只更新了EXE程序文件4 h/ @* j9 \$ Q0 \* @
http://www.matrixgames.com/forums/tm.asp?m=2729580
! X! i) N& K( LThis is an unofficial "short-term" beta install.
4 M0 q4 {% u. O* EShort-term being the appropriate term as this thread may be removed after a few days. P; |8 e/ g5 N$ j
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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.
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) Z. Z: v6 Z. D9 V% V8 [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. ' z3 H" g+ e' [6 A
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Background:
* f8 Z1 z; b4 k8 f8 Q6 ?7 Y( PLast month my development PC had a meltdown while I was working on changes since the last released build (02).
% _7 j1 g3 ]0 H- 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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The build works fine on my PC, but then it is also the one that created it. 2 k$ S* q& r/ h% M) ~
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. ' i" u, m2 q8 d' c) U m
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As a result, I need to be 100% convinced that the new code will run on existing installs of AE. 0 H0 t& g. X2 [! ?8 B) ^9 d
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I 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. ' _7 f2 W( I+ u
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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.
! W& _8 J" _3 @0 V* SLoad up a save and play a few turns. Let me know if you have any issues with it. , a6 y& b$ P/ ]9 ~; `, e* O) x
Also, try using tracker to see if the DLL still works.
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+ }/ \9 G4 D# I3 h7 R2 AAgain, my warning: , m t- j7 s$ ?$ J+ V2 B
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. # H B% r- R: c2 ~) d+ _/ `, \
( m! \; W5 i1 h; h$ ^: zHere is a list of the additional changes since 1108c (build 2) * q7 p. O( ~; | W
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[1108c+] 4 l% ~4 A% L/ d) T
Fixed Rebuilt LCUs tended to use wrong PP cost on the first display, esp component units.
3 T+ I' d, Z& f1 C3 W/ A* sRevised restore of report files from save * a: ~4 o! j9 |5 T F% Y
Changed Added group withdraw date to all split sub-groups, not just permanent withdraws / [; ? i" e, z6 m$ R9 A5 U
Fixed 'buy-for-supply' ships remained at 1 day delay * K7 c2 ?7 [2 C; A( t! g) l
Fixed Error in Kamikaze determination in Flak Attack
! Z* A; f, k5 E! Q9 D: f/ xFixed Kamikaze training not affecting low naval bombing q5 N! y2 d# t2 N+ E
Fixed Transferring pilot to group of different type losing 0-10 points off skills, rather than +/- 5
`' U; r3 T' ~Changed Pilot experience hit based on category rather specific air type
; F- z8 x" Q; p3 O% M" JChanged Added more off-map checks to better handle the TF's 'Return to ...' buttons : P1 I. S4 z9 b- J: M8 g
* P" {3 r9 s- I6 f1 c- b7 i1 O[1108d] ! z- O+ u i6 b! |$ n4 r
Fixed Removed ships under repair/conversion from AV support total
. u' F2 f( H+ h) JFixed Ground attacks against land units in friendly base hex could default to 'Commander Discretion'
7 W5 W2 m+ o2 n/ lChanged Re-enabled limited on-map routing for off-map TFs
1 V1 F( d5 f0 g) v0 LRemoved Disband check for resource/oil that was added earlier as can be worked around
4 Q7 v# g& @# ` F% UFixed Allow float planes to transport troops to coastal bases - allowed selecting but did not always make the move
. A7 }! z2 Z2 t; U+ G" mChanged Night missions on list using BLUE rather than BLACK 1 q0 k8 h! c% Z7 Q
Changed Halved the 5-day resource requirement/stockpile to 2-day. Added earlier in patch to help with resource distribution 9 c/ L% w$ c6 _& }. l' [3 Y8 Y
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[1108e] ! [( o5 P4 @4 D8 G
Changed Arriving LCU units were building more than needed devices if not enough in device pool
7 W( L( j; J5 r0 w3 \Fixed Was returning wrong Allied device to pool on LCU device upgrade
/ } H B' y" P: d% l: F& gFixed Tried to align weapon and TOE for units without formal TOE before taking replacements; wrong numbers could be happening # x H( U/ z# b/ ^' A6 v
Changed Adjusted off-map entry point for way-points ( y ^4 J) R" ]7 G& P7 s C4 L
Fixed Altitude not being changed on some dive bomber attacks in AAA : v3 J7 I6 R, P, R6 L: m
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[1108f]
/ {, L" E! t* V1 G/ B9 w9 D2 }& D/ kFixed Auto convoy returning resource/oil to home base when not required to
6 U r3 G" j6 \' N, zAdded 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 k M6 U3 r1 g
Fixed CTD when checking groups on withdrawing ships 1 C3 G: T/ _# {& m% {
Changed Restored image files for centre windows $ _/ D" W; d1 A" _$ G; g* r5 G& [
Fixed Extend packing time and operMode to combining editor components of parent LCU
* v' H- X {' i0 SChanged Vary DL for base created TFs, use same DL for TF split
* A2 X0 R; @! KFixed Leader of delayed group being re-assigned continually , }7 s; d1 | ]
Fixed HQ check so that first HQ is included ! Z4 |. w: b) {2 k+ j
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[1108g]
4 w" M* _& {$ C, IChanged Update device in TOE when changed in order to fix land replacements 7 Q6 L6 X5 R5 l& P$ A* X3 N, ^3 x
Fixed Return cargo for CS or AC not checked if home base and current base are the same # @+ Q6 j$ G5 V1 B4 Q& I
Fixed Force TF to use offmap if incorrectly set due to changes of destination
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[1108h]
/ h2 J' g% I0 A. l( s* c+ N2 NFixed Adjust for non-mine device being in special mine slot [#9] for sub minelaying V# w' k2 d* I. s7 ^ Y
Changed Force ships to arrive at national base if original location is not valid to form TF; stop ships arriving at 'land-locked' base
4 b2 W3 e/ L, p6 A8 K/ oFixed Group leader who is a pilot was losing the link under various conditions. Corrected conditions and added correction code
5 G, \" K6 T$ E7 T/ NChanged Allow 'independent' commands to change without cost to another * ]* {* ]: y, [ k# @( f
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[1108i]
5 P Y' `5 R7 U/ G% a6 JFixed 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. & U4 c/ z0 k# d* Z" z
Fixed Japanese production was over-producing upgraded devices for LCUs 4 ~: ^, ~$ o0 B. A/ e
Changed Ship display of ARD shows lift capacity
) y! E8 R3 o; S: C: T4 {Fixed Sub-units not having withdraw delay decremented
1 m7 k: ]1 Y/ m+ iFixed Updated offmap checks for home base % m1 l1 w: q/ ], o ]/ S, j8 O
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[1108j] 2 l' w0 t6 ^% h( l9 ^5 O
Fixed Issue with carriers in range code; could cause data corruption
; A$ b Y8 e# F/ _$ S. _% pFixed Not all TRACOM pilots showed in lists
2 u: |0 a( ^. m, [1 YFixed Limit retreat after meeting TF surface combat to actual combat ' {% a% o! v5 R& ` H5 y/ c
Changed Removed endurance limit on PTs that limits attacks ! i8 ], a' ?$ v+ n! m) z7 j+ O
Fixed LCU weapons being changed by AI code sometimes when LCU is human controlled 3 o. @2 l6 X/ \) H2 ]0 Y! v
Changed Defer device upgrade of LCUs with fragments existing; causes errors in devices when swaping to parent or merging with other fragments/parent
9 U" [( M% ` t6 y5 ]- _/ UChanged No TF unload if 'do not unload' set regardless of status of ship cargo handling
+ e; ]2 ?: e* d3 o u, r% {Fixed Empty fragments stopping editor sub-units from recombining |