只更新了EXE程序文件
( \: H' I3 b1 a5 p# ^http://www.matrixgames.com/forums/tm.asp?m=27295808 `3 K6 |5 z: {( e" X4 L
This is an unofficial "short-term" beta install.
5 r f1 C* f, Y7 |) v& }0 ~# s' yShort-term being the appropriate term as this thread may be removed after a few days.
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: q+ |' F8 Z% YThis 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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) {7 f0 i: N; {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. : ?: q( [2 ^7 [+ ~% |0 B
5 m, ?3 I. r! L8 P+ bBackground:
* P) M) v( ~# ?+ k6 ?" ]- i; N# |Last month my development PC had a meltdown while I was working on changes since the last released build (02). 1 I. c: U1 u+ p3 i: O3 L2 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.
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The build works fine on my PC, but then it is also the one that created it. # [- F$ a9 s" y2 l/ O. L5 }
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. 3 R2 S( S8 Q" S" t2 q$ C
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As a result, I need to be 100% convinced that the new code will run on existing installs of AE. + \1 q, o2 v* Z: {1 U# Z
0 B6 ~" t9 a! `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. , z% v7 A! N- Y' x
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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.
1 W9 I7 m' L& @Load up a save and play a few turns. Let me know if you have any issues with it.
$ M4 X0 ?+ S8 kAlso, try using tracker to see if the DLL still works. & E6 I; p6 a1 m4 c' Q4 m6 p7 F: t9 H( d
1 m7 P* {4 i) k$ wAgain, my warning: 8 E% }. B0 m% h% 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. / r, z! H# u9 V) Q
8 c \/ s# }1 {9 zHere is a list of the additional changes since 1108c (build 2)
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# d) G) v- c, \9 M) M0 T0 c[1108c+]
* t8 B7 ~1 g; `' }Fixed Rebuilt LCUs tended to use wrong PP cost on the first display, esp component units. 6 i4 \/ ~! e& L. ]) l% _! [
Revised restore of report files from save O: t# D: X; w9 @ b
Changed Added group withdraw date to all split sub-groups, not just permanent withdraws ) S, s6 o* f3 q, V5 A. h
Fixed 'buy-for-supply' ships remained at 1 day delay
6 f7 C* I) e% b* G6 Q# Y8 zFixed Error in Kamikaze determination in Flak Attack ; X0 @9 n4 n2 N, s( r. b0 k
Fixed Kamikaze training not affecting low naval bombing
7 l4 S5 T2 R/ p+ `- L% _# LFixed Transferring pilot to group of different type losing 0-10 points off skills, rather than +/- 5 ( o+ W. p% O' s6 l. x
Changed Pilot experience hit based on category rather specific air type : u& q8 y- b. q. B( ]9 R1 ^
Changed Added more off-map checks to better handle the TF's 'Return to ...' buttons
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[1108d]
: R, {& l+ K, x* L6 mFixed Removed ships under repair/conversion from AV support total + Q+ J* M: Q; g* R7 ]9 G9 b
Fixed Ground attacks against land units in friendly base hex could default to 'Commander Discretion' ; j2 E: u2 w# [
Changed Re-enabled limited on-map routing for off-map TFs & s- `! I4 x+ r l
Removed Disband check for resource/oil that was added earlier as can be worked around
8 X) u3 c+ N2 e! e+ l" { JFixed Allow float planes to transport troops to coastal bases - allowed selecting but did not always make the move
4 O8 W/ Z* b6 [; UChanged Night missions on list using BLUE rather than BLACK
) {( ]( g( x8 A0 g! ]' ]9 }$ x IChanged Halved the 5-day resource requirement/stockpile to 2-day. Added earlier in patch to help with resource distribution
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9 f2 C0 K1 @* P) A[1108e] ; w6 H: t; X$ L8 _2 X7 p7 E3 Y B r
Changed Arriving LCU units were building more than needed devices if not enough in device pool 7 O/ ]) D E/ y! r! }4 B( C. X9 A, a( Y
Fixed Was returning wrong Allied device to pool on LCU device upgrade
2 r1 }2 z7 W( l U2 ~Fixed Tried to align weapon and TOE for units without formal TOE before taking replacements; wrong numbers could be happening , F, ~- |: c0 q5 X. ^# Q L: l. A
Changed Adjusted off-map entry point for way-points + Q- E* [1 {4 |% T
Fixed Altitude not being changed on some dive bomber attacks in AAA 5 n9 g/ ~* C+ Y% |5 U+ R0 D( U) m
. C- k2 W3 d" J6 K! B% Y$ A[1108f] . K# N* R" N- z" m. ?4 G
Fixed Auto convoy returning resource/oil to home base when not required to " P) A' ?' o$ x1 Z8 _
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
) n( @# r: a& g: _Fixed CTD when checking groups on withdrawing ships
3 O' v- V3 o1 X1 p2 ?Changed Restored image files for centre windows ; ?/ |' l; n( o* o
Fixed Extend packing time and operMode to combining editor components of parent LCU $ d+ K6 Y4 y. s7 Y
Changed Vary DL for base created TFs, use same DL for TF split - k/ q9 Z% r) a& }- n5 r
Fixed Leader of delayed group being re-assigned continually . w) @4 P! Q. B1 N' `( i
Fixed HQ check so that first HQ is included
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[1108g]
( r" L5 d0 K; {# L' yChanged Update device in TOE when changed in order to fix land replacements . @2 j# p7 c! n# c/ v# }
Fixed Return cargo for CS or AC not checked if home base and current base are the same ; b( V" _, Z0 G' Z$ t. f
Fixed Force TF to use offmap if incorrectly set due to changes of destination
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[1108h] % L# V. T* G) {. y- K/ E0 g& T
Fixed Adjust for non-mine device being in special mine slot [#9] for sub minelaying - g6 N; G. v- n/ Y
Changed Force ships to arrive at national base if original location is not valid to form TF; stop ships arriving at 'land-locked' base
/ E ]( u. b l: h' w5 a$ Q# D3 zFixed Group leader who is a pilot was losing the link under various conditions. Corrected conditions and added correction code
/ T4 W2 ^, H8 P5 M, E/ |: K( vChanged Allow 'independent' commands to change without cost to another ! i V+ j9 x$ _5 [- A) `1 u0 V) }
0 ` F/ r3 a) W! U: `2 f" d[1108i]
- S. V M6 p3 V) `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. - y5 W* \1 ?+ M. {1 \% s8 U
Fixed Japanese production was over-producing upgraded devices for LCUs
8 E9 C( j( f+ s) |$ EChanged Ship display of ARD shows lift capacity
3 p. a. }+ j1 B) P4 pFixed Sub-units not having withdraw delay decremented
3 f* N0 f: q( j" i8 @Fixed Updated offmap checks for home base
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[1108j]
5 _1 i. R! ], C G4 a# {Fixed Issue with carriers in range code; could cause data corruption ; y' @* r5 C/ _+ k
Fixed Not all TRACOM pilots showed in lists
4 Y; y$ l% X7 n8 |Fixed Limit retreat after meeting TF surface combat to actual combat
" K! [$ E( B3 TChanged Removed endurance limit on PTs that limits attacks
U7 T- O5 b- N( [Fixed LCU weapons being changed by AI code sometimes when LCU is human controlled 9 W+ e" i, |* N7 A
Changed Defer device upgrade of LCUs with fragments existing; causes errors in devices when swaping to parent or merging with other fragments/parent 9 n2 G1 U8 K- g5 \$ I
Changed No TF unload if 'do not unload' set regardless of status of ship cargo handling
' C! J* L1 ^) K# T7 LFixed Empty fragments stopping editor sub-units from recombining |