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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
3 l+ L) ^- f3 r0 N1 ?http://www.matrixgames.com/forums/tm.asp?m=2729580, a: x* Y3 t! H  J! F" A# p4 q/ a
This 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.
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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.
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Background: 7 ^( F3 c+ J" h- Z: e4 ^* L
Last month my development PC had a meltdown while I was working on changes since the last released build (02).
" k9 n) M/ O# ~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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, K/ F9 M: b* LThe build works fine on my PC, but then it is also the one that created it. + r' H/ x' m% B: E. W+ Q
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. 1 [" L8 e% S# e5 h5 N+ g$ S2 P

) ]5 M* H% p- H! J. C, gAs 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. ) Y; U% q" a2 a" V- r( ]$ @3 F

# B  T( g1 d# {5 kI 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.
: f$ Y6 W- w# A# f) u: C) A0 \. dLoad up a save and play a few turns. Let me know if you have any issues with it.
: S/ M: ?# I6 A3 C+ b6 l. E/ a4 `Also, try using tracker to see if the DLL still works.
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Again, my warning: " ~5 |$ {, [7 P/ f7 i
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+]   H( @9 _: ^$ _- L
Fixed Rebuilt LCUs tended to use wrong PP cost on the first display, esp component units. 5 |$ `* Z, y$ B1 r5 G* a& Y8 L
Revised restore of report files from save
9 y% n2 f- I9 ]: {/ bChanged Added group withdraw date to all split sub-groups, not just permanent withdraws 4 C0 v! O; |4 f! d; Z) \& S7 i
Fixed 'buy-for-supply' ships remained at 1 day delay 3 a& T' x& o$ t+ Z! W! H6 b1 Z
Fixed Error in Kamikaze determination in Flak Attack
1 w1 t1 C! I9 f  b! V' p8 C- zFixed Kamikaze training not affecting low naval bombing
5 U+ p6 M6 y( A" J! sFixed Transferring pilot to group of different type losing 0-10 points off skills, rather than +/- 5
0 y/ V- ]' t; q* \& e( r5 P$ m7 YChanged Pilot experience hit based on category rather specific air type 4 C" p& h, b" [4 q4 G
Changed Added more off-map checks to better handle the TF's 'Return to ...' buttons 8 n  t6 _, M/ I+ o; Z
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[1108d]
% w2 s: @2 W% D2 s  |. {Fixed Removed ships under repair/conversion from AV support total
/ p7 N0 \  p: C) qFixed Ground attacks against land units in friendly base hex could default to 'Commander Discretion'
$ i5 S( W' H5 v( FChanged Re-enabled limited on-map routing for off-map TFs 4 d; p' e3 ^. x# S
Removed Disband check for resource/oil that was added earlier as can be worked around
' w! a' r+ T* R3 H' h3 i0 QFixed Allow float planes to transport troops to coastal bases - allowed selecting but did not always make the move 9 ]- z4 ?) o+ l0 |
Changed Night missions on list using BLUE rather than BLACK
4 G5 ?3 O* Y) r& SChanged Halved the 5-day resource requirement/stockpile to 2-day. Added earlier in patch to help with resource distribution
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[1108e] 4 J6 e& o7 Q7 }% D
Changed Arriving LCU units were building more than needed devices if not enough in device pool
- U  F7 Y8 I7 L0 HFixed Was returning wrong Allied device to pool on LCU device upgrade 1 k# |! b& {3 i- w$ E( N$ j; a
Fixed Tried to align weapon and TOE for units without formal TOE before taking replacements; wrong numbers could be happening - O" m' ]' W9 m- d6 y5 }" w
Changed Adjusted off-map entry point for way-points
* X$ {& y- @) b- D% F  j$ x; jFixed Altitude not being changed on some dive bomber attacks in AAA 2 b. z: G1 X1 }$ q/ Q) b

0 A8 C7 V2 s* l# }% M1 H9 Z9 J[1108f]
2 i7 i; c8 ?& L% [- mFixed Auto convoy returning resource/oil to home base when not required to - N( n# ?0 e8 ^: _
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 " w. @( j' U% r/ p, g
Fixed CTD when checking groups on withdrawing ships ( Y, I* D% |9 P1 i$ Q) m
Changed Restored image files for centre windows $ ?  u+ ]; O* f0 F9 E* o
Fixed Extend packing time and operMode to combining editor components of parent LCU ; Q+ @% S, r1 g* I: w' ?3 K/ q
Changed Vary DL for base created TFs, use same DL for TF split
( n! J" a% Y3 g- _& L! ^Fixed Leader of delayed group being re-assigned continually . |+ Z* @8 Y8 b
Fixed HQ check so that first HQ is included 6 z8 E  V' v' L. S

9 l! ]/ ?( i; E3 g" S[1108g]
! P* M$ l' }; [9 ^Changed Update device in TOE when changed in order to fix land replacements 9 g" x9 D5 p( j
Fixed Return cargo for CS or AC not checked if home base and current base are the same
9 _2 W/ N  H2 E! UFixed Force TF to use offmap if incorrectly set due to changes of destination
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$ `5 a+ B: Z0 t; F$ T5 L! Q[1108h]
0 ?7 x* n2 y8 `6 P# K) xFixed Adjust for non-mine device being in special mine slot [#9] for sub minelaying 3 j" s# J. z, i% e/ w
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 m1 [; t2 p) c; z/ j/ ]
Fixed Group leader who is a pilot was losing the link under various conditions. Corrected conditions and added correction code
4 I/ U* Z" ?& t$ D" k- IChanged Allow 'independent' commands to change without cost to another
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0 O, g- b+ I  I0 Z[1108i]
; d* \1 p& v  Z5 UFixed 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. & W  |% ~7 {* s% a
Fixed Japanese production was over-producing upgraded devices for LCUs
6 e, i& ^6 N7 H, p& q0 |Changed Ship display of ARD shows lift capacity
7 ?' U1 Z) D9 u  E: t( A6 a: TFixed Sub-units not having withdraw delay decremented 8 w  n3 ?+ x3 t
Fixed Updated offmap checks for home base + V& Z: v8 p/ T

# |9 q+ r: ?5 f3 }8 o: L6 E$ A, Z[1108j]
2 V/ M2 G+ Z6 v( O# WFixed Issue with carriers in range code; could cause data corruption . g- A  `0 h( @$ o% y, r
Fixed Not all TRACOM pilots showed in lists 6 e* L  c$ }. T$ i
Fixed Limit retreat after meeting TF surface combat to actual combat ) Y4 s/ \/ q; d  B
Changed Removed endurance limit on PTs that limits attacks 9 O0 {. N  \( ^" o1 G
Fixed LCU weapons being changed by AI code sometimes when LCU is human controlled
5 c+ {3 d' l; q$ R; SChanged Defer device upgrade of LCUs with fragments existing; causes errors in devices when swaping to parent or merging with other fragments/parent 7 n9 ~& o- w, S8 r6 q
Changed No TF unload if 'do not unload' set regardless of status of ship cargo handling
$ T  x1 ~3 e0 Q9 s: w& HFixed 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。* e; X$ _% }% K7 [
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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