只更新了EXE程序文件- N* z2 R9 L9 R1 |9 U
http://www.matrixgames.com/forums/tm.asp?m=2729580; p, O2 i; j& x |( i2 d
This is an unofficial "short-term" beta install.
, U2 @! H- W, l9 \Short-term being the appropriate term as this thread may be removed after a few days.
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: q+ h- J8 x+ o3 n( k9 y6 {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. $ n1 a( e/ i/ B* k) x6 }7 @ k; r
. @) o, m" z- i) f* BPLEASE 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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@7 e: L1 y' O- f. HBackground:
. a6 @( Z g+ Y4 D8 x% g6 lLast month my development PC had a meltdown while I was working on changes since the last released build (02). $ k% k% D1 I9 G, X1 G% U& A
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.
" N( [3 T0 j4 [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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2 x1 H$ Q% _. T( G. XAs a result, I need to be 100% convinced that the new code will run on existing installs of AE. 3 `, `* X" L' \5 O3 @
3 O7 U6 s* c2 m) h' L* ?! F+ bI 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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$ j4 u5 o. r: U; F5 j& k5 CI 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.
1 G/ l7 l* ~' OLoad up a save and play a few turns. Let me know if you have any issues with it.
; Q" I# R {& g3 o$ L6 |Also, try using tracker to see if the DLL still works.
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Again, my warning:
3 N, M* \/ J) Q$ UPLEASE 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- Z: [$ ~! s
. G: Y! i- l" M% d# yHere is a list of the additional changes since 1108c (build 2) * l: J/ A: u- w" i2 \1 L- E
& E0 a. D, R: w8 ~) x! f1 F: T[1108c+]
1 y9 P: |" F# F1 g& v/ DFixed Rebuilt LCUs tended to use wrong PP cost on the first display, esp component units.
* @5 M/ g: J$ W* ZRevised restore of report files from save
0 F" H/ Q6 c3 W6 DChanged Added group withdraw date to all split sub-groups, not just permanent withdraws
2 J% t3 U7 ?9 E+ D7 uFixed 'buy-for-supply' ships remained at 1 day delay
, z- U' X& {- [8 u! i- B3 aFixed Error in Kamikaze determination in Flak Attack " J) k$ B0 H5 o0 X$ P/ X
Fixed Kamikaze training not affecting low naval bombing
1 S( q! y- d( w, SFixed Transferring pilot to group of different type losing 0-10 points off skills, rather than +/- 5 ! E5 B% w* L# E5 G I# g* Y& A0 I
Changed Pilot experience hit based on category rather specific air type
- m6 i) U7 f4 M, Y2 j6 FChanged Added more off-map checks to better handle the TF's 'Return to ...' buttons
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5 I U% g" A5 a7 r! [+ K[1108d]
" N6 x) D4 i/ J8 ^! BFixed Removed ships under repair/conversion from AV support total ^6 g) f; ^. T7 } J* k- `
Fixed Ground attacks against land units in friendly base hex could default to 'Commander Discretion' ) x3 x( f; `, i1 s, v* Q
Changed Re-enabled limited on-map routing for off-map TFs 6 g- }0 G0 h( @% }
Removed Disband check for resource/oil that was added earlier as can be worked around
- w" J& N2 N. k3 }3 vFixed Allow float planes to transport troops to coastal bases - allowed selecting but did not always make the move 3 P: Y% n4 l; Q9 [+ L& a
Changed Night missions on list using BLUE rather than BLACK
% |, `7 {/ R1 RChanged Halved the 5-day resource requirement/stockpile to 2-day. Added earlier in patch to help with resource distribution 4 D l. D2 ?1 Z2 j7 r" ]
8 E9 r% g4 E# L3 A8 [2 T[1108e]
! x/ x! J9 C6 B, f7 hChanged Arriving LCU units were building more than needed devices if not enough in device pool 7 I" T( }; Y- @, U! S3 i+ ~
Fixed Was returning wrong Allied device to pool on LCU device upgrade + v2 {4 V3 C! S7 D' ?" N
Fixed Tried to align weapon and TOE for units without formal TOE before taking replacements; wrong numbers could be happening 5 t6 V9 \$ V/ y
Changed Adjusted off-map entry point for way-points
m7 I8 f3 R* [% n ^; FFixed Altitude not being changed on some dive bomber attacks in AAA # e" x( o- G8 {9 c& y
9 I, ~) x+ g' l c: y8 b2 B! Z1 N[1108f] 0 m F) k. M2 w$ }& D C9 y
Fixed Auto convoy returning resource/oil to home base when not required to
- L) V* e! C# E% d2 ^/ V {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
4 A. \$ m8 ~# A) v, A# PFixed CTD when checking groups on withdrawing ships + \$ [4 z& J. p( C5 B' a
Changed Restored image files for centre windows 7 y8 M# Q, C% S
Fixed Extend packing time and operMode to combining editor components of parent LCU
& Z. Z# y; p& I+ v; \ cChanged Vary DL for base created TFs, use same DL for TF split ; x4 l5 U2 U( i7 a0 N9 Y" z7 A6 W
Fixed Leader of delayed group being re-assigned continually
( {% [0 I6 ?2 ]' e4 ?0 p: sFixed HQ check so that first HQ is included
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[1108g] ) K5 L& B6 H+ D9 c9 J
Changed Update device in TOE when changed in order to fix land replacements
3 t+ b5 F0 Z. y' d+ NFixed Return cargo for CS or AC not checked if home base and current base are the same
* l5 ^! t. X9 x& _. x8 ZFixed Force TF to use offmap if incorrectly set due to changes of destination
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[1108h]
s( ]' B W' w, v& HFixed Adjust for non-mine device being in special mine slot [#9] for sub minelaying
$ O9 H f& K2 ~( h8 b6 Y+ sChanged Force ships to arrive at national base if original location is not valid to form TF; stop ships arriving at 'land-locked' base 5 Y [4 s$ X- n* S# y: ~
Fixed Group leader who is a pilot was losing the link under various conditions. Corrected conditions and added correction code
' H9 _9 M- r0 U; w4 j# FChanged Allow 'independent' commands to change without cost to another + y0 M% F/ L0 [2 W5 G Y7 X
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[1108i] % H: T5 g7 r3 M' E9 m
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.
; c( J2 `# j2 X! m3 oFixed Japanese production was over-producing upgraded devices for LCUs
% \' ]1 u: h0 k6 `: ZChanged Ship display of ARD shows lift capacity
0 N* z5 w# h0 W& b" X. K, J7 LFixed Sub-units not having withdraw delay decremented
7 O: k. A' u: c) u7 l" t* T6 v/ ^Fixed Updated offmap checks for home base
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[1108j]
' X: M- Z- |4 w0 FFixed Issue with carriers in range code; could cause data corruption
9 c; j$ Y1 J C; R! C( Y8 j& {% x# ~6 [Fixed Not all TRACOM pilots showed in lists ! e! M: l9 Y! o5 w
Fixed Limit retreat after meeting TF surface combat to actual combat
/ h" A( F5 S' {% YChanged Removed endurance limit on PTs that limits attacks " R9 Y1 A. t) ^
Fixed LCU weapons being changed by AI code sometimes when LCU is human controlled 9 Z2 d0 ~2 o! Z o& e
Changed Defer device upgrade of LCUs with fragments existing; causes errors in devices when swaping to parent or merging with other fragments/parent 7 S4 J0 U. @5 i0 m4 Y! a
Changed No TF unload if 'do not unload' set regardless of status of ship cargo handling ' A! ~9 O% X" h
Fixed Empty fragments stopping editor sub-units from recombining |