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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1 y! v% k1 Y% _: ]  O
http://www.matrixgames.com/forums/tm.asp?m=2729580
. {' `' T) y$ z4 L5 G) c* PThis is an unofficial "short-term" beta install. 6 o/ d0 C8 x# @+ L4 B
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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8 e7 S1 k% {! ^0 b/ Q) jPLEASE DON'T USE THIS EXE FOR YOUR REAL ON-GOING GAMES AT THE MOMENT PENDING MY FINDINGS ON HOW SUITABLE THE NEW EXE IS. $ w3 I! j. u& }% k6 @
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Background: ( h2 l6 U: `" K
Last month my development PC had a meltdown while I was working on changes since the last released build (02).
1 h) y. s+ p& Q2 `$ ]5 v" F2 O; uAs 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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2 F) B) y# x" i' O2 MThe build works fine on my PC, but then it is also the one that created it.
# g" N6 {# }3 \7 ~" H) ?3 \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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As a result, I need to be 100% convinced that the new code will run on existing installs of AE. - b8 K. A1 l; M2 g) \
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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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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. ) f: \8 R! G' ?7 P2 U
Load up a save and play a few turns. Let me know if you have any issues with it.
3 q* L9 m9 s7 O8 YAlso, try using tracker to see if the DLL still works.
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Again, my warning:
5 Y+ |, S7 `. u, {0 i5 L2 yPLEASE 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) ' G2 _; u. K0 g2 N6 l

$ y, k  z1 z- d. t[1108c+]
/ O* z2 ]* K, R8 E3 B  I  TFixed Rebuilt LCUs tended to use wrong PP cost on the first display, esp component units.
2 R1 E6 N4 U, F/ fRevised restore of report files from save 3 `5 G$ w+ d) E: l
Changed Added group withdraw date to all split sub-groups, not just permanent withdraws - }# d0 i8 u% C. M0 n5 W, F
Fixed 'buy-for-supply' ships remained at 1 day delay
0 a, x* [( c! A- XFixed Error in Kamikaze determination in Flak Attack
0 k3 h& @( r# L' t/ a' Q: {; WFixed Kamikaze training not affecting low naval bombing * h+ g( |& x. h4 P5 J+ I
Fixed Transferring pilot to group of different type losing 0-10 points off skills, rather than +/- 5 + J$ n7 N) F) R1 o: L* m# r. t) c
Changed Pilot experience hit based on category rather specific air type
9 u7 B6 T* x& R! \Changed Added more off-map checks to better handle the TF's 'Return to ...' buttons " v3 t( _# S# u$ w

/ Z8 z2 P* i9 B: N2 V# M5 z3 g+ {3 y- E; W[1108d]
6 ?1 a& A7 P. j) S+ I7 FFixed Removed ships under repair/conversion from AV support total $ t3 ?6 b: z# T1 e& `& h- k2 B& j
Fixed Ground attacks against land units in friendly base hex could default to 'Commander Discretion' $ p' U+ S/ h' f2 Q/ ~9 s, _
Changed Re-enabled limited on-map routing for off-map TFs 9 R0 j, d' F/ B9 g$ s/ r5 j+ Z% U8 [
Removed Disband check for resource/oil that was added earlier as can be worked around
  P& P2 \$ x9 ZFixed Allow float planes to transport troops to coastal bases - allowed selecting but did not always make the move
& u0 {5 ~/ ]' w! j, LChanged Night missions on list using BLUE rather than BLACK
9 V8 L1 {; B2 ?Changed Halved the 5-day resource requirement/stockpile to 2-day. Added earlier in patch to help with resource distribution
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  r1 _, G: F, O* G) q[1108e] 6 I- J  q$ }) ]5 [) f
Changed Arriving LCU units were building more than needed devices if not enough in device pool - c) U. Z* D$ I, r9 F$ A3 j: w
Fixed Was returning wrong Allied device to pool on LCU device upgrade
* ]( }3 S3 a9 w; R9 NFixed Tried to align weapon and TOE for units without formal TOE before taking replacements; wrong numbers could be happening " l3 |; K; g$ ], m: M7 q
Changed Adjusted off-map entry point for way-points
/ h' @- Q% D! W4 w2 o3 IFixed Altitude not being changed on some dive bomber attacks in AAA
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# P( A7 M' F" I[1108f] # F+ M) [+ c, D2 m
Fixed Auto convoy returning resource/oil to home base when not required to ! h7 k4 o( p1 B1 x& r6 @
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 7 E5 z- T8 U  x) o
Fixed CTD when checking groups on withdrawing ships
( \% S4 F3 Q! v* m# ^Changed Restored image files for centre windows 3 M& F5 q* I9 i/ e# _
Fixed Extend packing time and operMode to combining editor components of parent LCU 2 X. p8 H7 C5 X% [
Changed Vary DL for base created TFs, use same DL for TF split
7 u9 |) I- n2 o9 r0 I8 qFixed Leader of delayed group being re-assigned continually
' G7 a. L! n: g# g& pFixed HQ check so that first HQ is included
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4 J; {4 _  D9 @- t; I! x+ v[1108g]
# M+ {! x: [4 H7 h- RChanged Update device in TOE when changed in order to fix land replacements % H' g3 M* K( O5 G4 e2 q
Fixed Return cargo for CS or AC not checked if home base and current base are the same
  Q# N4 k3 V" a$ W% X6 w3 E4 QFixed Force TF to use offmap if incorrectly set due to changes of destination   m" n( D0 }9 g! E
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[1108h]
* _6 a0 v  b" U! i) \Fixed Adjust for non-mine device being in special mine slot [#9] for sub minelaying
: G2 E. U4 K  w0 d$ t9 `; \5 vChanged Force ships to arrive at national base if original location is not valid to form TF; stop ships arriving at 'land-locked' base 2 k$ n6 V. i7 |' z4 S
Fixed Group leader who is a pilot was losing the link under various conditions. Corrected conditions and added correction code 8 p  V# f; P  \; x/ K! L1 I
Changed Allow 'independent' commands to change without cost to another
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[1108i]
' t" {5 U3 g. G+ }$ oFixed 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.
' T+ }9 x2 y% o; K$ x* P0 }; mFixed Japanese production was over-producing upgraded devices for LCUs
" e9 o/ r, _2 ]9 H, C0 |Changed Ship display of ARD shows lift capacity : M  m) P0 T: p. `* l! k
Fixed Sub-units not having withdraw delay decremented
0 p+ c( V; }& L& E# w8 d+ _Fixed Updated offmap checks for home base
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/ T0 @/ h* E" h  ^  }: m[1108j] 7 k/ O6 ?' d# y- H& W, \
Fixed Issue with carriers in range code; could cause data corruption
( j. k7 h3 T( \" d! h, A  @' bFixed Not all TRACOM pilots showed in lists
* d2 z0 E+ z% v* l3 dFixed Limit retreat after meeting TF surface combat to actual combat 3 J) {- _/ W; T- }8 G
Changed Removed endurance limit on PTs that limits attacks
4 f. e; o. v) w& T# YFixed LCU weapons being changed by AI code sometimes when LCU is human controlled ' o  F3 _+ _7 d# a
Changed Defer device upgrade of LCUs with fragments existing; causes errors in devices when swaping to parent or merging with other fragments/parent
" N5 K$ b& `: J5 P. f5 ]7 hChanged No TF unload if 'do not unload' set regardless of status of ship cargo handling 4 R3 G! d+ T9 V
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。
9 v6 i: Y" o! I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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