只更新了EXE程序文件' f2 E9 S( c2 r
http://www.matrixgames.com/forums/tm.asp?m=27295802 s. ]- n2 _+ x* e6 A
This is an unofficial "short-term" beta install. + I/ f2 ~: U' l6 p6 W
Short-term being the appropriate term as this thread may be removed after a few days. 6 n) M2 o$ c! J' p1 d7 ]
) C) F+ O4 C) ?0 G& e! \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. 1 B3 w$ S! |2 z3 @' }
9 O$ S) Q; w) N1 m F' s4 @( |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.
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Background:
+ g2 O- F3 ]& O$ tLast month my development PC had a meltdown while I was working on changes since the last released build (02).
( d: k M7 L. u+ F( d* Y. g# k6 Y1 m+ hAs 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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! x5 x8 T9 U& xThe build works fine on my PC, but then it is also the one that created it. 1 y2 h/ n: y/ F# S
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. ( C& g( _1 h' U0 l; p4 p0 q5 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.
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% X! }7 ~% w7 i4 _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.
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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.
" a0 M7 k' b( ^; }! ELoad up a save and play a few turns. Let me know if you have any issues with it. ' |$ @. \. P- |4 E% K! C
Also, try using tracker to see if the DLL still works. e6 k' m* _0 S4 D
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Again, my warning:
) \& u+ h3 Y- ~& r( r: X4 H6 YPLEASE DON'T USE THIS EXE FOR YOUR REAL ON-GOING GAMES AT THE MOMENT PENDING MY FINDINGS ON HOW SUITABLE THE NEW EXE IS. & f! l% B9 D7 a5 O; A( R: m
8 x5 u" O. y6 ?. h. iHere is a list of the additional changes since 1108c (build 2) $ m: U+ z' w. y7 l' e7 f
$ i! \/ H) V9 N4 c" V3 P[1108c+]
9 ~5 r5 `% N+ c- p. W+ e+ f5 ^Fixed Rebuilt LCUs tended to use wrong PP cost on the first display, esp component units.
& v0 E4 f' C6 U9 E4 jRevised restore of report files from save
* [ q9 t+ t8 RChanged Added group withdraw date to all split sub-groups, not just permanent withdraws
9 b0 m; A+ f1 D5 N* A/ J/ B( rFixed 'buy-for-supply' ships remained at 1 day delay l# v* G0 `0 `+ u6 j* G
Fixed Error in Kamikaze determination in Flak Attack
9 n8 F( g0 ]# ?) p, f6 @. L5 g, t% Y; g, Q" DFixed Kamikaze training not affecting low naval bombing
/ y7 M2 x4 B8 gFixed Transferring pilot to group of different type losing 0-10 points off skills, rather than +/- 5
4 c& h; s/ L" @Changed Pilot experience hit based on category rather specific air type
0 U% f( R- i7 r$ _Changed Added more off-map checks to better handle the TF's 'Return to ...' buttons & Z5 H+ c8 u# y& Z/ F
+ T" _% M+ P& v[1108d]
8 y/ a* p% X7 i/ \6 XFixed Removed ships under repair/conversion from AV support total
- l) s" C, g9 h7 d3 N) Q1 rFixed Ground attacks against land units in friendly base hex could default to 'Commander Discretion'
3 T1 L4 x: }- w( C8 L5 tChanged Re-enabled limited on-map routing for off-map TFs ! R0 ]4 y3 S9 B9 _* Y
Removed Disband check for resource/oil that was added earlier as can be worked around " P* i1 `( p! I/ Q$ e4 Z6 c
Fixed Allow float planes to transport troops to coastal bases - allowed selecting but did not always make the move " F* v: ?* I1 |2 y: z4 U$ D; b
Changed Night missions on list using BLUE rather than BLACK
+ W, S) X, ^' }- [ P8 T7 N$ R, {Changed Halved the 5-day resource requirement/stockpile to 2-day. Added earlier in patch to help with resource distribution ; |$ q- A& h0 A0 r3 ?* z( C
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[1108e]
+ l. ^4 M' U) H2 ?Changed Arriving LCU units were building more than needed devices if not enough in device pool + H" D) |' k$ `. r w
Fixed Was returning wrong Allied device to pool on LCU device upgrade
6 Y$ c8 Y& ?* C+ [$ `+ u4 N& iFixed Tried to align weapon and TOE for units without formal TOE before taking replacements; wrong numbers could be happening 8 O2 M" P# F4 J" [- a
Changed Adjusted off-map entry point for way-points + B: v9 ?# D! S: ?
Fixed Altitude not being changed on some dive bomber attacks in AAA + g: F, G0 _& f1 @/ x
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[1108f]
1 M, P" e4 X5 P, ^# d: o. c# qFixed Auto convoy returning resource/oil to home base when not required to ! p- w( J9 w1 W3 D* D
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
) ^6 y/ B- _7 Y. MFixed CTD when checking groups on withdrawing ships
3 \$ O$ C- t$ m( V) s6 r6 SChanged Restored image files for centre windows + f5 F2 @+ l' f: f7 i' w g
Fixed Extend packing time and operMode to combining editor components of parent LCU * V2 r G1 P; K$ s7 W% N
Changed Vary DL for base created TFs, use same DL for TF split . z# f, Y4 F8 i3 M2 j" a
Fixed Leader of delayed group being re-assigned continually + O. i7 t$ d6 {$ q" r- ~
Fixed HQ check so that first HQ is included ' F8 W& @0 [$ U1 K* F- P9 d9 K
1 J0 a8 {- f) d) G9 O# ^[1108g]
* |4 A& K/ ^3 u/ ]' JChanged Update device in TOE when changed in order to fix land replacements ) K; e% a8 T+ @! g( J. f
Fixed Return cargo for CS or AC not checked if home base and current base are the same 2 v( G1 E4 h$ ]
Fixed Force TF to use offmap if incorrectly set due to changes of destination
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3 }% U# \: q4 z. p& O! H, p6 i+ B[1108h]
/ i* E- M) M# X dFixed Adjust for non-mine device being in special mine slot [#9] for sub minelaying
( U7 p+ E( j1 `; a2 h W @Changed Force ships to arrive at national base if original location is not valid to form TF; stop ships arriving at 'land-locked' base 0 D$ j! v, r) s6 }6 w$ h3 e" ]9 o$ ]; i
Fixed Group leader who is a pilot was losing the link under various conditions. Corrected conditions and added correction code 7 Q& ~! ?+ Y0 }) `. T9 Q# ~
Changed Allow 'independent' commands to change without cost to another * q6 _! H8 l0 Q, @4 `
+ t+ I" u/ h! Q( ~9 K* Y+ d[1108i] 3 r- _ i# g( v- ?5 M
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. 9 I1 P K: \+ [0 |* I% J4 O) e
Fixed Japanese production was over-producing upgraded devices for LCUs - X1 i3 C' z5 F' L0 w1 N4 Y R
Changed Ship display of ARD shows lift capacity 7 p% K% n8 r4 ^! \+ @- E
Fixed Sub-units not having withdraw delay decremented ; A" S+ ]0 G& j) C" |) c1 u0 y
Fixed Updated offmap checks for home base
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[1108j]
6 N# K( f& U" G* p& Y kFixed Issue with carriers in range code; could cause data corruption 8 p( W$ m& a# `; @: a) V
Fixed Not all TRACOM pilots showed in lists
" x9 r8 R* ~# |( u, N9 t' HFixed Limit retreat after meeting TF surface combat to actual combat
- J/ x* A2 P7 R VChanged Removed endurance limit on PTs that limits attacks
7 G$ F5 N9 j3 f( n/ KFixed LCU weapons being changed by AI code sometimes when LCU is human controlled 2 Z- e# Z$ Z# J6 x9 g+ w
Changed Defer device upgrade of LCUs with fragments existing; causes errors in devices when swaping to parent or merging with other fragments/parent
/ O: u- P4 \3 A4 QChanged No TF unload if 'do not unload' set regardless of status of ship cargo handling ; m. X, n$ Z. r5 p a% i: C
Fixed Empty fragments stopping editor sub-units from recombining |