只更新了EXE程序文件9 w5 E n$ ?% e; e
http://www.matrixgames.com/forums/tm.asp?m=2729580
% I/ x# H6 h9 \This is an unofficial "short-term" beta install. ( r8 f# t$ e' ?! \' Y( b9 r! Z9 z
Short-term being the appropriate term as this thread may be removed after a few days.
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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. - |+ i9 N/ e: ~* H# q8 @
- {5 J. w5 M1 F. {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: ) K3 |- m" H: B1 \! C
Last month my development PC had a meltdown while I was working on changes since the last released build (02). 8 b5 G/ g! V% j
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. 9 H2 i1 w8 ?0 u3 K1 U) N; ~
5 {9 O5 n. H4 v) y: ^" vThe build works fine on my PC, but then it is also the one that created it.
. c6 Y. A& R. |( e8 oA 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. ( X7 ^. `" l8 L2 l3 x
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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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9 Q- n: Q# J7 y: g) M- JI 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. ' t: ~" X @& V0 s" p7 L! D) [
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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.
* ?+ T! T3 `+ A0 }, Q! H# |8 A9 ELoad up a save and play a few turns. Let me know if you have any issues with it. 3 j% {. v% { f" R1 d
Also, try using tracker to see if the DLL still works.
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+ K+ }! R& a( k/ g WAgain, my warning:
: ?: v; Z" E0 w/ V7 K% ~, UPLEASE 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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- x( N2 z Q) i/ WHere is a list of the additional changes since 1108c (build 2)
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[1108c+] 0 K1 X! P. Y& Z. w2 |- L
Fixed Rebuilt LCUs tended to use wrong PP cost on the first display, esp component units. 2 O: Q3 O0 p' q4 p% J4 e
Revised restore of report files from save 9 a) g. t% K d9 J! ^
Changed Added group withdraw date to all split sub-groups, not just permanent withdraws * S- w5 @$ P3 J& o" ?9 r9 j0 D
Fixed 'buy-for-supply' ships remained at 1 day delay
$ U, @' E6 g3 Z6 Q) p' v- G' ZFixed Error in Kamikaze determination in Flak Attack " E1 y: M* k Y& ~) D) B
Fixed Kamikaze training not affecting low naval bombing ; a7 z: q2 W( i
Fixed Transferring pilot to group of different type losing 0-10 points off skills, rather than +/- 5 % C! N: e. }: t- T. s; e1 ]8 B
Changed Pilot experience hit based on category rather specific air type
+ P2 a6 @% a- _3 A' A0 e& i5 g, nChanged Added more off-map checks to better handle the TF's 'Return to ...' buttons
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4 a, O, x( V) L9 K! f[1108d]
' U6 o" c8 G& e. }- |6 z! R* UFixed Removed ships under repair/conversion from AV support total
" z: p1 t/ Y$ j% @Fixed Ground attacks against land units in friendly base hex could default to 'Commander Discretion' . K1 |( ?# w5 q3 L0 p
Changed Re-enabled limited on-map routing for off-map TFs
1 A' o+ t1 L) b& [Removed Disband check for resource/oil that was added earlier as can be worked around # n' ^% `; l6 L: T. ^
Fixed Allow float planes to transport troops to coastal bases - allowed selecting but did not always make the move
$ g$ I$ ~$ s8 }, d, j8 ? w! H1 RChanged Night missions on list using BLUE rather than BLACK
) t5 F$ b! l ]0 a. E- c6 q- NChanged Halved the 5-day resource requirement/stockpile to 2-day. Added earlier in patch to help with resource distribution
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[1108e] 9 I/ o+ E- e8 ~5 W3 x! [: v0 m" y
Changed Arriving LCU units were building more than needed devices if not enough in device pool $ X! M+ a2 r/ Y. K8 h7 @! B
Fixed Was returning wrong Allied device to pool on LCU device upgrade
5 `: B+ W/ _; y# q' {# f0 n' MFixed Tried to align weapon and TOE for units without formal TOE before taking replacements; wrong numbers could be happening
5 n# G7 o2 a/ k; D1 m- P" zChanged Adjusted off-map entry point for way-points # a3 `5 m. F* ]/ t' s% m) Q; B1 ~
Fixed Altitude not being changed on some dive bomber attacks in AAA
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4 \8 N. S% J( B y6 g. ?[1108f] , P) A: `0 F- O2 e& L3 A
Fixed Auto convoy returning resource/oil to home base when not required to & r# f. a: \& L/ \# R
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
: [( T8 ~2 n7 }- N6 l# ZFixed CTD when checking groups on withdrawing ships . z6 c2 x' B" ?: c# O: s
Changed Restored image files for centre windows & A) z: _) T8 N4 s/ P
Fixed Extend packing time and operMode to combining editor components of parent LCU
. _/ f. a$ u3 z8 _/ xChanged Vary DL for base created TFs, use same DL for TF split . L: H8 C" f, }8 C: n' x2 i. g
Fixed Leader of delayed group being re-assigned continually
0 U8 D, T, }. Q1 ]: T5 FFixed HQ check so that first HQ is included f. T5 _: L( Z8 Q% G
: N% ?6 t; ^- a5 a[1108g]
E- u7 c; ?! s9 v, ]Changed Update device in TOE when changed in order to fix land replacements ; ?8 J" w4 a1 j2 m E
Fixed Return cargo for CS or AC not checked if home base and current base are the same
* h( a& t2 \6 s4 DFixed Force TF to use offmap if incorrectly set due to changes of destination
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[1108h] 3 E2 p9 A7 k4 A# k& W7 f2 q! I
Fixed Adjust for non-mine device being in special mine slot [#9] for sub minelaying
6 U, I) C. z$ ^6 }2 YChanged Force ships to arrive at national base if original location is not valid to form TF; stop ships arriving at 'land-locked' base
6 s* ~; \0 O0 O5 r6 [Fixed Group leader who is a pilot was losing the link under various conditions. Corrected conditions and added correction code
& n: ~" i, _) `( Y0 i* mChanged Allow 'independent' commands to change without cost to another
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( F* R3 i$ N3 _[1108i] , a, k; y0 x4 Z# u' a2 l
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 I4 Q+ X7 }$ u) F; @( bFixed Japanese production was over-producing upgraded devices for LCUs ) z% O' n, r x2 c: D3 j# f
Changed Ship display of ARD shows lift capacity
7 N( w' c6 S4 K, Q% d! ]/ {Fixed Sub-units not having withdraw delay decremented
2 |. e6 f* H. O9 u' x3 i8 {Fixed Updated offmap checks for home base . B: F0 [# q, {' ]* a: V* H
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[1108j]
. ]* C, G/ X8 p! @Fixed Issue with carriers in range code; could cause data corruption
. Y2 f. o2 c8 I9 `' m+ s5 gFixed Not all TRACOM pilots showed in lists ( U( q- @- i' G! r3 V( i
Fixed Limit retreat after meeting TF surface combat to actual combat
( U2 F1 z. \, x/ u% J* sChanged Removed endurance limit on PTs that limits attacks
, V3 P3 c: c; f% U2 [/ TFixed LCU weapons being changed by AI code sometimes when LCU is human controlled " v9 |% V3 [+ a0 M0 }: D V
Changed Defer device upgrade of LCUs with fragments existing; causes errors in devices when swaping to parent or merging with other fragments/parent
' f( x1 Q h2 |: }( L1 JChanged No TF unload if 'do not unload' set regardless of status of ship cargo handling 2 m4 U5 U6 `8 g3 v
Fixed Empty fragments stopping editor sub-units from recombining |