只更新了EXE程序文件
, s- H5 C" U1 ohttp://www.matrixgames.com/forums/tm.asp?m=2729580
! F* V1 I0 w- }7 HThis is an unofficial "short-term" beta install.
! h% r! |/ Q: G, p5 oShort-term being the appropriate term as this thread may be removed after a few days. 3 K& Q1 N! f8 X9 y9 L: D
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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. ( s& R! ?, S3 z
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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. % e! J$ i3 b8 N! `/ |! G- r8 {5 A
5 ?7 S1 W; a3 g6 G6 Q' |2 ^Background:
2 T* B( \/ a& v5 V( g. C9 Q1 V. T% m% ELast month my development PC had a meltdown while I was working on changes since the last released build (02).
/ I" k4 b$ ]6 g w2 e0 J7 OAs 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. # E% b4 L* x8 V! q: f
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The build works fine on my PC, but then it is also the one that created it.
+ [# ] {" z( t( pA 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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. _+ W9 q/ R& y" u SAs a result, I need to be 100% convinced that the new code will run on existing installs of AE. ( z0 f; @0 Q4 s3 n q! [6 }
* M1 [8 u8 T7 G OI 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. , R& Q6 r! t) _1 X6 ~
% u+ u/ v9 [; AI 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.
# E8 {+ h5 {; n8 \$ `4 }# RLoad up a save and play a few turns. Let me know if you have any issues with it.
% P" d, g0 n; g! I" cAlso, try using tracker to see if the DLL still works.
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Again, my warning:
4 F$ J5 e0 M$ ?/ T" PPLEASE DON'T USE THIS EXE FOR YOUR REAL ON-GOING GAMES AT THE MOMENT PENDING MY FINDINGS ON HOW SUITABLE THE NEW EXE IS. ' a( u8 Z! l3 G) k) K* _
* j4 c) ~7 J) J" ?Here is a list of the additional changes since 1108c (build 2) 5 q* F# S3 a6 a+ N$ u/ \
1 w$ `, r0 d& X! {. r8 Z[1108c+] 5 m4 d9 B c1 q Q; w0 g
Fixed Rebuilt LCUs tended to use wrong PP cost on the first display, esp component units.
' F$ s$ P7 z. i4 e1 A8 `$ q2 ?Revised restore of report files from save - R, Y' M+ e0 L, J6 |
Changed Added group withdraw date to all split sub-groups, not just permanent withdraws 9 d4 o& q- ]( u5 v
Fixed 'buy-for-supply' ships remained at 1 day delay
8 j" D5 Z! S+ b1 S1 f/ a. d% B/ Q" PFixed Error in Kamikaze determination in Flak Attack ( r& v3 Q: J* ]3 E T& p6 g' E
Fixed Kamikaze training not affecting low naval bombing 9 j9 G+ B- L9 I4 C; F* U$ Z% k
Fixed Transferring pilot to group of different type losing 0-10 points off skills, rather than +/- 5 4 C7 i2 p& c4 @5 y: b7 z, X' J
Changed Pilot experience hit based on category rather specific air type
" n2 l7 U- L. ]" b# N6 k' oChanged Added more off-map checks to better handle the TF's 'Return to ...' buttons 9 u5 ~' [! e3 \% e$ x; h
8 ^2 |: B1 }; C$ O0 v( g1 o% V; |[1108d] 5 q& i9 E8 |' Z! A4 V( |
Fixed Removed ships under repair/conversion from AV support total
1 H8 D, f& y( ^0 `3 y0 {8 M0 PFixed Ground attacks against land units in friendly base hex could default to 'Commander Discretion' & F9 r: K, ?' n1 ]3 Q4 L7 z! i
Changed Re-enabled limited on-map routing for off-map TFs 2 Q/ P2 U/ Q/ U5 c+ L6 b6 g; @
Removed Disband check for resource/oil that was added earlier as can be worked around ! b* ]: b: P$ R7 ?8 d+ b
Fixed Allow float planes to transport troops to coastal bases - allowed selecting but did not always make the move ; q8 T3 v* W, f
Changed Night missions on list using BLUE rather than BLACK
8 }$ j5 Z9 P+ t$ i+ T! W u8 ?3 \/ CChanged Halved the 5-day resource requirement/stockpile to 2-day. Added earlier in patch to help with resource distribution % M1 k5 U% p5 ?# j
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[1108e] 9 E5 T& F8 L9 @& x" {
Changed Arriving LCU units were building more than needed devices if not enough in device pool 9 h) w+ a: ]7 b8 P6 i/ c+ U" t
Fixed Was returning wrong Allied device to pool on LCU device upgrade
; E& H7 l: C7 L, N/ }& HFixed Tried to align weapon and TOE for units without formal TOE before taking replacements; wrong numbers could be happening & J$ U D% l, _( W! [: ~& U
Changed Adjusted off-map entry point for way-points * i g. s! P0 K$ l
Fixed Altitude not being changed on some dive bomber attacks in AAA 7 a* I+ j$ d5 N2 B( U$ N
2 }. R7 y+ O0 }3 Y+ Z, F[1108f]
: O4 D: _, w# H4 j) @9 i- {* hFixed Auto convoy returning resource/oil to home base when not required to ; [! e6 k( l; l6 H) F4 i
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
3 D8 O5 c/ y$ HFixed CTD when checking groups on withdrawing ships # H0 y* e4 o2 h2 \1 V
Changed Restored image files for centre windows 0 W5 v9 S7 u' s9 p# d- f0 M. j) W
Fixed Extend packing time and operMode to combining editor components of parent LCU 8 { C5 R6 B0 u! \
Changed Vary DL for base created TFs, use same DL for TF split
: _1 k5 w2 S" M5 P/ ]% @: gFixed Leader of delayed group being re-assigned continually ; `" D6 R& t# Q f
Fixed HQ check so that first HQ is included
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[1108g]
+ u; j7 ~. y0 {) o! tChanged Update device in TOE when changed in order to fix land replacements + p+ H- w) ~" X$ {! s/ g! y8 x
Fixed Return cargo for CS or AC not checked if home base and current base are the same
) o7 a+ g8 ]7 r5 s6 u* \3 w" d ~Fixed Force TF to use offmap if incorrectly set due to changes of destination
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[1108h] 9 U4 M" O, D/ i1 _2 ?+ h" O0 o
Fixed Adjust for non-mine device being in special mine slot [#9] for sub minelaying / V* B2 }) n* 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
; k3 l+ f: j& {" S7 LFixed Group leader who is a pilot was losing the link under various conditions. Corrected conditions and added correction code ( `7 Q$ x' m# v7 b7 o' ~$ I$ T& B
Changed Allow 'independent' commands to change without cost to another
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$ T- l! ~! ]4 k[1108i] , x n, a+ [3 X5 |
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.
3 B1 _) V" G; ~Fixed Japanese production was over-producing upgraded devices for LCUs
* A2 p/ F) Y7 I5 ]0 k6 e( O# [Changed Ship display of ARD shows lift capacity " c% w' W- a8 Y0 a. O
Fixed Sub-units not having withdraw delay decremented # l5 Q. _* S$ R, e" _4 P
Fixed Updated offmap checks for home base
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[1108j] / o$ R+ @' k# {2 e
Fixed Issue with carriers in range code; could cause data corruption " X; A/ I1 p' I, t
Fixed Not all TRACOM pilots showed in lists 3 d# z! B. K; X H9 ~6 x6 E, j8 b
Fixed Limit retreat after meeting TF surface combat to actual combat " {( g) K& s. r/ W; l
Changed Removed endurance limit on PTs that limits attacks 6 m5 G0 s3 I; n* h1 E' v* Q
Fixed LCU weapons being changed by AI code sometimes when LCU is human controlled 7 g9 E9 m9 t- `$ Y0 t8 P) E9 b
Changed Defer device upgrade of LCUs with fragments existing; causes errors in devices when swaping to parent or merging with other fragments/parent
6 K7 o8 q8 r7 M1 y; FChanged No TF unload if 'do not unload' set regardless of status of ship cargo handling 0 i S, M. x/ v
Fixed Empty fragments stopping editor sub-units from recombining |