只更新了EXE程序文件* }; @8 D& B/ F
http://www.matrixgames.com/forums/tm.asp?m=2729580
* ?4 G* }: E( c- ]This is an unofficial "short-term" beta install. - I8 p7 |2 B" S0 A
Short-term being the appropriate term as this thread may be removed after a few days. % `; h) F) e9 t: N
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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.
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l6 J% \ r$ w) A+ GPLEASE 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 @' ~6 P; h+ e( L' m
8 [ b5 d; s0 R7 s% s4 YBackground:
9 m* [$ \! o+ E: z, l% |; h! p: A: fLast month my development PC had a meltdown while I was working on changes since the last released build (02). 7 Y7 e {1 Y" \5 Z3 k
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. ' n/ S4 R+ @) {+ e% D1 A1 p
4 O3 v2 ~- w2 w$ V' |' y8 I& TThe build works fine on my PC, but then it is also the one that created it. % T! g0 u4 }4 O* z; n9 R1 F
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. : w0 c' P3 P( v* z1 R# t2 [" E
0 f! c$ `+ \* O5 JAs a result, I need to be 100% convinced that the new code will run on existing installs of AE.
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0 _4 i2 N# X6 R" m& a1 e& [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. * p& B% s' |3 I, n% y c8 K
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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. - k: a5 X- D0 X) o5 t6 P2 l
Load up a save and play a few turns. Let me know if you have any issues with it.
) r& y6 \% o$ S; o: CAlso, try using tracker to see if the DLL still works. # J' ^8 H$ o& F! ~ z% {) ~/ a
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Again, my warning:
2 F' f# A" A( X4 o& K8 ?$ M+ a! aPLEASE 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 D' M, i5 \2 ^ p z: w5 ~
, s1 h2 s2 e9 Q/ L' R4 @$ r: dHere is a list of the additional changes since 1108c (build 2) ' f, ~- k" }% [$ ^- r
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[1108c+] 4 a9 g* T! @* u# o/ e
Fixed Rebuilt LCUs tended to use wrong PP cost on the first display, esp component units. # S: m( S% S- S6 s
Revised restore of report files from save
; }" X/ D5 L9 v, s: [Changed Added group withdraw date to all split sub-groups, not just permanent withdraws 9 s0 m0 L" s+ T; c, }# q
Fixed 'buy-for-supply' ships remained at 1 day delay $ ^1 _1 ^! B* B
Fixed Error in Kamikaze determination in Flak Attack
, I) M6 [7 s$ Z$ L6 M, vFixed Kamikaze training not affecting low naval bombing " w3 U1 c/ Z" [! O
Fixed Transferring pilot to group of different type losing 0-10 points off skills, rather than +/- 5
4 o( U% l6 O2 r/ P2 ^1 t- ?2 O$ ^Changed Pilot experience hit based on category rather specific air type
! X" G7 ^( x* \" G2 X" aChanged Added more off-map checks to better handle the TF's 'Return to ...' buttons : M2 J+ M/ u3 D$ R
( J* c$ g) j7 }& o( z u6 x" U[1108d]
; t0 p2 |- \9 x2 Y" q( l0 H, {' nFixed Removed ships under repair/conversion from AV support total
2 ] U4 ?7 ?8 GFixed Ground attacks against land units in friendly base hex could default to 'Commander Discretion'
1 ` I+ \% c( H0 j) N+ LChanged Re-enabled limited on-map routing for off-map TFs
- y o( A- a$ [' C. ARemoved Disband check for resource/oil that was added earlier as can be worked around ' h: t5 F+ e0 u/ Z X
Fixed Allow float planes to transport troops to coastal bases - allowed selecting but did not always make the move 4 U( g& T' s) G; B
Changed Night missions on list using BLUE rather than BLACK " J/ o' r7 e* Y9 m& ~% e( L
Changed Halved the 5-day resource requirement/stockpile to 2-day. Added earlier in patch to help with resource distribution 4 ]: y1 l% `: f) \% J* @2 J" z
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[1108e]
G+ P7 K/ q3 ?6 P G2 B2 s$ hChanged Arriving LCU units were building more than needed devices if not enough in device pool 0 M/ m5 L" l$ h& x
Fixed Was returning wrong Allied device to pool on LCU device upgrade , k J' M& Q0 g! K3 O) q5 l
Fixed Tried to align weapon and TOE for units without formal TOE before taking replacements; wrong numbers could be happening ' R" i7 c1 ?) V( c7 Q+ P
Changed Adjusted off-map entry point for way-points & ~$ L$ G: O8 W" b# q( @/ g/ v
Fixed Altitude not being changed on some dive bomber attacks in AAA ( M% E* @! L6 r5 E
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[1108f] ! J! W$ c# B/ |
Fixed Auto convoy returning resource/oil to home base when not required to
4 ]$ `7 Z. @6 u* G) u* SAdded 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
3 n0 C, V3 Q8 D! VFixed CTD when checking groups on withdrawing ships 1 V6 E" n1 b2 g1 I. J
Changed Restored image files for centre windows ; s1 }4 j3 p3 }) j2 w* g9 e# m
Fixed Extend packing time and operMode to combining editor components of parent LCU
% E0 V7 V. v& dChanged Vary DL for base created TFs, use same DL for TF split
8 c5 _, \. X' z5 s0 m% HFixed Leader of delayed group being re-assigned continually $ d% Z; X/ A. B' ^1 i& s
Fixed HQ check so that first HQ is included 6 v4 d8 M/ l H: H3 {, M5 s, b
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[1108g]
, L6 W7 \; L& UChanged Update device in TOE when changed in order to fix land replacements ) X4 e5 U8 b& A1 l; D) `- d8 r/ L
Fixed Return cargo for CS or AC not checked if home base and current base are the same : @0 `# b4 a3 E
Fixed Force TF to use offmap if incorrectly set due to changes of destination
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0 ]/ _4 ~6 C+ |9 k7 g4 K0 S6 L[1108h] 1 g |1 y P0 `1 a; M) w2 {2 L
Fixed Adjust for non-mine device being in special mine slot [#9] for sub minelaying * R: W* F5 z9 Y2 o; z, N0 K
Changed Force ships to arrive at national base if original location is not valid to form TF; stop ships arriving at 'land-locked' base , q7 R) t( _$ ~/ }+ E# }1 ?& K6 F
Fixed Group leader who is a pilot was losing the link under various conditions. Corrected conditions and added correction code
( S+ x% M5 K s k4 e ^Changed Allow 'independent' commands to change without cost to another 0 @# Q o: ? z- ~9 K) I0 }; t
, m/ w) G0 w) n0 t" _, T$ A[1108i]
' D: H$ o* s# `$ j$ 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. 4 s, U8 C9 p$ f/ K' } s
Fixed Japanese production was over-producing upgraded devices for LCUs
, T; ^: P7 G2 E: i' _4 ?1 JChanged Ship display of ARD shows lift capacity : E/ N& P4 y* C1 W. ]8 g e( @; I, Q
Fixed Sub-units not having withdraw delay decremented h! V( C0 j$ D: ?, n- p. z
Fixed Updated offmap checks for home base
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' Z% D* f' m0 F i7 j& p7 P[1108j]
8 j1 D- c$ [, {: P* N: WFixed Issue with carriers in range code; could cause data corruption % S4 f( P+ `* H( x7 T
Fixed Not all TRACOM pilots showed in lists 2 e' P2 C4 ]& l5 `
Fixed Limit retreat after meeting TF surface combat to actual combat
( z! k, m G# H, l, }9 w5 FChanged Removed endurance limit on PTs that limits attacks
! J6 h7 t' g" H2 e4 H& [3 [Fixed LCU weapons being changed by AI code sometimes when LCU is human controlled
0 S+ a% G# }. _( @Changed Defer device upgrade of LCUs with fragments existing; causes errors in devices when swaping to parent or merging with other fragments/parent ; c# n+ p2 P4 I! F2 n( y9 \# s
Changed No TF unload if 'do not unload' set regardless of status of ship cargo handling . m+ e( m# y2 P" o7 p/ p
Fixed Empty fragments stopping editor sub-units from recombining |