只更新了EXE程序文件5 |' W) [* [. s$ {$ t5 v i6 J( w" K
http://www.matrixgames.com/forums/tm.asp?m=2729580
4 D6 y( }$ H! S+ ]- t- K. IThis is an unofficial "short-term" beta install. . i5 B+ p3 {0 b% f( m9 L5 w3 l! \
Short-term being the appropriate term as this thread may be removed after a few days. 7 e, t# z N* H; @, v- y
( _9 Z' [/ y9 e# GThis 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. 4 |5 O" _; B. S7 I( M! h
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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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, z2 T# k+ j$ M* KBackground:
; }3 G$ D5 P2 ^0 rLast month my development PC had a meltdown while I was working on changes since the last released build (02). K. W! r: o1 `% f: h- m$ U% m
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.
x# \. V5 a& c& Z( p8 b! gA 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. $ G* _8 B" m5 }; b* y) r
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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. & D; g! Q( ]0 S3 ?+ T
8 ~& X1 h6 e4 h l( g, i1 x: QI 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. ! S: f! [# Y0 L5 e4 O5 R. V" ? [
Load up a save and play a few turns. Let me know if you have any issues with it. 6 z( I( g$ U3 u% s( {
Also, try using tracker to see if the DLL still works. 9 K6 O- U+ b8 I' }
: B8 ?# G) j6 ZAgain, my warning: $ Z# ~( Q$ W% _$ U2 Z) {. W
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)
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[1108c+]
/ j6 X6 B8 d' Z) {6 {Fixed Rebuilt LCUs tended to use wrong PP cost on the first display, esp component units. 0 s* a. Y/ _( e8 Z+ [( v
Revised restore of report files from save
1 S/ j$ _3 A4 \% `+ eChanged Added group withdraw date to all split sub-groups, not just permanent withdraws
# C7 ]7 I6 C1 k# _! T) VFixed 'buy-for-supply' ships remained at 1 day delay 6 p7 S: H7 p: U- b
Fixed Error in Kamikaze determination in Flak Attack % P+ j* f% c, }* w6 r
Fixed Kamikaze training not affecting low naval bombing 9 n6 r6 R6 L1 } W# {& [
Fixed Transferring pilot to group of different type losing 0-10 points off skills, rather than +/- 5
7 ?; Q) [& o/ B" \& C& |Changed Pilot experience hit based on category rather specific air type
$ J" V& |$ C! p) q' w( \& WChanged Added more off-map checks to better handle the TF's 'Return to ...' buttons
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[1108d]
K* Y: B3 N5 T) W4 N: F5 eFixed Removed ships under repair/conversion from AV support total ! F6 |1 V) |- Z, ?0 |7 C
Fixed Ground attacks against land units in friendly base hex could default to 'Commander Discretion' $ Y' p+ q$ p$ B" o$ N( V2 H6 w
Changed Re-enabled limited on-map routing for off-map TFs + ~9 y6 \& m, a* \2 g& U$ y
Removed Disband check for resource/oil that was added earlier as can be worked around ; _* s0 y& K1 m; c5 v5 s i/ I+ t
Fixed Allow float planes to transport troops to coastal bases - allowed selecting but did not always make the move 2 p5 @7 L$ C$ {3 n5 z% d5 f( G: ~- }
Changed Night missions on list using BLUE rather than BLACK 4 v8 Q* F4 S. X$ D) I' E0 x
Changed Halved the 5-day resource requirement/stockpile to 2-day. Added earlier in patch to help with resource distribution 7 i2 ^5 q9 H: ~, f% p$ Y0 Z7 Q! F
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[1108e] 5 B9 b# k) J* ^* Z t& r
Changed Arriving LCU units were building more than needed devices if not enough in device pool & I2 h0 Q& G6 I- e6 `- O
Fixed Was returning wrong Allied device to pool on LCU device upgrade
" M1 o/ F; F+ \* q5 C8 UFixed Tried to align weapon and TOE for units without formal TOE before taking replacements; wrong numbers could be happening % [! T+ r% C: ~
Changed Adjusted off-map entry point for way-points 8 I, i0 T @, y
Fixed Altitude not being changed on some dive bomber attacks in AAA 1 x K0 m8 [+ g5 p7 ?; n
" L. K' p; T: i) M0 ^[1108f] ! m) C1 Z6 o) m( T \4 j4 s
Fixed Auto convoy returning resource/oil to home base when not required to
; K3 o- k- {# h& w: Q! gAdded 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 3 ^) t; i% D$ c, I5 O" D
Fixed CTD when checking groups on withdrawing ships / `9 T" n, x( [- }2 y
Changed Restored image files for centre windows
9 H5 d2 X; U# @- ^# R+ [) dFixed Extend packing time and operMode to combining editor components of parent LCU
( x* p7 A: \& _' U% [! fChanged Vary DL for base created TFs, use same DL for TF split
" y' o$ x2 [2 ^0 R+ G& e8 ]. fFixed Leader of delayed group being re-assigned continually $ O5 ~* i. v8 b7 w
Fixed HQ check so that first HQ is included
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[1108g] $ i7 c; r2 B8 J
Changed Update device in TOE when changed in order to fix land replacements 1 k# O% p5 P2 n; u9 v
Fixed Return cargo for CS or AC not checked if home base and current base are the same
' r" B: Q! b* O+ ?5 g/ LFixed Force TF to use offmap if incorrectly set due to changes of destination + ~) l# u4 y9 [( O k
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2 R! f3 T; b4 z; p+ iFixed Adjust for non-mine device being in special mine slot [#9] for sub minelaying
) d9 [0 Y) R- ~5 G4 Q0 u& _Changed Force ships to arrive at national base if original location is not valid to form TF; stop ships arriving at 'land-locked' base
0 e8 y. S2 }- nFixed Group leader who is a pilot was losing the link under various conditions. Corrected conditions and added correction code
3 r, A- V6 V8 j2 g% v: pChanged Allow 'independent' commands to change without cost to another
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[1108i]
$ u! g. k1 j' ] ^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.
9 o' _1 _( h i" @Fixed Japanese production was over-producing upgraded devices for LCUs , U- b" j( }) V- S* W5 s
Changed Ship display of ARD shows lift capacity % x/ L" p. C( w( j
Fixed Sub-units not having withdraw delay decremented
7 [& {# u0 {4 {( CFixed Updated offmap checks for home base 3 U; J) T% g6 J, @5 E
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[1108j] ; A4 Z0 H6 j: l. X" m* L$ M
Fixed Issue with carriers in range code; could cause data corruption 6 u+ v# O4 t! n3 ]7 F/ A
Fixed Not all TRACOM pilots showed in lists 4 ]; y! Q+ p: s% m6 e5 ~& u, m. ?6 X. C
Fixed Limit retreat after meeting TF surface combat to actual combat ) ~( m0 R# W! n, {6 a) _2 z
Changed Removed endurance limit on PTs that limits attacks ; a6 O# N* X- t3 P5 {$ S y
Fixed LCU weapons being changed by AI code sometimes when LCU is human controlled
; V5 P- W+ @# GChanged Defer device upgrade of LCUs with fragments existing; causes errors in devices when swaping to parent or merging with other fragments/parent
$ y2 b8 n- R; M7 GChanged No TF unload if 'do not unload' set regardless of status of ship cargo handling
" o! y8 x e% j, y; k- p ^; Y4 uFixed Empty fragments stopping editor sub-units from recombining |