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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
+ T* X! _, o: d' m  Lhttp://www.matrixgames.com/forums/tm.asp?m=2729580
" Y. m0 V2 L9 R% W) UThis 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.
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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. ( b& Q, y9 b3 z' u) A
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Background:
4 ^# |' }/ n3 dLast month my development PC had a meltdown while I was working on changes since the last released build (02).
* \3 d% X, y* p6 J$ _$ Q7 qAs 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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+ r5 a  d1 U% ]+ H- sThe build works fine on my PC, but then it is also the one that created it.
* w* {, w5 S1 {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. ! T0 o% P  b3 W

6 X' v( t9 H3 u) r8 v) m- ]( rAs a result, I need to be 100% convinced that the new code will run on existing installs of AE.
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6 k% S3 K( j' c' `5 ]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. ! |) h  y/ _( h; ?: Y( Z) y* D. q
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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. 1 U* W% J9 S+ H
Load up a save and play a few turns. Let me know if you have any issues with it.
5 b- a% ^: B$ |0 ]# Y, dAlso, try using tracker to see if the DLL still works.
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Again, my warning:
8 Q) f, t4 P$ x0 e1 I4 p) r1 OPLEASE 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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4 g0 Q. i5 `! q: Z- ^# qHere is a list of the additional changes since 1108c (build 2)
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[1108c+]
8 }: z( `; J8 _2 R" M( E$ UFixed Rebuilt LCUs tended to use wrong PP cost on the first display, esp component units.
( T; D! n9 X* V8 t, }- S5 \Revised restore of report files from save
, n2 U. [0 G' YChanged Added group withdraw date to all split sub-groups, not just permanent withdraws
- Z2 Q5 E2 E/ Q; j' P9 X* j$ IFixed 'buy-for-supply' ships remained at 1 day delay
6 c; n5 ?2 _/ n4 ^- d& l: L- @0 sFixed Error in Kamikaze determination in Flak Attack
0 M0 y" {. F7 p0 m* xFixed Kamikaze training not affecting low naval bombing - x/ W/ Y3 H1 m5 P
Fixed Transferring pilot to group of different type losing 0-10 points off skills, rather than +/- 5 ( Q& r6 T* h5 W. @) d$ J
Changed Pilot experience hit based on category rather specific air type
3 l: s+ {4 m$ a% X- S1 MChanged Added more off-map checks to better handle the TF's 'Return to ...' buttons
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[1108d] 1 ^2 U' p" {/ ~8 y. s/ a4 W
Fixed Removed ships under repair/conversion from AV support total
" A. w+ l% }" \/ c) oFixed Ground attacks against land units in friendly base hex could default to 'Commander Discretion' % L9 I+ \: H$ M/ H" C
Changed Re-enabled limited on-map routing for off-map TFs $ p' U& B. S% S2 c3 B* O
Removed Disband check for resource/oil that was added earlier as can be worked around ' P; `& H/ g* m3 V+ F% e2 j
Fixed Allow float planes to transport troops to coastal bases - allowed selecting but did not always make the move
. |' Q9 q2 B( m- O0 c* rChanged Night missions on list using BLUE rather than BLACK ) R; x$ K. ]: w2 \# o
Changed Halved the 5-day resource requirement/stockpile to 2-day. Added earlier in patch to help with resource distribution 4 P1 y2 M1 N  O  U2 R3 l
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[1108e]
; R. ~  K; M8 g9 j. z5 hChanged Arriving LCU units were building more than needed devices if not enough in device pool 0 J4 g3 i* Z4 d0 s3 m
Fixed Was returning wrong Allied device to pool on LCU device upgrade * y- W! X+ E: @, W
Fixed Tried to align weapon and TOE for units without formal TOE before taking replacements; wrong numbers could be happening 7 [6 v7 j  C- C. O, x7 Q2 ]+ |
Changed Adjusted off-map entry point for way-points
4 x2 q, Z. [2 ~0 @% f! A0 _Fixed Altitude not being changed on some dive bomber attacks in AAA
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* _& r; E+ u4 `4 o  ^8 }[1108f]
6 ^6 X8 k! R/ d6 m' A6 K! \2 [) rFixed Auto convoy returning resource/oil to home base when not required to
$ p. t2 ?4 }7 \$ p) X  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
% u' M' N, a0 Y/ y8 LFixed CTD when checking groups on withdrawing ships
, ?% Y) d! q1 V- }! ^: K' b$ yChanged Restored image files for centre windows * t" o, k: q3 ^. S! q9 I% S
Fixed Extend packing time and operMode to combining editor components of parent LCU + [) |8 I! j' ?' J% m* r
Changed Vary DL for base created TFs, use same DL for TF split
: ?) P, {, l/ }8 `% y; nFixed Leader of delayed group being re-assigned continually
4 R: E9 s8 U/ \: n1 ?: k7 GFixed HQ check so that first HQ is included & \7 z5 w3 ]% z' i! M
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[1108g] 8 B7 E: c/ N+ M, P/ O2 t
Changed Update device in TOE when changed in order to fix land replacements 8 N$ n+ V5 [% T- b
Fixed Return cargo for CS or AC not checked if home base and current base are the same * H8 a& P. M) D0 B' E0 M$ e
Fixed Force TF to use offmap if incorrectly set due to changes of destination 4 Q4 m) e8 L' b  N& L1 g

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6 Q) @1 q" H2 r/ a! X9 CFixed Adjust for non-mine device being in special mine slot [#9] for sub minelaying % b& N5 X6 N% }+ ~
Changed Force ships to arrive at national base if original location is not valid to form TF; stop ships arriving at 'land-locked' base
3 j- s. G7 K0 v: xFixed Group leader who is a pilot was losing the link under various conditions. Corrected conditions and added correction code
+ o/ q$ l3 h! K- }8 ^Changed Allow 'independent' commands to change without cost to another 2 u' D( q" g* j

$ Q( R( K% r  G$ g: ?[1108i]
+ \6 |' a! Y3 o0 B# o8 tFixed 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. 1 @/ J+ u( W9 }" p- n: o) P
Fixed Japanese production was over-producing upgraded devices for LCUs
! @/ U' ?; U- x, y* dChanged Ship display of ARD shows lift capacity
' k. X$ x8 b% z/ QFixed Sub-units not having withdraw delay decremented
5 k5 }  {: s, @5 H! h1 [Fixed Updated offmap checks for home base
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[1108j]
& e5 w) k( g3 }" ~7 [1 l% `Fixed Issue with carriers in range code; could cause data corruption 3 e; N/ M* K0 A' P" T
Fixed Not all TRACOM pilots showed in lists - }' o7 m1 J: Y7 I; V
Fixed Limit retreat after meeting TF surface combat to actual combat 8 g  K( r4 X! S# `; r# p
Changed Removed endurance limit on PTs that limits attacks 0 H& T0 b6 T* b8 X9 n: k8 C
Fixed LCU weapons being changed by AI code sometimes when LCU is human controlled " k& \# f+ E: }% k9 s
Changed Defer device upgrade of LCUs with fragments existing; causes errors in devices when swaping to parent or merging with other fragments/parent
: {6 j' l+ ^5 R3 UChanged No TF unload if 'do not unload' set regardless of status of ship cargo handling # T% v. D- T# q% O, O
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。
7 \6 ?' x* a' j8 m. K% N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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