 ^+ L# B6 d
Fixed Group leader who is a pilot was losing the link under various conditions. Corrected conditions and added correction code
. e2 H+ H. X( v1 v+ s% e2 i: GChanged Allow 'independent' commands to change without cost to another 9 O# E2 D- {! k. U* x) X
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[1108i] 6 U- O# @% P2 h% r3 k% y
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. 7 |8 n" }& h$ z7 e$ X6 s
Fixed Japanese production was over-producing upgraded devices for LCUs
; p7 r+ m' p6 R' T. DChanged Ship display of ARD shows lift capacity
- a5 ` S$ w, `) N3 oFixed Sub-units not having withdraw delay decremented 8 K/ _$ g+ b' ~
Fixed Updated offmap checks for home base 1 e) O9 S5 i9 v/ @ h
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[1108j] ! D/ E `8 c! j0 U o
Fixed Issue with carriers in range code; could cause data corruption
* t6 h# H8 P) oFixed Not all TRACOM pilots showed in lists : M$ u1 ?# X3 ~( }8 M Y" }7 V2 W! \
Fixed Limit retreat after meeting TF surface combat to actual combat $ _, _! k) {' c5 ^) e
Changed Removed endurance limit on PTs that limits attacks 5 G! ~$ W) @( K( S
Fixed LCU weapons being changed by AI code sometimes when LCU is human controlled + t2 g, A9 w% _' r
Changed Defer device upgrade of LCUs with fragments existing; causes errors in devices when swaping to parent or merging with other fragments/parent
; @3 s- I1 g2 z( i4 x' dChanged No TF unload if 'do not unload' set regardless of status of ship cargo handling
6 o' h. d3 A) G3 oFixed Empty fragments stopping editor sub-units from recombining |