只更新了EXE程序文件' s5 j( k1 y6 j, {) u http://www.matrixgames.com/forums/tm.asp?m=2729580' E8 Q1 W+ s+ b3 E" a( @ This is an unofficial "short-term" beta install. ' K# E, F+ W* Y# p. g4 V3 oShort-term being the appropriate term as this thread may be removed after a few days. * E, ~' g5 m8 r # x6 d) W) b& jThis 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. : y4 R0 h7 l, w7 o- j9 c8 { w; M! \4 X0 X1 a$ k. n
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. # ]) a1 q- B8 C/ p0 x. C2 w
7 D M+ j- o% K' V/ \5 TBackground: 6 t# Y. c# \9 u$ C: U: M0 zLast month my development PC had a meltdown while I was working on changes since the last released build (02). 2 F" A( A8 v3 W; V1 u" B( R
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. : g% P! Q* Z! {; a
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The build works fine on my PC, but then it is also the one that created it. % I& x) N+ o- }5 d5 Z
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. 6 i; {! x! H/ T1 g8 \' { ; U4 y# k- P% Q& q0 M" }5 KAs a result, I need to be 100% convinced that the new code will run on existing installs of AE. 4 P) r# c8 D# N y" B% r G) b
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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. + G, F& \; F2 C& I" N2 }/ v( G: K
/ X! S' Y. }: WI 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. 9 }8 z& }2 X# g
Load up a save and play a few turns. Let me know if you have any issues with it. / l. T4 e; t% y- P9 U, }Also, try using tracker to see if the DLL still works. 6 f8 S; ]% i m$ U" ~, l' @: e
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Again, my warning: # r& }' _8 B3 W3 m1 ]# M/ KPLEASE DON'T USE THIS EXE FOR YOUR REAL ON-GOING GAMES AT THE MOMENT PENDING MY FINDINGS ON HOW SUITABLE THE NEW EXE IS. 2 P5 Y+ V B. d; h/ K4 H ' v _+ C0 ~' [7 WHere is a list of the additional changes since 1108c (build 2) , W# i, b, m- B" l- b0 P
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[1108c+] , Q1 [; Q* f* l5 Y- \Fixed Rebuilt LCUs tended to use wrong PP cost on the first display, esp component units. ! _5 b+ o) V1 V4 Q iRevised restore of report files from save ' F' k4 ]+ p% K+ }& k9 A
Changed Added group withdraw date to all split sub-groups, not just permanent withdraws - P. g4 B- a& r* O1 LFixed 'buy-for-supply' ships remained at 1 day delay : d* @6 T" _: ~$ HFixed Error in Kamikaze determination in Flak Attack ) D8 Y! u3 Q" dFixed Kamikaze training not affecting low naval bombing " a; \8 b3 x5 v; K: n
Fixed Transferring pilot to group of different type losing 0-10 points off skills, rather than +/- 5 5 y. Q T$ C% r4 O; ~Changed Pilot experience hit based on category rather specific air type + f9 G; J% n# Z" s3 I! c+ F& ^
Changed Added more off-map checks to better handle the TF's 'Return to ...' buttons $ f2 h7 O. H: x. g4 M2 G' x1 k# \, J3 ]8 L3 D4 v
[1108d] " r" i% N& X: P+ g- v0 r+ z
Fixed Removed ships under repair/conversion from AV support total $ C% d- p o' g+ g( [Fixed Ground attacks against land units in friendly base hex could default to 'Commander Discretion' , q! ^3 J! P' p! n2 _
Changed Re-enabled limited on-map routing for off-map TFs ! d, B2 d5 W# @Removed Disband check for resource/oil that was added earlier as can be worked around ; ~0 w3 o2 P5 X3 b/ d7 U1 ~
Fixed Allow float planes to transport troops to coastal bases - allowed selecting but did not always make the move 0 x7 c9 R A. QChanged Night missions on list using BLUE rather than BLACK , F! o- A0 S7 I5 h7 |0 XChanged Halved the 5-day resource requirement/stockpile to 2-day. Added earlier in patch to help with resource distribution 2 K$ M) k" A4 S _! x& k) M( u 4 x% ~$ ^+ q( L[1108e] ! f) V$ x3 a" c% z- D9 G
Changed Arriving LCU units were building more than needed devices if not enough in device pool ! _: a( @# ] g; n; _1 t
Fixed Was returning wrong Allied device to pool on LCU device upgrade 7 f- }5 w( t& F7 c V- b; Y" JFixed Tried to align weapon and TOE for units without formal TOE before taking replacements; wrong numbers could be happening : }+ H6 V( k, M: c& V4 t+ X
Changed Adjusted off-map entry point for way-points ! u3 [ S: O) c8 Y1 P
Fixed Altitude not being changed on some dive bomber attacks in AAA 5 i- b! s u' v8 Z, p / s Y, U/ U6 t[1108f] # u" Y+ C# ?4 x* U4 }
Fixed Auto convoy returning resource/oil to home base when not required to " n5 M/ |: D: ?2 y9 U
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 ( S, \2 l9 S' a! ]& u
Fixed CTD when checking groups on withdrawing ships ( ?" l4 i2 l! m$ @* BChanged Restored image files for centre windows $ N/ G1 G; o9 ]+ d& n' k
Fixed Extend packing time and operMode to combining editor components of parent LCU 8 W" { P/ {6 u" y$ Z3 KChanged Vary DL for base created TFs, use same DL for TF split % W4 k" U* T$ `' F' ~& m4 c4 J- CFixed Leader of delayed group being re-assigned continually ) H8 G* s1 |- h7 RFixed HQ check so that first HQ is included $ l+ y. C4 W v8 u
. ^' X6 n: h7 s( H b, D/ J0 K[1108g] 3 ]: ?. i+ d _: [" q, C. D: }, A- iChanged Update device in TOE when changed in order to fix land replacements |1 L: N# F/ S; l0 n2 iFixed Return cargo for CS or AC not checked if home base and current base are the same % I9 f, {* h sFixed Force TF to use offmap if incorrectly set due to changes of destination 9 p+ q$ l4 _3 a
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[1108h] ' q: }; M% _9 D, D& m$ PFixed Adjust for non-mine device being in special mine slot [#9] for sub minelaying 0 c8 }) \9 t# L' u1 B u0 F+ u7 AChanged Force ships to arrive at national base if original location is not valid to form TF; stop ships arriving at 'land-locked' base ' Q9 k7 H8 E4 d/ CFixed Group leader who is a pilot was losing the link under various conditions. Corrected conditions and added correction code 3 k1 N @' n; x r; d1 G6 W2 PChanged Allow 'independent' commands to change without cost to another 5 E4 ^7 j: J+ j! Z& x3 E! o
) v1 A# f! W B! z. L[1108i] 5 K3 s5 E: ]4 y2 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. 3 r' t4 W$ Q/ E8 QFixed Japanese production was over-producing upgraded devices for LCUs : G0 |- _( u" b0 [$ H
Changed Ship display of ARD shows lift capacity * W" q1 f0 y: @0 M# {Fixed Sub-units not having withdraw delay decremented 0 o6 ~- m8 ?- b) N/ kFixed Updated offmap checks for home base / b$ A2 S0 \; L. v7 D
1 _3 e+ z- l; [1 R+ l- m5 Y9 G[1108j] : Z" Z0 N9 [. N/ D/ M) m
Fixed Issue with carriers in range code; could cause data corruption 5 T1 C$ v$ S ?5 D
Fixed Not all TRACOM pilots showed in lists ( t$ t/ U! p) X8 B" i4 f
Fixed Limit retreat after meeting TF surface combat to actual combat , d: }: B' h% Y3 h2 z( g
Changed Removed endurance limit on PTs that limits attacks * U* E5 X. {! }( a) z! KFixed LCU weapons being changed by AI code sometimes when LCU is human controlled 1 @6 U6 H- T7 L9 dChanged Defer device upgrade of LCUs with fragments existing; causes errors in devices when swaping to parent or merging with other fragments/parent 0 k( m+ h' G8 S- x# T* g) \9 sChanged No TF unload if 'do not unload' set regardless of status of ship cargo handling 3 _5 L+ W s# k+ ?( sFixed Empty fragments stopping editor sub-units from recombining作者: 红叶 时间: 2011-3-10 07:50