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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+ J5 T7 O% n7 V0 l$ j/ U
http://www.matrixgames.com/forums/tm.asp?m=2729580
6 g  {9 O0 b' v5 G- b# P, XThis is an unofficial "short-term" beta install. & h5 a+ e; T+ H, u4 q' s7 |
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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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. , `. E, E" A) L

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Last month my development PC had a meltdown while I was working on changes since the last released build (02). 0 V- \- N& w* B6 C, F
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. 9 m: T6 A* `0 S6 e
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The build works fine on my PC, but then it is also the one that created it.
7 v; P6 _* f( C: t2 X- j4 P+ bA 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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: v) D' I  x5 H# P" E; }As a result, I need to be 100% convinced that the new code will run on existing installs of AE.
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. T# j, b5 U* u. E2 o0 uI 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.
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! b* l0 |) ]5 x' yI 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.
% x8 |, }9 X- L' H8 c# HLoad up a save and play a few turns. Let me know if you have any issues with it.
+ x$ {, n9 E, c% V$ V. y  _Also, try using tracker to see if the DLL still works. $ C  s) n8 {! j; \! ^) k
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Again, my warning:
. D8 X1 [; E  M, L5 N( R* H5 c# SPLEASE 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) $ Q- a3 o! t% q5 p1 d+ h* \, r7 k( w
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[1108c+]
; v) W: I; ^0 M6 T. QFixed Rebuilt LCUs tended to use wrong PP cost on the first display, esp component units.
0 M8 T9 S4 v* {8 K' ?6 hRevised restore of report files from save
  `# \: l( Z7 b7 X- a3 ^Changed Added group withdraw date to all split sub-groups, not just permanent withdraws 8 ?& _- a+ [! O# H5 r
Fixed 'buy-for-supply' ships remained at 1 day delay ) o9 G  s! ~) L& X
Fixed Error in Kamikaze determination in Flak Attack
. P- x- D" x1 i2 B+ UFixed Kamikaze training not affecting low naval bombing
0 {6 s% k% F; i% H% m8 c2 @Fixed Transferring pilot to group of different type losing 0-10 points off skills, rather than +/- 5 & h( q9 [5 K" ?' t
Changed Pilot experience hit based on category rather specific air type 5 Z$ ~: G3 b" [
Changed Added more off-map checks to better handle the TF's 'Return to ...' buttons
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% ?! D2 F, ]! J) C9 q* ][1108d] # S6 x, l4 [$ ^- ~0 h: e/ F
Fixed Removed ships under repair/conversion from AV support total
( a* s* J; g) Q5 ~! vFixed Ground attacks against land units in friendly base hex could default to 'Commander Discretion' 4 h, b1 X* m/ g8 ]
Changed Re-enabled limited on-map routing for off-map TFs 1 q. s# X" |# R$ p, ~/ J
Removed Disband check for resource/oil that was added earlier as can be worked around
1 \& @  d) g0 d: SFixed Allow float planes to transport troops to coastal bases - allowed selecting but did not always make the move
4 a+ a; m8 S" F3 w7 \/ ?Changed Night missions on list using BLUE rather than BLACK 3 Y. ]- E* G: |5 t$ E# M
Changed Halved the 5-day resource requirement/stockpile to 2-day. Added earlier in patch to help with resource distribution , d! q# @; R: @; b  M* `
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[1108e] 7 O; U3 o1 Q0 F2 b* n) q
Changed Arriving LCU units were building more than needed devices if not enough in device pool 3 Y& G& r- f- x6 ~' M
Fixed Was returning wrong Allied device to pool on LCU device upgrade
+ S! q5 _+ O* Q! a% ?1 NFixed Tried to align weapon and TOE for units without formal TOE before taking replacements; wrong numbers could be happening ) X, S7 O+ w: G4 W4 u0 r2 i
Changed Adjusted off-map entry point for way-points ) W" K$ h" Y$ ?" R  d" V3 L! K0 s' r; B6 d
Fixed Altitude not being changed on some dive bomber attacks in AAA
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[1108f] ; s0 Z0 J6 p, k# b
Fixed Auto convoy returning resource/oil to home base when not required to
# t6 n/ K6 U, [6 }% |9 K- A+ iAdded 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
# k4 d( {4 P. l5 GFixed CTD when checking groups on withdrawing ships 4 G, U- U7 D3 K: g# T: S- G
Changed Restored image files for centre windows
% J1 m" d# ?& EFixed Extend packing time and operMode to combining editor components of parent LCU   e3 D3 }6 ~, G1 y5 p
Changed Vary DL for base created TFs, use same DL for TF split 8 I" Y  p' b6 D  U4 t% P
Fixed Leader of delayed group being re-assigned continually + n: Z* |4 [/ j0 F- R  m0 H% d
Fixed HQ check so that first HQ is included + m0 z- d% L) h' T5 }

4 I! s- J) D% i[1108g]
) S' u* C* d' [7 `7 k# I2 ^6 B; K/ JChanged Update device in TOE when changed in order to fix land replacements 0 X5 t0 {4 y  M! P; B
Fixed Return cargo for CS or AC not checked if home base and current base are the same
) ?3 ^: O( Y. |! ^5 yFixed Force TF to use offmap if incorrectly set due to changes of destination
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[1108h]
# M, h, [- g3 ?- FFixed Adjust for non-mine device being in special mine slot [#9] for sub minelaying
# `. F' C9 ^6 D' k2 R. Q% \0 ]Changed Force ships to arrive at national base if original location is not valid to form TF; stop ships arriving at 'land-locked' base
) u! T$ O# g0 E) w" o3 iFixed Group leader who is a pilot was losing the link under various conditions. Corrected conditions and added correction code
! \, R, w6 V" j6 mChanged Allow 'independent' commands to change without cost to another
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[1108i] * G. J9 ?" S; g/ X( Z" e$ 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.
6 y. m/ e; @. a- e# t+ P: p6 yFixed Japanese production was over-producing upgraded devices for LCUs & ]8 o0 i3 M2 i& t9 [. W" L7 k
Changed Ship display of ARD shows lift capacity
6 r* r/ |* l; L' o" Q+ S+ i7 @Fixed Sub-units not having withdraw delay decremented
5 s% \, I# H/ W3 O1 m2 NFixed Updated offmap checks for home base : R8 w# @$ K! W8 J8 U
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[1108j]
( L* L1 Z  Q, F0 v, s1 f  E+ o0 CFixed Issue with carriers in range code; could cause data corruption ; j, H4 V% |" X% A* W1 l
Fixed Not all TRACOM pilots showed in lists 2 p: k" z6 ^6 V. b, p% ^' D- a
Fixed Limit retreat after meeting TF surface combat to actual combat & F3 K5 G# [4 @6 ]
Changed Removed endurance limit on PTs that limits attacks
+ P( `$ M4 y+ M- t0 D. y. MFixed LCU weapons being changed by AI code sometimes when LCU is human controlled 4 s) n' N: U& `9 q- i
Changed Defer device upgrade of LCUs with fragments existing; causes errors in devices when swaping to parent or merging with other fragments/parent
" U% a# e8 [, l  @3 R! ~Changed No TF unload if 'do not unload' set regardless of status of ship cargo handling . _/ Q( {5 Y9 e" w. x6 \1 ]+ d+ C  _
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。
- M/ `" c% x3 ?- J" W8 {) 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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