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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
( C+ q, f+ {9 N5 mhttp://www.matrixgames.com/forums/tm.asp?m=27295800 g: s$ m. q/ X: |5 K% m6 r
This is an unofficial "short-term" beta install. 2 Y1 Z* E' [3 Y- v8 F! a+ u5 f% ]
Short-term being the appropriate term as this thread may be removed after a few days. . d/ o: Z. [- _: P! m2 }

& q& K, d7 {3 N4 b$ v" L) UThis 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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, c. ?( P- h6 T& ^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. " e6 {5 g/ V2 G( u: V6 T

' p1 q  h8 {, d6 N; k$ fBackground: 5 M* a: V/ n  {! l( e: |
Last month my development PC had a meltdown while I was working on changes since the last released build (02).
7 E" O7 d, Y4 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. , O( S4 _' o# a, U; @0 C. m

% r2 v( \3 u% V* xThe build works fine on my PC, but then it is also the one that created it. 1 @5 P& d1 B5 O) g# M
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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As a result, I need to be 100% convinced that the new code will run on existing installs of AE.
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6 E8 W% y" {1 x3 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. 2 A) X0 [0 E( ]0 [8 R, j
Load up a save and play a few turns. Let me know if you have any issues with it. . t8 w  H  F% t9 P' {* ]) t- ]
Also, try using tracker to see if the DLL still works.
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$ _- I2 L( O8 N( \" C) {# U# q0 `Again, my warning:
# m/ D) ?1 D: dPLEASE DON'T USE THIS EXE FOR YOUR REAL ON-GOING GAMES AT THE MOMENT PENDING MY FINDINGS ON HOW SUITABLE THE NEW EXE IS. 6 D; ?) r" s: D0 k+ D4 j
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Here is a list of the additional changes since 1108c (build 2) , d% y' f3 G4 W( g" g' g
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[1108c+] % V5 D4 `5 i2 H; j- A  E
Fixed Rebuilt LCUs tended to use wrong PP cost on the first display, esp component units.
; }- d% y5 g1 I9 e1 nRevised restore of report files from save 8 n' [! h$ }& H  F
Changed Added group withdraw date to all split sub-groups, not just permanent withdraws / y' Q& X: T" K8 S0 J# L' P9 A" W
Fixed 'buy-for-supply' ships remained at 1 day delay
) T) f* I2 c5 ?" DFixed Error in Kamikaze determination in Flak Attack
& s/ a) ^% e. `" d2 qFixed Kamikaze training not affecting low naval bombing
! l# T" {0 K" P' o" NFixed Transferring pilot to group of different type losing 0-10 points off skills, rather than +/- 5
( D) W7 o* ?7 f; a5 LChanged Pilot experience hit based on category rather specific air type ; M( U) w! d& {  Z- P% F8 T. ?, H( u- M
Changed Added more off-map checks to better handle the TF's 'Return to ...' buttons
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; o- W5 g2 f! x$ x( y[1108d] 6 u- s0 ~% P( G( J- \. A; u1 s$ v
Fixed Removed ships under repair/conversion from AV support total
  T5 s% J$ }( p7 y/ ~Fixed Ground attacks against land units in friendly base hex could default to 'Commander Discretion' - v" S" A0 ]4 t# K+ y
Changed Re-enabled limited on-map routing for off-map TFs
2 a) x  N# b* ?% T2 @4 V# zRemoved Disband check for resource/oil that was added earlier as can be worked around
4 q' K) q$ B) J* TFixed Allow float planes to transport troops to coastal bases - allowed selecting but did not always make the move
% I* Z  z0 ~0 q+ F8 K/ cChanged Night missions on list using BLUE rather than BLACK & Q8 t% A' t3 [4 M) ]4 \
Changed Halved the 5-day resource requirement/stockpile to 2-day. Added earlier in patch to help with resource distribution / N7 ?- j& e: e2 z$ S7 n
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[1108e] 2 r9 z' N  v. v2 K" W2 [: T, C. |
Changed Arriving LCU units were building more than needed devices if not enough in device pool ' U) ?: [, A4 p' R, u& b
Fixed Was returning wrong Allied device to pool on LCU device upgrade + e7 K- ]- N, f/ T* |# S
Fixed Tried to align weapon and TOE for units without formal TOE before taking replacements; wrong numbers could be happening # R2 }. e% l" E9 ?; o
Changed Adjusted off-map entry point for way-points
0 w9 g: m5 M. C1 @9 B4 B& g: nFixed Altitude not being changed on some dive bomber attacks in AAA 0 ~- z( n& F+ x2 u3 O
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[1108f] . E% d9 a* |( y" ?8 |- ]0 P8 F
Fixed Auto convoy returning resource/oil to home base when not required to 9 M' t" U% e# p& y& u  F, E, m+ 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
. O6 G8 `+ y/ S! p- O; \Fixed CTD when checking groups on withdrawing ships
# e* y0 {+ g; E/ N2 LChanged Restored image files for centre windows
/ Z5 k, V' g+ }( A' M# bFixed Extend packing time and operMode to combining editor components of parent LCU 5 y, ?9 F% K! b+ ~) ~9 g& Z1 K
Changed Vary DL for base created TFs, use same DL for TF split : i4 Z( a2 s9 [8 H; f
Fixed Leader of delayed group being re-assigned continually + r6 g7 Z0 D+ E+ k6 l
Fixed HQ check so that first HQ is included
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( j. F* X( i7 }  y[1108g] - _& d  l$ E$ `2 O( V, _
Changed Update device in TOE when changed in order to fix land replacements
6 p3 M2 k/ x; s. V& s9 F( iFixed Return cargo for CS or AC not checked if home base and current base are the same - b! E+ _& x& W) {& J; s
Fixed Force TF to use offmap if incorrectly set due to changes of destination ! f7 P% F$ O7 p

2 H" |, J- F) @; l6 m[1108h] / J. \# g# w: A# U
Fixed Adjust for non-mine device being in special mine slot [#9] for sub minelaying % B# {* p6 @, u
Changed Force ships to arrive at national base if original location is not valid to form TF; stop ships arriving at 'land-locked' base 2 n7 |) g" d. a1 V5 w0 B( b
Fixed Group leader who is a pilot was losing the link under various conditions. Corrected conditions and added correction code ! W1 T0 X' l6 w# Z8 I" J8 K
Changed Allow 'independent' commands to change without cost to another ' v: `, |7 g1 W6 u7 c- C/ o  @' g

+ L2 |; i  Z7 b7 w% z[1108i]
: Y: q( [4 O" v( mFixed 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.
% V( _4 s3 o3 N, V* q. r( k, [Fixed Japanese production was over-producing upgraded devices for LCUs
7 F* i6 `6 W' o2 z* l7 h6 HChanged Ship display of ARD shows lift capacity
! [* a9 ?) k" x) c5 x2 i7 zFixed Sub-units not having withdraw delay decremented
: O" g4 S3 R, N$ k8 e3 [. l9 uFixed Updated offmap checks for home base
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% T# u/ Q6 o7 x1 ?5 \[1108j]
$ A% A- i9 V* ^$ ]Fixed Issue with carriers in range code; could cause data corruption : A2 X1 \9 c' c) v/ g; s- D" P
Fixed Not all TRACOM pilots showed in lists ) X; R1 j  K" S" Q4 B$ Y
Fixed Limit retreat after meeting TF surface combat to actual combat : H. c9 O  |' v, }, f
Changed Removed endurance limit on PTs that limits attacks
! u) ?$ k( y4 G4 NFixed LCU weapons being changed by AI code sometimes when LCU is human controlled 0 q+ C# B. V, b& s) \" \4 w
Changed Defer device upgrade of LCUs with fragments existing; causes errors in devices when swaping to parent or merging with other fragments/parent
) C4 V( j9 H4 u1 m# x, K) GChanged No TF unload if 'do not unload' set regardless of status of ship cargo handling
0 U3 n* S* G- E. P2 h" U+ FFixed 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。
6 _( E! Q! v' A9 x, q3 Z  q  m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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