只更新了EXE程序文件
) ?+ E1 r, e. S2 ~2 A5 J+ ~http://www.matrixgames.com/forums/tm.asp?m=2729580
( D: |9 h' D6 i% rThis is an unofficial "short-term" beta install.
/ h6 Y; u) ?/ F h2 ^Short-term being the appropriate term as this thread may be removed after a few days.
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% B1 l/ m( m3 p7 C, f3 V5 B9 JThis 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. ! }. x/ o' t* t6 r
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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. " m" ^5 `4 |, C8 d& D
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Last month my development PC had a meltdown while I was working on changes since the last released build (02). 9 B7 B3 m w7 _9 ~
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. % F6 r- s6 R, 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.
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O# W, T) s& XAs a result, I need to be 100% convinced that the new code will run on existing installs of AE.
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- e4 B8 `( d# |4 Q8 M' o1 c! FI 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. . V/ h8 I2 @) h! Z, L* {/ u
1 e" e+ l3 N9 `3 tI 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. ( W/ e' j W; O9 a+ g! Q5 Y/ `
Load up a save and play a few turns. Let me know if you have any issues with it.
+ Y' ?7 E! ~. h5 d9 T `Also, try using tracker to see if the DLL still works.
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Again, my warning: + ~) d1 u% W- F6 F0 Q! [
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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Here is a list of the additional changes since 1108c (build 2)
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" x& {1 L3 |/ P' Z) }[1108c+]
0 d% v6 K3 b" h, zFixed Rebuilt LCUs tended to use wrong PP cost on the first display, esp component units.
" U1 }2 L! q9 Z# A2 P# C. @Revised restore of report files from save
4 ^2 o1 [; X/ r2 t$ DChanged Added group withdraw date to all split sub-groups, not just permanent withdraws
( d* d: U" U* e1 t6 `7 _* RFixed 'buy-for-supply' ships remained at 1 day delay % ~/ a$ C# b# @5 `
Fixed Error in Kamikaze determination in Flak Attack
/ g6 Z. U* F6 d( `5 V% T$ n3 IFixed Kamikaze training not affecting low naval bombing y" n7 ?: T7 x. K- H2 l
Fixed Transferring pilot to group of different type losing 0-10 points off skills, rather than +/- 5 . S+ `! _0 F5 z3 x
Changed Pilot experience hit based on category rather specific air type , {* P; j6 W. I. e5 K( b6 m/ _4 C, b% F
Changed Added more off-map checks to better handle the TF's 'Return to ...' buttons / o9 g% a' g! @- ~2 Z- w
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[1108d] * ~! k" ?$ ]! ?& c
Fixed Removed ships under repair/conversion from AV support total & N1 B3 s# Q/ C$ g3 ?0 k5 F
Fixed Ground attacks against land units in friendly base hex could default to 'Commander Discretion'
3 {# _* }! c! R. G& UChanged Re-enabled limited on-map routing for off-map TFs
+ X$ j/ Y- H% o' S. iRemoved Disband check for resource/oil that was added earlier as can be worked around
w' W! n1 ~( `Fixed Allow float planes to transport troops to coastal bases - allowed selecting but did not always make the move
% E! M1 K( u0 t9 AChanged Night missions on list using BLUE rather than BLACK # E3 ?+ _! g$ |) H8 X6 b j
Changed Halved the 5-day resource requirement/stockpile to 2-day. Added earlier in patch to help with resource distribution & N' a$ D4 g0 p- O0 m! Y; f
( Z7 }# g1 r0 F6 {, Y7 h[1108e] 7 @$ {; g- D" c, }
Changed Arriving LCU units were building more than needed devices if not enough in device pool
1 s' F9 A! X9 z; Y; x. _Fixed Was returning wrong Allied device to pool on LCU device upgrade 3 w- x0 P, z9 N, `' M: a" D
Fixed Tried to align weapon and TOE for units without formal TOE before taking replacements; wrong numbers could be happening % M" H$ K/ ]# I% F8 \6 C7 p
Changed Adjusted off-map entry point for way-points ' z% K# g" z! O; B
Fixed Altitude not being changed on some dive bomber attacks in AAA / G7 q8 [9 I) \/ H4 H0 I
* e/ q; f* h) w0 E* I. ] k[1108f] + R/ C4 d0 h- n; H" J( _
Fixed Auto convoy returning resource/oil to home base when not required to
& y7 e( K0 C! ^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 C3 t L: {( }( _Fixed CTD when checking groups on withdrawing ships . L1 T$ x( [$ _3 S4 G/ B2 N
Changed Restored image files for centre windows
8 O1 I* j4 d, P: F+ K5 i$ v2 YFixed Extend packing time and operMode to combining editor components of parent LCU 9 v' n2 B6 B y$ N @# O
Changed Vary DL for base created TFs, use same DL for TF split 8 t1 T! x8 R0 W" a7 S9 l
Fixed Leader of delayed group being re-assigned continually & a9 V5 R+ A Q
Fixed HQ check so that first HQ is included 6 [, V2 M4 a* O! f- n
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[1108g]
~+ j' |* W# b1 o& c& ZChanged Update device in TOE when changed in order to fix land replacements
4 U9 @9 D, [# g3 P' ^5 A: G( H/ vFixed Return cargo for CS or AC not checked if home base and current base are the same
$ N$ c& `+ {- v- q# t0 X8 }$ ]+ oFixed Force TF to use offmap if incorrectly set due to changes of destination
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[1108h] . R; K- _, Y5 o- _" j% W
Fixed Adjust for non-mine device being in special mine slot [#9] for sub minelaying
; j1 S: y1 S; }1 g4 I0 pChanged Force ships to arrive at national base if original location is not valid to form TF; stop ships arriving at 'land-locked' base
$ s) q" V7 T7 x0 p3 SFixed Group leader who is a pilot was losing the link under various conditions. Corrected conditions and added correction code
1 b) G8 Z c0 nChanged Allow 'independent' commands to change without cost to another u0 a9 _/ K/ v& r
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[1108i]
' g; n" f4 n5 \0 W/ L: Q4 l2 nFixed 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. 6 M4 G" R5 i4 v; ~( y2 _" |
Fixed Japanese production was over-producing upgraded devices for LCUs
$ {+ K3 T% a# ?) h+ t( S* e/ CChanged Ship display of ARD shows lift capacity
2 Q6 t% V; v' S" v- j% A& K) EFixed Sub-units not having withdraw delay decremented 2 N" v, f/ Z" o$ h: Y* B6 P
Fixed Updated offmap checks for home base
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) @, U# x7 T% }/ D& x" M[1108j]
4 R7 K- \+ ^; _! U+ I/ iFixed Issue with carriers in range code; could cause data corruption
( m; r7 M& x5 m! S$ _8 i' JFixed Not all TRACOM pilots showed in lists 9 d7 B. j% \. M' |; X$ G
Fixed Limit retreat after meeting TF surface combat to actual combat " B( R h; ]9 h1 N1 ]3 T
Changed Removed endurance limit on PTs that limits attacks
# V. l3 d. L0 z# [, e/ V0 jFixed LCU weapons being changed by AI code sometimes when LCU is human controlled ( ~ U" k6 `% n0 w8 Y3 V% F
Changed Defer device upgrade of LCUs with fragments existing; causes errors in devices when swaping to parent or merging with other fragments/parent ( [" C! C% G4 y
Changed No TF unload if 'do not unload' set regardless of status of ship cargo handling
: d" r" q" |- C; _6 q- [Fixed Empty fragments stopping editor sub-units from recombining |