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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$ g% ~  }8 o7 p2 \$ _/ v% f
http://www.matrixgames.com/forums/tm.asp?m=27295809 C8 R$ J+ [$ g- S0 @
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.
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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. 8 ?4 {4 {6 g# n: B+ U* W# a

+ L! N% f% w# |* H- 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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7 @0 h/ S% e8 TBackground: 2 ]( d6 f/ U1 ^
Last month my development PC had a meltdown while I was working on changes since the last released build (02). ' e( R  V2 }; I! ?; K+ N# }
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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The build works fine on my PC, but then it is also the one that created it. # m+ T5 n  R+ i: ^0 _& U+ }
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.
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: `6 f9 r* D  ~: q0 J, k" Z' BAs 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.
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8 J) Q& [6 ~& R+ u# I7 H% c2 NI 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.
5 S/ {! F! ~! B! D* ELoad up a save and play a few turns. Let me know if you have any issues with it.
9 Z, j: t) j# [% KAlso, try using tracker to see if the DLL still works. % k& \( f9 z& s2 B8 B0 ^5 [+ }

6 Z8 Z' f, X! j1 |/ [/ aAgain, my warning: 8 }: N5 S7 h, n- i3 q
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$ h/ Q) I# Z" ~$ a3 |! M

% m' Z  L8 t' H  z4 rHere is a list of the additional changes since 1108c (build 2)
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[1108c+] + H; b- V' V7 j* @) a
Fixed Rebuilt LCUs tended to use wrong PP cost on the first display, esp component units. 9 `, q! H8 `( V+ s" t- u
Revised restore of report files from save & p+ g1 N5 Z2 B, g( i! j3 G* U! D
Changed Added group withdraw date to all split sub-groups, not just permanent withdraws
$ m# q5 A1 E& Q. \1 A% n7 @& CFixed 'buy-for-supply' ships remained at 1 day delay
. s" R6 d' k2 U/ p$ y7 TFixed Error in Kamikaze determination in Flak Attack 8 ^4 }/ R/ U) [, h1 Z
Fixed Kamikaze training not affecting low naval bombing
6 I' G) G/ U& C+ `" q* D; A  xFixed Transferring pilot to group of different type losing 0-10 points off skills, rather than +/- 5 : }0 X2 G4 {8 |: m9 Q0 Q6 X
Changed Pilot experience hit based on category rather specific air type ; R; H. D8 ^6 O1 w. k
Changed Added more off-map checks to better handle the TF's 'Return to ...' buttons 2 X  C8 o6 [$ q8 h: Q' k

# l! T4 N! ^7 T& s$ k' ]8 s[1108d] * e& {  K7 a# p( x) ]+ n" }
Fixed Removed ships under repair/conversion from AV support total , y% w$ h8 T- b9 z( N2 r) E
Fixed Ground attacks against land units in friendly base hex could default to 'Commander Discretion'
7 X1 l4 W4 t# t! d1 E) j2 e9 fChanged Re-enabled limited on-map routing for off-map TFs 7 j' T$ Q6 H3 f/ r+ E" f
Removed Disband check for resource/oil that was added earlier as can be worked around
: @, z" C2 S% C2 x1 i$ w( E: pFixed Allow float planes to transport troops to coastal bases - allowed selecting but did not always make the move 8 ]% e1 h% s# X: x' Z% @9 M
Changed Night missions on list using BLUE rather than BLACK
. M2 [! j7 S% r& G* v* b$ yChanged Halved the 5-day resource requirement/stockpile to 2-day. Added earlier in patch to help with resource distribution
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[1108e] ! [: h8 t$ [- J9 Y
Changed Arriving LCU units were building more than needed devices if not enough in device pool
/ o7 E0 x& e8 K, n  \Fixed Was returning wrong Allied device to pool on LCU device upgrade
  k& Z/ Y7 s  s$ ?% l/ @8 m9 G9 gFixed Tried to align weapon and TOE for units without formal TOE before taking replacements; wrong numbers could be happening 7 r& [6 F/ K; f- m- {& R3 ]9 z
Changed Adjusted off-map entry point for way-points $ w/ a8 N% ?2 C# M! r; d' a9 d
Fixed Altitude not being changed on some dive bomber attacks in AAA + o" v: p3 Q) {* ?- a4 o0 C; ~) [0 V7 k

6 F% Z8 o) R8 q& Z1 W. r3 y9 h[1108f] 7 u* x/ `9 ?+ o! W- a. ^1 n
Fixed Auto convoy returning resource/oil to home base when not required to
6 R" Z* V. g6 L/ W5 b1 X! YAdded 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 ' ~8 T# w+ Z) G9 N, w) m, _! Q
Fixed CTD when checking groups on withdrawing ships ) g/ F% I" r5 N8 _
Changed Restored image files for centre windows % V  N0 E3 D$ C' X7 I: E: j4 }& H
Fixed Extend packing time and operMode to combining editor components of parent LCU
- {% f* R: O7 g3 o. m; _Changed Vary DL for base created TFs, use same DL for TF split
- I, [4 U) a; Y# Q6 l* x7 tFixed Leader of delayed group being re-assigned continually 7 c" i. k+ w5 X
Fixed HQ check so that first HQ is included
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" ~1 m  O, ~: U[1108g]
0 z, i) {4 b- VChanged Update device in TOE when changed in order to fix land replacements
# U) J8 f4 q, M4 i/ SFixed Return cargo for CS or AC not checked if home base and current base are the same
* y/ I) X* s3 GFixed Force TF to use offmap if incorrectly set due to changes of destination
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8 Q) b9 B+ p% c) d[1108h] 2 X) a) F7 u* c* i
Fixed Adjust for non-mine device being in special mine slot [#9] for sub minelaying
: M. d6 _0 a  F& [Changed Force ships to arrive at national base if original location is not valid to form TF; stop ships arriving at 'land-locked' base . ~4 }# g2 p: C# g( W
Fixed Group leader who is a pilot was losing the link under various conditions. Corrected conditions and added correction code
8 m# N; z1 j' `1 H; _) @# ^Changed Allow 'independent' commands to change without cost to another $ Z/ g/ I+ \' f, J! ~
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[1108i]
+ I$ G) N3 \' y$ uFixed 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.
( E! j7 z/ U, S9 sFixed Japanese production was over-producing upgraded devices for LCUs
+ O1 \: A4 I" Q9 u. {$ C8 QChanged Ship display of ARD shows lift capacity 0 w6 h! m/ A- Y3 t+ I" B/ S
Fixed Sub-units not having withdraw delay decremented
6 P7 M$ t$ ?5 w0 FFixed Updated offmap checks for home base 9 d7 k+ O/ t; W8 S: x0 N6 p
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[1108j]
4 D4 |# {( X: f8 L6 @$ XFixed Issue with carriers in range code; could cause data corruption
7 v  k6 s) I+ y) lFixed Not all TRACOM pilots showed in lists
- u1 }. V' f, `# @Fixed Limit retreat after meeting TF surface combat to actual combat
1 C5 I+ @: Y, _: b% E( iChanged Removed endurance limit on PTs that limits attacks
3 w, B" c$ z8 q. j" fFixed LCU weapons being changed by AI code sometimes when LCU is human controlled
+ Q2 ?5 @  p) U: gChanged Defer device upgrade of LCUs with fragments existing; causes errors in devices when swaping to parent or merging with other fragments/parent
; h' P0 a7 t# ], f1 ?+ MChanged No TF unload if 'do not unload' set regardless of status of ship cargo handling % }# J9 H& A* ]; Q' b6 V; k, j
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。; t. l8 M3 {4 F
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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