只更新了EXE程序文件
* H* r- ] U- a- `6 dhttp://www.matrixgames.com/forums/tm.asp?m=2729580
, s8 k- ?! Q; g% qThis is an unofficial "short-term" beta install.
' R0 H# ` Q2 P3 x* H# f$ _Short-term being the appropriate term as this thread may be removed after a few days. 9 }4 Z5 W( k; N1 z
) P; _( I5 X" A6 J% B" |5 OThis 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.
) i/ c! B/ X' H$ k1 D3 `% x/ Y
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. 7 `' Z1 d- D! B( \) l# R0 ]
( ~7 g) H" V+ y5 c. x5 vBackground: H) K" V' c1 K
Last month my development PC had a meltdown while I was working on changes since the last released build (02). + o& s/ [! b |4 F' F0 b
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.
3 o p6 o, s! B7 K8 a2 ~
/ ]2 g/ D: A3 v+ D# qThe build works fine on my PC, but then it is also the one that created it.
' k- H0 b$ u l( M8 ?# MA 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. ( O8 y- B+ N8 J+ j b/ u' \
0 h: p7 C, g9 n3 V! ~! `) HAs a result, I need to be 100% convinced that the new code will run on existing installs of AE.
9 y1 j' |$ y- b6 }9 c# [% _1 I G. u2 {: H, w% s Y- 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. 1 e% x2 J' o/ ]
; X! o. X; g9 r8 C
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.
]+ L0 r5 i( ~& Q% {1 @1 GLoad up a save and play a few turns. Let me know if you have any issues with it.
$ w+ S& j4 X6 S; V8 fAlso, try using tracker to see if the DLL still works.
/ C; E! E1 D. \/ b% E
% X9 V* V n; r- X; z1 U$ AAgain, my warning: ~8 m' o b$ P( {$ u6 W: y7 P! u
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.
4 @' C$ p4 W V0 _
, T% C% g( a) m' k, gHere is a list of the additional changes since 1108c (build 2)
; G+ u s/ K `/ c2 v: d
" s6 E( y" p3 w[1108c+] ! Z4 f- b- L# w0 U" V8 f
Fixed Rebuilt LCUs tended to use wrong PP cost on the first display, esp component units.
" L2 w: ]9 |$ U# D3 i- uRevised restore of report files from save
' I. y% p& {, N4 e- n8 A' VChanged Added group withdraw date to all split sub-groups, not just permanent withdraws
# D. P- y* I5 R; Y. dFixed 'buy-for-supply' ships remained at 1 day delay
% ?/ P6 s0 |' Z# e; [2 B4 tFixed Error in Kamikaze determination in Flak Attack / ?2 |3 s" b: K$ M$ k i, u
Fixed Kamikaze training not affecting low naval bombing
- O# [1 _ O Z& {1 WFixed Transferring pilot to group of different type losing 0-10 points off skills, rather than +/- 5
% e# |) n5 M, w* a$ M1 i7 t, pChanged Pilot experience hit based on category rather specific air type 8 I$ e2 t3 P' Q
Changed Added more off-map checks to better handle the TF's 'Return to ...' buttons
1 R4 ~1 `) V7 \3 y. Q4 z: G6 N+ y- [4 m- c3 ]5 ~$ h. O5 q
[1108d]
, t1 n6 S4 x, K- [2 ?- NFixed Removed ships under repair/conversion from AV support total ! Y% Q' p% l/ K$ s) m! u
Fixed Ground attacks against land units in friendly base hex could default to 'Commander Discretion'
( n: U; B7 ^" g( [- hChanged Re-enabled limited on-map routing for off-map TFs
- I9 k \0 @ t, P" C, ]Removed Disband check for resource/oil that was added earlier as can be worked around - W; v+ d! B. M
Fixed Allow float planes to transport troops to coastal bases - allowed selecting but did not always make the move , k! c$ P' c6 r. n! h* r, E% r
Changed Night missions on list using BLUE rather than BLACK $ J8 O; G& F0 z# k3 Y; s5 O6 I1 B
Changed Halved the 5-day resource requirement/stockpile to 2-day. Added earlier in patch to help with resource distribution Y3 R8 X) _( u$ y7 _7 Y$ F: C1 ]
' y" g, |* X$ A2 ^5 W
[1108e] 0 t& S( S I8 h7 K
Changed Arriving LCU units were building more than needed devices if not enough in device pool
( P0 r3 v; W7 HFixed Was returning wrong Allied device to pool on LCU device upgrade : d6 j4 A5 ^+ C( i7 V+ x @2 g
Fixed Tried to align weapon and TOE for units without formal TOE before taking replacements; wrong numbers could be happening
R4 K1 k, W4 M I eChanged Adjusted off-map entry point for way-points
0 A! S; O' T. b3 Z* _Fixed Altitude not being changed on some dive bomber attacks in AAA
+ a5 B8 T3 m$ P% H2 n( k' E7 R1 j/ G9 m- I
[1108f]
2 g! W7 a0 `9 `& e5 B# m5 y$ cFixed Auto convoy returning resource/oil to home base when not required to
9 x& D/ p! s$ D; N* A& 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
7 M8 e0 l' s+ V& p& PFixed CTD when checking groups on withdrawing ships
& F ~' K, j3 v' ^Changed Restored image files for centre windows 7 _0 r. [0 L* L) V5 [: v
Fixed Extend packing time and operMode to combining editor components of parent LCU
4 R- u: j& g9 R7 A; iChanged Vary DL for base created TFs, use same DL for TF split
9 M/ {: r, s5 ^% B3 v% p2 M2 I! e/ ]8 bFixed Leader of delayed group being re-assigned continually
& p! e3 b% q2 K8 g4 Y$ j1 hFixed HQ check so that first HQ is included ' I% j- @& U5 B7 \( N* L! Y
% ^, V/ m. o& {* Q" O1 p
[1108g]
& ]( s4 d, D J% b, B' B: @Changed Update device in TOE when changed in order to fix land replacements 7 T3 K% w" {% X9 J7 h
Fixed Return cargo for CS or AC not checked if home base and current base are the same
0 E( C! M6 q6 S; l" I, G' MFixed Force TF to use offmap if incorrectly set due to changes of destination ; {& M E4 ^) L2 s) H4 ^) I* f* j
0 C. E8 e, U) Q1 |" m7 u! l
[1108h]
4 u$ [9 Y* B6 T4 ?1 G4 _Fixed Adjust for non-mine device being in special mine slot [#9] for sub minelaying
( o+ N7 b8 S& n) a, D) P# YChanged Force ships to arrive at national base if original location is not valid to form TF; stop ships arriving at 'land-locked' base 9 d' u( c% [* y- e0 x! W
Fixed Group leader who is a pilot was losing the link under various conditions. Corrected conditions and added correction code * g) O7 y# `9 p) |$ r9 {
Changed Allow 'independent' commands to change without cost to another , Q# Y+ J: i1 Q+ S
. x9 I. ` y7 R6 z3 d- q8 g0 _. F: \* t
[1108i]
3 @0 ~) R5 u$ T% B. c: fFixed 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.
2 U0 R Q( ?$ P) ]- Z8 vFixed Japanese production was over-producing upgraded devices for LCUs
: `- y" m$ e: d* A& pChanged Ship display of ARD shows lift capacity ! {2 f4 v: v/ d" X. A3 }0 @
Fixed Sub-units not having withdraw delay decremented 2 ?8 m. E" j4 a: @) c3 l2 Q$ U
Fixed Updated offmap checks for home base
: Y4 s5 k4 |/ H/ y p
6 e2 H! z) Q3 G( m2 w[1108j] 8 j K/ L/ ]: c! d
Fixed Issue with carriers in range code; could cause data corruption
$ \3 b% i% R/ L. Y8 S3 gFixed Not all TRACOM pilots showed in lists
" D0 I2 u3 ^; ^$ DFixed Limit retreat after meeting TF surface combat to actual combat
+ @. a6 R; O. S/ c WChanged Removed endurance limit on PTs that limits attacks
) Q( R; T5 ]# H9 H% O3 e. @! hFixed LCU weapons being changed by AI code sometimes when LCU is human controlled
# D3 \7 C! F8 u! h, z* O3 J& a7 aChanged Defer device upgrade of LCUs with fragments existing; causes errors in devices when swaping to parent or merging with other fragments/parent 5 p" o# E1 ]# C( ^
Changed No TF unload if 'do not unload' set regardless of status of ship cargo handling 4 A& |2 \9 J4 j$ v' W6 k* B: V
Fixed Empty fragments stopping editor sub-units from recombining |