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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/ U( t& F- X  w6 w2 N9 _0 \
http://www.matrixgames.com/forums/tm.asp?m=2729580
; Q4 w% [: {4 u$ A+ AThis is an unofficial "short-term" beta install. 0 Z2 ]$ P( U# J5 C) M5 d7 H1 w
Short-term being the appropriate term as this thread may be removed after a few days.   S4 J6 U: p7 O& G( I7 r

8 W( \6 `# l5 q3 L7 ^, ~, ~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. 9 g/ }& u: \8 u) ~% j4 D% N  o/ F

0 j0 R3 j/ D9 w6 Q& RPLEASE DON'T USE THIS EXE FOR YOUR REAL ON-GOING GAMES AT THE MOMENT PENDING MY FINDINGS ON HOW SUITABLE THE NEW EXE IS. 4 }  @, n9 D1 T: ]  W2 s! n, A0 N
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Background:
4 @! Q( e5 C6 h4 {9 @0 |Last month my development PC had a meltdown while I was working on changes since the last released build (02).
$ Q1 n6 {5 E7 z5 w8 a5 g0 XAs 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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; O, Q8 y9 |; `& p" q$ M& {% tThe build works fine on my PC, but then it is also the one that created it. 0 Z" h; V' N5 P* v3 p
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. ! c8 n( L* [! s' z* D- X1 ]
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As a result, I need to be 100% convinced that the new code will run on existing installs of AE.
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7 O' G  m7 t( Q# \; z2 b: s1 {2 CI 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.   `% t/ C2 k3 ]" i
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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. ; t- `% T# N5 K; u7 Z  ^, J2 R0 h
Load up a save and play a few turns. Let me know if you have any issues with it. ) y9 n* ^6 `& l! E$ v
Also, try using tracker to see if the DLL still works. , k. d5 ]1 \# z& y

4 T% P3 z* X+ t5 V: d2 lAgain, my warning:
* D7 z  ^4 a, 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. ; |1 K- p1 j1 Q& f

$ J" E. l7 Q& y# [3 @+ eHere is a list of the additional changes since 1108c (build 2) & N  Q# Z% ^% @" M8 c: z/ o
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[1108c+] ; e$ p+ p8 A0 r2 L) F  N
Fixed Rebuilt LCUs tended to use wrong PP cost on the first display, esp component units.
4 V8 ~3 o5 L; M& z( e9 ]% TRevised restore of report files from save
5 v: x+ G1 _7 @- Q) r8 dChanged Added group withdraw date to all split sub-groups, not just permanent withdraws
7 J/ S9 y1 i0 n+ \  P7 N1 nFixed 'buy-for-supply' ships remained at 1 day delay
* O8 S  Q$ b% F2 E. MFixed Error in Kamikaze determination in Flak Attack
; E( U6 \& t' ~8 p* U* OFixed Kamikaze training not affecting low naval bombing
- D5 Z: g" Z4 g8 f# ?6 @" _Fixed Transferring pilot to group of different type losing 0-10 points off skills, rather than +/- 5
' w5 C7 X2 @& i  C# R- ^# x! r0 CChanged Pilot experience hit based on category rather specific air type
* |2 u  W  X& _! mChanged Added more off-map checks to better handle the TF's 'Return to ...' buttons # `/ e0 S5 u3 W/ Z% S& j# B
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[1108d] . k  i/ U, R) b6 Y, J' `- f5 Q
Fixed Removed ships under repair/conversion from AV support total * E: f, r6 V7 i, B$ b4 }, q& e
Fixed Ground attacks against land units in friendly base hex could default to 'Commander Discretion' 9 p, N  U2 c/ \6 m- O
Changed Re-enabled limited on-map routing for off-map TFs
: c$ R$ i6 I$ \4 `! z, r: uRemoved Disband check for resource/oil that was added earlier as can be worked around ) U* C4 v7 ^$ Q4 C8 G; R+ A
Fixed Allow float planes to transport troops to coastal bases - allowed selecting but did not always make the move ( y. D4 Y( t$ f/ d
Changed Night missions on list using BLUE rather than BLACK
: M- L' K: j% i1 P' o1 cChanged Halved the 5-day resource requirement/stockpile to 2-day. Added earlier in patch to help with resource distribution 2 v8 l) e, T" U: e/ \. v
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[1108e]
( Q+ [7 G8 m' e. t% \' \Changed Arriving LCU units were building more than needed devices if not enough in device pool
9 b3 _$ ^" z% C0 BFixed Was returning wrong Allied device to pool on LCU device upgrade
- ]3 e2 [: I( R6 O1 V( `1 pFixed Tried to align weapon and TOE for units without formal TOE before taking replacements; wrong numbers could be happening
9 h( x) b) R5 i8 z! ZChanged Adjusted off-map entry point for way-points * [! [. K6 p' U& x2 s
Fixed Altitude not being changed on some dive bomber attacks in AAA 1 R" H! j1 A% o- ^3 E

7 g* i; O: c9 C3 {- d0 c[1108f]
+ d* {7 \' w" s& @# a, ~, S$ QFixed Auto convoy returning resource/oil to home base when not required to 6 h$ ]' a7 p5 Q; o- N4 u( Z1 E
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
' U) P% P6 X! j! _) h0 eFixed CTD when checking groups on withdrawing ships   Y" M- c$ l& s6 A
Changed Restored image files for centre windows ' t' B$ f; ?) k4 A: _
Fixed Extend packing time and operMode to combining editor components of parent LCU
* @9 R8 ?% @6 a. M& L. zChanged Vary DL for base created TFs, use same DL for TF split
5 H! o/ l; K- F9 d/ y! DFixed Leader of delayed group being re-assigned continually 0 w5 f) B' @% X
Fixed HQ check so that first HQ is included ( y# c" w' B/ s1 h0 d$ X8 B

6 O) K3 T5 A8 D$ d5 f" m[1108g] ) T7 M9 B+ j$ J# F/ }9 [$ v1 W! w0 s7 c
Changed Update device in TOE when changed in order to fix land replacements 9 M1 v" Q& a1 J8 G4 J$ d
Fixed Return cargo for CS or AC not checked if home base and current base are the same ; h3 k  ]  n0 H+ D: A+ J, K
Fixed Force TF to use offmap if incorrectly set due to changes of destination
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/ i% q6 I1 D# m- y" w[1108h]
" M( j" }" `" y! j# `( HFixed Adjust for non-mine device being in special mine slot [#9] for sub minelaying
, x( d9 ?4 {. L0 PChanged Force ships to arrive at national base if original location is not valid to form TF; stop ships arriving at 'land-locked' base 5 F( O. }: M! {( M' Z2 h' k
Fixed Group leader who is a pilot was losing the link under various conditions. Corrected conditions and added correction code
, m5 f# v: T4 lChanged Allow 'independent' commands to change without cost to another
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2 J5 E$ f  [: ~% D[1108i]
. f0 ]& m& o3 y' l5 i* VFixed 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.
' Y5 \; |. r* jFixed Japanese production was over-producing upgraded devices for LCUs
- E6 P, C5 @2 x: \8 N& R: \" uChanged Ship display of ARD shows lift capacity
$ P$ S4 Z, R0 N6 Q6 ?0 R9 MFixed Sub-units not having withdraw delay decremented + `4 S' M4 @1 O7 [+ V
Fixed Updated offmap checks for home base ) G) I* S1 d, @% n1 E
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[1108j]
* U5 m% P/ z% H: o9 o% \Fixed Issue with carriers in range code; could cause data corruption
7 t7 V+ g# G# q. y0 e/ u$ T& lFixed Not all TRACOM pilots showed in lists
8 k: C$ E! c. q1 FFixed Limit retreat after meeting TF surface combat to actual combat ! T8 d0 N% e9 k- y
Changed Removed endurance limit on PTs that limits attacks
* t% K, ^7 o6 s, nFixed LCU weapons being changed by AI code sometimes when LCU is human controlled $ s5 n% Q9 ?8 C4 @, a: c
Changed Defer device upgrade of LCUs with fragments existing; causes errors in devices when swaping to parent or merging with other fragments/parent 6 u5 `$ T4 v; ?! J" V# j; `
Changed No TF unload if 'do not unload' set regardless of status of ship cargo handling
1 B* `8 r, x: N  c, {; q8 rFixed 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。/ X( a/ n+ f& u9 z3 t4 _. L
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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