只更新了EXE程序文件7 K) ~% {& B [. e5 W+ X Q
http://www.matrixgames.com/forums/tm.asp?m=2729580
3 d( _4 u5 g- P$ b" A0 uThis is an unofficial "short-term" beta install. " C$ o5 z5 d8 R" o& [" b- l$ g8 k
Short-term being the appropriate term as this thread may be removed after a few days. ' \1 {. J2 |+ j3 I
0 { a6 S3 t8 A( H: X1 mThis 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. ; F7 V8 _; L+ K2 X" m, P
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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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' y0 V9 t# T* m. V; E$ ], m& ~7 x7 JBackground:
+ M, R' X' \* S3 Y2 n+ pLast month my development PC had a meltdown while I was working on changes since the last released build (02). 1 L# R/ ~$ b5 g" [% A2 r" U
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.
9 h4 L q9 k7 ~' t9 ^- | r: kA 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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As a result, I need to be 100% convinced that the new code will run on existing installs of AE.
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! \7 U7 M& a! d& P f* ]% ?$ BI 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.
& q! w9 D- q& k( j) O4 Y3 BLoad up a save and play a few turns. Let me know if you have any issues with it. ' V9 r/ L1 C, |# l% S0 P3 d
Also, try using tracker to see if the DLL still works.
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Again, my warning:
$ V2 {7 U" @5 ~' L/ TPLEASE 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) - G* d# S9 ^- T& F8 B; R: j7 _
) j0 Q1 Q' \1 i[1108c+] # j$ w( D% z1 M: X/ t, n: z
Fixed Rebuilt LCUs tended to use wrong PP cost on the first display, esp component units. ' A& ]# i% y [, r, [; [8 F5 F
Revised restore of report files from save
% r i( E* X4 N" GChanged Added group withdraw date to all split sub-groups, not just permanent withdraws
& {4 R! `6 D6 `Fixed 'buy-for-supply' ships remained at 1 day delay * G! V6 h6 h6 u& N
Fixed Error in Kamikaze determination in Flak Attack 4 a) [5 ?' Z. W1 U* d: \
Fixed Kamikaze training not affecting low naval bombing , @% o0 }0 e$ c) u
Fixed Transferring pilot to group of different type losing 0-10 points off skills, rather than +/- 5
* T G' W6 u8 F6 ]: A$ w/ G8 I/ l/ CChanged Pilot experience hit based on category rather specific air type
2 {% H0 l8 p8 d9 d$ Y, W, ]Changed Added more off-map checks to better handle the TF's 'Return to ...' buttons + z+ v. e. \" L' ^" Z
* x3 M9 h1 n }. e[1108d] ! T# W9 k3 G) l: x' I$ K; g" F" \
Fixed Removed ships under repair/conversion from AV support total
' l6 \9 v. R1 l7 A& B& s8 }7 ^Fixed Ground attacks against land units in friendly base hex could default to 'Commander Discretion'
4 d+ m- E% n% `. B- f: T' bChanged Re-enabled limited on-map routing for off-map TFs
; Z! W6 F2 f3 s4 J7 WRemoved Disband check for resource/oil that was added earlier as can be worked around ) S# B: S( F& f# r; e# ^- |; U5 ~: F
Fixed Allow float planes to transport troops to coastal bases - allowed selecting but did not always make the move ( ~/ o0 E* u/ s9 q8 D9 K2 f
Changed Night missions on list using BLUE rather than BLACK 8 i! e& Z+ D- X6 ]. n$ F
Changed Halved the 5-day resource requirement/stockpile to 2-day. Added earlier in patch to help with resource distribution - B5 w6 a$ J6 V4 g# F5 |/ Z( R! A
6 U7 U( m% \9 ]8 q7 m5 y h[1108e]
3 k0 v/ ~( A4 GChanged Arriving LCU units were building more than needed devices if not enough in device pool
) s/ y0 @7 d( K5 A ]2 H3 VFixed Was returning wrong Allied device to pool on LCU device upgrade ( d. L; p% E, l8 J. K! a/ `
Fixed Tried to align weapon and TOE for units without formal TOE before taking replacements; wrong numbers could be happening
* O& F6 o+ n2 j6 J1 a6 ]Changed Adjusted off-map entry point for way-points
" u5 E6 F0 s, u2 e! C G/ TFixed Altitude not being changed on some dive bomber attacks in AAA 2 q& l; j0 e! ^0 |
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[1108f] & B# D P" G% \* F
Fixed Auto convoy returning resource/oil to home base when not required to : i0 Y% u$ n- z
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
& K: } e3 t5 g" x' f; HFixed CTD when checking groups on withdrawing ships
& H$ T* |$ c, T5 {4 g- N+ Q& F, RChanged Restored image files for centre windows
; D4 t' C/ U2 A% x2 Z& s; TFixed Extend packing time and operMode to combining editor components of parent LCU 9 F6 E+ \9 ~, q2 H, V9 {9 N
Changed Vary DL for base created TFs, use same DL for TF split
9 F, |! _& l7 C4 |Fixed Leader of delayed group being re-assigned continually
7 k+ \$ Q' C2 k3 H, cFixed HQ check so that first HQ is included 0 ?9 t" }2 B/ ~3 d7 P& e( P) }2 R
$ ~+ R3 r0 j6 E) s/ O7 P[1108g]
2 z" \( u! `' q" y) i2 k# a! wChanged Update device in TOE when changed in order to fix land replacements # H2 u0 W4 H+ m' U3 }
Fixed Return cargo for CS or AC not checked if home base and current base are the same : m9 K; i- f( }. B% }- L' \5 `( ?
Fixed Force TF to use offmap if incorrectly set due to changes of destination
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[1108h] # q# E# Y; u1 f+ c
Fixed Adjust for non-mine device being in special mine slot [#9] for sub minelaying
8 g5 A6 G) W6 w! zChanged Force ships to arrive at national base if original location is not valid to form TF; stop ships arriving at 'land-locked' base
6 J7 w! ~% \: WFixed Group leader who is a pilot was losing the link under various conditions. Corrected conditions and added correction code ( N% M! B: P' a4 [: _# I
Changed Allow 'independent' commands to change without cost to another / y( g$ n) o" v. H8 Y6 f
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) D& @, x7 R4 CFixed 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 U" I; A1 B$ Z+ `Fixed Japanese production was over-producing upgraded devices for LCUs " F3 @8 h3 o' e) y5 I! ^6 g
Changed Ship display of ARD shows lift capacity & }, ~+ j1 F( i) O' K+ [9 x
Fixed Sub-units not having withdraw delay decremented
`; y# j: @4 G! {0 Q6 Y2 Q, f' W( I5 EFixed Updated offmap checks for home base - y4 w- z; L ~: S; l
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[1108j] , `& c# {; d1 E! x. v0 l! `- v' j8 W
Fixed Issue with carriers in range code; could cause data corruption 3 d3 k) {! S/ F! Z
Fixed Not all TRACOM pilots showed in lists
9 J/ V. R+ \# ?& a Q7 s* Z( T tFixed Limit retreat after meeting TF surface combat to actual combat ; l8 W" |7 X3 R2 A ^% a( M
Changed Removed endurance limit on PTs that limits attacks
0 J6 Z5 E9 D9 ~8 X, TFixed LCU weapons being changed by AI code sometimes when LCU is human controlled
# G& [0 o! [. U. u6 b% [) a7 TChanged Defer device upgrade of LCUs with fragments existing; causes errors in devices when swaping to parent or merging with other fragments/parent / [( |) F' p1 f
Changed No TF unload if 'do not unload' set regardless of status of ship cargo handling
# w# ^9 I+ P7 `5 G. L: u( \1 TFixed Empty fragments stopping editor sub-units from recombining |