michaelm75au
Posts: 13500
Joined: 5/5/2001 From: Melbourne, Australia Status: offline
|
This is an on-going unofficial beta install. 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. 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. Background: Last month my development PC had a meltdown while I was working on changes since the last released build (02). 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. The build works fine on my PC, but then it is also the one that created it. 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. As a result, I need to be 100% convinced that the new code will run on existing installs of AE. 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 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. Load up a save and play a few turns. Let me know if you have any issues with it. Also, try using tracker to see if the DLL still works. Again, my warning: 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. Here is a list of the additional changes since 1108c (build 2) [1108c+] Fixed Rebuilt LCUs tended to use wrong PP cost on the first display, esp component units. Revised restore of report files from save Changed Added group withdraw date to all split sub-groups, not just permanent withdraws Fixed 'buy-for-supply' ships remained at 1 day delay Fixed Error in Kamikaze determination in Flak Attack Fixed Kamikaze training not affecting low naval bombing Fixed Transferring pilot to group of different type losing 0-10 points off skills, rather than +/- 5 Changed Pilot experience hit based on category rather specific air type Changed Added more off-map checks to better handle the TF's 'Return to ...' buttons [1108d] Fixed Removed ships under repair/conversion from AV support total Fixed Ground attacks against land units in friendly base hex could default to 'Commander Discretion' Changed Re-enabled limited on-map routing for off-map TFs Removed Disband check for resource/oil that was added earlier as can be worked around Fixed Allow float planes to transport troops to coastal bases - allowed selecting but did not always make the move Changed Night missions on list using BLUE rather than BLACK Changed Halved the 5-day resource requirement/stockpile to 2-day. Added earlier in patch to help with resource distribution [1108e] Changed Arriving LCU units were building more than needed devices if not enough in device pool Fixed Was returning wrong Allied device to pool on LCU device upgrade Fixed Tried to align weapon and TOE for units without formal TOE before taking replacements; wrong numbers could be happening Changed Adjusted off-map entry point for way-points Fixed Altitude not being changed on some dive bomber attacks in AAA Changed TBs excluded from dive bombing accuracy change in order to address LB accuracy issue [MEM] [1108f] Fixed Auto convoy returning resource/oil to home base when not required to 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 Fixed CTD when checking groups on withdrawing ships Changed Restored image files for centre windows Fixed Extend packing time and operMode to combining editor components of parent LCU Changed Vary DL for base created TFs, use same DL for TF split Fixed Leader of delayed group being re-assigned continually Fixed HQ check so that first HQ is included [1108g] Changed Update device in TOE when changed in order to fix land replacements Fixed Return cargo for CS or AC not checked if home base and current base are the same Fixed Force TF to use offmap if incorrectly set due to changes of destination [1108h] Fixed Adjust for non-mine device being in special mine slot [#9] for sub minelaying Changed Force ships to arrive at national base if original location is not valid to form TF; stop ships arriving at 'land-locked' base Fixed Group leader who is a pilot was losing the link under various conditions. Corrected conditions and added correction code Changed Allow 'independent' commands to change without cost to another [1108i] 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. Fixed Japanese production was over-producing upgraded devices for LCUs Changed Ship display of ARD shows lift capacity Fixed Sub-units not having withdraw delay decremented Fixed Updated offmap checks for home base [1108j] Fixed Issue with carriers in range code; could cause data corruption Fixed Not all TRACOM pilots showed in lists Fixed Limit retreat after meeting TF surface combat to actual combat Changed Removed endurance limit on PTs that limits attacks Fixed LCU weapons being changed by AI code sometimes when LCU is human controlled Changed Defer device upgrade of LCUs with fragments existing; causes errors in devices when swaping to parent or merging with other fragments/parent Changed No TF unload if 'do not unload' set regardless of status of ship cargo handling Fixed Empty fragments stopping editor sub-units from recombining Fixed Some leaders that moved between units retained their move lock-out so didn't show in free leader list Changed Raised the max air rank for direct group control Changed TBs excluded from dive bombing accuracy change in order to address LB accuracy issue Added Filter added for active/inactive ship upgrades on ship list Changed Increased ship list from 1000 to 1300 per port/tf Changed Offmap TF refueling uses only TFs in same hex with same time to base Fixed Copy over group's upgrade path to units on divide command; when recombined the parent path will apply Changed Updated editor component subunit recombining due to mismatched devices [MEM] [1108k] Changed Refined the land device upgrade and replacement phases to better control devices [MEM] Changed Suppress LCU devices that have no TOE number and are not present (ready or disabled, and wont take any replacements) in LCU [MEM] Fixed Only add production resources to pool if scenario player's production on, else add to normal device pools [MEM] Fixed Preserve highest leader when recombining subunits [MEM] Fixed Bug in loading scenario that was not putting pilots in to General Reserve (group 0). [MEM] (Pilots can't be put directly into TRACOM by editor, as group 30000 can't be assigned there. It can set by using 'wtiploadae' tool.) Fixed Using offmap movement, it was possible to route TFs with large ships to river ports. [DCB] Changed TF mission change for Amphib and Transport limited based on transport capacity used; was troops only [DCB] Changed Improved ship-based group upgrade/replacement when in a base; shouldn't need to disembark the group [MEM] Fixed On-map TF hex list behaves like other TF hex lists [MEM] Added LCU replacement/upgrade will handle duplicate/out of order devices in LCU [MEM] Fixed Some TOE upgrades were happening too soon;due to the upgrade delay being set to 9999 which ends up as no delay. (Existing games not affected but new games will not have these TOE upgrades) [MEM] Fixed loop due to perpetual device upgrade loop 973->966->973... seems to an error in OOB Fixed Detachment groups wouldn't re-attach to parent group Fixed another loop due to device upgrade loop Changed Code base of reformed LCUs that can't arrive [MEM] Fixed Error in limiting CD fire [MEM] Fixed Occassional drop out of base selection, disappearance or mouse over [MEM] Fixed Building VM units corrupts TOE of GHQ and Kwantung HQ [MEM] Fixed Old convoy units could show up in Destroyed LCU list [MEM] 1108k5 Changed LCU rebuild requires same Op Mode and March parameters for all subunits [MEM] Changed LCU withdraw date was being cleared in some cases and not others when killed; fixed so that destroyed LCUs can't be reformed if due to withdraw [MEM] 1108k6 Changed Added mission being trained for on group screen if primary is not TRAINING [MEM] Added The group admin & stack data is displayed on the hex list screen if applicable, rather than when overloaded. Overloaded shows in RED [MEM] Fixed Build rate of supply-generated ships was getting set back to '0'; should have been '1' [MEM] Added Number of building 'supply-generated ships' shown in () on ship reinforcement screen [MEM] Added Option to stockpile some devices in the Device Pool. LCUs wont be able to use them for upgrades or replacements [MEM] Changed Removed same march direction restriction from rebuilding LCUs. [MEM] Changed Play news of naval combat only if major combat ships involved [MEM] 1108k7 Added Show which weapon by '**' is causing split units not to combine [MEM] Fixed Removed disbanded LCUs from rebuild check [MEM] Changed Re-aligned some fields on the Aircraft & Engine pool screen [MEM] Changed Updated the Save game screen to reflect the correct background as to WHO is saving it [MEM] Added On Save screen for PBEM there is a button to change the player's password. It is only shown when ending the player's turn. [MEM] Added On load of email save, report if in-turn or end-turn save [MEM] Changed Adjusted base air stacks be updated during turn due to missions, movement, etc [MEM] Added Army lists can now show experience, morale, fatigue, disruption, TOE upgrade delay [MEM] Added On ships with mine devices, an '*' is printed in Ammo column if there are devices in the pool; acts as a quick check if mines could be loaded [MEM] Fixed Restored the auto-upgrade of squad/engineer devices when LCU takes upgrades; incorrectly changed in 1108e [MEM] Changed Ships that are still outfitting for more than one day can't be put into TF; one day delay could be put into Escort TF [MEM] Added Total line in mouse-over for case of more than one friendly land unit [MEM] Tweaked recombining of editor units into parent unit - mismatched weapons could cause devices to be removed [MEM] Fixed Error in initial settings of manpower at start of scenario [MEM] [1108k8] Tweaked combining editor component units some more [MEM] Fixed Seaplane support not being supplied by minor damaged ship when disbanded in port, but does for same ship in TF [MEM] Corrected Admin stacking info on group screen not reflecting supported levels [MEM] Tweaked Group stacking on base with AF 6+ gains a 1/3 lowering of the "Aircraft Stack Level" for 4E planes[MEM] Tweaked Added limits to how much excess res/supply/etc is moved to/from base each turn [MEM] Added Supply, fuel, resource and oil can be stockpiled at bases. By stockpiling, no other bases can draw off them [MEM] Stopping industry lowers base's resource requirement. Several screens showing supply/fuel/oil/res will be color-coded if being stockpiled. Added ability to cancel loading of a CS taskforce [MEM] Added filter to Industry Menu to show all base industry not meeting minimum requiremets - potential failure to produce [MEM] Fixed Return CS cargo of fuel or supply didn't always get returned. Expected only oil or resources being returned. TF could stay loading/waiting [MEM] Changed Replaced top 3 skills on group pilot screen with line of skill averages [MEM] Added On LCU Withdraw List: * at end of name means withdrawn losing devices; on LCU screen "out of theatre" means loses devices [MEM] Fixed Naval retreat after combat which could force TF to retreat "off-map" [MEM] [1108k9] Added Hotkey '5' will show the supply path from the selected base where the number shows the lessening effect of supply [MEM] Changed Made the location on TF list attempt to cater for "at base" loading as distinct from "at base, moving to" [MEM] Changed Naval bombardment will use the minimum range setting of TF when determining best target. If unit can't hit back at range, then "less" chance of being target [MEM] Reworked TFs that are not moving are prone to any minefields in current hex; seemed to have been broken by an earlier fix [MEM] Tweaked Added target/destination hex check to the AI Auto TF Build to exclude over-sized ships [MEM] Added After 6 months, an expired pooled device (sqd or engineer type) will slowly convert to the upgraded version; if japan, obsolete devices back to the raw materials [MEM] Added Auto-conversion is option in the in-game preferences. New games assume it is ON [MEM] (PBEM assumes on for both players - Japanese player can turn it off/on so it applies for synchronisation.) Fixed Wrong screen showing when returning BACK from Group screen to groups-in-base list screen [MEM] Fixed Error in some calculations of MP and ARM points for squad-type devices in some places [MEM] Fixed Not all devices being shown in the device/industry/resource pool [MEM] [1108m] Fixed Dropped airgroup dets from parent groups if not on map [MEM] Added Indicate on base screen if Burma Road is open (on Ledo, Rangoon and Tsuyung) [MEM] Added Right-click adds/subtracts 5000 supply from base additional needs - got tired of extra clicks :) [MEM] Tweaked Lowered excess resource/oil threshold from 10 days to 5 days; has been 10 since start but think it is too high. Should flow to ports for use elsewhere [MEM] Restored password change on email save - wrong variable used [MEM] Tweaked Deleted more killed/captured pilots when at pilot max limit [MEM] Tweaked TF list to standardize locations a bit more [MEM] Fixed Trainee replacement pool not being reduced [MEM] Tweaked Moved the combat and ops reports on the screen to the left to allow for longer lines [MEM] Added Allied groups can see air upgrades from related nationalities if PDU is on: CW group sees Aus,NZ,Can,Brit; IND group sees Brit; USMC & USN can trade planes. Will be a PP cost to use other nationality [MEM] [1108m2] Tweaked Allow CW nat aircraft swapping between CW nations (Aus,NZ,Can,Brit) [MEM] Fixed Missing devices from japan pool when device is upgraded and more are needed to be built [MEM] [1108m3] Tweaked Show the supply path as black dots in a PBEM rather than actual suppply numbers [MEM] Added Mine count on TF list [MEM] Tweaked TOE upgrade in order for it to retain any the same weapons even if they have moved slot [MEM] Changed the 'turret hit' to show what weapon mount it is [MEM] Fixed Moonlight and Turn were mixed together on top line of some screens [MEM] Fixed Mines were not being removed from sub properly if TF wasn't docked. Allowed for base in hex if not docked [MEM] Tweaked Increased required oil/resource by a fraction of the load capacity of any TFs in hex wanting a load [MEM] Tweaked Stockpiling resource/oil creates a small 'need' for such [MEM] Changed Removed Ledo from Burma Road consideration [MEM] Added 'Get xx pilots' will appear to allow over-fill once group has pilot operational level [MEM] Tweaked Suppress some 'get pilot' buttons if not applicable [MEM] Changed Stop ability to overfill fragments [MEM] Added Show group or pilot stats on the group list screen [MEM] Changed Made current TOE upgrade delay show as -1 on LCU list so it can sort this cases [MEM] Tweaked LCU rebuilt in order for it to retain any weapons could upgrade to TOE weapon [MEM] [1108m4/5] Tweaked Wrong altitude was being used in some cases. Could impact raid, co-ordination and low level intercepts [MEM] Fixed Overflowing list caused lockup during air/land combat [MEM] Fixed Carry over replacement delay on LCU recombining [MEM] Changed Color of supply dot to yellow [MEM] Added Option to release or retire low experienced named pilots - in group and reserve lists [MEM} Fixed Error in movement of fuel and determination of excess resources [MEM] Tweaked Pilot overflow to clear more pilots. Corrected some discrepancies in pilot numbers [MEM] Fixed Auto-upgrade of squad devices when LCU taking replacements that cause an upgrade [MEM] Fixed Fragments were taking settings from the parent group, rather than group being created from [MEM] Fixed AA rockets not showing up in some of the class/ship waepon lists [MEM] Fixed Unable to get plane replacement on smaller groups [MEM] Fixed Some reported altitudes are 100' off the correct value [MEM] Tweaked Air attacks at 10K were not being adjusted for misses when checking each bomb dropped. [A miss after a hit should end the 'stick' or increase the odds of any further bombs in same 'stick' of missing.] Fixed Overflow bug causes large LCU to be killed off [MEM] Fixed Display issue with ship reinforce screen [MEM] [1108m6] Fixed Escorts not being marked as used in some cases causing multiple sweeps [MEM] Fixed Bug when strategic move set while packing caused move of only one hex [MEM] Fixed Dedicated training group lost ability to add trainee pilots [MEM] Fixed A LCU movement flag was not always being cleared which could cause a move to suddenly be cancelled [MEM] Tweaked Rebuilding LCU from editor sub-components will attempt to upgrade devices in order to match common device [MEM] Fixed Added additional place list sort when loading a save [MEM] Changed Reordered the map place display list to restore possible missing LCUs [MEM] [1108m7] Fixed Too many old devices could be converted sometimes leading to -ve in pool [MEM] Fixed TOE upgrades could lose devices as counts were sometimes replaced, rather than added [MEM] Tweaked Disabled option to stop Light Industry as it is a permament industry like resources (per Andrew Brown) [MEM] Fixed On turn 1, a mid-turn Allied save can be read by Japan by skipping the password. Only applicable on that one save [MEM] Added Additional release buttons on the Reserve Pilot screen [MEM] Added New option to load tenders in port from the ship list screen [DCB] Changed From a base, Show Upgrade Due screen defaults to 'allow upgrade ships' [MEM] Removed Right-click from group PILOT keyword as PLANES is now on screen [MEM] Tweaked Computer player TOE upgrades are slightly randomized to stop all happening at once [MEM] Changed Removed Torpedo Ordnance from 'non-Air Hq' land unit's TOE/list so that device is not treated as a device; tallies are stored elsewhere so it is redundant once scenario is loaded [MEM] (was causing some strange occurances) [1108m8] Fixed Transfer carrier trained status when recombining split groups [MEM] Fixed Ship due upgrade count could have a number but nothing in due lists. Upgrade ship was under repair [MEM] (Combination of Ships under repair and Ships due upgrade shows those which are being repaired that might jump into an upgrade at same time) Fixed Wrong pilot reserve being accessed when no pilots in replacement pool [MEM] Fixed Pass over any TOE upgrade for Torpedo Ordnance device. Include HQ type/radius change [MEM] Added Show speed mode in TF list [MEM] Tweaked Message delays - space bar will turn toggle the general message delay off/on [MEM] Tweaked No spoilage on excess supply/fuel at SPS level for bases in first week of scenario [MEM] [1108m9] Tweaked On mouse over land units, unit number is in [], and if too many to list, "plus xx more LCUs" will be added to display. Leave room for "Total" line [MEM] Fixed Missing weapons on ship database ingame [MEM] Tweaked Randomize unit detection affecting base DL [MEM] Tweaked Turn on normal message delay at end of turn cycle (except for continous play) [MEM] Tweaked Added more info on mouse over on groups in hex and land/naval list [DCB] Fixed Stop TF endurance from going below 0 - caused CTD [MEM] Fixed Low skill pilots could start with high individual skill [MEM] [1108p1] Fixed Overflow of refueling arrays if large number of ships in TFs insame hex [MEM] [1108p2] Tweaked Added more detail to 'refitting' messages on ships and limited repair changes after a upgrade [MEM] Tweaked Moved flak attack on air transports to AFTER any CAP intercepts [MEM] Fixed Possible TF unloading issue when no squads are present [DCB] Fixed Minelaying mission didn't 'return by same path' if waypoints set [MEM] >>>>Tweaked TF refuleing when a ship in TF is below 70% fuel, and limit refuel to ship(s) below 70% [MEM] [1108p3] Tweaked Seaplane support/supply for search and strike to behave similiarily [MEM] Tweaked Added a "load tender" button to ship screen to complement use of seaplane supply [MEM] Changed When ship with no air ordn left, CAP is limited and no search/asw can be performed [MEM] Tweaked Inactive pilots (delay = 1) should be treated as if active for fatigue recovery [MEM] Fixed Refueling ship from port didn't check for available ops points [MEM] Changed Don't allow ships without free ops points at start of cycle from replenishing at sea [MEM] Changed Re-enabled cloud drawing during order phase [MEM] Removed DB diving attack on ships only - introduced at start of 1108 patches by me for some obscure reason [MEM] Fixed Incorrect calculation for number of planes at base; earlier patch bug [MEM] Tweaked Add ammo levels to the mouse over on the TF-ship transfer screen [MEM] Fixed The earlier 70% fuel fix caused refueling if ship was under 70% fuel - were not able to top-off the TF [MEM] Can't delete the attachment here for some reason (internal server error). The new installer is located in post #1055 (page 36) of this thread.
Attachment (1)
< Message edited by michaelm -- 7/12/2011 12:04:12 PM >
_____________________________
Michael
|