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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
+ l& q2 {! Q6 d. c  f4 Z# C( a* o" D, K/ Xhttp://www.matrixgames.com/forums/tm.asp?m=2729580
" ?2 g" @, ^8 g: IThis is an unofficial "short-term" beta install. 3 z7 L; ?* e! S% _) j
Short-term being the appropriate term as this thread may be removed after a few days. 0 E% u7 s1 \4 X2 x2 n3 i

% }% Z; A0 z% s$ U! {) M/ jThis 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. : J7 q' ?8 Q. K4 V, J7 ]

2 q$ Q; J9 x% ~# i: MPLEASE DON'T USE THIS EXE FOR YOUR REAL ON-GOING GAMES AT THE MOMENT PENDING MY FINDINGS ON HOW SUITABLE THE NEW EXE IS. : v+ H$ Z6 k7 F+ B

( I0 b+ H8 R" Y8 k5 qBackground:
% ^0 N0 k! f5 T6 Z& }4 n8 |4 ULast month my development PC had a meltdown while I was working on changes since the last released build (02). # H1 P# W, e0 l! S, ]4 y
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.   o8 Q" n/ ~6 h! d7 R2 s

5 T, m7 t8 E/ A2 yThe build works fine on my PC, but then it is also the one that created it. ) u' `; E' ]4 ]5 i+ h) N
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. ! \. c1 N8 `; q4 x

. V3 W8 b6 C% p/ g" r6 ZAs a result, I need to be 100% convinced that the new code will run on existing installs of AE.
- y  }& S/ d0 m: C# u9 o" K, d2 P# P' U5 }- x" G
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.
" Q! T$ q% j7 @/ L( F& [2 L8 S- z
1 v, Z6 e: ^/ T0 kI 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. ) ]- ~! W/ x9 f  t! C, {
Load up a save and play a few turns. Let me know if you have any issues with it.
+ }  t# a) Y0 S* F! D$ lAlso, try using tracker to see if the DLL still works.
- N5 q1 p8 _4 |+ C
, O0 I* S: V7 _7 B# o6 iAgain, my warning: ( W6 G& w) A9 D3 t5 G- v  S0 w9 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.
* i$ }% L1 j; Q: @( [0 O- _6 `4 B; q
Here is a list of the additional changes since 1108c (build 2) 8 L1 o' M2 D* Y

7 g6 c  ~& E, v, z, a[1108c+]
" D. i3 c) F! d5 k% KFixed Rebuilt LCUs tended to use wrong PP cost on the first display, esp component units.
) X1 p+ F' z5 P& d% RRevised restore of report files from save , b" F6 N, T( r- u
Changed Added group withdraw date to all split sub-groups, not just permanent withdraws 3 U' T: D/ n2 g+ p. a5 H
Fixed 'buy-for-supply' ships remained at 1 day delay
! C7 D# Z0 ]3 G( G1 ?Fixed Error in Kamikaze determination in Flak Attack
! z: O  H  i( l1 `Fixed Kamikaze training not affecting low naval bombing ! E  x5 h8 z% Z5 i/ g2 a1 o
Fixed Transferring pilot to group of different type losing 0-10 points off skills, rather than +/- 5 . c( E$ A0 o0 W& V2 H6 d6 _- }2 G
Changed Pilot experience hit based on category rather specific air type 9 @8 I5 q0 E/ j7 v
Changed Added more off-map checks to better handle the TF's 'Return to ...' buttons ) W4 \- d4 O, m! E4 l

1 \0 }9 R! m' s1 x  l[1108d] / m" ~) ]& Z9 c. f% N& a2 n
Fixed Removed ships under repair/conversion from AV support total
9 y3 I# v+ B1 w( \, D& {) @Fixed Ground attacks against land units in friendly base hex could default to 'Commander Discretion'
" x6 o3 [& x% MChanged Re-enabled limited on-map routing for off-map TFs 7 r, z: w  n6 c  z
Removed Disband check for resource/oil that was added earlier as can be worked around " L. \" O; o4 E' A, \; ^
Fixed Allow float planes to transport troops to coastal bases - allowed selecting but did not always make the move
. I* @# X" w. u! d7 xChanged Night missions on list using BLUE rather than BLACK
  F( W7 l: r% `% e# M0 gChanged Halved the 5-day resource requirement/stockpile to 2-day. Added earlier in patch to help with resource distribution 6 I% y# _9 v( Q' F
" f. \- k/ e9 J; ]  x
[1108e]
+ L/ h) X: T/ r* {( C& ]Changed Arriving LCU units were building more than needed devices if not enough in device pool - ~+ C! s8 m+ I2 z7 t
Fixed Was returning wrong Allied device to pool on LCU device upgrade
6 V: ?' s7 x+ @Fixed Tried to align weapon and TOE for units without formal TOE before taking replacements; wrong numbers could be happening 6 U* b- {3 {: S
Changed Adjusted off-map entry point for way-points
) a. E9 i. P0 A* |Fixed Altitude not being changed on some dive bomber attacks in AAA ; Z' Q/ ~' T/ G) ]/ r' J

4 \2 H) [# d) u[1108f]
/ V2 w& j+ e3 ~' V$ N9 N9 ^  |3 f( O. AFixed Auto convoy returning resource/oil to home base when not required to
9 W, U' _3 t0 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
/ ~" A; I/ l/ N+ wFixed CTD when checking groups on withdrawing ships   F; l3 ?5 g5 X9 [
Changed Restored image files for centre windows
- b* f% I' y  n' r; f% d6 [Fixed Extend packing time and operMode to combining editor components of parent LCU
, X+ i) ^5 H; d4 KChanged Vary DL for base created TFs, use same DL for TF split 2 z( }1 B7 Y1 D
Fixed Leader of delayed group being re-assigned continually
8 n6 m1 w& n! N$ hFixed HQ check so that first HQ is included
0 e6 e# O# ]$ O9 o# g7 S" l# [* X" _/ T6 e- M
[1108g] ' O$ g8 J- h; G' z
Changed Update device in TOE when changed in order to fix land replacements
" j7 }9 f' ?1 m$ w9 z! NFixed Return cargo for CS or AC not checked if home base and current base are the same
& }; z9 T/ ?* |7 X( Y  O0 uFixed Force TF to use offmap if incorrectly set due to changes of destination 8 {8 q5 a4 A- S3 F; ]8 U
0 g: i' f. ^* A$ e0 y
[1108h] ) F' ~3 i2 M; G0 I* h; @2 [" f# Q
Fixed Adjust for non-mine device being in special mine slot [#9] for sub minelaying ' K" J, D- X) k- T
Changed Force ships to arrive at national base if original location is not valid to form TF; stop ships arriving at 'land-locked' base
3 ], |; w; `7 W+ X6 DFixed Group leader who is a pilot was losing the link under various conditions. Corrected conditions and added correction code 8 b) M" g/ L" b3 E6 J
Changed Allow 'independent' commands to change without cost to another
$ g2 y* E8 @. G, b/ i' \  `2 M8 g$ `/ Z1 f) a' F9 w
[1108i]
0 [+ w4 f; J8 _# @: }* {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. ( p2 ?1 Q; C% T) x5 ^8 I! b  `- J5 A
Fixed Japanese production was over-producing upgraded devices for LCUs
% q# Z8 d8 p- R( m0 @$ C8 D6 i+ pChanged Ship display of ARD shows lift capacity
4 `9 G. v' O; u" |' pFixed Sub-units not having withdraw delay decremented 9 s& O, D6 y3 v  j: u7 |$ c
Fixed Updated offmap checks for home base ) q7 g& g2 C5 I. J4 U' ~5 m. q
3 [& D# p& E$ D8 Y
[1108j]
' [% Z; L4 G" A; H3 Y# jFixed Issue with carriers in range code; could cause data corruption   q, K. u' c; V9 u3 h, m, S
Fixed Not all TRACOM pilots showed in lists
, F5 x6 u  B6 g! ?5 m) J! BFixed Limit retreat after meeting TF surface combat to actual combat
3 L# g! {# L- E4 ]Changed Removed endurance limit on PTs that limits attacks   M/ P7 f& s) z/ h
Fixed LCU weapons being changed by AI code sometimes when LCU is human controlled ) i( }2 A4 x' x3 W- B$ g
Changed Defer device upgrade of LCUs with fragments existing; causes errors in devices when swaping to parent or merging with other fragments/parent
2 m  E8 s' i0 w4 t2 RChanged No TF unload if 'do not unload' set regardless of status of ship cargo handling : X: X8 Y  n0 e# _2 O3 c
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。2 }6 O7 [8 X; c. d  o% X
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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