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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; q/ `+ w* B3 L% w( n. P
http://www.matrixgames.com/forums/tm.asp?m=2729580
: s: m# a0 X8 h8 i9 lThis 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.
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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. 1 i2 F) ]- }$ U& |. r

7 R0 O1 y6 Z- R; ?9 x) pBackground: $ r; r& c: t( N3 v' K6 L
Last month my development PC had a meltdown while I was working on changes since the last released build (02).
3 i& ~0 F( _9 n0 g2 d; zAs 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.
* G& W9 x2 x) y& T' s( K8 lA 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. - L& P5 V% e9 ^$ |/ z' w0 P

6 ?  ?* o' L* s4 G( N0 J1 c: KI 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. 8 ~& g# ~& z* @3 s0 d: l" g! @
Load up a save and play a few turns. Let me know if you have any issues with it. 4 [: v( r1 ?# k' q  E3 s* b
Also, try using tracker to see if the DLL still works. $ g& t, q2 `) g" K7 N6 C5 c

! q6 u& ?! P- X+ }. iAgain, my warning: ! P5 K5 J% i! t( ~7 p' N* |! l
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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Here is a list of the additional changes since 1108c (build 2) * Q+ {) Y4 V; O0 n0 F. c

, v4 ?! R8 g4 o) _[1108c+]
2 k& a+ ]5 k% E+ ^" j9 KFixed Rebuilt LCUs tended to use wrong PP cost on the first display, esp component units. 2 {& L: W$ [3 t4 z  H6 [
Revised restore of report files from save
  i& \" z7 B# S; h6 uChanged Added group withdraw date to all split sub-groups, not just permanent withdraws 2 I% A+ _; U4 D6 h. M
Fixed 'buy-for-supply' ships remained at 1 day delay
4 P" L% ?; f1 o- v+ k- I8 @Fixed Error in Kamikaze determination in Flak Attack
/ a+ p, Z$ F3 y3 V, a. O4 D' [+ ?Fixed Kamikaze training not affecting low naval bombing 6 E3 Z3 U) d, k
Fixed Transferring pilot to group of different type losing 0-10 points off skills, rather than +/- 5
2 t3 r# }7 \) V; e" t7 N* {; d( BChanged Pilot experience hit based on category rather specific air type
$ h# b8 t, k4 pChanged Added more off-map checks to better handle the TF's 'Return to ...' buttons
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2 s' l0 M7 M7 H! O' g, c, B' s3 v  E[1108d] " A% ]. T7 t% a. u1 H1 U* {# t
Fixed Removed ships under repair/conversion from AV support total
8 z& q9 |2 N! J7 i4 j& aFixed Ground attacks against land units in friendly base hex could default to 'Commander Discretion'
  Q7 W/ `$ v9 a: fChanged Re-enabled limited on-map routing for off-map TFs
4 n( M+ j, k" v: A4 E# i5 R' a1 ~Removed Disband check for resource/oil that was added earlier as can be worked around
) f" |' ^6 \) v$ h/ xFixed Allow float planes to transport troops to coastal bases - allowed selecting but did not always make the move
+ I+ {% p7 q3 z  t1 }" o% ?Changed Night missions on list using BLUE rather than BLACK : ^. T. t4 Z# |" y5 M
Changed Halved the 5-day resource requirement/stockpile to 2-day. Added earlier in patch to help with resource distribution 5 r" V# N6 ~7 Q6 Y' z0 d( v

- Q2 z; @$ |6 ?3 ~5 `( _  D[1108e]
, J( u+ s3 G: P+ L* J! H: h0 zChanged Arriving LCU units were building more than needed devices if not enough in device pool
3 V7 P- s$ ^6 l2 r* cFixed Was returning wrong Allied device to pool on LCU device upgrade * V/ V7 O9 i+ Z" l$ }# x, B
Fixed Tried to align weapon and TOE for units without formal TOE before taking replacements; wrong numbers could be happening
$ L. _% v) P9 h: N2 b/ X7 BChanged Adjusted off-map entry point for way-points ; H, j) ?  C$ U- M
Fixed Altitude not being changed on some dive bomber attacks in AAA # E9 G, l; H- `( F+ m7 T

$ C3 m' Z' ?. u8 z. R  T[1108f]
6 s% K% l4 K( D4 I4 ]Fixed Auto convoy returning resource/oil to home base when not required to * W9 `' M, ~6 W! P& i) \
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 8 u: S# |* B3 d5 Y" g  f! B
Fixed CTD when checking groups on withdrawing ships
3 t2 O6 {4 e) W6 Q3 p. IChanged Restored image files for centre windows
9 D; a. t/ `1 V$ B, X* G1 X0 W! Y- JFixed Extend packing time and operMode to combining editor components of parent LCU , p" O4 w  P" x$ a+ ?0 L
Changed Vary DL for base created TFs, use same DL for TF split ' ~4 o5 B$ h% ]" Y( A5 K9 r
Fixed Leader of delayed group being re-assigned continually + ~; `  g8 r# y" e9 o  J
Fixed HQ check so that first HQ is included 2 v) l1 ]! [! _

) b8 U  \2 x+ D8 E+ b1 `[1108g] . d/ b& L' @6 [1 S; ?4 v/ q
Changed Update device in TOE when changed in order to fix land replacements
+ H' B5 J) f  H8 tFixed Return cargo for CS or AC not checked if home base and current base are the same % F9 J- M( h1 q3 X+ N1 t
Fixed Force TF to use offmap if incorrectly set due to changes of destination & _7 U" p( |. e% e/ ~* x, P& _4 t
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[1108h] 4 ]7 s2 Z; ^5 a2 [$ A2 G
Fixed Adjust for non-mine device being in special mine slot [#9] for sub minelaying 7 n9 }8 Y: r* P/ w
Changed Force ships to arrive at national base if original location is not valid to form TF; stop ships arriving at 'land-locked' base / F% D" A: Q$ @
Fixed Group leader who is a pilot was losing the link under various conditions. Corrected conditions and added correction code
5 T; ^) e' t! e  t/ s$ R# K; jChanged Allow 'independent' commands to change without cost to another / K3 K( \7 a- s8 D$ u

; e8 I: X0 v4 R, ]) f1 E[1108i] ' Q" T' M! Q7 O/ b& e6 \( x
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. 0 R( d: ^- I+ j+ C; q7 D5 V
Fixed Japanese production was over-producing upgraded devices for LCUs 7 ~* v% Z/ o+ E/ |- G+ t
Changed Ship display of ARD shows lift capacity ; t3 h9 [! t! m! {9 e* h2 V: v
Fixed Sub-units not having withdraw delay decremented 8 n6 I) V, X' z( z( e4 b5 [3 [
Fixed Updated offmap checks for home base 8 w4 K- |3 v* i
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[1108j] ) S6 W! j$ O2 I7 V$ r4 F! z: P/ _1 M" k  L
Fixed Issue with carriers in range code; could cause data corruption , p( s2 B* {+ Z
Fixed Not all TRACOM pilots showed in lists
( i- I7 j  q4 j9 M) f0 XFixed Limit retreat after meeting TF surface combat to actual combat
; G% ?; C4 a: y8 Z1 yChanged Removed endurance limit on PTs that limits attacks
3 O, c- z- s: r* V( ^$ gFixed LCU weapons being changed by AI code sometimes when LCU is human controlled ! ?* m& Y- |3 ~7 H% C
Changed Defer device upgrade of LCUs with fragments existing; causes errors in devices when swaping to parent or merging with other fragments/parent
  E& h3 M# \2 Y3 _Changed No TF unload if 'do not unload' set regardless of status of ship cargo handling
7 ^0 v/ E% H1 G2 f+ r& \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。
4 G' f  w9 J8 Z9 ~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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