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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
- f$ d9 G% @+ u; i+ r8 ^http://www.matrixgames.com/forums/tm.asp?m=2729580
/ o# p2 j& q/ W* Q' P- KThis is an unofficial "short-term" beta install. / W& I8 J' M: A1 E9 O% Q( M6 ?
Short-term being the appropriate term as this thread may be removed after a few days. % R* j) H2 R* x3 Z: q* d& g

7 k8 E& A: _: _/ t1 H& ~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. & J; O$ L" L) K8 c

* J/ M2 N; K* {" V! @/ 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.
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' M$ Z. x0 |7 ^# c' _! t+ B# nBackground: ) ^. t+ M9 c6 L7 c! B7 ^8 \8 v
Last month my development PC had a meltdown while I was working on changes since the last released build (02).
) c  X* T% h6 |2 L* w: T6 o0 Q: k/ cAs 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. # S- ?, J8 D! h6 t: U

  f. _% n2 L* j  GThe build works fine on my PC, but then it is also the one that created it. ; q8 M9 P# v1 T9 _- J
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. / r5 `5 O# U7 j
4 w9 f5 H  B: y" j& j
As a result, I need to be 100% convinced that the new code will run on existing installs of AE. & O5 a2 |  ~5 u3 ?* m9 I+ J
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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. ( V# E6 h. {; u4 R* Z# S

: g: c& l9 n, C7 k1 W" \0 pI 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.
* V: J8 m' ?( g# q' |4 S4 a4 NLoad up a save and play a few turns. Let me know if you have any issues with it.
) ~# g' {/ n+ \" g* kAlso, try using tracker to see if the DLL still works.
: \6 M5 H# P& n3 b. {4 W' ^
. o/ ^) i7 s# c0 pAgain, my warning:
+ w/ t* R8 p2 S. j* c0 APLEASE DON'T USE THIS EXE FOR YOUR REAL ON-GOING GAMES AT THE MOMENT PENDING MY FINDINGS ON HOW SUITABLE THE NEW EXE IS. , Q  i' ]- q1 e& w& _2 [( B

* L. Q. b' o5 j# A+ qHere is a list of the additional changes since 1108c (build 2)
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[1108c+] 1 k+ x! u, t* Q: b: w6 n8 h: V
Fixed Rebuilt LCUs tended to use wrong PP cost on the first display, esp component units. ( o" r4 q, ^% [. o6 i
Revised restore of report files from save / I4 _8 K5 e3 s; R( o: Z
Changed Added group withdraw date to all split sub-groups, not just permanent withdraws
* n+ a# U+ O- J" T9 qFixed 'buy-for-supply' ships remained at 1 day delay ) H. `( ^4 n. z3 A( ~" @4 M( t
Fixed Error in Kamikaze determination in Flak Attack % s' Z, `' I' _. ]* Y
Fixed Kamikaze training not affecting low naval bombing
, n+ V6 p1 x+ Q: m$ TFixed Transferring pilot to group of different type losing 0-10 points off skills, rather than +/- 5 ) q$ h$ B$ W7 s8 [
Changed Pilot experience hit based on category rather specific air type $ G8 O# o2 I; ~: o; Z4 S
Changed Added more off-map checks to better handle the TF's 'Return to ...' buttons
9 j7 e( v  H! H/ F9 \$ W5 E  \7 Y0 ?$ L) \4 C
[1108d]
5 J% j7 [1 ^& J1 `  t/ p4 vFixed Removed ships under repair/conversion from AV support total
8 Z+ I& r4 j+ @4 D/ j' J8 c' ]Fixed Ground attacks against land units in friendly base hex could default to 'Commander Discretion' 9 u5 r  ]' ^+ y/ h1 O6 y% h3 \
Changed Re-enabled limited on-map routing for off-map TFs - R& Y' X0 H3 G! g9 U; V( F1 A
Removed Disband check for resource/oil that was added earlier as can be worked around 2 U5 X8 B$ ?8 Y" e8 X, K
Fixed Allow float planes to transport troops to coastal bases - allowed selecting but did not always make the move & \) v: C: ~, K! H; O
Changed Night missions on list using BLUE rather than BLACK
# A1 ?8 C: q* Y/ c" a: a6 qChanged Halved the 5-day resource requirement/stockpile to 2-day. Added earlier in patch to help with resource distribution
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* Z8 J- v. t8 Y& _[1108e] 0 b( d5 o+ f5 z- N9 p/ L) r
Changed Arriving LCU units were building more than needed devices if not enough in device pool # s8 r& d9 E+ O$ A, p& R
Fixed Was returning wrong Allied device to pool on LCU device upgrade 3 N. [7 X: \$ g( C: P/ p
Fixed Tried to align weapon and TOE for units without formal TOE before taking replacements; wrong numbers could be happening 7 z' P5 a" u: G; E
Changed Adjusted off-map entry point for way-points % T8 y' t) f2 m
Fixed Altitude not being changed on some dive bomber attacks in AAA
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# w8 k% x! K' R. J( r[1108f]
6 F/ n9 b1 R2 e+ G/ JFixed Auto convoy returning resource/oil to home base when not required to
" [% t2 [' _+ g9 h# P# S, TAdded 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 ; J4 i! |  ]& {( j
Fixed CTD when checking groups on withdrawing ships 9 u7 |7 |# O/ x8 t& }
Changed Restored image files for centre windows 6 L: r+ r& B# z, ~# n) J
Fixed Extend packing time and operMode to combining editor components of parent LCU
* i2 `; S" Q2 O& s& `/ x1 fChanged Vary DL for base created TFs, use same DL for TF split 3 r- Y) V) J8 ~0 u: [# Q5 X) R$ Y6 q& L
Fixed Leader of delayed group being re-assigned continually . H, [& p* X! v$ i
Fixed HQ check so that first HQ is included
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[1108g]
6 e/ W' Y4 Q7 ]8 \5 YChanged Update device in TOE when changed in order to fix land replacements   l) V! T7 Z( p4 S) @  f
Fixed Return cargo for CS or AC not checked if home base and current base are the same ) E% v$ _, A% _
Fixed Force TF to use offmap if incorrectly set due to changes of destination   V% g) }9 ?5 V1 v

, M* T7 M) h. y8 v% y[1108h]
1 Q6 K6 v# H, E+ X+ M8 ]/ N) S% u1 QFixed Adjust for non-mine device being in special mine slot [#9] for sub minelaying
3 u% y. E% m- Z+ nChanged Force ships to arrive at national base if original location is not valid to form TF; stop ships arriving at 'land-locked' base
6 D( p) C5 E' rFixed Group leader who is a pilot was losing the link under various conditions. Corrected conditions and added correction code ) \) D; P) Z- s9 R  ?6 X$ T- S# P
Changed Allow 'independent' commands to change without cost to another
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, W7 _  M0 J( O) ^( b8 H2 v[1108i]
5 j* ~4 ]. k2 w0 t0 K- i  H1 cFixed 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.
  K4 g, x9 d8 i- ~% S+ f9 Y' p$ T9 DFixed Japanese production was over-producing upgraded devices for LCUs # J$ |: c4 O) [' T: n
Changed Ship display of ARD shows lift capacity
) c1 e6 F6 E# Y$ A# k! i6 ^$ p: YFixed Sub-units not having withdraw delay decremented
, j7 z  T: [2 d8 t2 U( l- T5 S  x& ^Fixed Updated offmap checks for home base
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[1108j] + B- }5 w( t* e% c
Fixed Issue with carriers in range code; could cause data corruption + R4 E. O7 X# Y4 r7 x' b. e& T( ]
Fixed Not all TRACOM pilots showed in lists & ?7 L% A* ?, [4 T4 p
Fixed Limit retreat after meeting TF surface combat to actual combat ( e: Q2 s/ I. y; Q" k2 J$ G! |9 _; }
Changed Removed endurance limit on PTs that limits attacks 2 g, P  h+ X) U7 A1 w) m# I
Fixed LCU weapons being changed by AI code sometimes when LCU is human controlled & Y' i& _6 x  M8 h& t& O
Changed Defer device upgrade of LCUs with fragments existing; causes errors in devices when swaping to parent or merging with other fragments/parent 7 G3 U& C2 V. F3 d0 S9 ~4 \( G
Changed No TF unload if 'do not unload' set regardless of status of ship cargo handling
5 d' L, m/ z6 L7 w; G$ OFixed 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。
& ~' J4 U) W$ n5 r# g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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