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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 z8 ^$ k! |1 S. v1 \6 Shttp://www.matrixgames.com/forums/tm.asp?m=2729580: C% Y* d& ]; z5 t" r
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. 4 K- z4 Q  ?" W  k" ~; C6 u# E3 s
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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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+ R3 y, V# K: nPLEASE 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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- w" I) g. ?' f3 f1 zBackground:
4 s3 V. i% P2 k% X1 e' q  y, KLast month my development PC had a meltdown while I was working on changes since the last released build (02). ; h! l. L1 E4 H
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. : t) B. n9 w5 E8 F+ z4 N

9 K! x* C3 C% }' M$ pThe build works fine on my PC, but then it is also the one that created it.
8 F2 ], U! \) @6 G5 h( XA 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. 5 p5 c/ k. ~! m' ?7 t/ Z/ X' p
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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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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. 4 H; @( H% T) G8 J4 x5 H/ D6 ?
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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. ! M" `1 t* m9 S5 c8 ?5 b
Load up a save and play a few turns. Let me know if you have any issues with it. - @3 b$ p5 r1 e7 v, w
Also, try using tracker to see if the DLL still works. 3 t+ u5 W% u/ K/ L; n! Z) I! c

6 X5 S4 j  ?, b9 T* I: sAgain, my warning: 9 U! |1 j, K" `, ]6 b( a4 H# J
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. $ I0 c0 m- V' k% X

1 s2 ?$ Y9 D* W, b# W8 SHere is a list of the additional changes since 1108c (build 2)   F' @0 s9 P6 v! }' f+ J4 O
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[1108c+] ! y+ @+ ^! D$ X$ B8 k- n
Fixed Rebuilt LCUs tended to use wrong PP cost on the first display, esp component units. 0 V( N. F* ?' X& c3 q& J% H
Revised restore of report files from save
+ v# M5 H) s( u; s5 P+ \Changed Added group withdraw date to all split sub-groups, not just permanent withdraws
) O7 X9 E- e( s9 xFixed 'buy-for-supply' ships remained at 1 day delay - s: }* ~1 w; V
Fixed Error in Kamikaze determination in Flak Attack 6 _1 w3 L- m8 V) E  g; H6 r9 s
Fixed Kamikaze training not affecting low naval bombing
- p$ C5 O! n4 q* dFixed Transferring pilot to group of different type losing 0-10 points off skills, rather than +/- 5
" \! ^: F# N4 G7 DChanged Pilot experience hit based on category rather specific air type : `7 i2 [! b. R8 N, W8 S
Changed Added more off-map checks to better handle the TF's 'Return to ...' buttons
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. p7 e' \0 e' f4 Z4 \9 o: V[1108d] 1 L7 F! t; g  F# P
Fixed Removed ships under repair/conversion from AV support total + Q8 j: F( C/ z6 l# s8 h% x! B
Fixed Ground attacks against land units in friendly base hex could default to 'Commander Discretion' 2 q* e5 z3 X9 S- H2 q: F
Changed Re-enabled limited on-map routing for off-map TFs % @: m) X4 K  I4 n4 `) [
Removed Disband check for resource/oil that was added earlier as can be worked around
9 G; a3 {1 |: V! ~9 EFixed Allow float planes to transport troops to coastal bases - allowed selecting but did not always make the move / E+ Z" s" [5 Z% C
Changed Night missions on list using BLUE rather than BLACK . ]& Z# y; X5 f6 q2 u% k5 x. t
Changed Halved the 5-day resource requirement/stockpile to 2-day. Added earlier in patch to help with resource distribution ) o6 Y, g. B* E4 @2 f- y" l( ]

0 v8 z) y" C3 V[1108e]
7 S1 r" o4 h7 J2 V5 V* N# bChanged Arriving LCU units were building more than needed devices if not enough in device pool
+ b# N8 V/ g- w/ H' l6 a4 [% }0 WFixed Was returning wrong Allied device to pool on LCU device upgrade * [0 j+ @+ M2 ~9 a% ~
Fixed Tried to align weapon and TOE for units without formal TOE before taking replacements; wrong numbers could be happening $ M; l" n5 U: S5 k& C# S: }' ~
Changed Adjusted off-map entry point for way-points
7 E% q& \1 P  {+ j- W& A0 N5 y9 EFixed Altitude not being changed on some dive bomber attacks in AAA
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[1108f]
) a- N- c7 d+ N, |% S% K' i, ]# B6 [1 nFixed Auto convoy returning resource/oil to home base when not required to
3 ^( B; y8 t  S: Y: {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
; ~$ G; _0 f& m# _4 s( aFixed CTD when checking groups on withdrawing ships : S! E  x. a' q  ]; @+ F$ ~
Changed Restored image files for centre windows " x% ?: E* P  H# w5 p) k
Fixed Extend packing time and operMode to combining editor components of parent LCU
5 A/ H+ E* D0 K/ Y/ m& z3 t: O/ K- PChanged Vary DL for base created TFs, use same DL for TF split 7 M" b6 r8 |9 O5 M
Fixed Leader of delayed group being re-assigned continually
$ D. X0 x4 @; M* {# F6 ~% L7 \Fixed HQ check so that first HQ is included
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1 }2 p$ `2 k1 L5 a0 G5 B[1108g]
8 N( O' f  l  v$ E+ P" UChanged Update device in TOE when changed in order to fix land replacements
' O& ^' \! n, s: DFixed Return cargo for CS or AC not checked if home base and current base are the same
0 n, ^1 Z( Y/ yFixed Force TF to use offmap if incorrectly set due to changes of destination
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[1108h]
- A) v) k' v) JFixed Adjust for non-mine device being in special mine slot [#9] for sub minelaying
/ i. F' j& Z; F" ], g- cChanged Force ships to arrive at national base if original location is not valid to form TF; stop ships arriving at 'land-locked' base
3 q8 m# F6 r/ u7 K# o% A& z, G; [Fixed Group leader who is a pilot was losing the link under various conditions. Corrected conditions and added correction code
% @# I* s5 K) f! u2 B/ [4 BChanged Allow 'independent' commands to change without cost to another " p) I0 Y$ h' E; I  k

2 R$ R" j  {0 X+ w3 T  L2 h[1108i] 5 ?- L! q( z6 K0 W' b( `
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. $ \7 C" Q# j: y% ~$ U# j9 {
Fixed Japanese production was over-producing upgraded devices for LCUs . b9 P# t! s2 [7 _* {) l2 _
Changed Ship display of ARD shows lift capacity
+ ~$ `7 [: C9 q% Z/ pFixed Sub-units not having withdraw delay decremented
! d% s5 L% D& o: W! S7 \. Z! XFixed Updated offmap checks for home base
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# b6 n: h% s. e% v6 ^/ W[1108j]
3 P2 p6 I# t  y& j, T9 j6 SFixed Issue with carriers in range code; could cause data corruption
8 L% b/ `. H+ l; \4 D, tFixed Not all TRACOM pilots showed in lists 5 m( Y' D8 ?4 a" f
Fixed Limit retreat after meeting TF surface combat to actual combat * x! K& W" v3 `
Changed Removed endurance limit on PTs that limits attacks
. C: y+ Z6 D, |, j' _8 UFixed LCU weapons being changed by AI code sometimes when LCU is human controlled
$ f9 Y, R- M  b0 m) JChanged Defer device upgrade of LCUs with fragments existing; causes errors in devices when swaping to parent or merging with other fragments/parent & u, ^- Q2 w+ o0 k* ]& {/ Z. g
Changed No TF unload if 'do not unload' set regardless of status of ship cargo handling
' e: G' @5 Y0 Z+ \1 I: iFixed 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。8 x8 ^" \2 p6 e% J. @# 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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