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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! O' \4 n$ t1 A8 w( V3 J7 L% X: G
http://www.matrixgames.com/forums/tm.asp?m=2729580
0 I% w! f* |* ^0 Z* Z8 xThis 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. $ M& x6 z& T9 A8 k( q  {

- V# d( X2 z; r3 y" Y  E2 qThis 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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2 r/ L  G. z( fPLEASE DON'T USE THIS EXE FOR YOUR REAL ON-GOING GAMES AT THE MOMENT PENDING MY FINDINGS ON HOW SUITABLE THE NEW EXE IS. / r- j* t* ~  k2 e1 Z0 M0 a6 l' L/ F
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Background:
7 j( c- W- k1 u' w6 u8 J' @: \6 ]Last month my development PC had a meltdown while I was working on changes since the last released build (02).
. q& i' u$ V; w  a( ~7 J3 Q. EAs 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. $ P) n- r. e3 t2 y

' E9 w6 w# B5 q# ?The build works fine on my PC, but then it is also the one that created it.   u( |% F" x' ^6 P: Z5 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.
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' B  N% }! T& N9 gAs a result, I need to be 100% convinced that the new code will run on existing installs of AE.   P5 K3 w1 o( f( ]

. e5 C% o0 G- {: J5 @2 M8 y5 B$ z* ~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' |  P4 {3 K6 Z

: b' z" W6 Y3 i3 GI 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.
( D* k6 D- y8 SLoad up a save and play a few turns. Let me know if you have any issues with it. % @9 G4 x# o  j& J$ x- `- w% t
Also, try using tracker to see if the DLL still works. % N) @2 r9 _) l5 d: k6 x) p, R

- z! Q* m8 ?5 ?3 Z- g2 K6 s  VAgain, my warning:
; u6 l, g- ]+ bPLEASE DON'T USE THIS EXE FOR YOUR REAL ON-GOING GAMES AT THE MOMENT PENDING MY FINDINGS ON HOW SUITABLE THE NEW EXE IS. $ G7 l5 D9 T, J1 U" n

, Z8 a' e# E" `Here is a list of the additional changes since 1108c (build 2) + J, |7 W0 p4 ~* k  F9 h

! t" ]5 {8 |. a4 f6 S1 T[1108c+]
2 V& \9 a& f# t: L0 e% T, cFixed Rebuilt LCUs tended to use wrong PP cost on the first display, esp component units. * z9 `, ]. _5 \
Revised restore of report files from save
1 O! ^" M' r2 w# z  c9 _5 u2 ?4 BChanged Added group withdraw date to all split sub-groups, not just permanent withdraws 5 n# m  P4 W" B& t; y
Fixed 'buy-for-supply' ships remained at 1 day delay
* b  x0 a9 [1 l1 [0 SFixed Error in Kamikaze determination in Flak Attack
0 {7 t9 x% g- g! ~8 NFixed Kamikaze training not affecting low naval bombing
7 H" E0 {- }6 L! R" {% q3 FFixed Transferring pilot to group of different type losing 0-10 points off skills, rather than +/- 5 : K& B2 i8 c$ b# }, M0 L! x
Changed Pilot experience hit based on category rather specific air type - [' L8 I% B; i" c# e' W- l, F! Q, u
Changed Added more off-map checks to better handle the TF's 'Return to ...' buttons
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# o+ W& L- k% C1 Q' t. P[1108d] & w5 V  q9 \( |0 J" l
Fixed Removed ships under repair/conversion from AV support total
" p% |" f( b# J& N* n( R% QFixed Ground attacks against land units in friendly base hex could default to 'Commander Discretion' ! o" Z+ x% @7 h' o2 c
Changed Re-enabled limited on-map routing for off-map TFs 3 ^3 \: _- P& B+ t$ A% @
Removed Disband check for resource/oil that was added earlier as can be worked around 5 M; m0 u" E, ?; w. P7 N
Fixed Allow float planes to transport troops to coastal bases - allowed selecting but did not always make the move
! x6 Y7 ]( ]$ M8 aChanged Night missions on list using BLUE rather than BLACK 4 n2 i- o4 C/ i- i) T- {1 k
Changed Halved the 5-day resource requirement/stockpile to 2-day. Added earlier in patch to help with resource distribution $ `4 b8 j, ~" a" D
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[1108e] ! L5 m+ {2 ~+ C5 B; T. }
Changed Arriving LCU units were building more than needed devices if not enough in device pool 4 A- A1 K$ H5 M+ i
Fixed Was returning wrong Allied device to pool on LCU device upgrade
5 m' {2 U- z) JFixed Tried to align weapon and TOE for units without formal TOE before taking replacements; wrong numbers could be happening
- J7 J2 Q8 @$ q- g. t6 d& Y, ZChanged Adjusted off-map entry point for way-points
1 B- I( Q% @& L  m% T" r+ q: M3 SFixed Altitude not being changed on some dive bomber attacks in AAA
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[1108f] # r" j9 j8 j) ]9 E. `# A
Fixed Auto convoy returning resource/oil to home base when not required to
' T) G! w$ e7 }3 a9 n5 b+ 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 ; \1 |. K) s$ s* m( X9 V. E
Fixed CTD when checking groups on withdrawing ships ! r, @" [" Y) i; Z% _: i: T; B
Changed Restored image files for centre windows
" l* `6 \4 o7 T3 h9 BFixed Extend packing time and operMode to combining editor components of parent LCU
  _0 R& [) e! LChanged Vary DL for base created TFs, use same DL for TF split $ Y6 N& [+ p. Q
Fixed Leader of delayed group being re-assigned continually $ ?2 i1 H2 D4 k) e2 ^
Fixed HQ check so that first HQ is included 0 ~* Q: l; F6 r, @" l# U4 q
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[1108g] - W( F+ ~* T0 V0 R% e  z# T$ m
Changed Update device in TOE when changed in order to fix land replacements
2 p5 x  G) t) l+ J" P" {& y% E) GFixed Return cargo for CS or AC not checked if home base and current base are the same # |. S: P! e. L* r9 T) B% N
Fixed Force TF to use offmap if incorrectly set due to changes of destination
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[1108h]
8 g& a) i* M* |5 gFixed Adjust for non-mine device being in special mine slot [#9] for sub minelaying
8 s! t. w; a) TChanged Force ships to arrive at national base if original location is not valid to form TF; stop ships arriving at 'land-locked' base 0 W+ V; u5 @$ T% @( E" m
Fixed Group leader who is a pilot was losing the link under various conditions. Corrected conditions and added correction code
( W, k' ]# K8 Z: E& u: WChanged Allow 'independent' commands to change without cost to another ' \6 C- V( C1 T6 J- M' _+ ^9 N
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[1108i]   E6 G' v; d% o  M
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. ) y4 o5 h8 O4 O6 l
Fixed Japanese production was over-producing upgraded devices for LCUs
2 r  f( V7 N0 r8 r) N2 k/ |Changed Ship display of ARD shows lift capacity ) C' r# H/ ~  T/ B) m
Fixed Sub-units not having withdraw delay decremented
$ L! O" `" k6 f+ oFixed Updated offmap checks for home base
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[1108j] 2 c* p/ d1 k9 B0 |" A/ c$ Q
Fixed Issue with carriers in range code; could cause data corruption 9 O" J+ q! |" i5 m, F6 C& [6 Z% T
Fixed Not all TRACOM pilots showed in lists
. d3 y9 n  c+ yFixed Limit retreat after meeting TF surface combat to actual combat
$ p) {" T# `/ U2 G6 a' ZChanged Removed endurance limit on PTs that limits attacks . ]; P) K, R5 p- e8 V8 q
Fixed LCU weapons being changed by AI code sometimes when LCU is human controlled
  O; S/ `7 C" u% ?5 dChanged Defer device upgrade of LCUs with fragments existing; causes errors in devices when swaping to parent or merging with other fragments/parent
; W4 k0 a$ I' T! L* c0 @+ N. |Changed No TF unload if 'do not unload' set regardless of status of ship cargo handling
% w0 D/ t1 [+ c- b; F/ TFixed 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。" S) j, ?3 n; @) P
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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