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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
$ K7 q% ]9 j4 \4 {http://www.matrixgames.com/forums/tm.asp?m=2729580
: t" E" L- v; s7 H! k& c4 PThis is an unofficial "short-term" beta install.   P4 ~1 K" W: b1 o5 `7 P
Short-term being the appropriate term as this thread may be removed after a few days.
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1 ~0 b6 l$ o9 G+ O  [) j3 B' lThis 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. 6 w! p. g, v1 \4 z
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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. / H: `6 O3 Y7 S, N

4 x+ c% u+ ^9 m) r! P, M+ qBackground:
, o: }5 z" Q4 f+ U! z( r1 ]! k* BLast month my development PC had a meltdown while I was working on changes since the last released build (02). : z9 e  B& {6 X( g# T" Y
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. * p- O5 }# q4 w4 |
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. 4 r! O! f: K7 t+ _
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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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$ K7 M8 G3 c2 {: T3 k* T: y" V: H% M- @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.
# V9 E% g! t5 o7 y6 `Load up a save and play a few turns. Let me know if you have any issues with it. * c3 h- n9 M, G+ v
Also, try using tracker to see if the DLL still works. " p" m6 R* b3 q8 j/ g1 n

( @/ g& g8 L$ C8 |Again, my warning: - U0 [; q! K/ T& n
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.
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9 A6 Z$ J. d! \6 o. J3 m' i4 nHere is a list of the additional changes since 1108c (build 2) 3 m4 w, O1 D, D8 ^) U5 U

/ H+ M& L! |3 x  J/ x* b5 o[1108c+]
8 T& Z8 g6 m" v: SFixed Rebuilt LCUs tended to use wrong PP cost on the first display, esp component units. 9 {# Z9 L  o' j3 A; v
Revised restore of report files from save
2 L4 u2 s- `% @Changed Added group withdraw date to all split sub-groups, not just permanent withdraws $ i, [' f8 F0 |8 ^7 Y. V
Fixed 'buy-for-supply' ships remained at 1 day delay
( D7 [2 ?* [0 ]7 t; ]Fixed Error in Kamikaze determination in Flak Attack
% Q6 l. k3 ?' _' f$ XFixed Kamikaze training not affecting low naval bombing ) z+ `% B# o0 W" V' Z+ C
Fixed Transferring pilot to group of different type losing 0-10 points off skills, rather than +/- 5
6 H- f  G* q' d6 ~6 f9 a5 JChanged Pilot experience hit based on category rather specific air type
! p2 s3 f5 v8 V, m1 xChanged Added more off-map checks to better handle the TF's 'Return to ...' buttons
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3 Z, B' B5 b. B& S1 X. T7 n[1108d] / i6 p$ d: P3 `. x
Fixed Removed ships under repair/conversion from AV support total $ D& I- z. n# @
Fixed Ground attacks against land units in friendly base hex could default to 'Commander Discretion'
' K( Q, \" r$ H0 \: E* h0 P4 l$ qChanged Re-enabled limited on-map routing for off-map TFs , Z2 D4 @% u0 v9 p- V. T
Removed Disband check for resource/oil that was added earlier as can be worked around
+ z; [! j# Z9 @% ?. [" m" NFixed Allow float planes to transport troops to coastal bases - allowed selecting but did not always make the move
" U/ F0 U* H. n: _* S7 `# FChanged Night missions on list using BLUE rather than BLACK . f$ Y1 a: y5 l; q) K: }- J0 j6 y
Changed Halved the 5-day resource requirement/stockpile to 2-day. Added earlier in patch to help with resource distribution . {7 |" @  @6 s# R& ]' w  q' N' m: n
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[1108e] 4 e% ?. ?; n/ ~
Changed Arriving LCU units were building more than needed devices if not enough in device pool 1 U& l1 w( H7 M- e, E- Y% i7 J; z
Fixed Was returning wrong Allied device to pool on LCU device upgrade
, @! F) `4 m9 q6 H/ V3 qFixed Tried to align weapon and TOE for units without formal TOE before taking replacements; wrong numbers could be happening
% p. X* O) ~: u! }& B; PChanged Adjusted off-map entry point for way-points 7 O6 p2 R% r+ V$ W( B4 z
Fixed Altitude not being changed on some dive bomber attacks in AAA $ M6 b" [, @- C5 z, w& o% Q* F& O# k
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[1108f]
9 C) K) X  U2 A0 RFixed Auto convoy returning resource/oil to home base when not required to # M: W' S0 _$ c
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   V! F' K# O! z% ]- f* A* P
Fixed CTD when checking groups on withdrawing ships : {/ _2 M3 [8 `! g) Q$ Q. c  R! }
Changed Restored image files for centre windows
# j; T6 n8 z9 R$ g  TFixed Extend packing time and operMode to combining editor components of parent LCU
9 Q  U* N6 U3 \# r" ~; p3 G) iChanged Vary DL for base created TFs, use same DL for TF split
) H+ Q( O% ?1 _& a, J3 q/ a" OFixed Leader of delayed group being re-assigned continually & J5 }) u1 Z& q/ F+ h7 b& Q
Fixed HQ check so that first HQ is included 2 u$ E% _" V6 U! q, U4 g: V
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[1108g]
  ]' U& y& w. m' R0 a  v/ ]Changed Update device in TOE when changed in order to fix land replacements
, @" g& F  Z5 _- v* KFixed Return cargo for CS or AC not checked if home base and current base are the same # f  Q4 q0 L% {2 h
Fixed Force TF to use offmap if incorrectly set due to changes of destination , f8 {8 {# l6 y: M9 _6 M

0 D1 k7 z- F2 V4 Q* U; I0 F9 R[1108h] 2 |8 P7 E+ R) l, u
Fixed Adjust for non-mine device being in special mine slot [#9] for sub minelaying ' S, V7 D+ O. t: e+ L
Changed Force ships to arrive at national base if original location is not valid to form TF; stop ships arriving at 'land-locked' base - T0 Y3 e1 I6 o1 M7 P
Fixed Group leader who is a pilot was losing the link under various conditions. Corrected conditions and added correction code
8 q# J4 D( b" L. s4 N3 @/ bChanged Allow 'independent' commands to change without cost to another
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[1108i]
3 @- b8 r# q: f( y- n$ V; ?* FFixed 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.   N4 X0 B/ q: ^+ a# Q1 ]
Fixed Japanese production was over-producing upgraded devices for LCUs " w& b) I4 \$ v# w/ R' }/ {) W3 t
Changed Ship display of ARD shows lift capacity
/ [& \9 q+ M; t5 ^/ lFixed Sub-units not having withdraw delay decremented ( s2 {& j0 |* z4 @" o
Fixed Updated offmap checks for home base ( }: ^6 E6 K2 ?( ], j* z/ Y
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[1108j] , O: s1 o3 X4 L8 {) l
Fixed Issue with carriers in range code; could cause data corruption , [0 Z! t0 [' ?8 k: f$ q/ R
Fixed Not all TRACOM pilots showed in lists
' J  E6 e& u* l3 `  L% K) qFixed Limit retreat after meeting TF surface combat to actual combat 6 J( b# s8 c/ b7 w
Changed Removed endurance limit on PTs that limits attacks
+ m4 Y" Z% v* C; M  G- oFixed LCU weapons being changed by AI code sometimes when LCU is human controlled . p9 F. ~" j- J, c2 C/ F" j
Changed Defer device upgrade of LCUs with fragments existing; causes errors in devices when swaping to parent or merging with other fragments/parent : G" f0 e' Q# s1 m1 Z7 l7 v# j
Changed No TF unload if 'do not unload' set regardless of status of ship cargo handling ) a+ {) N# P6 a5 v- u
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。1 M  N5 r: O: z& q4 ?
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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