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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" ^! {9 W$ D2 ^
http://www.matrixgames.com/forums/tm.asp?m=2729580
2 b+ v+ I0 v; ?7 h: t1 a1 \This is an unofficial "short-term" beta install. & x+ x+ y0 z/ |" j0 t8 ~
Short-term being the appropriate term as this thread may be removed after a few days.
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4 t' S/ j1 ]. u  X. x' `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. . V" E, C! E1 }/ B

. ]3 y- ~% S8 q% uPLEASE 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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Background: ' Y# H0 s# m) |5 \! o( J' {
Last month my development PC had a meltdown while I was working on changes since the last released build (02). $ H# T5 p, X2 s# H+ ]# b
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.
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The build works fine on my PC, but then it is also the one that created it.
5 s, _- f# S" S& H. m+ Z: k$ ^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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) Y0 W4 m4 M( }0 q6 V; A3 k' `  bAs 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. 5 Z2 c( D4 _$ J7 Z

! C& Q, |2 {. f6 eI 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.
; \5 ^: b  q9 h* U+ ^8 mLoad up a save and play a few turns. Let me know if you have any issues with it. 7 ^8 J3 J) s% U. P) D6 U& I8 Z
Also, try using tracker to see if the DLL still works.
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* `& G* _: ]7 X4 R6 k7 s: R' Q6 rAgain, my warning:
5 O3 C5 H8 Z8 g% ~0 x" ^8 o9 c* ^( t4 qPLEASE DON'T USE THIS EXE FOR YOUR REAL ON-GOING GAMES AT THE MOMENT PENDING MY FINDINGS ON HOW SUITABLE THE NEW EXE IS. 9 j' D& Q9 ?- K* g8 K1 _6 P
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Here is a list of the additional changes since 1108c (build 2) 0 ?9 A) {$ U. X, x
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[1108c+] / t  X6 h1 ]9 d0 V1 L( O$ D
Fixed Rebuilt LCUs tended to use wrong PP cost on the first display, esp component units.
& J) ^: e4 Y' q; u# cRevised restore of report files from save
; B4 ?2 F! q* X8 ]Changed Added group withdraw date to all split sub-groups, not just permanent withdraws
# d0 t' k# r$ o8 u! N( V+ |  j" qFixed 'buy-for-supply' ships remained at 1 day delay
) f+ A3 j7 w5 }2 z7 zFixed Error in Kamikaze determination in Flak Attack
  P) c: U$ t, @3 D. p5 d* x  ?. i1 yFixed Kamikaze training not affecting low naval bombing
% T( m' K/ S8 B/ y  qFixed Transferring pilot to group of different type losing 0-10 points off skills, rather than +/- 5
5 p% T/ J  \* G; @& QChanged Pilot experience hit based on category rather specific air type
( @1 |  a; n3 e4 J5 i7 U7 _" qChanged Added more off-map checks to better handle the TF's 'Return to ...' buttons ) m. U1 h. a2 T2 j: N4 }

2 {! r4 r3 N0 u! O+ I, \  _[1108d]
3 l* G0 g2 f  w! U5 w; XFixed Removed ships under repair/conversion from AV support total
0 s: g1 z% Y# P, q! _9 qFixed Ground attacks against land units in friendly base hex could default to 'Commander Discretion' ! w: [" z* N  {5 {
Changed Re-enabled limited on-map routing for off-map TFs ( [4 @: K- v8 y5 D! S
Removed Disband check for resource/oil that was added earlier as can be worked around - J0 C9 F- _$ ?  b; R5 @
Fixed Allow float planes to transport troops to coastal bases - allowed selecting but did not always make the move + N9 `, e7 X$ G2 ?/ N2 f
Changed Night missions on list using BLUE rather than BLACK
0 [- d2 H0 v. S" HChanged Halved the 5-day resource requirement/stockpile to 2-day. Added earlier in patch to help with resource distribution ! h, q  M$ L+ z

2 u; [3 A. w7 ~# c[1108e] : s% d+ s% k5 T0 a) i- J/ h2 M6 Z
Changed Arriving LCU units were building more than needed devices if not enough in device pool 1 C& H& ?# Q& i
Fixed Was returning wrong Allied device to pool on LCU device upgrade
  U4 v$ O8 l/ D/ E/ K: V. P9 ^Fixed Tried to align weapon and TOE for units without formal TOE before taking replacements; wrong numbers could be happening + @% b5 Y8 M, e8 g1 {
Changed Adjusted off-map entry point for way-points / X1 u' G9 b/ A% ~
Fixed Altitude not being changed on some dive bomber attacks in AAA
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% H  B1 p0 B  N: ], Z9 K: ^[1108f]
0 f; [, F2 q" ~6 v# p" j  QFixed Auto convoy returning resource/oil to home base when not required to . e) R. q9 n/ [  o6 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
5 j1 j$ m" L7 `. H) o5 oFixed CTD when checking groups on withdrawing ships ; m5 y& L3 Y" b# Z5 @( P/ T( C
Changed Restored image files for centre windows
; A2 a9 G7 @/ _3 gFixed Extend packing time and operMode to combining editor components of parent LCU 6 x# E. c0 c  {8 z
Changed Vary DL for base created TFs, use same DL for TF split 3 {! q4 g, y2 \/ f: L
Fixed Leader of delayed group being re-assigned continually
3 ~# \0 `; o2 _Fixed HQ check so that first HQ is included
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[1108g]
2 E7 N5 r- K9 ^. ~9 dChanged Update device in TOE when changed in order to fix land replacements " p% A0 m7 ^- O- D; O4 i/ ^1 T  f) `. @
Fixed Return cargo for CS or AC not checked if home base and current base are the same 7 o* j, |) L4 d% y( b, \; Y
Fixed Force TF to use offmap if incorrectly set due to changes of destination
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[1108h]
5 ^5 R$ f! e9 K8 m& I7 ^Fixed Adjust for non-mine device being in special mine slot [#9] for sub minelaying , m9 u9 l7 ~/ l: Y9 Z
Changed Force ships to arrive at national base if original location is not valid to form TF; stop ships arriving at 'land-locked' base
: Y6 F% D  v( P: g# fFixed Group leader who is a pilot was losing the link under various conditions. Corrected conditions and added correction code ! F0 g( ~% o  U" w! ]
Changed Allow 'independent' commands to change without cost to another
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4 h* H$ X) ~5 [[1108i] $ m/ A  T% n( V  j' p$ T, {
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. 5 K8 _$ x) R# f# e! A4 }
Fixed Japanese production was over-producing upgraded devices for LCUs
- W  P" H1 x: e1 x& S9 _& WChanged Ship display of ARD shows lift capacity
2 D  Y1 |1 c& Q) @Fixed Sub-units not having withdraw delay decremented
4 h5 x4 [6 m8 y8 X3 n4 O2 OFixed Updated offmap checks for home base
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[1108j] ' g5 U: ^6 o% H( S+ }: i
Fixed Issue with carriers in range code; could cause data corruption
4 T, ?+ |+ P( l6 o, k8 @+ zFixed Not all TRACOM pilots showed in lists
: @" E: B$ u# Y( aFixed Limit retreat after meeting TF surface combat to actual combat ) [/ Y+ D2 l, k- g
Changed Removed endurance limit on PTs that limits attacks 6 s9 O7 v% W& ]4 Z2 j$ e
Fixed LCU weapons being changed by AI code sometimes when LCU is human controlled
' i) ]! U8 K: \6 c% xChanged Defer device upgrade of LCUs with fragments existing; causes errors in devices when swaping to parent or merging with other fragments/parent - V6 ?: M# W! \1 G9 k
Changed No TF unload if 'do not unload' set regardless of status of ship cargo handling + K) }, c9 t% k% y
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。
0 g' m$ u- r$ f* `) 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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