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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 Y- K+ r- |* b0 R1 ]$ V
http://www.matrixgames.com/forums/tm.asp?m=2729580
1 V# ?' v" G7 W3 WThis is an unofficial "short-term" beta install.
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Short-term being the appropriate term as this thread may be removed after a few days. 8 \8 F: a# Q- _) Q5 z) {
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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.
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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. " X% [/ G' b9 |% e1 K  l4 a

5 l6 o( T5 ~% y2 X  p1 Z/ T4 k  ^8 aBackground:
8 }6 ?. P% N( r/ F- rLast month my development PC had a meltdown while I was working on changes since the last released build (02).
2 q1 {8 ]- h9 \) J* IAs 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. # z/ t- z9 I2 G% h8 U; ~
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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1 c, `9 [3 X0 I% E7 uAs a result, I need to be 100% convinced that the new code will run on existing installs of AE. ; Q# u+ m7 R  E: F

8 V( ?4 v& d- y) V7 ZI 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. * f' v; Z" n  ^( w2 A6 M
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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.
. ~/ G) Y0 j$ Q" dLoad up a save and play a few turns. Let me know if you have any issues with it.
$ z) f' B- B* ?  }8 DAlso, try using tracker to see if the DLL still works.
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Again, my warning:
; Z+ x; K9 u7 }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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Here is a list of the additional changes since 1108c (build 2)
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[1108c+] ; c; N% o4 z6 n6 P' q
Fixed Rebuilt LCUs tended to use wrong PP cost on the first display, esp component units.
, u2 C4 M. p* B$ S* |2 O7 T* uRevised restore of report files from save / K# \7 S1 I* B( Q* ^# Y
Changed Added group withdraw date to all split sub-groups, not just permanent withdraws
  @5 F" `8 L( G) Q& EFixed 'buy-for-supply' ships remained at 1 day delay - o" }9 _6 I/ d% }2 ^1 c
Fixed Error in Kamikaze determination in Flak Attack   }; ?: Z% ~" h- k' M8 M1 e
Fixed Kamikaze training not affecting low naval bombing
/ L; M3 ~$ c/ [+ j* O  S& I) RFixed Transferring pilot to group of different type losing 0-10 points off skills, rather than +/- 5 2 G( P% s* g  c8 F+ r+ u' v
Changed Pilot experience hit based on category rather specific air type # F: m& y) C3 h. A# x: D4 z  O4 h4 _
Changed Added more off-map checks to better handle the TF's 'Return to ...' buttons
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4 S% B/ ^  W- e) q1 T( w& h- L[1108d]
' @4 g' I. k7 j6 j" uFixed Removed ships under repair/conversion from AV support total 7 L$ h( V6 X( T! T0 ~  I/ s
Fixed Ground attacks against land units in friendly base hex could default to 'Commander Discretion' 7 ]# b! s6 j' e2 R: e  {# V# u9 P
Changed Re-enabled limited on-map routing for off-map TFs
( s: v* r' o* j2 o  ^0 JRemoved Disband check for resource/oil that was added earlier as can be worked around
1 K7 o! ?3 |1 T$ f7 T. qFixed Allow float planes to transport troops to coastal bases - allowed selecting but did not always make the move
5 }9 l1 K3 u$ p1 FChanged Night missions on list using BLUE rather than BLACK 8 z# s; S: I; p1 Y9 N- t5 l
Changed Halved the 5-day resource requirement/stockpile to 2-day. Added earlier in patch to help with resource distribution
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[1108e]
, N1 y, O3 i/ c3 P6 F, A7 U. i1 mChanged Arriving LCU units were building more than needed devices if not enough in device pool
" i1 @$ o' a; ^  `! dFixed Was returning wrong Allied device to pool on LCU device upgrade
5 g/ C& S; {  U- f- A+ JFixed Tried to align weapon and TOE for units without formal TOE before taking replacements; wrong numbers could be happening
* F# A5 d7 D: [. l! n# A, @: T* BChanged Adjusted off-map entry point for way-points
0 z$ M0 L, r& tFixed Altitude not being changed on some dive bomber attacks in AAA
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+ l6 _2 J' h( V; I! x/ ^! Y: m[1108f]
+ _. `! o. O2 @Fixed Auto convoy returning resource/oil to home base when not required to
% A" x( U8 G6 u; J! ^8 r  aAdded 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 |- ~0 d! ?: A' I: p
Fixed CTD when checking groups on withdrawing ships
5 I2 j3 j$ L$ Y& ~5 hChanged Restored image files for centre windows
2 u9 }2 V# [# y  U' [% kFixed Extend packing time and operMode to combining editor components of parent LCU . _: Y/ Q. y& T& ?
Changed Vary DL for base created TFs, use same DL for TF split
. t# J1 Z4 P( f: FFixed Leader of delayed group being re-assigned continually
9 Y9 f, b- h2 `4 C9 n# s0 n5 j. aFixed HQ check so that first HQ is included
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[1108g] 8 Q& }  I7 k7 O8 z# G' T4 g- V
Changed Update device in TOE when changed in order to fix land replacements
) i  Y3 Y, k4 E4 wFixed Return cargo for CS or AC not checked if home base and current base are the same
) S$ ~# t. a* g. ]' o/ pFixed Force TF to use offmap if incorrectly set due to changes of destination
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[1108h]
$ U& b6 S9 d( n* ^& [; E) H! C4 rFixed Adjust for non-mine device being in special mine slot [#9] for sub minelaying 8 H3 K' _% i) P
Changed Force ships to arrive at national base if original location is not valid to form TF; stop ships arriving at 'land-locked' base * F  A- |- ?. B; C
Fixed Group leader who is a pilot was losing the link under various conditions. Corrected conditions and added correction code , Q: h# A9 W' d4 s
Changed Allow 'independent' commands to change without cost to another / P5 |- e/ c+ l" h* P  q

& Q" ]1 ~# w! N" F$ G& ][1108i] ' Z; a8 x3 g6 ~  x
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.
) Z/ t$ V' N1 C3 j; c$ mFixed Japanese production was over-producing upgraded devices for LCUs 6 ?. D0 R& F! x/ M+ K
Changed Ship display of ARD shows lift capacity
  N: e: J) @5 x) ~) X. dFixed Sub-units not having withdraw delay decremented 9 {; f. m9 F: q' T7 G+ c+ b
Fixed Updated offmap checks for home base
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[1108j] , i" V4 b7 |! n9 ]  f
Fixed Issue with carriers in range code; could cause data corruption
$ {7 J7 g- k" b6 A4 H! h  B( oFixed Not all TRACOM pilots showed in lists ; I1 g, T! t' B0 V* Y, J
Fixed Limit retreat after meeting TF surface combat to actual combat ! b3 A# k7 T3 ]; \  W' H" X# q
Changed Removed endurance limit on PTs that limits attacks
& K6 @& i! ?% N1 r1 V1 F4 ]Fixed LCU weapons being changed by AI code sometimes when LCU is human controlled
' ~( a" ]! q( a. N' VChanged Defer device upgrade of LCUs with fragments existing; causes errors in devices when swaping to parent or merging with other fragments/parent   [. D; S+ v8 v7 h) W, x
Changed No TF unload if 'do not unload' set regardless of status of ship cargo handling 0 N) M, u3 G5 M4 c; ~6 ^- H
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。: A  [& v8 d; }& r" B
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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