只更新了EXE程序文件8 ]' w; K3 q5 V# \6 L4 g
http://www.matrixgames.com/forums/tm.asp?m=2729580/ E, I9 [: f7 ~ @ e6 m$ k( b
This is an unofficial "short-term" beta install.
+ h# _3 Q6 ~* o/ L6 ?6 p* iShort-term being the appropriate term as this thread may be removed after a few days. / a( I0 X5 R0 z/ _
# m: N4 n1 Z+ ?0 M; TThis 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. 2 C, s& t; {% z" ^3 e3 X
' I& D' u; P u& l* H. SPLEASE 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:
9 d" m+ g3 x v4 }; A. {Last month my development PC had a meltdown while I was working on changes since the last released build (02). ' U$ N P. K' l. p, C% z1 w
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. 4 h+ Z# p/ S6 Y% c1 H; m8 v
: a* _* z# B& B& x; MThe build works fine on my PC, but then it is also the one that created it. 8 {* \# \' Y- N- n2 [0 w# n
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. , Y% h9 `, Z3 j3 }
" ^6 {( `0 O) V+ C8 q# V2 rAs a result, I need to be 100% convinced that the new code will run on existing installs of AE. ( p3 b2 L& k; l5 t4 G7 i
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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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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. 3 {! B- G- u$ y: {
Load up a save and play a few turns. Let me know if you have any issues with it. ) O; ]( v4 I* p3 n, t+ t9 o
Also, try using tracker to see if the DLL still works.
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+ Z% n' T( j% F, Y4 XAgain, my warning:
6 q! P+ J# f% x4 R% Y3 N% k; PPLEASE 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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0 p2 H. H8 M( |( _2 ^" m+ FHere is a list of the additional changes since 1108c (build 2)
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: W( r D5 t4 ^* G7 s* ]: X[1108c+] S$ H/ [/ b' T$ i; i) e. ^
Fixed Rebuilt LCUs tended to use wrong PP cost on the first display, esp component units. . i* T+ Z9 O/ U9 D8 o9 G
Revised restore of report files from save 0 Y; R9 S& z2 } _( {2 D: j
Changed Added group withdraw date to all split sub-groups, not just permanent withdraws : H, \9 u9 D/ x" @& W4 |
Fixed 'buy-for-supply' ships remained at 1 day delay - M- G* d' o$ `! s
Fixed Error in Kamikaze determination in Flak Attack ) A- B5 h! Z0 e( h$ R) s
Fixed Kamikaze training not affecting low naval bombing
& D, J2 Y; O' Z+ x( c/ P2 n- `Fixed Transferring pilot to group of different type losing 0-10 points off skills, rather than +/- 5 : J1 d- H( u0 j- P
Changed Pilot experience hit based on category rather specific air type
! y: V2 z! g/ zChanged Added more off-map checks to better handle the TF's 'Return to ...' buttons
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[1108d] : ^' b& E* c2 z% }
Fixed Removed ships under repair/conversion from AV support total
- r9 l( ~ K8 p9 ZFixed Ground attacks against land units in friendly base hex could default to 'Commander Discretion' 3 R( O4 u& |3 p
Changed Re-enabled limited on-map routing for off-map TFs
/ K( Y- Y4 f: ?Removed Disband check for resource/oil that was added earlier as can be worked around
6 N* u% b- b) [Fixed Allow float planes to transport troops to coastal bases - allowed selecting but did not always make the move 1 j- F& y ~! Z
Changed Night missions on list using BLUE rather than BLACK 6 D! B6 e2 |5 B" q
Changed Halved the 5-day resource requirement/stockpile to 2-day. Added earlier in patch to help with resource distribution + O0 h3 O* t. A
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[1108e]
3 @+ T) ?6 T/ A, xChanged Arriving LCU units were building more than needed devices if not enough in device pool ! o' f0 a. g E) u4 N
Fixed Was returning wrong Allied device to pool on LCU device upgrade ; m8 Z- @% w5 \# j$ _8 Q
Fixed Tried to align weapon and TOE for units without formal TOE before taking replacements; wrong numbers could be happening
, ]# u7 {$ d0 }' KChanged Adjusted off-map entry point for way-points ' _: N# G$ G/ ]/ r! e, x# Z
Fixed Altitude not being changed on some dive bomber attacks in AAA
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, q: q* l- ~, _# K! j4 G" ^- b d2 S[1108f] c5 h( A ^) A) m' u4 F0 b
Fixed Auto convoy returning resource/oil to home base when not required to ) G4 K; `2 g, t, M
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 ; ]0 G3 V+ G+ f' Y2 m% h9 I
Fixed CTD when checking groups on withdrawing ships
9 y1 u7 h% ~7 ]1 `4 p cChanged Restored image files for centre windows
- D& q, Y! z1 G& f4 aFixed Extend packing time and operMode to combining editor components of parent LCU
1 _/ D6 U" f N7 F- lChanged Vary DL for base created TFs, use same DL for TF split
2 G( A- _4 T4 |& ?& F. q8 K1 `Fixed Leader of delayed group being re-assigned continually
' m& I8 k$ g9 JFixed HQ check so that first HQ is included 4 ?4 w. Y; V+ B5 W# h6 r' {6 }% a
% P S m% V* n$ o T# u[1108g]
) M% X5 R( V$ |; ~" o. Y2 {2 s9 V. s$ JChanged Update device in TOE when changed in order to fix land replacements ) Y. k. y1 _. U
Fixed Return cargo for CS or AC not checked if home base and current base are the same + t( p+ M7 a* Q* E. K! Z
Fixed Force TF to use offmap if incorrectly set due to changes of destination
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! }) l+ R, t, b! w[1108h] # x E& ?$ ]- ?5 |7 s) T+ X
Fixed Adjust for non-mine device being in special mine slot [#9] for sub minelaying # X; y9 g1 G( G% H+ |: 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
) s7 b5 {! T) U+ l" K& OFixed Group leader who is a pilot was losing the link under various conditions. Corrected conditions and added correction code
/ @) R4 C2 }$ n0 \Changed Allow 'independent' commands to change without cost to another ) n1 K$ [/ ]0 s I& g z5 }
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[1108i]
! M+ q0 k( m0 w: Z; v4 t( KFixed 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. 6 [8 M5 n1 g1 ^ o
Fixed Japanese production was over-producing upgraded devices for LCUs + B1 R) }* f( \$ x
Changed Ship display of ARD shows lift capacity
( _( }1 n; o7 i3 m: fFixed Sub-units not having withdraw delay decremented % w+ d4 j& S" q, T2 b* @. A
Fixed Updated offmap checks for home base 2 H* G( `7 u* c: D
) o$ n* P/ `! ]8 S" f7 X$ p[1108j] % C" P1 K: N9 H% X0 W
Fixed Issue with carriers in range code; could cause data corruption * Y$ A0 O8 c6 [( w5 o) ^) Y) i
Fixed Not all TRACOM pilots showed in lists ! H: n& p7 \9 S4 z$ e
Fixed Limit retreat after meeting TF surface combat to actual combat
9 m( J' i" o3 W$ mChanged Removed endurance limit on PTs that limits attacks
! a# r/ h( b- {# X- D% }Fixed LCU weapons being changed by AI code sometimes when LCU is human controlled
9 s x8 U1 [7 pChanged Defer device upgrade of LCUs with fragments existing; causes errors in devices when swaping to parent or merging with other fragments/parent
! R9 j! j7 p' S: A1 Y H; I IChanged No TF unload if 'do not unload' set regardless of status of ship cargo handling * l; y! Y ~" q; j4 v- }
Fixed Empty fragments stopping editor sub-units from recombining |