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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3 r" M0 v! W$ y1 x. A! i& j! S
http://www.matrixgames.com/forums/tm.asp?m=2729580
8 |/ O3 U; |2 m5 m4 V  [% M* NThis 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.
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1 g' e! n" ~, g6 e/ Y+ K' HBackground:
6 j& H+ @7 K3 D1 t  l7 I1 dLast month my development PC had a meltdown while I was working on changes since the last released build (02). 7 l% K( B- @6 t, W1 g4 T
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. # C9 }% U. q  A( x- r" @
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The build works fine on my PC, but then it is also the one that created it. : I& ]& E( B+ t% ?; w* p) }- ]) u
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. / o6 E2 @* v/ S& K- F
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As a result, I need to be 100% convinced that the new code will run on existing installs of AE. 0 s+ o7 V( O3 [- l9 y4 z7 l. N" w
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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. 1 [4 Q+ ?9 t6 D( ^$ P% n

+ Q6 Q# e/ ]2 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.
. B+ X2 k% g/ [1 T% }: ALoad up a save and play a few turns. Let me know if you have any issues with it. & y$ O+ v& K* j6 g! Q) r
Also, try using tracker to see if the DLL still works. / x7 [4 Z6 f0 \# i2 B

$ J+ _- Z, \5 ^( M) W+ @, wAgain, my warning: 9 m1 Z( u  X3 @, S
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) , [" _6 i/ x/ x: g; M

. q6 n: `8 Z" i: ~[1108c+] 0 p/ E8 j! V! n" G( V3 x6 Y7 G% y  T6 n
Fixed Rebuilt LCUs tended to use wrong PP cost on the first display, esp component units.
, V& ^7 x( A0 mRevised restore of report files from save " y8 x2 N$ J$ Q
Changed Added group withdraw date to all split sub-groups, not just permanent withdraws
" Y+ M# i/ F  {" ~# G, [  v  iFixed 'buy-for-supply' ships remained at 1 day delay 1 i& h( A/ y8 Q$ {, s
Fixed Error in Kamikaze determination in Flak Attack 3 o& j0 h* \# C* ^4 y' i5 A
Fixed Kamikaze training not affecting low naval bombing 7 X: g% B' B4 K& B
Fixed Transferring pilot to group of different type losing 0-10 points off skills, rather than +/- 5 ( ^1 a' N. r: V+ a: v
Changed Pilot experience hit based on category rather specific air type ) |2 W, @! C$ I
Changed Added more off-map checks to better handle the TF's 'Return to ...' buttons
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5 B1 S  L: [2 L[1108d] ) n2 R/ s$ a! H3 `( a
Fixed Removed ships under repair/conversion from AV support total , g' s+ {$ @- F. {: z& K
Fixed Ground attacks against land units in friendly base hex could default to 'Commander Discretion'
6 b* @1 ^. n' {9 ?( O* ^/ |+ IChanged Re-enabled limited on-map routing for off-map TFs 1 H- d% Z* C. g% \- [
Removed Disband check for resource/oil that was added earlier as can be worked around . c9 `/ f7 `+ _
Fixed Allow float planes to transport troops to coastal bases - allowed selecting but did not always make the move
) d) h" S+ H  w- {# uChanged Night missions on list using BLUE rather than BLACK 4 ]$ ?3 Q' C( j
Changed Halved the 5-day resource requirement/stockpile to 2-day. Added earlier in patch to help with resource distribution
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; o) I: W1 e4 f* a3 i3 w/ P- E/ a0 |8 q[1108e]
4 {$ O/ z2 O( j* cChanged Arriving LCU units were building more than needed devices if not enough in device pool & z; ^) Y) M; G  J
Fixed Was returning wrong Allied device to pool on LCU device upgrade   w9 D( g4 A/ `) v/ G: K
Fixed Tried to align weapon and TOE for units without formal TOE before taking replacements; wrong numbers could be happening 7 P5 `" |/ X+ B& |0 F; G9 `& q
Changed Adjusted off-map entry point for way-points
3 I9 v0 p: q* H- [/ H2 qFixed Altitude not being changed on some dive bomber attacks in AAA
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[1108f] 0 ~# m% t5 J! T# ~
Fixed Auto convoy returning resource/oil to home base when not required to 2 i: w) G# X2 ~1 H. X
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
6 R: ?* @. B: YFixed CTD when checking groups on withdrawing ships # T8 o$ t; [0 B
Changed Restored image files for centre windows ) F9 j) V: n4 M, V# z
Fixed Extend packing time and operMode to combining editor components of parent LCU : x' R: v" [" Y. |6 @9 i
Changed Vary DL for base created TFs, use same DL for TF split
0 s# R. S- k: v7 M' J- BFixed Leader of delayed group being re-assigned continually
; }) S$ \! {+ B6 k% q7 uFixed HQ check so that first HQ is included
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[1108g]
$ i$ ~7 j9 U) \8 S0 b  p5 eChanged Update device in TOE when changed in order to fix land replacements
, N' a. r' N/ P% `" rFixed Return cargo for CS or AC not checked if home base and current base are the same
- g: ~& j( }9 R9 o/ |  WFixed Force TF to use offmap if incorrectly set due to changes of destination - H0 S- h! o2 X1 E. r
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[1108h]
5 @0 M/ P' q, U3 j0 IFixed Adjust for non-mine device being in special mine slot [#9] for sub minelaying ; A1 q9 w% }8 A2 p+ ]2 Z
Changed Force ships to arrive at national base if original location is not valid to form TF; stop ships arriving at 'land-locked' base
) k9 ^  e' q' E( |, `Fixed Group leader who is a pilot was losing the link under various conditions. Corrected conditions and added correction code
+ ~' w1 D! K: ^Changed Allow 'independent' commands to change without cost to another
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[1108i] ( z& v) m, M# E& ^) A
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.
" o' c7 Q4 R1 e% TFixed Japanese production was over-producing upgraded devices for LCUs % i8 q# x5 b. _. _2 O6 m4 Q- y2 t
Changed Ship display of ARD shows lift capacity 0 I* v7 R! J4 G# G4 Y1 B
Fixed Sub-units not having withdraw delay decremented
  i0 m% i( y4 S3 U4 i/ xFixed Updated offmap checks for home base 6 ~' u/ f6 Y4 D/ u  [* Z
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[1108j]
% x% {% m. @( h5 w% `) a* ], o; aFixed Issue with carriers in range code; could cause data corruption
; H4 Y: H2 J: J4 lFixed Not all TRACOM pilots showed in lists
; q( J& p3 G2 [* `2 _# wFixed Limit retreat after meeting TF surface combat to actual combat
' l/ H. k; ?  f9 A  }6 y4 IChanged Removed endurance limit on PTs that limits attacks
8 U; u* O! k2 l5 q  l  VFixed LCU weapons being changed by AI code sometimes when LCU is human controlled # Y9 b' M* [5 u8 @. l
Changed Defer device upgrade of LCUs with fragments existing; causes errors in devices when swaping to parent or merging with other fragments/parent
# s# i0 n, k0 K6 `Changed No TF unload if 'do not unload' set regardless of status of ship cargo handling & A8 k, K( ?9 x$ r* u% g% }
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。& V) [9 z' B1 N& b$ n6 I( N1 H
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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