只更新了EXE程序文件' M! d, ~: v, c6 @) L+ K
http://www.matrixgames.com/forums/tm.asp?m=2729580& I5 J0 _/ X/ p* R8 @
This is an unofficial "short-term" beta install. + v. Y: g/ T4 C" Y: e' x; \: s
Short-term being the appropriate term as this thread may be removed after a few days. / A' F& b9 l$ {) S6 E
7 a% f0 D0 D5 k3 B5 fThis 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. 7 J6 z% e' c' t6 T
) P' C* o: L8 c$ DPLEASE 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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& Q; x- W- y+ b; a& D/ yBackground:
) n9 v8 G0 n2 T" SLast month my development PC had a meltdown while I was working on changes since the last released build (02).
" T! Y& N, L# U) E6 `& G! xAs 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. # i+ r* n5 R S% o7 x( s3 x
- \. K5 k% M" r4 e/ g0 nThe build works fine on my PC, but then it is also the one that created it.
; H# l# M, L$ [, zA 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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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. % i: d6 f* G4 I
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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. 7 c+ [6 W$ y# N/ _* ?7 a
Load up a save and play a few turns. Let me know if you have any issues with it. 6 q7 m& q; e$ N: |7 }
Also, try using tracker to see if the DLL still works.
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Again, my warning:
% P4 h8 l7 e& n' |( ~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. 8 ~; \0 r; q5 p* T, g4 G! I8 {
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Here is a list of the additional changes since 1108c (build 2) : O+ }1 e* M- W; u3 s
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[1108c+]
- z' V1 L6 | l- qFixed Rebuilt LCUs tended to use wrong PP cost on the first display, esp component units. : P9 g+ b( W. l# p( `2 v
Revised restore of report files from save 5 K: O$ o) J8 o
Changed Added group withdraw date to all split sub-groups, not just permanent withdraws : h; ?9 }$ y5 `. d1 k% P) u
Fixed 'buy-for-supply' ships remained at 1 day delay . p' h; `7 b X' k3 Z
Fixed Error in Kamikaze determination in Flak Attack
; ?! G( T ]5 C s5 MFixed Kamikaze training not affecting low naval bombing & t- q# C" @4 I. x b% ]+ X
Fixed Transferring pilot to group of different type losing 0-10 points off skills, rather than +/- 5 / T, B8 y5 R7 ] A/ V6 q! r: q/ v
Changed Pilot experience hit based on category rather specific air type . Z/ {7 F7 n5 [- l9 F Y8 U
Changed Added more off-map checks to better handle the TF's 'Return to ...' buttons 1 m9 w: ]( m+ D1 C, E5 c
+ x7 t- Y4 o$ M0 P[1108d]
: u0 {- h. v7 p1 d9 XFixed Removed ships under repair/conversion from AV support total
9 T& e$ Z& f0 E" s* R8 s( VFixed Ground attacks against land units in friendly base hex could default to 'Commander Discretion'
; k- }# S& H4 q, ~+ m3 M s! cChanged Re-enabled limited on-map routing for off-map TFs
9 l; q6 B0 D$ |Removed Disband check for resource/oil that was added earlier as can be worked around
- r9 K( {" L$ GFixed Allow float planes to transport troops to coastal bases - allowed selecting but did not always make the move 4 K" n# U+ j$ {: p# q8 M: y! P0 k
Changed Night missions on list using BLUE rather than BLACK
b( f9 i" b; T( SChanged Halved the 5-day resource requirement/stockpile to 2-day. Added earlier in patch to help with resource distribution
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[1108e] # S$ @) T% a3 ]; n1 I; d+ C
Changed Arriving LCU units were building more than needed devices if not enough in device pool : p# L& x4 M+ H" v! X4 O5 q% ~
Fixed Was returning wrong Allied device to pool on LCU device upgrade
( {% \% N+ @2 j8 Y0 dFixed Tried to align weapon and TOE for units without formal TOE before taking replacements; wrong numbers could be happening ( k) i( ^0 x: H- h
Changed Adjusted off-map entry point for way-points
$ h; }6 |/ l& m2 P1 aFixed Altitude not being changed on some dive bomber attacks in AAA 0 J5 O$ ?' G" s) _ d
( `0 O) k& Z0 N+ q1 b[1108f] ; X. K5 Q0 o, {% d6 G7 m% ]
Fixed Auto convoy returning resource/oil to home base when not required to 1 P$ y5 J) Z9 Q: T% i' x+ r
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
. O8 M7 g& F/ d( i. CFixed CTD when checking groups on withdrawing ships
' M6 {# l# x" `( VChanged Restored image files for centre windows " I/ y' M3 l5 u1 V" c
Fixed Extend packing time and operMode to combining editor components of parent LCU ; ]& M: S! e3 ]! h6 @/ p
Changed Vary DL for base created TFs, use same DL for TF split 0 F; D# W* Z, ^% v5 e/ V9 [' \2 v, f
Fixed Leader of delayed group being re-assigned continually
! H9 Z, q5 W; X3 T. B- X2 n% ]Fixed HQ check so that first HQ is included
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[1108g] ( A- q, E: m4 F. H$ F$ c0 Q& o( v
Changed Update device in TOE when changed in order to fix land replacements ! q' u+ [! a7 E9 l! @) {; D5 p3 j
Fixed Return cargo for CS or AC not checked if home base and current base are the same & _' N6 Q% e; B* e; j
Fixed Force TF to use offmap if incorrectly set due to changes of destination
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[1108h]
/ |8 L8 U6 @, h- CFixed Adjust for non-mine device being in special mine slot [#9] for sub minelaying . z* d: a, _2 Y' D. e
Changed Force ships to arrive at national base if original location is not valid to form TF; stop ships arriving at 'land-locked' base
# z4 r! A3 V7 V0 y# p% jFixed Group leader who is a pilot was losing the link under various conditions. Corrected conditions and added correction code + c. }6 q4 B* R* h' k- Q
Changed Allow 'independent' commands to change without cost to another
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[1108i] x" P# `4 ]# C$ k ~
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.
) p8 l8 M4 F! R& B0 l4 ?7 g @0 }Fixed Japanese production was over-producing upgraded devices for LCUs
$ \8 O' T) w0 k% X0 t0 IChanged Ship display of ARD shows lift capacity 2 D1 J4 H) D$ m4 w* \
Fixed Sub-units not having withdraw delay decremented
5 \! Z- w& ~. k- V2 ]6 kFixed Updated offmap checks for home base
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[1108j]
% _9 o5 B0 I7 @% a) A l* qFixed Issue with carriers in range code; could cause data corruption
$ D/ P8 o9 y8 I& `Fixed Not all TRACOM pilots showed in lists
8 B' Z4 |! D0 ?1 `) Q* b% C3 c4 hFixed Limit retreat after meeting TF surface combat to actual combat 4 U0 U& q$ x3 {7 X5 B
Changed Removed endurance limit on PTs that limits attacks
) s, Z& M/ ^4 h4 ^3 ZFixed LCU weapons being changed by AI code sometimes when LCU is human controlled + k. @- t6 ~" Y3 I& O
Changed Defer device upgrade of LCUs with fragments existing; causes errors in devices when swaping to parent or merging with other fragments/parent
# t9 F, A1 _# y6 g# u: m2 {8 m8 _: LChanged No TF unload if 'do not unload' set regardless of status of ship cargo handling
. C% A. U( `- g- m5 A, Z$ `. G$ ~Fixed Empty fragments stopping editor sub-units from recombining |