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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
. J7 @- m" [, B7 n6 Chttp://www.matrixgames.com/forums/tm.asp?m=2729580
" `  D( A' J8 \9 k/ Z' {2 tThis is an unofficial "short-term" beta install. ! Z  `/ j! h6 r; x/ |( ^/ d
Short-term being the appropriate term as this thread may be removed after a few days.
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$ U7 N$ E' x# k0 e) z% WThis 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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& C8 S; _" W! X/ H7 tPLEASE 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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6 z% u* n. h( g% R/ u2 }Background: & o: S) i& Y! u
Last month my development PC had a meltdown while I was working on changes since the last released build (02).
0 i7 g. {1 F* ~6 a8 u/ WAs 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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. |2 G1 ^6 D# N5 e- @The build works fine on my PC, but then it is also the one that created it.
3 p0 \0 K0 r( j5 HA 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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& ]1 X% u  G3 Z$ I+ iAs a result, I need to be 100% convinced that the new code will run on existing installs of AE.
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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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5 }5 }4 s2 c7 S$ Z+ ZI 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.
# y+ P* }9 k# V0 @5 ALoad up a save and play a few turns. Let me know if you have any issues with it.
) |7 f. U: E) dAlso, try using tracker to see if the DLL still works. 9 J" i: c6 P; c+ V7 k# N: X

( y! W6 s  S. j, v4 aAgain, my warning:
# ?. F, ~+ T2 U$ j. {. E# s5 S, g# ^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. 0 d/ n4 c! \% T7 p) ^) G7 |
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Here is a list of the additional changes since 1108c (build 2)
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[1108c+] * W2 _# y2 h! z  ?
Fixed Rebuilt LCUs tended to use wrong PP cost on the first display, esp component units. 7 i/ Y! }/ C# \6 v& G- |0 [
Revised restore of report files from save
, u, C( F' s; ~5 S; @Changed Added group withdraw date to all split sub-groups, not just permanent withdraws ' M* _; g, u7 ~  l" S
Fixed 'buy-for-supply' ships remained at 1 day delay # _, C) `* c4 b' {
Fixed Error in Kamikaze determination in Flak Attack
7 E7 d, J3 ~9 s* QFixed Kamikaze training not affecting low naval bombing
% y% |3 ^+ j/ v" vFixed Transferring pilot to group of different type losing 0-10 points off skills, rather than +/- 5
3 M: d; h3 B# T0 I; i" C$ MChanged Pilot experience hit based on category rather specific air type
! a5 ?: U# h9 I" SChanged Added more off-map checks to better handle the TF's 'Return to ...' buttons ; `. |' K) N8 w4 h8 k" i) ~) n- g1 r
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[1108d]
, Y* V; Q/ |( cFixed Removed ships under repair/conversion from AV support total
" a3 [5 [6 `7 U$ A) QFixed Ground attacks against land units in friendly base hex could default to 'Commander Discretion'
5 K* K+ t. H, G4 ]& o+ |Changed Re-enabled limited on-map routing for off-map TFs ) m& H7 P( P  `8 z1 w( N0 i
Removed Disband check for resource/oil that was added earlier as can be worked around
4 h- ]/ Q3 ?- xFixed Allow float planes to transport troops to coastal bases - allowed selecting but did not always make the move
! ]- }, P: X3 i+ T' DChanged Night missions on list using BLUE rather than BLACK " M/ Z* l' X; I0 N, Y
Changed Halved the 5-day resource requirement/stockpile to 2-day. Added earlier in patch to help with resource distribution
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+ O8 o; }. _+ ?- w[1108e]   H  b6 Y6 U; o) r5 r4 F" Z
Changed Arriving LCU units were building more than needed devices if not enough in device pool
+ \; P# C0 [9 s( A! X0 O4 I5 @Fixed Was returning wrong Allied device to pool on LCU device upgrade
8 y: s: T+ A3 _! o1 S1 |Fixed Tried to align weapon and TOE for units without formal TOE before taking replacements; wrong numbers could be happening 4 }4 P/ }+ ~( O, z7 V; N8 E9 N
Changed Adjusted off-map entry point for way-points ( n" B! l. B8 [0 H
Fixed Altitude not being changed on some dive bomber attacks in AAA 1 U9 q5 B+ v" H0 z* f! O  b
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[1108f] 7 g7 Z" L# h: [( S/ f' I- v: |
Fixed Auto convoy returning resource/oil to home base when not required to - U1 h! T! L# i5 j2 P! N
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
# r: O6 X9 y/ N6 J8 U' x7 ~; ZFixed CTD when checking groups on withdrawing ships
5 u' a6 N* ^/ j; n$ r$ q) eChanged Restored image files for centre windows 1 Z% q8 q# @, B* p, z7 @% r0 W
Fixed Extend packing time and operMode to combining editor components of parent LCU
0 O( `  o' o5 m6 |- k8 |5 gChanged Vary DL for base created TFs, use same DL for TF split
; u3 t& x/ r* J) k& UFixed Leader of delayed group being re-assigned continually + [8 @/ x. I; G% i5 K  E
Fixed HQ check so that first HQ is included
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[1108g]
0 i  f4 A6 S1 BChanged Update device in TOE when changed in order to fix land replacements
' z5 j0 ~% o! IFixed Return cargo for CS or AC not checked if home base and current base are the same " @/ Q# d  g5 w0 k, T
Fixed Force TF to use offmap if incorrectly set due to changes of destination
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" I0 [2 U7 c5 ^; S[1108h] ' `" G% t' Q, O7 B) P. p. }
Fixed Adjust for non-mine device being in special mine slot [#9] for sub minelaying
7 J2 \* a& Y' Q5 G3 TChanged Force ships to arrive at national base if original location is not valid to form TF; stop ships arriving at 'land-locked' base * i2 @( P+ w& H; e( G8 t" F2 s/ X- S
Fixed Group leader who is a pilot was losing the link under various conditions. Corrected conditions and added correction code . ]5 Y7 M4 r4 T% c9 l
Changed Allow 'independent' commands to change without cost to another
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7 D! [, C0 G, u# B* [5 e2 W) h- _[1108i] $ O% l5 x" j( P2 A$ O
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. / q* o# j* t" J" H
Fixed Japanese production was over-producing upgraded devices for LCUs 7 v  X3 \" o+ |. l! E8 k, B, F
Changed Ship display of ARD shows lift capacity
5 a) w1 @& w) x1 Q, x% c# v5 }Fixed Sub-units not having withdraw delay decremented
. R. n/ @: F1 d8 y8 U2 M0 @Fixed Updated offmap checks for home base , n& {; v& ?& L" E$ ^
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[1108j]
  P0 p% {, K# B3 U* t* CFixed Issue with carriers in range code; could cause data corruption
! `& {8 V) x) qFixed Not all TRACOM pilots showed in lists
  X' S, Y* B. j& P/ f" H1 z1 n2 _Fixed Limit retreat after meeting TF surface combat to actual combat ( R0 s% q, Z4 Y. ~; F, p! a8 g
Changed Removed endurance limit on PTs that limits attacks
/ b7 T! E: g" D5 BFixed LCU weapons being changed by AI code sometimes when LCU is human controlled 3 k0 t* i9 P( }5 _$ V
Changed Defer device upgrade of LCUs with fragments existing; causes errors in devices when swaping to parent or merging with other fragments/parent ) z4 l- N' G$ F1 K  T
Changed No TF unload if 'do not unload' set regardless of status of ship cargo handling
- f. p) b' e) w' RFixed 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。/ q7 A& [# e$ Q; u  ?* d% E
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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