只更新了EXE程序文件
0 M9 G4 D4 z6 Y9 O# J7 R6 e& [http://www.matrixgames.com/forums/tm.asp?m=27295800 b0 W H2 s& u8 B
This is an unofficial "short-term" beta install. k/ Z9 `+ z5 N$ ~$ I
Short-term being the appropriate term as this thread may be removed after a few days.
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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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. {" t4 _6 B0 ?% |( ~- M7 b! y' IPLEASE DON'T USE THIS EXE FOR YOUR REAL ON-GOING GAMES AT THE MOMENT PENDING MY FINDINGS ON HOW SUITABLE THE NEW EXE IS. : X# q2 I! e K G1 r9 g0 I
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Background: 4 i! Y$ ~" X8 G/ V3 x+ L! G
Last month my development PC had a meltdown while I was working on changes since the last released build (02). , { p+ l# n1 F6 Q& O
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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; J( B# C5 ?) ]& Z) uThe build works fine on my PC, but then it is also the one that created it.
8 l, E7 E' t2 E; D* `, AA 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. ; q% R5 y. U+ K; d# T/ B
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As a result, I need to be 100% convinced that the new code will run on existing installs of AE. ; w, [1 n; X, D) ]$ A' A5 ~
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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. . w/ K L% C- d0 E; @' B$ J
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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.
* p; K( b& C; H. f4 mLoad up a save and play a few turns. Let me know if you have any issues with it.
% `7 w" K& s. M5 r% vAlso, try using tracker to see if the DLL still works. / O. G" Q) P% p/ z+ y, @ U
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Again, my warning: ( a1 q( ?) A, k& 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.
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# F# t+ W8 N8 X6 Y* iHere is a list of the additional changes since 1108c (build 2) , H. U$ l7 X3 `0 d7 U
A# N9 c! M g( j[1108c+]
?+ h" \9 O+ oFixed Rebuilt LCUs tended to use wrong PP cost on the first display, esp component units. 0 ]& _* h0 u$ a+ e; n" ?2 c
Revised restore of report files from save
: l E# Z: t& _1 t; R0 G! w. QChanged Added group withdraw date to all split sub-groups, not just permanent withdraws
. ?& ^) [/ _& w' q0 g+ Y3 K0 NFixed 'buy-for-supply' ships remained at 1 day delay
0 o3 q. o2 w+ F Z& RFixed Error in Kamikaze determination in Flak Attack
8 b( K* J( p* M5 r j$ O( vFixed Kamikaze training not affecting low naval bombing
; v6 c0 Y1 v1 l( PFixed Transferring pilot to group of different type losing 0-10 points off skills, rather than +/- 5
, }6 c! M' S5 A* Q" }9 d( rChanged Pilot experience hit based on category rather specific air type
2 t8 h4 L7 i F, s/ `Changed Added more off-map checks to better handle the TF's 'Return to ...' buttons % V5 l2 w3 F. m
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[1108d]
4 P9 S7 N* U$ J( J) bFixed Removed ships under repair/conversion from AV support total
6 T! s' G+ ^. |& H( QFixed Ground attacks against land units in friendly base hex could default to 'Commander Discretion' $ L0 Y4 T | { ]3 n
Changed Re-enabled limited on-map routing for off-map TFs
" F) N4 f3 o* i/ J% ~ T3 uRemoved Disband check for resource/oil that was added earlier as can be worked around $ S9 l5 Z: P& h0 y$ n
Fixed Allow float planes to transport troops to coastal bases - allowed selecting but did not always make the move # ?" G; f: e$ C; o4 \& ]' c
Changed Night missions on list using BLUE rather than BLACK . ?4 o/ {" E5 _: P# ?* o G' A: m
Changed Halved the 5-day resource requirement/stockpile to 2-day. Added earlier in patch to help with resource distribution
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+ q# M6 o4 K9 I: x! h4 n/ i3 i[1108e]
( u/ R4 d5 K2 U5 N1 {8 b. ^Changed Arriving LCU units were building more than needed devices if not enough in device pool
- W* @# b$ O2 DFixed Was returning wrong Allied device to pool on LCU device upgrade 1 K* b! e4 M8 c
Fixed Tried to align weapon and TOE for units without formal TOE before taking replacements; wrong numbers could be happening
6 G5 {- g& @. d7 wChanged Adjusted off-map entry point for way-points 0 s2 `+ t: r, h, ]: Q2 O: T
Fixed Altitude not being changed on some dive bomber attacks in AAA
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[1108f] 3 b3 x. X. N7 k2 d3 @" S
Fixed Auto convoy returning resource/oil to home base when not required to
$ P5 w: w: c; E) cAdded 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 % [$ \7 R5 i. N$ A1 w( z
Fixed CTD when checking groups on withdrawing ships 2 A5 B* |5 o# h6 }6 |. t: E
Changed Restored image files for centre windows
; B' [1 ~( ~9 a$ o) f1 _8 nFixed Extend packing time and operMode to combining editor components of parent LCU ; ~2 x! y! m3 K9 l# n9 q
Changed Vary DL for base created TFs, use same DL for TF split ; E$ o* m4 O V8 G& j
Fixed Leader of delayed group being re-assigned continually
6 i9 |6 d- h8 C2 A" q0 K9 TFixed HQ check so that first HQ is included
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9 p2 p9 L0 a$ {4 H+ \3 i[1108g] : W8 f1 V: H' N$ H* C
Changed Update device in TOE when changed in order to fix land replacements
6 Y. `1 C5 u! x( v8 DFixed Return cargo for CS or AC not checked if home base and current base are the same
6 w+ r" `" N- z7 _Fixed Force TF to use offmap if incorrectly set due to changes of destination
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; J- i0 @$ p7 Y( ?7 A' a[1108h] $ B! H# w. @; t3 o/ A7 P' _* p
Fixed Adjust for non-mine device being in special mine slot [#9] for sub minelaying ! Q N& a- Z& m% n0 `
Changed Force ships to arrive at national base if original location is not valid to form TF; stop ships arriving at 'land-locked' base & _: E4 ] |, [, C r
Fixed Group leader who is a pilot was losing the link under various conditions. Corrected conditions and added correction code " [( Y: `+ h6 C/ s7 d- h
Changed Allow 'independent' commands to change without cost to another $ [+ ?5 e* A: ?5 Q
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[1108i] 8 C8 K) z% u) j3 g
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.
4 ~. U+ a. E# c! Q% fFixed Japanese production was over-producing upgraded devices for LCUs 9 p1 P$ Z; E- o; b4 u: C
Changed Ship display of ARD shows lift capacity T# h3 I, K6 L ] Z
Fixed Sub-units not having withdraw delay decremented 4 }: T1 n8 o- Q n2 W
Fixed Updated offmap checks for home base ; E0 O' T# q- X$ @6 Z! k' a& w
1 O( t: G1 w7 t8 V0 l* s[1108j]
! F4 M/ a8 G1 EFixed Issue with carriers in range code; could cause data corruption
8 k. _) X& z, e) z$ v" RFixed Not all TRACOM pilots showed in lists / a& {" E3 U( R" B8 Q) F4 y5 D
Fixed Limit retreat after meeting TF surface combat to actual combat 3 O: ?" l$ o6 t4 ?! O$ ]
Changed Removed endurance limit on PTs that limits attacks
9 P1 V+ ]9 X* D8 I0 d" kFixed LCU weapons being changed by AI code sometimes when LCU is human controlled + h+ g5 R1 a8 D4 e: R1 h
Changed Defer device upgrade of LCUs with fragments existing; causes errors in devices when swaping to parent or merging with other fragments/parent ( \6 ^/ W& f! a- w, k; p1 T/ G
Changed No TF unload if 'do not unload' set regardless of status of ship cargo handling
) G8 m7 D3 ? j- M. C9 L+ Z- cFixed Empty fragments stopping editor sub-units from recombining |