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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- Q. O2 c7 ]# @4 w
http://www.matrixgames.com/forums/tm.asp?m=2729580
. `( A* ]: }- U$ ~- zThis is an unofficial "short-term" beta install. ! }" l+ h- [' F' o8 K) Y  P( O
Short-term being the appropriate term as this thread may be removed after a few days.
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6 V9 h7 d! F$ F  F9 d" ?; i& `+ d* FThis 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. $ w6 x3 h5 V; `8 \5 Y: q" J! ?6 P

, X" m9 m+ W& g. wPLEASE DON'T USE THIS EXE FOR YOUR REAL ON-GOING GAMES AT THE MOMENT PENDING MY FINDINGS ON HOW SUITABLE THE NEW EXE IS. + a4 i+ a- m6 l! m0 t8 S, h

* G4 |- a9 T9 b9 h6 d% DBackground:
+ p# X; D2 O8 y7 }% P) yLast month my development PC had a meltdown while I was working on changes since the last released build (02). 9 S) p' ?! ]0 T) q; @
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. 5 @- L! r6 @/ s' q  _
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The build works fine on my PC, but then it is also the one that created it. 5 V8 z3 q8 C/ O8 I/ V
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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# ^7 F2 ?) P6 g6 }1 AAs a result, I need to be 100% convinced that the new code will run on existing installs of AE.   I* q7 p7 ^" y& h% K3 z4 I

- B4 Y- W* g6 q% c0 f( t/ z9 u+ P% O" `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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3 P5 E2 M: G3 t: ?. MI 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.
  h1 Q, f- n: L, eLoad up a save and play a few turns. Let me know if you have any issues with it. - H% T4 `) e7 v; _) ~
Also, try using tracker to see if the DLL still works.
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  Y5 E  P0 |' f- ?Again, my warning:
' L4 M$ a9 E/ i+ D+ L- S6 ePLEASE 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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Here is a list of the additional changes since 1108c (build 2) + \8 P0 ]; v% V! I9 T8 H. X2 y

& F0 X: M% d1 f: T. [3 \[1108c+] # @" H3 X. M# ?; ^+ {; F
Fixed Rebuilt LCUs tended to use wrong PP cost on the first display, esp component units. 8 _& y9 a  W: Y, M: S7 \# u
Revised restore of report files from save 7 f) S0 t6 a1 ?/ @
Changed Added group withdraw date to all split sub-groups, not just permanent withdraws
* T2 X. w. c0 sFixed 'buy-for-supply' ships remained at 1 day delay 4 w3 i- N' j: \4 M
Fixed Error in Kamikaze determination in Flak Attack   j% t  c( V6 i" }% l: u. t* n2 H! w
Fixed Kamikaze training not affecting low naval bombing
' e% |7 u0 f8 b5 m9 R6 cFixed Transferring pilot to group of different type losing 0-10 points off skills, rather than +/- 5 % s& K+ e" O' B  T  M0 `* f
Changed Pilot experience hit based on category rather specific air type
) n4 {* @  h: K7 wChanged Added more off-map checks to better handle the TF's 'Return to ...' buttons
9 Y; `! p' w% m' p, F" _; ^. _  Y" t# s5 V0 P/ t* E
[1108d] * R7 Y6 z0 h$ w, H# R& D
Fixed Removed ships under repair/conversion from AV support total
* y9 S# P! e$ H. s9 yFixed Ground attacks against land units in friendly base hex could default to 'Commander Discretion' 4 V# [1 L% N7 ]# J8 Z, B9 ?+ w3 d! O
Changed Re-enabled limited on-map routing for off-map TFs
* D+ I" c1 a0 [' hRemoved Disband check for resource/oil that was added earlier as can be worked around , f1 ~% `# ?; ]- q7 O
Fixed Allow float planes to transport troops to coastal bases - allowed selecting but did not always make the move # |  Y6 x2 E# }) X4 l
Changed Night missions on list using BLUE rather than BLACK
/ @9 E# G0 g* Z+ BChanged Halved the 5-day resource requirement/stockpile to 2-day. Added earlier in patch to help with resource distribution 0 T% i8 L5 z" [* V$ L" s3 n

# l% h2 a3 f" K9 f; H[1108e] % d( p; B! W+ f3 K1 W4 Y5 E, `7 ^
Changed Arriving LCU units were building more than needed devices if not enough in device pool * _; [  l  C7 Q* f
Fixed Was returning wrong Allied device to pool on LCU device upgrade
0 u! Z" n7 q# Q5 aFixed Tried to align weapon and TOE for units without formal TOE before taking replacements; wrong numbers could be happening
" M! r8 F7 a+ |* c( ]* \Changed Adjusted off-map entry point for way-points
$ V# ?( d+ |  A& u* VFixed Altitude not being changed on some dive bomber attacks in AAA
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[1108f]
6 I: T. {. d) ^3 f6 WFixed Auto convoy returning resource/oil to home base when not required to 8 _3 \, R/ b2 R8 u" Z
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
  c# k3 Y0 B$ s0 p6 cFixed CTD when checking groups on withdrawing ships
- \& ^- y0 A0 h+ a* @: ]4 RChanged Restored image files for centre windows ; T/ l) w' r1 y9 n
Fixed Extend packing time and operMode to combining editor components of parent LCU ' x6 @4 O" n( s& s
Changed Vary DL for base created TFs, use same DL for TF split
9 J. ~+ b6 s$ ?  M- KFixed Leader of delayed group being re-assigned continually
* B, `1 S( t' }0 F4 VFixed HQ check so that first HQ is included 0 L/ N/ e. y; ~# ]  r2 E

2 R+ d6 o* m3 e/ L% w& K; A[1108g] ) G: a9 S, F3 M
Changed Update device in TOE when changed in order to fix land replacements , C: J1 v6 @9 \$ m
Fixed Return cargo for CS or AC not checked if home base and current base are the same
* \0 o* s% g/ UFixed Force TF to use offmap if incorrectly set due to changes of destination
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[1108h] & K, o9 U% E1 G! b9 b; c' m, ?# q
Fixed Adjust for non-mine device being in special mine slot [#9] for sub minelaying
6 L8 R. U% u( ]! T, p, C5 E0 pChanged Force ships to arrive at national base if original location is not valid to form TF; stop ships arriving at 'land-locked' base   ]' [0 Z( v2 @$ i+ K. F4 g
Fixed Group leader who is a pilot was losing the link under various conditions. Corrected conditions and added correction code : o. y; X  d6 ~9 j1 D+ `. B
Changed Allow 'independent' commands to change without cost to another
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[1108i] 9 a+ C9 c: ^; 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 z3 e$ J0 O$ g6 m5 X
Fixed Japanese production was over-producing upgraded devices for LCUs : @$ p: Z( ~2 R; a# K
Changed Ship display of ARD shows lift capacity 8 Z! h8 t" K, t& F0 n' K/ ~
Fixed Sub-units not having withdraw delay decremented
' |* }$ f" T' R$ i0 ~Fixed Updated offmap checks for home base " x0 L! o/ q5 H5 i
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[1108j]
% |; C. F! \; J' z& N+ d6 t# r5 nFixed Issue with carriers in range code; could cause data corruption
9 P' |/ P1 M$ w, FFixed Not all TRACOM pilots showed in lists ) N9 G7 W( O( W" r# {# X5 x6 o
Fixed Limit retreat after meeting TF surface combat to actual combat
. [3 e4 \% ~! U# I; x8 p6 N5 z: HChanged Removed endurance limit on PTs that limits attacks
3 Z  T  e5 g# i( U/ e2 n8 ?3 }Fixed LCU weapons being changed by AI code sometimes when LCU is human controlled . B- z% n. [2 ?7 U/ o* ^1 ^
Changed Defer device upgrade of LCUs with fragments existing; causes errors in devices when swaping to parent or merging with other fragments/parent + K3 {  j% e1 E5 \0 a& P  b; K. p: A
Changed No TF unload if 'do not unload' set regardless of status of ship cargo handling
9 c& Q+ d% L9 r. 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。) \7 h0 l, h5 s" P1 H) j
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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