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[AE] [分享]WITP-AE第6个补丁1108j5(非官方测试版补丁)

只更新了EXE程序文件
; d& g8 Y* ^% {: S4 Z. fhttp://www.matrixgames.com/forums/tm.asp?m=27295809 h& X4 G' G" F0 f1 W; Y% o
This is an unofficial "short-term" beta install.
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Short-term being the appropriate term as this thread may be removed after a few days. 9 R# S2 d4 B! I4 y1 ^. S
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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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; a- r% W2 z9 {4 `& ?5 GPLEASE DON'T USE THIS EXE FOR YOUR REAL ON-GOING GAMES AT THE MOMENT PENDING MY FINDINGS ON HOW SUITABLE THE NEW EXE IS.   i  q! f- a- W. p: o
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Background:
! D$ U4 z% d; T# mLast month my development PC had a meltdown while I was working on changes since the last released build (02).
1 f$ l6 v8 V! e" ]% T% Z, vAs 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. ) P6 G, g$ N6 _

- a% b- a4 z7 f1 k# |0 IThe build works fine on my PC, but then it is also the one that created it.
: Y( W$ m% t& W. z$ Z* lA 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. ( t. b% L) h6 h2 x" N6 g# J
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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. " l0 ~4 }2 g5 Q+ g! B- L

9 D( n$ [* f6 [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.   D6 x: @9 V4 t1 R/ R2 E
Load up a save and play a few turns. Let me know if you have any issues with it.
! Z+ o3 Z1 ]: }& @Also, try using tracker to see if the DLL still works.
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Again, my warning: 8 p: v$ g( u" U
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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Here is a list of the additional changes since 1108c (build 2)   m. M' f# q  r1 U% e& p
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[1108c+] " K, \" b( v$ B( `" \" N# x- k
Fixed Rebuilt LCUs tended to use wrong PP cost on the first display, esp component units.
3 H4 P" I5 W8 E5 n9 m' ~Revised restore of report files from save 8 N2 a% a& v# V" B
Changed Added group withdraw date to all split sub-groups, not just permanent withdraws & Y0 Q0 N, ]* {
Fixed 'buy-for-supply' ships remained at 1 day delay + p/ J' G6 E$ [
Fixed Error in Kamikaze determination in Flak Attack
+ _, n" F" e" w& G( b: [Fixed Kamikaze training not affecting low naval bombing
7 H% s' d8 }$ N1 J) s2 d/ ~- k" QFixed Transferring pilot to group of different type losing 0-10 points off skills, rather than +/- 5 3 w% p+ I; a# c; L0 p
Changed Pilot experience hit based on category rather specific air type
- ^" S' I% \; O! p0 AChanged Added more off-map checks to better handle the TF's 'Return to ...' buttons $ m" m/ D1 }# M

' u% P; B' d4 e, {' ~- n[1108d]
' P/ z# k: {0 z3 }" A: M0 GFixed Removed ships under repair/conversion from AV support total . a9 G7 h8 k1 X" g; E
Fixed Ground attacks against land units in friendly base hex could default to 'Commander Discretion' % s1 {4 O. X8 d' `6 Q- M( L- H7 f
Changed Re-enabled limited on-map routing for off-map TFs 5 u& l* M+ J8 v* f7 }3 @( Q
Removed Disband check for resource/oil that was added earlier as can be worked around
. ^  u# n: R- l: O4 tFixed Allow float planes to transport troops to coastal bases - allowed selecting but did not always make the move - b% M6 z5 l. k1 u( D2 t
Changed Night missions on list using BLUE rather than BLACK
  S7 Q0 Q% d! ]# \/ w$ TChanged Halved the 5-day resource requirement/stockpile to 2-day. Added earlier in patch to help with resource distribution & O& v$ ~6 j+ R9 j- W

1 _, }8 D# D0 C+ a0 I[1108e] 3 W1 ^% p: p" I8 E& n+ D
Changed Arriving LCU units were building more than needed devices if not enough in device pool
  U( l) [; a1 n! GFixed Was returning wrong Allied device to pool on LCU device upgrade " _$ S* c; F1 q4 `
Fixed Tried to align weapon and TOE for units without formal TOE before taking replacements; wrong numbers could be happening 6 T8 S4 i% @4 F; S3 ^! b% \. d
Changed Adjusted off-map entry point for way-points   b- p1 Z4 A! h! @% y+ |7 d: N
Fixed Altitude not being changed on some dive bomber attacks in AAA ( s+ H& t3 S* Y, n- ~
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[1108f] & e, w3 z% K3 c
Fixed Auto convoy returning resource/oil to home base when not required to
7 l% D* c0 `" h& l/ I9 DAdded 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 . M+ B6 h" \' p" N
Fixed CTD when checking groups on withdrawing ships " |9 f# g5 ^6 Y; F$ ]
Changed Restored image files for centre windows 5 w  ~4 `  s4 |0 S
Fixed Extend packing time and operMode to combining editor components of parent LCU / b# B/ C9 Y9 U
Changed Vary DL for base created TFs, use same DL for TF split
' p* r" N) Q" B6 @4 HFixed Leader of delayed group being re-assigned continually
' F3 |: N% {+ f7 J9 jFixed HQ check so that first HQ is included
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' ]4 r6 t8 }* a  O[1108g] 1 _- k! z' a" I: w3 o
Changed Update device in TOE when changed in order to fix land replacements : S% h3 g" `. D/ X  i5 C* _& y0 P0 Q
Fixed Return cargo for CS or AC not checked if home base and current base are the same 0 L0 l* T& N, a! ~* m1 V, W
Fixed Force TF to use offmap if incorrectly set due to changes of destination
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2 R& v  h+ W1 y1 K" R" H) }[1108h] $ S. t9 M9 J3 H- g6 i, _: E
Fixed Adjust for non-mine device being in special mine slot [#9] for sub minelaying
4 S- C- k" @0 PChanged Force ships to arrive at national base if original location is not valid to form TF; stop ships arriving at 'land-locked' base / ~: g6 n1 N( p5 I+ n" C! l2 c/ t
Fixed Group leader who is a pilot was losing the link under various conditions. Corrected conditions and added correction code
6 E. |7 A$ h/ l9 b8 F+ UChanged Allow 'independent' commands to change without cost to another
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[1108i] ( N; {4 _/ Y# P2 x& y* e
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. : _3 u) h: z% J: F( h7 n
Fixed Japanese production was over-producing upgraded devices for LCUs $ d. x. m7 {9 H( a. s9 g
Changed Ship display of ARD shows lift capacity
* x: }1 u6 |0 O6 f( u+ F( TFixed Sub-units not having withdraw delay decremented
& }/ _* }5 ?/ l2 g; d* A, GFixed Updated offmap checks for home base
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[1108j] * f8 D7 z7 f0 {  u. B
Fixed Issue with carriers in range code; could cause data corruption * ^: p9 Y3 g% h* @
Fixed Not all TRACOM pilots showed in lists ! V! M3 z; t$ A1 j$ P" o
Fixed Limit retreat after meeting TF surface combat to actual combat
9 n5 V; S. W3 _8 Q2 N9 yChanged Removed endurance limit on PTs that limits attacks
5 D+ e) P3 m, p4 l$ D0 T7 N' eFixed LCU weapons being changed by AI code sometimes when LCU is human controlled 7 T# {# w1 a, r
Changed Defer device upgrade of LCUs with fragments existing; causes errors in devices when swaping to parent or merging with other fragments/parent
# |$ `: I/ G: A4 c" _" lChanged No TF unload if 'do not unload' set regardless of status of ship cargo handling ) `1 G1 P8 V2 y, N
Fixed Empty fragments stopping editor sub-units from recombining
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有哪个小白鼠试过吗?好不好用?我目前用的1106i不是很稳定,老是出错,害我白布置
使用大规模杀伤性武器是完全没有人道的
我用1106i 在win7 64bit 系统下 没任何问题。) R! _) w+ l5 g
在 xp sp3 下 有时候会出现无响应。
我也是 所以现在养成经常存档的习惯了
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