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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, P7 T% _$ S) C, T# |4 E9 l
http://www.matrixgames.com/forums/tm.asp?m=2729580
" X0 [! \3 i) V! ?) S# J5 \9 G5 bThis 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. $ ^& |1 P+ J+ ^! R; O4 ~

3 j# g1 z/ `# M8 r6 B& LPLEASE DON'T USE THIS EXE FOR YOUR REAL ON-GOING GAMES AT THE MOMENT PENDING MY FINDINGS ON HOW SUITABLE THE NEW EXE IS. 6 b) k7 x( s) P# Q, ?. M

& j+ s0 z3 k$ {# p2 e+ p# |% ~Background: 9 \- |! \. a- X. E
Last month my development PC had a meltdown while I was working on changes since the last released build (02).
: n3 p5 p3 B) t4 R) E! gAs 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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4 p* Q6 k5 S8 {& B$ oThe build works fine on my PC, but then it is also the one that created it. 1 ~. j. R8 P" h! `) K# a3 A
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. ! p# i0 D6 P: c* g

# ]" [  T7 f& a5 z4 WAs a result, I need to be 100% convinced that the new code will run on existing installs of AE. ! w: T0 P% s6 ^3 j$ L
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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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3 n$ t# X8 u" e, J2 g, d+ eI 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. 3 Z8 {& O* w$ s! b1 f
Load up a save and play a few turns. Let me know if you have any issues with it. 8 F" J2 a7 K7 A9 M8 L
Also, try using tracker to see if the DLL still works.
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7 B4 I4 A$ M7 I* v% e3 xAgain, my warning:
' t! e* u: ]( A# ?$ 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.   ?: [3 V. p8 b7 E  v9 _; g

8 @0 R/ z3 _! I+ ]Here is a list of the additional changes since 1108c (build 2)
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[1108c+]
. r  A2 V  n/ W6 M! ]Fixed Rebuilt LCUs tended to use wrong PP cost on the first display, esp component units.
5 u) g0 E$ A( u( G$ gRevised restore of report files from save 7 w6 R3 q/ g. e
Changed Added group withdraw date to all split sub-groups, not just permanent withdraws
9 ^& E. i9 }( a4 `- L) vFixed 'buy-for-supply' ships remained at 1 day delay
0 |( k$ \0 p9 x/ I, AFixed Error in Kamikaze determination in Flak Attack
+ B; Q1 r; n. R. Q# W8 vFixed Kamikaze training not affecting low naval bombing ) e8 j0 ?3 z/ r1 @
Fixed Transferring pilot to group of different type losing 0-10 points off skills, rather than +/- 5 4 ?+ J9 c! q8 G' o
Changed Pilot experience hit based on category rather specific air type
; X0 p* r' ?/ B6 l) ?+ |( AChanged Added more off-map checks to better handle the TF's 'Return to ...' buttons 7 n9 o) y$ @6 h# T& u+ x' T

0 |: |- C. \0 b. M[1108d]
+ _% `- \# y6 P6 Q5 j: v/ fFixed Removed ships under repair/conversion from AV support total 4 k, j+ a$ s8 ]# L* _
Fixed Ground attacks against land units in friendly base hex could default to 'Commander Discretion' 1 X' k' l! P9 j; E' K! Y9 v: c
Changed Re-enabled limited on-map routing for off-map TFs 6 ]3 I& g. m- d) k
Removed Disband check for resource/oil that was added earlier as can be worked around ) t, `8 k! i/ Q- M% o& C
Fixed Allow float planes to transport troops to coastal bases - allowed selecting but did not always make the move
; e- b2 n1 Z7 N; E* jChanged Night missions on list using BLUE rather than BLACK . T: Z, [1 u4 ^& R
Changed Halved the 5-day resource requirement/stockpile to 2-day. Added earlier in patch to help with resource distribution
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[1108e] 5 B+ ?4 c" [# s: W5 [& f: S0 C% q7 h
Changed Arriving LCU units were building more than needed devices if not enough in device pool # p  U5 R8 J: @2 r2 }
Fixed Was returning wrong Allied device to pool on LCU device upgrade # E- [: L: [& i- y1 r6 h: _: Q" S
Fixed Tried to align weapon and TOE for units without formal TOE before taking replacements; wrong numbers could be happening . f- L' L  p7 F$ M7 U6 X/ a
Changed Adjusted off-map entry point for way-points
5 S( t/ N& B* j9 XFixed Altitude not being changed on some dive bomber attacks in AAA
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[1108f]
& E4 [- P! S2 v. aFixed Auto convoy returning resource/oil to home base when not required to , H% {1 d, ^* M" n* [1 {; x$ n2 |
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 ( O/ l: Y3 @0 F: S  b1 _3 b
Fixed CTD when checking groups on withdrawing ships
' T, }# K/ K0 t% S$ L% h# OChanged Restored image files for centre windows
, P& m# U8 a% G5 `$ ?1 K' NFixed Extend packing time and operMode to combining editor components of parent LCU 7 c$ h# x  s; b, f+ M
Changed Vary DL for base created TFs, use same DL for TF split % k/ q& N4 Q- u" `* k
Fixed Leader of delayed group being re-assigned continually
% I  z& I4 F$ `; q% Y: EFixed HQ check so that first HQ is included ! Y" n" f! g$ j/ r
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[1108g]
$ l$ n4 H7 L4 ]* w. \( J8 c4 [Changed Update device in TOE when changed in order to fix land replacements
) z8 F0 n: I$ r% j5 D, B/ `Fixed Return cargo for CS or AC not checked if home base and current base are the same 0 T/ J  _- B# ?& @
Fixed Force TF to use offmap if incorrectly set due to changes of destination , O7 I( I. J; v- r7 w/ s5 P+ k. Q
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[1108h]
3 G6 R2 _& q8 fFixed Adjust for non-mine device being in special mine slot [#9] for sub minelaying $ W7 s! ?1 H( h) ^- r
Changed Force ships to arrive at national base if original location is not valid to form TF; stop ships arriving at 'land-locked' base # v' s8 F5 H$ N) ^! T# n- t8 X" f
Fixed Group leader who is a pilot was losing the link under various conditions. Corrected conditions and added correction code
9 x9 z1 s- G; NChanged Allow 'independent' commands to change without cost to another 6 h/ n4 S/ D& J
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[1108i] ; }: @) Y+ S, ?2 S) u
Fixed Unoccupied bases were not being getting correct hq, mainly affecting Allies. New HQ will be the theatre hq of base doing capture, or first LCU in hex.
* b. z3 p( f2 t8 QFixed Japanese production was over-producing upgraded devices for LCUs 8 v4 Z5 ?5 P+ a5 v% F
Changed Ship display of ARD shows lift capacity & `6 w$ F. s9 @9 O
Fixed Sub-units not having withdraw delay decremented
% ?* @8 s- I6 v. U% AFixed Updated offmap checks for home base
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[1108j]
! Z) I3 ^5 L3 CFixed Issue with carriers in range code; could cause data corruption ) c3 a5 \) s3 d. v7 d. F$ \1 ?' s0 [
Fixed Not all TRACOM pilots showed in lists / g0 |' d6 k+ D; q7 @( A; v! K
Fixed Limit retreat after meeting TF surface combat to actual combat . C9 y% w' Z- h: Q) E7 m) N
Changed Removed endurance limit on PTs that limits attacks
9 l" K( M6 H8 X2 I7 PFixed LCU weapons being changed by AI code sometimes when LCU is human controlled 1 X% ]. [6 Z$ S4 M1 G
Changed Defer device upgrade of LCUs with fragments existing; causes errors in devices when swaping to parent or merging with other fragments/parent
' X4 \# s) H+ dChanged No TF unload if 'do not unload' set regardless of status of ship cargo handling ( }6 s! s( E" R7 A, Q
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。2 s) d9 ~8 U9 h+ g6 B* I; a
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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