只更新了EXE程序文件 # k/ S) _- e; B& L j- Lhttp://www.matrixgames.com/forums/tm.asp?m=2729580 3 v+ f7 C* w+ E G9 kThis is an unofficial "short-term" beta install. . K, V: t3 q4 E9 u! x7 k: q- k6 Q Short-term being the appropriate term as this thread may be removed after a few days. # R' ~- w/ P$ |7 _; t) _
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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. . E" y6 r$ F F3 l( W% |* I 8 g! H0 ?7 }8 s" b. `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. + S# X& o" d% E
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Background: 3 u9 U- x/ ?1 t. g! F% A- {
Last month my development PC had a meltdown while I was working on changes since the last released build (02). & \+ E# l {( v+ 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. , ] d) I6 I5 C e! y % q2 O: O3 ^5 H1 [; T5 }8 n. KThe build works fine on my PC, but then it is also the one that created it. 1 U4 F r8 t" a. b8 _- l5 bA 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. # f% Q6 p9 O% m. M \& x; G) f- A1 M; R! SAs a result, I need to be 100% convinced that the new code will run on existing installs of AE. z! N0 N. p5 M8 K$ R& p$ |0 g7 z( d1 I. ~+ v ]0 I4 r# U
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. & K/ n: f! _$ z1 N, G$ V. U9 @* _
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. 0 [- c1 P9 V; G; m2 ]6 r
Load up a save and play a few turns. Let me know if you have any issues with it. ) |; E& x5 v/ U# a( v' {Also, try using tracker to see if the DLL still works. ! `5 L0 @( D8 n; y& h/ R) } ) z- m8 s0 }* X1 S+ c9 ^9 fAgain, my warning: , M8 p0 c! D$ S RPLEASE DON'T USE THIS EXE FOR YOUR REAL ON-GOING GAMES AT THE MOMENT PENDING MY FINDINGS ON HOW SUITABLE THE NEW EXE IS. ' r) ~1 T: ?: \2 P; a: f( s9 ? - F0 ^$ z9 I ZHere is a list of the additional changes since 1108c (build 2) 7 x4 [# n& J$ v& C: N4 i& ] 8 b# e2 c/ G& T[1108c+] # s. f5 O' F8 Y* l% p( FFixed Rebuilt LCUs tended to use wrong PP cost on the first display, esp component units. 2 O. c: ^7 B" P5 hRevised restore of report files from save - r- o, `- S2 G8 Q, Y/ F
Changed Added group withdraw date to all split sub-groups, not just permanent withdraws . q. e& F9 A0 o J
Fixed 'buy-for-supply' ships remained at 1 day delay t- B* i6 k2 N1 P, n# z) h0 Z
Fixed Error in Kamikaze determination in Flak Attack 6 O' \- t4 o, J) Y
Fixed Kamikaze training not affecting low naval bombing # o4 ?7 P' `) [5 Y% J# d! WFixed Transferring pilot to group of different type losing 0-10 points off skills, rather than +/- 5 1 B5 g6 i' u5 [; e/ f [Changed Pilot experience hit based on category rather specific air type " o/ Z/ z; g. G8 b0 J4 X! ^+ Y1 ^( iChanged Added more off-map checks to better handle the TF's 'Return to ...' buttons 9 k n% L: x: x w% D) u 6 M8 b+ l) B# _7 }4 l& p4 V[1108d] 3 A( ?. z6 G) @+ a5 V' t) ~Fixed Removed ships under repair/conversion from AV support total 2 Z ?& n# \8 {1 s6 U" Y
Fixed Ground attacks against land units in friendly base hex could default to 'Commander Discretion' : m. w, ~* W# k6 Q* n TChanged Re-enabled limited on-map routing for off-map TFs ( ]* T9 `! `' yRemoved Disband check for resource/oil that was added earlier as can be worked around 5 \% E2 B h; `+ PFixed Allow float planes to transport troops to coastal bases - allowed selecting but did not always make the move / d) A3 S2 x+ z& `8 t8 \
Changed Night missions on list using BLUE rather than BLACK 5 {0 ^( t3 q) d! }9 L
Changed Halved the 5-day resource requirement/stockpile to 2-day. Added earlier in patch to help with resource distribution ' D/ d: f' t7 P2 i4 a5 }( `% W) I- Q
[1108e] 0 s+ [" \, g& T. R) N4 {Changed Arriving LCU units were building more than needed devices if not enough in device pool + e- Z! {/ j4 P" Q" V: t/ W, o
Fixed Was returning wrong Allied device to pool on LCU device upgrade % x; ]" O3 W. a( H( B PFixed Tried to align weapon and TOE for units without formal TOE before taking replacements; wrong numbers could be happening * {+ v! V* w1 q! DChanged Adjusted off-map entry point for way-points , B# k! A& l$ m5 Y }
Fixed Altitude not being changed on some dive bomber attacks in AAA . c- d2 d" ^" V$ {3 n% u
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[1108f] $ b" j, S+ ]8 i7 E( xFixed Auto convoy returning resource/oil to home base when not required to : L$ Z" ^( H' G- P% VAdded 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 * a8 Y: @* n) r8 S
Fixed CTD when checking groups on withdrawing ships 2 K* h- P4 n4 n$ j) ]
Changed Restored image files for centre windows $ [/ P/ x# f0 e" J+ dFixed Extend packing time and operMode to combining editor components of parent LCU . O q9 {) v5 N+ ~( cChanged Vary DL for base created TFs, use same DL for TF split 4 g* v" U; Q3 r9 @
Fixed Leader of delayed group being re-assigned continually 1 [" P! G( h3 \# ?1 x. @1 d' o. w
Fixed HQ check so that first HQ is included ; D1 }% I! y% D* Y+ z7 |7 M& Z6 E* R5 x- L
[1108g] 7 C) M; @4 y5 ~" m6 v2 dChanged Update device in TOE when changed in order to fix land replacements 2 Q" u6 P7 d7 { Q4 [! G4 E7 d" FFixed Return cargo for CS or AC not checked if home base and current base are the same $ b: P/ O3 G8 x7 ^
Fixed Force TF to use offmap if incorrectly set due to changes of destination / I; L/ |. a* H: E* E
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[1108h] # l% c. Y6 H# l/ D6 ?; Z
Fixed Adjust for non-mine device being in special mine slot [#9] for sub minelaying % k! O! Q5 w4 C5 _5 e5 n: ?& z
Changed Force ships to arrive at national base if original location is not valid to form TF; stop ships arriving at 'land-locked' base 8 S5 s4 k: a2 h# f" wFixed Group leader who is a pilot was losing the link under various conditions. Corrected conditions and added correction code / m& ^" @7 D* T! m* w
Changed Allow 'independent' commands to change without cost to another 6 F3 h! n, } X' ^8 H
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[1108i] ~; w2 M0 g5 i5 n. p9 |+ wFixed 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# o+ \6 p( m7 G0 h# U! D
Fixed Japanese production was over-producing upgraded devices for LCUs : V- \6 v1 u0 z: HChanged Ship display of ARD shows lift capacity . t4 X1 f9 l) U% |9 x+ zFixed Sub-units not having withdraw delay decremented & d( A+ l. a! d6 y) RFixed Updated offmap checks for home base * F# o" ~$ u6 u& X( z6 C ~* p0 p' O1 q" p) P2 ?8 b9 Z[1108j] ! t7 m1 Z3 F3 E) y; j: a
Fixed Issue with carriers in range code; could cause data corruption * X; Q- y) Z3 o1 L" GFixed Not all TRACOM pilots showed in lists 5 ?7 _4 {# f( q _7 }* lFixed Limit retreat after meeting TF surface combat to actual combat ( Z1 b$ \! O! B5 X$ `3 tChanged Removed endurance limit on PTs that limits attacks 5 |" P+ W9 o( P" L! Y" |Fixed LCU weapons being changed by AI code sometimes when LCU is human controlled " b) a' S1 V( ?0 f7 E4 l) TChanged Defer device upgrade of LCUs with fragments existing; causes errors in devices when swaping to parent or merging with other fragments/parent " s6 d- [. L$ e' T
Changed No TF unload if 'do not unload' set regardless of status of ship cargo handling ' c% W }! E, z. K1 X( M3 f0 H* F% \Fixed Empty fragments stopping editor sub-units from recombining作者: 红叶 时间: 2011-3-10 07:50