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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
- m' f  G* D8 t( ~http://www.matrixgames.com/forums/tm.asp?m=2729580
3 {  T' M  @$ NThis is an unofficial "short-term" beta install. % ~& [, L2 ^- Q7 c& E- e& A
Short-term being the appropriate term as this thread may be removed after a few days. 1 @' Q0 }( V+ a, G9 m" h$ b# c
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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. 1 }: z# a. d! b+ U% O1 z4 g0 |

6 B% D' B$ Q" ?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.
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Background: 5 K" H- W% W% n8 K0 C$ R8 `
Last month my development PC had a meltdown while I was working on changes since the last released build (02).
% [; h  o$ s7 l  \0 r" W$ u2 @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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6 A! N# ^% B/ NThe build works fine on my PC, but then it is also the one that created it. ' F0 p' x% p$ D. n; B
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. " M" d. t% R9 g$ e8 L+ M
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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. - D8 n$ N) ]9 y* }  ~  i0 R

6 _$ T) I: ?# \) JI 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. 8 ^9 N: s. d1 P' ]
Load up a save and play a few turns. Let me know if you have any issues with it. 6 S  b; N) L( ^& p
Also, try using tracker to see if the DLL still works.   \6 Z" n+ }0 }- B  n; F3 X8 ^7 [

8 ]. [0 w4 [# n% v$ X$ wAgain, my warning: 9 r+ F' D4 M% m3 w8 K- |
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. * d. B& n; o; r% {$ J2 Q
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Here is a list of the additional changes since 1108c (build 2) * O5 \" V& p! K/ @/ E7 `
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[1108c+]
, H: k" ?3 p/ [% G/ YFixed Rebuilt LCUs tended to use wrong PP cost on the first display, esp component units.
8 [' z  A4 K. G- {Revised restore of report files from save % B9 H. D; t- s, w
Changed Added group withdraw date to all split sub-groups, not just permanent withdraws + c$ X$ ]: O+ I) r, p+ |1 P$ Z
Fixed 'buy-for-supply' ships remained at 1 day delay
+ K8 f" w( u& _( TFixed Error in Kamikaze determination in Flak Attack + t0 t- K/ E! o0 v
Fixed Kamikaze training not affecting low naval bombing ) b$ l% {( m6 ?' h; E1 M
Fixed Transferring pilot to group of different type losing 0-10 points off skills, rather than +/- 5 $ h# j; u3 h  {; X* I& B
Changed Pilot experience hit based on category rather specific air type ; I4 N1 t- f. T" y
Changed Added more off-map checks to better handle the TF's 'Return to ...' buttons
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[1108d]
+ {# _3 d+ q* @Fixed Removed ships under repair/conversion from AV support total ' _$ j7 K& V$ m. G/ w
Fixed Ground attacks against land units in friendly base hex could default to 'Commander Discretion' . g  R. G1 ]4 I& A, R  w
Changed Re-enabled limited on-map routing for off-map TFs 3 N7 S. d+ V: B& v5 f4 R  e) M
Removed Disband check for resource/oil that was added earlier as can be worked around
& ^# E3 Q8 \( n% p- s" {+ c. iFixed Allow float planes to transport troops to coastal bases - allowed selecting but did not always make the move
' M* ^& w1 K- f9 P; H" ~Changed Night missions on list using BLUE rather than BLACK
: O6 |' J8 f4 P$ T8 EChanged Halved the 5-day resource requirement/stockpile to 2-day. Added earlier in patch to help with resource distribution
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5 |% M/ n* K  M. G[1108e] + |/ _0 a5 U( ]% s) G- b! s( {
Changed Arriving LCU units were building more than needed devices if not enough in device pool
. s. z; \4 m* G6 wFixed Was returning wrong Allied device to pool on LCU device upgrade * h) X$ @% {9 p
Fixed Tried to align weapon and TOE for units without formal TOE before taking replacements; wrong numbers could be happening
1 W/ b+ e# c: ~* ~5 B" P: H9 U4 _Changed Adjusted off-map entry point for way-points
6 Q+ ~4 T8 c9 U- z0 S$ ]- [3 ?Fixed Altitude not being changed on some dive bomber attacks in AAA
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, u% H, J! a/ Z8 O# f, x7 Y$ a9 E[1108f] 2 g$ R/ B' t( i# G
Fixed Auto convoy returning resource/oil to home base when not required to
( I. L9 e! \2 lAdded 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
" P* r* |+ H# I! I6 }Fixed CTD when checking groups on withdrawing ships 5 p) ^; F0 R  u6 {2 o  `) Q
Changed Restored image files for centre windows ; V: V+ \1 }- W  N, V6 N
Fixed Extend packing time and operMode to combining editor components of parent LCU
) c3 o. X1 ~7 I: @7 V: V9 s1 Y$ pChanged Vary DL for base created TFs, use same DL for TF split 6 r! I' e; a( e+ ]( |5 i
Fixed Leader of delayed group being re-assigned continually
5 O. y  S2 G0 @Fixed HQ check so that first HQ is included 0 G5 ?! t. @6 j0 Y: t+ q4 p

% j4 s0 A% a  B% N' O[1108g]
( Y0 V4 U' O9 A* ^/ @Changed Update device in TOE when changed in order to fix land replacements
5 P+ g' p/ {9 c( \' zFixed Return cargo for CS or AC not checked if home base and current base are the same 4 o/ W# v7 O. H
Fixed Force TF to use offmap if incorrectly set due to changes of destination ; ~- K. y" x1 g9 w- g& x
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[1108h] ( }9 Q: n; d9 V
Fixed Adjust for non-mine device being in special mine slot [#9] for sub minelaying 1 x6 x" P! m0 c8 a+ a6 Y' B4 [
Changed Force ships to arrive at national base if original location is not valid to form TF; stop ships arriving at 'land-locked' base
9 P" x' x( [- aFixed Group leader who is a pilot was losing the link under various conditions. Corrected conditions and added correction code
9 B- o: S' l5 Z4 [& ]2 yChanged Allow 'independent' commands to change without cost to another 3 @; ~; g! o# l. a, T) D; {# t

/ `2 O/ k9 ]" a& c8 J* M2 r[1108i]
- z3 H" D& y. AFixed 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. 7 q  b) _- @8 t0 e  Q( e$ R' b
Fixed Japanese production was over-producing upgraded devices for LCUs
9 ~6 \$ |8 s( b) Z# uChanged Ship display of ARD shows lift capacity
% v* ]+ V5 B* q7 O2 I0 oFixed Sub-units not having withdraw delay decremented
9 \0 s( }0 X1 }( ?Fixed Updated offmap checks for home base : B, V8 _9 O, G) n3 C& n

4 f: {# H* }, U6 _[1108j] ! b, u& ~6 ^% J7 g" u. ~- n
Fixed Issue with carriers in range code; could cause data corruption $ F4 i( T+ K. a0 _
Fixed Not all TRACOM pilots showed in lists 5 ?4 U& L! _* `( i2 J6 m! J
Fixed Limit retreat after meeting TF surface combat to actual combat
1 }0 g) h! Z" _" W( TChanged Removed endurance limit on PTs that limits attacks 7 `0 C/ H6 J/ `8 ]
Fixed LCU weapons being changed by AI code sometimes when LCU is human controlled 7 Q' K; X5 G( r' L6 X5 y
Changed Defer device upgrade of LCUs with fragments existing; causes errors in devices when swaping to parent or merging with other fragments/parent
$ Z( K; p! X7 k: I. q* h. sChanged No TF unload if 'do not unload' set regardless of status of ship cargo handling
1 v9 c6 _0 G( ~8 y- M9 u6 t% h3 aFixed 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。: T+ \, U5 u( T6 w2 `
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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