只更新了EXE程序文件 / b. U3 }3 l: m- Rhttp://www.matrixgames.com/forums/tm.asp?m=2729580, J, J! K6 Y2 O: O/ R, w5 O/ r This is an unofficial "short-term" beta install. 7 O6 o' i$ }0 f+ n) v: c. iShort-term being the appropriate term as this thread may be removed after a few days. 9 n, a+ Z0 s: ]/ B7 ?: z
: B2 s% f: y9 M4 ]- p" n# C8 @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. 5 D k3 x5 D8 E 7 D0 n4 ~+ Y6 u! D5 m( _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. 9 f! b% D. Y k6 }! s$ b% u" [- T
Background: & o( \3 T4 {# i! {2 y& [5 M' I$ [- OLast month my development PC had a meltdown while I was working on changes since the last released build (02). 9 E* l9 i4 t2 R' l+ b! L
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. ) `* { Q1 O! h; r* d . l; D: R! v) _$ K/ F+ d0 }7 K0 qThe build works fine on my PC, but then it is also the one that created it. " t" {' m3 W+ v: SA 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. * ^2 i' s+ F7 `/ {! T$ `# V) |: t* o4 ?1 [! n0 W( e
As a result, I need to be 100% convinced that the new code will run on existing installs of AE. $ H# O+ a( a! M! G$ J+ ^- C/ @; B$ I: A* T6 i ~* C5 Q
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. ! I' I( X' e) d( N3 n7 p
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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. ; I9 v/ n" R$ |; @9 E6 Z2 O
Load up a save and play a few turns. Let me know if you have any issues with it. . v; o: q1 g# `, ?2 ]/ tAlso, try using tracker to see if the DLL still works. ( W0 h1 z2 I& z+ F9 I7 b; P0 N2 `, |: v+ j8 b3 V7 }; ~1 B# _
Again, my warning: : e( U1 W2 Q H
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. 5 z+ v. S& z; m% k
# H6 D! m; r/ hHere is a list of the additional changes since 1108c (build 2) " i, }$ ~- Z: i/ l7 J % i( G/ t6 H- X4 @# Y' e[1108c+] ! m; o( L" } @; z, XFixed Rebuilt LCUs tended to use wrong PP cost on the first display, esp component units. 5 _% Y8 x# E' p9 X3 G, E7 T- R8 s, p/ Y
Revised restore of report files from save 9 O7 }. a h% }8 q; b2 B5 {
Changed Added group withdraw date to all split sub-groups, not just permanent withdraws + V- X: @% J4 Q( hFixed 'buy-for-supply' ships remained at 1 day delay . V X+ Z/ ? A6 k
Fixed Error in Kamikaze determination in Flak Attack - T* M W* V; q" l* w5 M
Fixed Kamikaze training not affecting low naval bombing s# l# R4 c, h; h2 J. q
Fixed Transferring pilot to group of different type losing 0-10 points off skills, rather than +/- 5 + d$ K# D8 F# q( L, I& q
Changed Pilot experience hit based on category rather specific air type : x" b, ?# }# R* J1 V* ]
Changed Added more off-map checks to better handle the TF's 'Return to ...' buttons ! n) g, }( Z' m, A$ a& l% R% m8 H# f
[1108d] 4 j2 U5 \+ w+ J- c- u
Fixed Removed ships under repair/conversion from AV support total ; y2 k! r0 J! H9 m$ {8 N6 D! s
Fixed Ground attacks against land units in friendly base hex could default to 'Commander Discretion' - K9 g5 [7 ?( I0 B/ ^; {
Changed Re-enabled limited on-map routing for off-map TFs ' F. p) S: |7 L( ?1 bRemoved Disband check for resource/oil that was added earlier as can be worked around U. \' ]+ ^0 c6 VFixed Allow float planes to transport troops to coastal bases - allowed selecting but did not always make the move 9 {2 b8 q0 U. FChanged Night missions on list using BLUE rather than BLACK 7 y: h& O2 F* F6 L5 ]; NChanged Halved the 5-day resource requirement/stockpile to 2-day. Added earlier in patch to help with resource distribution 2 o5 T& y) |7 X* y' Y+ i( x: ~: s& ^) g- [
[1108e] % x* z+ y) F, W$ C5 ^
Changed Arriving LCU units were building more than needed devices if not enough in device pool # h7 [, V2 r+ z# qFixed Was returning wrong Allied device to pool on LCU device upgrade 7 x9 a" L' P+ i8 Q
Fixed Tried to align weapon and TOE for units without formal TOE before taking replacements; wrong numbers could be happening c& o/ |% ?. ]& v7 l3 r1 b7 [Changed Adjusted off-map entry point for way-points - j% J4 L# k0 u: ]; k; w" yFixed Altitude not being changed on some dive bomber attacks in AAA 1 u' a+ T6 b) q ) x. Z1 H7 m; E. M[1108f] 1 p) K+ r7 V" }; j3 F6 @
Fixed Auto convoy returning resource/oil to home base when not required to 8 a2 r% b/ v. |) \! R3 M+ k/ e
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 ( J: A. K, Z) C) g p$ M- ~
Fixed CTD when checking groups on withdrawing ships + ` t F8 j1 D; I( ~1 T' WChanged Restored image files for centre windows / n1 f( R- ]& j* B
Fixed Extend packing time and operMode to combining editor components of parent LCU 8 Y3 s Q- R; cChanged Vary DL for base created TFs, use same DL for TF split ; d; H: a; V" b; D6 V
Fixed Leader of delayed group being re-assigned continually . ?- `# Z) z y2 e5 xFixed HQ check so that first HQ is included 4 M6 W% Z- G( ?' ]0 Z0 R ; z" P- |2 d* @/ d[1108g] ; I2 R$ F+ y$ d) C Z7 LChanged Update device in TOE when changed in order to fix land replacements 5 X* M3 L1 S% K( R8 Z, pFixed Return cargo for CS or AC not checked if home base and current base are the same 1 U/ g$ V0 `1 U" }0 n
Fixed Force TF to use offmap if incorrectly set due to changes of destination * `5 e) P5 _3 p( g( S & c5 h) I& T- p. E/ w[1108h] . m% U4 t( H: u: UFixed Adjust for non-mine device being in special mine slot [#9] for sub minelaying ( {$ a: K0 D6 Q; |2 OChanged Force ships to arrive at national base if original location is not valid to form TF; stop ships arriving at 'land-locked' base % Z4 v6 T U5 f$ r! E- k
Fixed Group leader who is a pilot was losing the link under various conditions. Corrected conditions and added correction code 7 Q$ y1 \1 P p: B7 {Changed Allow 'independent' commands to change without cost to another # t! W0 ^) P |8 {8 F' n! r7 [& Q
' N# t8 w5 e( F[1108i] + j- ]3 u! R& ?3 ]
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. # E; Z& U7 s2 V; I' S& T, a
Fixed Japanese production was over-producing upgraded devices for LCUs / f% M4 s3 l! F( Y1 ^ QChanged Ship display of ARD shows lift capacity * z. S5 G2 y3 R3 d! E
Fixed Sub-units not having withdraw delay decremented ' i* k3 l0 ]4 W$ o2 [6 k- Z8 j
Fixed Updated offmap checks for home base ( H# h# y# T$ h) [9 Q9 X1 d8 @' N+ [4 d& r g2 h# W
[1108j] * W1 p5 N' u: i' }7 m1 OFixed Issue with carriers in range code; could cause data corruption - L8 ?5 E5 y# gFixed Not all TRACOM pilots showed in lists * V5 R& G" s4 ^6 R* K5 @
Fixed Limit retreat after meeting TF surface combat to actual combat ) C; v7 T: `- r* h/ j9 F# \# aChanged Removed endurance limit on PTs that limits attacks * e6 u4 o, ?4 O( D o& e) e, h
Fixed LCU weapons being changed by AI code sometimes when LCU is human controlled ; V8 x5 l& n3 u& d% _
Changed Defer device upgrade of LCUs with fragments existing; causes errors in devices when swaping to parent or merging with other fragments/parent 9 |- _' l) u) Q9 l1 R4 |Changed No TF unload if 'do not unload' set regardless of status of ship cargo handling ( E, k" m; d/ c( s' y$ v- ~
Fixed Empty fragments stopping editor sub-units from recombining作者: 红叶 时间: 2011-3-10 07:50