只更新了EXE程序文件7 w& e2 @ d3 B http://www.matrixgames.com/forums/tm.asp?m=27295806 \0 `* F( T+ k, d5 j9 f9 u: G This is an unofficial "short-term" beta install. 5 b$ l. n: }8 s1 r' \Short-term being the appropriate term as this thread may be removed after a few days. * Y- C* {2 b- z5 Y8 k& E
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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. 3 m! X5 i- |7 r1 h k ! D) @1 F8 ^$ k! U# 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. * r1 ~2 U' n _! ` % j7 b1 T5 w) \) u& eBackground: + a' b+ V4 J- K3 ZLast month my development PC had a meltdown while I was working on changes since the last released build (02). % f# T) A1 ~% j. `7 f" |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& R! y8 m( f* \6 X4 p) }% W, E1 {1 B2 f0 u) u! z" k
The build works fine on my PC, but then it is also the one that created it. ( r+ h3 \5 b& \+ rA 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 Z! R) @' E) G
9 R' _+ D% h+ ZAs a result, I need to be 100% convinced that the new code will run on existing installs of AE. - Y( T8 q' _3 U- b: r
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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. . \. F+ P; g+ _. i$ v
. c- Y% z' Y! F, L$ B/ G, }" ZI 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 |3 j$ H* n) {( D) n$ d# NLoad up a save and play a few turns. Let me know if you have any issues with it. % s% O. R* s" T$ q" k! E. fAlso, try using tracker to see if the DLL still works. ! ]3 `% y9 x9 h0 d. D( ]) n
. F+ p' {+ G( s, ~ \: @5 F. YAgain, my warning: + Z2 R% \+ _2 _. [
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$ A) q+ q3 f8 u- _9 z, } ) j* [ d* g9 O$ j$ P5 EHere is a list of the additional changes since 1108c (build 2) 0 D; J* `4 e& m0 H, a7 ^ $ R2 K& c; P6 f5 P/ s1 _[1108c+] . [; @: \; Q% E; b8 T# [; a& fFixed Rebuilt LCUs tended to use wrong PP cost on the first display, esp component units. # o7 J$ n; Z7 N9 s1 W" O' S
Revised restore of report files from save 7 T: Q2 ?2 u% @0 w' _5 |- _3 T
Changed Added group withdraw date to all split sub-groups, not just permanent withdraws 5 }) z# C P$ h3 Q8 @ G/ W% z. gFixed 'buy-for-supply' ships remained at 1 day delay . f0 b g: N% D! |' QFixed Error in Kamikaze determination in Flak Attack ; v/ F2 I2 F. I! qFixed Kamikaze training not affecting low naval bombing 0 N' {" o- U& v0 Q \9 c9 ^8 }# a
Fixed Transferring pilot to group of different type losing 0-10 points off skills, rather than +/- 5 u1 Y* V& d8 r% z# S7 E
Changed Pilot experience hit based on category rather specific air type / G# h* N# s2 M
Changed Added more off-map checks to better handle the TF's 'Return to ...' buttons " S9 D* i' Z1 ~% [- q+ q. b- q, C3 e+ n$ \3 F1 {& D
[1108d] ( K% _ m9 d$ A- [2 ?# h: xFixed Removed ships under repair/conversion from AV support total 9 s# G7 d% A+ e# t$ g: V* F5 X6 S
Fixed Ground attacks against land units in friendly base hex could default to 'Commander Discretion' ' @5 H1 Q8 L# j3 f
Changed Re-enabled limited on-map routing for off-map TFs 7 q1 h4 I4 K2 m9 |7 `
Removed Disband check for resource/oil that was added earlier as can be worked around $ q2 @$ T9 u4 B
Fixed Allow float planes to transport troops to coastal bases - allowed selecting but did not always make the move , ]6 L* C4 N5 P+ }9 n% O0 z
Changed Night missions on list using BLUE rather than BLACK 8 Y2 u: V5 `3 k1 v m5 CChanged Halved the 5-day resource requirement/stockpile to 2-day. Added earlier in patch to help with resource distribution ) j8 r) G6 O2 X" v
' d0 }; Q4 K, E9 k! o[1108e] 2 m8 }9 N- g; E% V& _# W; L
Changed Arriving LCU units were building more than needed devices if not enough in device pool 3 o. p& q3 f# ` ZFixed Was returning wrong Allied device to pool on LCU device upgrade ' q) B' w& ^* }! G+ r G
Fixed Tried to align weapon and TOE for units without formal TOE before taking replacements; wrong numbers could be happening 1 h2 E" d5 [' g" \( k7 `# @6 R; c5 iChanged Adjusted off-map entry point for way-points % O& C& X6 F6 Z6 L3 F$ gFixed Altitude not being changed on some dive bomber attacks in AAA 4 _* W5 e& d* Y2 b2 k$ O
3 h# l. c+ _- m/ M2 C! Q) U[1108f] 7 q: k/ a" c/ W3 \: r, r9 iFixed Auto convoy returning resource/oil to home base when not required to " V$ k; F! [3 a6 o9 L! Z
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 # F/ c/ }0 y7 }7 x$ YFixed CTD when checking groups on withdrawing ships & a+ k" G* ~% ]2 E7 A/ ZChanged Restored image files for centre windows 0 b1 \/ \4 X0 s3 f4 w8 j* @5 b
Fixed Extend packing time and operMode to combining editor components of parent LCU 1 Q: ^# @! k- y- LChanged Vary DL for base created TFs, use same DL for TF split ! k* F2 `5 r q' S& \Fixed Leader of delayed group being re-assigned continually 9 F& u% u! \0 J( B- O6 ?+ C) ^
Fixed HQ check so that first HQ is included & Y0 H& y5 l1 {* P! l% _ : c' C4 ~( j+ v& s) R, A5 z* B4 c) l[1108g] 6 w) y* ?: }# v4 \ C) UChanged Update device in TOE when changed in order to fix land replacements y) x6 P# s# h& q, rFixed Return cargo for CS or AC not checked if home base and current base are the same ' Y$ V' S& J9 y G4 Z, G0 t- j6 t
Fixed Force TF to use offmap if incorrectly set due to changes of destination * b& G/ a. d' E7 Y4 ]
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[1108h] " p$ \; \( m' m4 z5 k; C1 `) D3 Y% XFixed Adjust for non-mine device being in special mine slot [#9] for sub minelaying 2 _+ K0 J' g5 `: x. _7 EChanged Force ships to arrive at national base if original location is not valid to form TF; stop ships arriving at 'land-locked' base ' p; l( J( J6 I9 Y. ` I
Fixed Group leader who is a pilot was losing the link under various conditions. Corrected conditions and added correction code : }9 F; m; m& H& k( e& N
Changed Allow 'independent' commands to change without cost to another 3 z, o4 P7 g0 k3 w3 \5 K# y
! D* q+ y! d6 e6 [6 r% }[1108i] 9 b$ z# i+ S4 p4 d' d% C/ X
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. 1 s7 K1 ^3 o9 W% ~% g
Fixed Japanese production was over-producing upgraded devices for LCUs + r4 q: v% R, j: Z! f n5 {
Changed Ship display of ARD shows lift capacity * H, r$ C! G. w+ Q# |% u2 zFixed Sub-units not having withdraw delay decremented * @' ~: u/ m, P0 a! ~
Fixed Updated offmap checks for home base ( R( l2 |! N5 }2 U8 Z ) A2 B8 U. X6 q9 z+ G; h[1108j] 0 b- T) O# e4 IFixed Issue with carriers in range code; could cause data corruption : `( q0 V' v% W2 h" E* ?
Fixed Not all TRACOM pilots showed in lists , v/ K% _8 f8 C4 G9 P$ o8 I2 MFixed Limit retreat after meeting TF surface combat to actual combat ' d) ` s) z# S4 j% i1 MChanged Removed endurance limit on PTs that limits attacks 9 A# O$ E- y J! @7 C8 I7 P V1 g
Fixed LCU weapons being changed by AI code sometimes when LCU is human controlled " u. s& r7 x- N1 CChanged Defer device upgrade of LCUs with fragments existing; causes errors in devices when swaping to parent or merging with other fragments/parent 0 a$ H3 `! b% O1 \5 R6 MChanged No TF unload if 'do not unload' set regardless of status of ship cargo handling 4 H5 P q+ o/ `
Fixed Empty fragments stopping editor sub-units from recombining作者: 红叶 时间: 2011-3-10 07:50