只更新了EXE程序文件4 u% I' E) N' x7 Z' S! n9 ]
http://www.matrixgames.com/forums/tm.asp?m=27295805 K9 q2 X# H* Q1 L$ r
This is an unofficial "short-term" beta install. 0 v2 w6 w" V1 Y0 b6 d* |
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. ; Z2 | f6 H' F- {: }
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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: & x: J+ O. L2 g7 ~" c P* |6 v0 R" Q6 g
Last month my development PC had a meltdown while I was working on changes since the last released build (02).
, s9 h6 W% y6 C. FAs 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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! v0 Y _# u( w7 ?. [2 e! eThe build works fine on my PC, but then it is also the one that created it.
( \+ I1 z: t; N: }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.
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8 a1 J1 G" D; y4 Z+ OAs a result, I need to be 100% convinced that the new code will run on existing installs of AE. + G$ P1 a, p( B% m3 s) A- R
6 I/ ]8 [: C( U0 c2 I3 zI 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. O% Q6 k$ w5 n7 a! R4 D- |. [2 r
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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. 8 t. {/ T: j6 ^3 c! P# U
Load up a save and play a few turns. Let me know if you have any issues with it. - H9 m" X5 t! I8 J' O7 k7 x0 l3 r
Also, try using tracker to see if the DLL still works.
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Again, my warning: 2 F+ n" I' \7 Q! M; d
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. ' u6 S; C) q% X+ C- {6 M
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Here is a list of the additional changes since 1108c (build 2) 2 h& c S% N. }& L2 q+ ~
$ F/ J" L/ e' ^* H o[1108c+]
; M2 N4 j3 P/ D3 \. |* a6 O) P% GFixed Rebuilt LCUs tended to use wrong PP cost on the first display, esp component units.
* w5 C$ t8 K- f) d% m( oRevised restore of report files from save
c- Z5 \. u2 W9 P% yChanged Added group withdraw date to all split sub-groups, not just permanent withdraws
, D- ~& `1 W, D0 H$ z7 `7 {Fixed 'buy-for-supply' ships remained at 1 day delay
6 E. T7 K; D. G/ Q4 cFixed Error in Kamikaze determination in Flak Attack
/ A/ Z4 k p; N( o# A# x; |Fixed Kamikaze training not affecting low naval bombing 1 }1 v% b. X" x5 w0 t) l- B, X* w
Fixed Transferring pilot to group of different type losing 0-10 points off skills, rather than +/- 5 ; D, N9 P4 ]$ \% [
Changed Pilot experience hit based on category rather specific air type 5 C \! L. ~5 O
Changed Added more off-map checks to better handle the TF's 'Return to ...' buttons
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[1108d] 2 M3 [; C1 Y5 ]- y( i1 I; b
Fixed Removed ships under repair/conversion from AV support total 9 `* u" o5 s/ B0 k- a3 a& e
Fixed Ground attacks against land units in friendly base hex could default to 'Commander Discretion' 0 `% h0 P- g1 S1 P8 v
Changed Re-enabled limited on-map routing for off-map TFs
+ D, v4 B) r% t/ GRemoved Disband check for resource/oil that was added earlier as can be worked around
7 o( R. M: K) o9 s$ qFixed Allow float planes to transport troops to coastal bases - allowed selecting but did not always make the move 4 H* R# M" N9 }, e4 n o1 t9 S
Changed Night missions on list using BLUE rather than BLACK + W+ F% M9 b# S2 z
Changed Halved the 5-day resource requirement/stockpile to 2-day. Added earlier in patch to help with resource distribution
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[1108e]
5 Y' Q- R0 M; |, k( ?5 MChanged Arriving LCU units were building more than needed devices if not enough in device pool 6 }6 y" x' Y v4 N" [, L* y
Fixed Was returning wrong Allied device to pool on LCU device upgrade 6 S% k* V }3 m7 `
Fixed Tried to align weapon and TOE for units without formal TOE before taking replacements; wrong numbers could be happening 9 q5 Y# f) B# ]2 T& R
Changed Adjusted off-map entry point for way-points
# _1 f3 e, \% d) O) }Fixed Altitude not being changed on some dive bomber attacks in AAA ! P4 s! c8 w% H: T5 e
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[1108f]
4 L! S& j; q4 J1 q( H7 o- SFixed Auto convoy returning resource/oil to home base when not required to & W% D5 b9 R9 ?7 s3 k- U
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 - t4 U# y& i" u
Fixed CTD when checking groups on withdrawing ships
* X1 r; e! k. S$ C6 g: a! J, Z. qChanged Restored image files for centre windows 3 b+ L2 V2 T0 c: y8 T
Fixed Extend packing time and operMode to combining editor components of parent LCU
# t9 e' o2 ]" d2 c7 f" sChanged Vary DL for base created TFs, use same DL for TF split / ~; }1 f# R1 Q" g/ p
Fixed Leader of delayed group being re-assigned continually 4 ~9 j6 M2 Z( [4 k# g# S
Fixed HQ check so that first HQ is included 1 N; f! `* r6 s z3 d( C
7 b3 E/ I8 Y6 Q, \* j[1108g] / ~7 O7 W, |# c, F8 Y
Changed Update device in TOE when changed in order to fix land replacements , H% n+ t! v5 B5 _ c
Fixed Return cargo for CS or AC not checked if home base and current base are the same
* ]% F+ ?7 o- w: u$ [Fixed Force TF to use offmap if incorrectly set due to changes of destination
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[1108h]
1 `) {! W, r6 o6 OFixed Adjust for non-mine device being in special mine slot [#9] for sub minelaying 1 |2 E1 k) ?+ _) 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 3 A- h% d4 G. U
Fixed Group leader who is a pilot was losing the link under various conditions. Corrected conditions and added correction code
o. q) U! P$ D% B: a+ z5 }Changed Allow 'independent' commands to change without cost to another
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[1108i] + ~: p8 D) |* |/ U" e
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 P. _5 ^% B9 o+ E B
Fixed Japanese production was over-producing upgraded devices for LCUs ) q9 O' M5 r# P) K; L2 D1 X3 T
Changed Ship display of ARD shows lift capacity 8 W- ]+ w+ ]/ p, V. q1 G8 Y! s
Fixed Sub-units not having withdraw delay decremented
# z# c0 t" g7 O3 w6 ?( vFixed Updated offmap checks for home base 0 `% E3 ]3 _4 n Q9 P. t& X# }; L
2 D4 |; m4 F6 [7 ]( J* X5 ^[1108j] 0 b6 @$ K3 @& m7 E
Fixed Issue with carriers in range code; could cause data corruption # x: j F6 @3 R$ l4 m2 F
Fixed Not all TRACOM pilots showed in lists # d& N6 Y. Q6 N: f& e& \7 ?- J
Fixed Limit retreat after meeting TF surface combat to actual combat
4 h# v# [& ?# s3 KChanged Removed endurance limit on PTs that limits attacks
, u( f2 D' t0 T, P; W: xFixed LCU weapons being changed by AI code sometimes when LCU is human controlled
1 H% F8 ~5 U: k& C3 i2 N- a+ F9 \Changed Defer device upgrade of LCUs with fragments existing; causes errors in devices when swaping to parent or merging with other fragments/parent % ~6 A( E( X$ Q @
Changed No TF unload if 'do not unload' set regardless of status of ship cargo handling : J. j2 H# f; t' k! V/ X8 J( N
Fixed Empty fragments stopping editor sub-units from recombining |