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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
. ?- {" S# o7 \# [# _& e5 W  H4 p% Bhttp://www.matrixgames.com/forums/tm.asp?m=2729580, w: z+ I6 K& l% Q" Q
This is an unofficial "short-term" beta install. / U5 {( G9 \# Y: [) v( r" n7 @$ x; M. I
Short-term being the appropriate term as this thread may be removed after a few days.
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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. $ x3 y9 v9 r! u$ Q
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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.
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; F1 _  P  h( [4 F. f1 X4 B  ~Background:
7 i1 X1 V/ f, W8 V  [Last month my development PC had a meltdown while I was working on changes since the last released build (02). ' X* y2 H+ R5 o) m: [( 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. ' n! ]# U. x% x5 h$ m

  ^% h. z& s6 G% u0 UThe build works fine on my PC, but then it is also the one that created it.
* ?0 w+ z3 r6 N, b; I: x) zA 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. 2 D) T) t0 Q# U1 {: w% m) e* q" J
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As a result, I need to be 100% convinced that the new code will run on existing installs of AE.
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$ W% |, C2 |0 v' D; {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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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.
3 J" ^7 p: D: g, x4 h* |Load up a save and play a few turns. Let me know if you have any issues with it.
( U: ?- \2 Q! \' IAlso, try using tracker to see if the DLL still works.
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/ M5 R' H. p9 s: M6 Y9 fAgain, my warning: 7 y. M9 `1 i5 t; {  l" 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. 0 ^. Q( \4 x" W2 e6 F( c1 M+ _

& B( m* d6 y5 X0 m5 C1 A7 [Here is a list of the additional changes since 1108c (build 2)
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$ k8 z' E* O0 q5 L" u7 Y6 {[1108c+] 2 y! K" V% \/ z; G! n) X- ^
Fixed Rebuilt LCUs tended to use wrong PP cost on the first display, esp component units.
2 d4 ]+ W, Q( H% }/ R  qRevised restore of report files from save
- R* ]: h2 \* f* W7 X6 lChanged Added group withdraw date to all split sub-groups, not just permanent withdraws 7 B4 Q- O; O1 B" ~  H0 j9 k, D
Fixed 'buy-for-supply' ships remained at 1 day delay : D2 N6 X; `' }! m
Fixed Error in Kamikaze determination in Flak Attack 8 b5 v& u+ S1 S7 u7 Y- p, a4 F
Fixed Kamikaze training not affecting low naval bombing
$ k0 ^2 _7 m3 D; nFixed Transferring pilot to group of different type losing 0-10 points off skills, rather than +/- 5 ( ^3 w/ z0 `+ T2 m
Changed Pilot experience hit based on category rather specific air type : Q% z) T4 I  @! H) r/ @
Changed Added more off-map checks to better handle the TF's 'Return to ...' buttons
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- p* B# f( B5 B  I, k[1108d]
5 S" i" ^7 `5 h1 I6 K4 }Fixed Removed ships under repair/conversion from AV support total
5 @  ?* B1 j" ^6 U6 tFixed Ground attacks against land units in friendly base hex could default to 'Commander Discretion' & O: X) Z7 ^/ x% P0 P
Changed Re-enabled limited on-map routing for off-map TFs
: V# H9 F$ ~9 I! cRemoved Disband check for resource/oil that was added earlier as can be worked around " v9 K4 F' s- u& h8 ~. o/ Q& I
Fixed Allow float planes to transport troops to coastal bases - allowed selecting but did not always make the move
% d- X1 B  K/ i; ]' FChanged Night missions on list using BLUE rather than BLACK ) W$ r) I8 ^9 b, 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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  _8 C% Y. l/ Z+ W& K5 ^[1108e] 5 [1 E) e; u; ~
Changed Arriving LCU units were building more than needed devices if not enough in device pool
" d; T: @4 v5 V& z$ g1 A$ f% EFixed Was returning wrong Allied device to pool on LCU device upgrade
& Q- k  b- w* NFixed Tried to align weapon and TOE for units without formal TOE before taking replacements; wrong numbers could be happening
# r' A# x1 P* u& uChanged Adjusted off-map entry point for way-points # N6 Q$ I) C+ v9 v
Fixed Altitude not being changed on some dive bomber attacks in AAA
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[1108f]
$ }8 l1 B, G6 f) aFixed Auto convoy returning resource/oil to home base when not required to $ k: w( x7 e8 K$ v
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 $ h) c- m. U# E# c; f: q. l% w
Fixed CTD when checking groups on withdrawing ships , h, |! B! B# j4 q
Changed Restored image files for centre windows 0 p$ ?5 l0 \$ s/ s* c
Fixed Extend packing time and operMode to combining editor components of parent LCU 7 Q9 Y/ Y9 r# Z+ b
Changed Vary DL for base created TFs, use same DL for TF split - b) A( A- ]/ I$ a$ |; k
Fixed Leader of delayed group being re-assigned continually $ x9 u& D) z6 E+ h! Z
Fixed HQ check so that first HQ is included
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1 g7 k8 N/ I& q9 i! |$ ][1108g]
. q# \! ~* D: o/ JChanged Update device in TOE when changed in order to fix land replacements
: O. T4 n8 W' YFixed Return cargo for CS or AC not checked if home base and current base are the same * Z5 T0 _1 ]7 i. p/ E
Fixed Force TF to use offmap if incorrectly set due to changes of destination ! _, U  D6 A( k. L; J

) h1 X- j" K* q) o) I[1108h]
* v5 l5 i( k6 L1 b# |( R$ H* U4 J! kFixed Adjust for non-mine device being in special mine slot [#9] for sub minelaying
% p& j9 Z6 y- V7 T- G; t. m& tChanged Force ships to arrive at national base if original location is not valid to form TF; stop ships arriving at 'land-locked' base
/ S9 l+ I  A: U' d3 D1 ^Fixed Group leader who is a pilot was losing the link under various conditions. Corrected conditions and added correction code - U4 d: [0 u& e1 r7 F/ J
Changed Allow 'independent' commands to change without cost to another & ~% A; o: \" m
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[1108i] ; T: F- C6 Z) ?; ^$ r" K, J
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.
& O7 B/ Q, k! }4 S$ F# M; iFixed Japanese production was over-producing upgraded devices for LCUs
2 f/ }1 u) C8 e0 o  P* ZChanged Ship display of ARD shows lift capacity
% K% Q4 L- [0 N) nFixed Sub-units not having withdraw delay decremented ) Z2 t' q. z2 u0 n0 w) m* |
Fixed Updated offmap checks for home base , o& T5 Y3 B* P
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[1108j] : r: r6 A* Y# c2 m2 p. S, n- O/ h& I
Fixed Issue with carriers in range code; could cause data corruption
# a# p5 @  U  ~7 Z/ i( fFixed Not all TRACOM pilots showed in lists 5 R, G/ o% y' u+ H9 I
Fixed Limit retreat after meeting TF surface combat to actual combat ! W$ L& w9 V6 |+ J8 H+ _0 V
Changed Removed endurance limit on PTs that limits attacks
0 O/ j4 e% q( \2 L  \Fixed LCU weapons being changed by AI code sometimes when LCU is human controlled
1 c! D) j9 ~; }* S. s9 QChanged Defer device upgrade of LCUs with fragments existing; causes errors in devices when swaping to parent or merging with other fragments/parent
. R% i" D( `: r8 |# O: I  H2 PChanged No TF unload if 'do not unload' set regardless of status of ship cargo handling
, _5 c( c# p0 U! r# m& ^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。
7 ~1 v  ?6 g1 P: P) Q, D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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