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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" B9 T1 C- [2 w6 ~+ Z! K' u+ J
http://www.matrixgames.com/forums/tm.asp?m=2729580) r+ _6 R" _, l5 q
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. / G; [" X6 K1 W2 i
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Background: ! _- R! [& N( I7 i! Y! t
Last month my development PC had a meltdown while I was working on changes since the last released build (02).
7 R% x" _' O7 d4 YAs 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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* x# V5 ~6 o5 L' g7 E- L- u9 XThe build works fine on my PC, but then it is also the one that created it.
& ~9 R) f/ T  A0 F5 s5 dA 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. + V8 K$ k( T$ ^

; ^% k7 V2 h3 }6 x+ j0 w& gAs a result, I need to be 100% convinced that the new code will run on existing installs of AE. & }  B* m; c7 `7 R: s: k  C) |, E& p

4 k* s* o, e9 Y8 Q$ 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. 1 C7 b2 t  |" [: |

% m5 r% F7 Q" W9 Z4 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.
+ J, `0 {  I2 Q6 C! n! k* FLoad up a save and play a few turns. Let me know if you have any issues with it. 4 i: Q! h1 j" T; m& c- [7 @
Also, try using tracker to see if the DLL still works. * [1 X! [7 a) C5 [1 X* o7 D- p
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Again, my warning: 6 r% y" q7 D9 v
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. - z2 ~* Y  {7 `" O7 m! M
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Here is a list of the additional changes since 1108c (build 2)
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[1108c+]
  m; |4 S. X+ G( p" y( }* ^% lFixed Rebuilt LCUs tended to use wrong PP cost on the first display, esp component units.
6 _9 C% w# z9 B- }Revised restore of report files from save
8 d+ ?+ U5 H* VChanged Added group withdraw date to all split sub-groups, not just permanent withdraws 8 ]2 l8 G/ _) a5 j. l
Fixed 'buy-for-supply' ships remained at 1 day delay 8 o/ H$ \2 f7 z' h6 B3 Z# _
Fixed Error in Kamikaze determination in Flak Attack % }/ m: L$ J5 o
Fixed Kamikaze training not affecting low naval bombing 8 ^* {0 Y- W) U& U+ p
Fixed Transferring pilot to group of different type losing 0-10 points off skills, rather than +/- 5 1 d& e& J# Z) Q. _) g
Changed Pilot experience hit based on category rather specific air type
3 L' G- R9 F# }, `$ SChanged Added more off-map checks to better handle the TF's 'Return to ...' buttons
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8 k+ v. p" A( z0 n& B; l7 Y[1108d]
& K- v7 c+ |2 s% E+ uFixed Removed ships under repair/conversion from AV support total
* e; C6 d+ u( f) _; }5 WFixed Ground attacks against land units in friendly base hex could default to 'Commander Discretion'
5 I2 G# O) _7 k* x" d8 ?) m' e" mChanged Re-enabled limited on-map routing for off-map TFs " p4 B; y6 W6 F4 E7 i
Removed Disband check for resource/oil that was added earlier as can be worked around 1 k# O2 |  F& Q+ b7 r9 l: m
Fixed Allow float planes to transport troops to coastal bases - allowed selecting but did not always make the move
  n. R1 j$ O0 Y( |Changed Night missions on list using BLUE rather than BLACK
% [8 i- g; x( GChanged Halved the 5-day resource requirement/stockpile to 2-day. Added earlier in patch to help with resource distribution - A! S- h" I2 x3 |; D  h' Q

& G; @6 M' b- t2 U+ Y[1108e]
, ?* N, S  @8 d- ]! S8 D0 I5 DChanged Arriving LCU units were building more than needed devices if not enough in device pool
7 M4 N; Z2 b  X1 `Fixed Was returning wrong Allied device to pool on LCU device upgrade
: E! g/ l* E1 D/ h* ?2 x0 vFixed Tried to align weapon and TOE for units without formal TOE before taking replacements; wrong numbers could be happening 8 ^5 r; X+ {/ l7 y2 p! f! i1 P
Changed Adjusted off-map entry point for way-points
3 v2 u( x) m. rFixed Altitude not being changed on some dive bomber attacks in AAA 9 ?9 e, d2 e  X# a2 \( `0 I: k
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[1108f]
$ `3 z7 a$ Y. k1 l( s, S/ q& |Fixed Auto convoy returning resource/oil to home base when not required to
; b+ ?9 x5 `5 B( r, ]( g3 J( }( }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 0 \8 t3 B' f! X2 x
Fixed CTD when checking groups on withdrawing ships
2 u  Y8 e( a. o) p' D5 l4 cChanged Restored image files for centre windows ! V# I: p5 y2 m$ A/ K4 D8 h
Fixed Extend packing time and operMode to combining editor components of parent LCU * ?7 |7 _: n9 E5 K
Changed Vary DL for base created TFs, use same DL for TF split
4 Z8 `" B* \/ |Fixed Leader of delayed group being re-assigned continually
" G; z- ^0 G/ k) T; x: J$ QFixed HQ check so that first HQ is included ( n8 ~/ U" l: d1 `: F

3 `3 X( I4 k( B, b( g! h[1108g]
- c" g9 b+ `9 m3 H  uChanged Update device in TOE when changed in order to fix land replacements ! ^0 }( @3 q5 u' X4 K
Fixed Return cargo for CS or AC not checked if home base and current base are the same $ b% f; T5 T, a; j+ b- e
Fixed Force TF to use offmap if incorrectly set due to changes of destination
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[1108h]
, [' s$ y+ |" z. k3 _Fixed Adjust for non-mine device being in special mine slot [#9] for sub minelaying
) {! w, b9 a7 K% g% ^# BChanged Force ships to arrive at national base if original location is not valid to form TF; stop ships arriving at 'land-locked' base 5 h" N2 E9 k7 y5 r" P; D/ u: o$ O
Fixed Group leader who is a pilot was losing the link under various conditions. Corrected conditions and added correction code
& t7 \$ j# {7 E( y0 |" RChanged Allow 'independent' commands to change without cost to another   |. H/ N/ g9 ]3 j/ v, j( ?9 ?

: t7 ~$ X0 w7 c( D8 I& X) M% |$ Y) i% i[1108i]
8 `! G9 Z8 u3 i4 R/ YFixed 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.
$ u, L& T2 ?8 h7 U3 R. e, H; iFixed Japanese production was over-producing upgraded devices for LCUs ; E0 }8 E$ z, a9 m4 ?. Z& i
Changed Ship display of ARD shows lift capacity
* z* o$ s: ^: X3 LFixed Sub-units not having withdraw delay decremented
- K( V' [+ L  yFixed Updated offmap checks for home base & l3 }/ P; h3 U# q

2 X4 r, k- @  Z+ h% Q[1108j] 7 I) p# n+ }- C5 h5 `4 w' h% S4 A
Fixed Issue with carriers in range code; could cause data corruption
* E$ d. h; a  }: G8 z5 nFixed Not all TRACOM pilots showed in lists
" c5 w, F/ h/ [  MFixed Limit retreat after meeting TF surface combat to actual combat 5 ^# m  B1 n# s9 T- f: \" d
Changed Removed endurance limit on PTs that limits attacks
& S6 l% I3 K! l0 ~% n% B2 T) }Fixed LCU weapons being changed by AI code sometimes when LCU is human controlled
+ b& y- n/ {2 J8 H8 ~& c5 V0 EChanged Defer device upgrade of LCUs with fragments existing; causes errors in devices when swaping to parent or merging with other fragments/parent
/ k4 m4 W5 i, U8 f) r( V4 q5 lChanged No TF unload if 'do not unload' set regardless of status of ship cargo handling ) U1 n! p6 X$ P  Q6 V
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。
+ @  h0 k  u1 K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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