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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5 t. h7 {  g( Y0 k% t" P, S
http://www.matrixgames.com/forums/tm.asp?m=2729580! g6 T8 K0 Q3 i8 x* O0 H( ^, P
This is an unofficial "short-term" beta install. / a4 R6 ^/ k2 O: N
Short-term being the appropriate term as this thread may be removed after a few days. ! ]0 |/ o+ M7 I6 R9 o# |
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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. # Y% V. m9 F( ]. ~8 k: k' ^: E  {
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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  Q( C' T0 i

$ a. u; f5 U- s' rBackground:
( O* Q$ f3 L  _0 `Last month my development PC had a meltdown while I was working on changes since the last released build (02).
  e0 L/ z/ l+ z& H0 h) x  [, @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. * s" G( [0 W3 G" s# G! B- K

. x. r) M% J" |$ p  Q0 j  NThe build works fine on my PC, but then it is also the one that created it.
2 e# ^- O, Y% B; k2 [  E: ?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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& D0 m/ z7 ^3 Q! i% |8 ~7 G9 Z( c8 ZAs a result, I need to be 100% convinced that the new code will run on existing installs of AE. 3 M0 M0 F( x+ Q' ^, n5 n6 \
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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.   d! m. Y5 ]/ P: ~; a

' a/ @6 f; ?/ c, WI 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.
4 Z& z0 D4 O, o  Z  k. o, l% FLoad up a save and play a few turns. Let me know if you have any issues with it. ( v& E1 O9 i# [# {
Also, try using tracker to see if the DLL still works. & L9 I- E5 ]  c8 z6 F

' z/ K/ c  V) SAgain, my warning: + F, r6 B" [  w" x1 l( B( Y
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. 5 N, j$ U+ ^. o2 E" ^( O

+ }) _& H) ?* l& T& wHere is a list of the additional changes since 1108c (build 2) ; d7 ?* L, j* Y, X, \% g
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[1108c+] ( L0 E2 a& X& l
Fixed Rebuilt LCUs tended to use wrong PP cost on the first display, esp component units.
; m( U+ m$ n# K  E$ jRevised restore of report files from save
8 M- h4 r2 X1 U# {" yChanged Added group withdraw date to all split sub-groups, not just permanent withdraws
3 i: z) V5 c5 a& y( I0 HFixed 'buy-for-supply' ships remained at 1 day delay 9 e7 _& D! }! v5 b  K* N
Fixed Error in Kamikaze determination in Flak Attack
7 _  d) |, ]) Y! XFixed Kamikaze training not affecting low naval bombing ! t( {4 N2 Y' y& w
Fixed Transferring pilot to group of different type losing 0-10 points off skills, rather than +/- 5 5 c" p$ n' H+ C7 m
Changed Pilot experience hit based on category rather specific air type
, H; k1 b2 R2 E8 _+ KChanged Added more off-map checks to better handle the TF's 'Return to ...' buttons + ~7 }" q! R. `2 x

7 D2 U3 i) O* a[1108d]
( E4 u' S: V/ }. `( j* [* K+ pFixed Removed ships under repair/conversion from AV support total # [  T  j- P- T9 t5 ^) h
Fixed Ground attacks against land units in friendly base hex could default to 'Commander Discretion'
$ R3 S& l$ @4 iChanged Re-enabled limited on-map routing for off-map TFs + N3 `' g' Z) x( r% E$ c
Removed Disband check for resource/oil that was added earlier as can be worked around
) W  U9 I/ j5 }Fixed Allow float planes to transport troops to coastal bases - allowed selecting but did not always make the move & R' J* p/ d/ q- E$ F5 ]9 i7 {' o
Changed Night missions on list using BLUE rather than BLACK
. M" d6 W% @' W' ?; @/ V" v& ^" tChanged Halved the 5-day resource requirement/stockpile to 2-day. Added earlier in patch to help with resource distribution 5 r/ O- a$ R) n; s0 r
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[1108e]
# R% ~( n8 U9 Z9 [. x# TChanged Arriving LCU units were building more than needed devices if not enough in device pool 9 d% Z0 L6 ^" C4 c( e
Fixed Was returning wrong Allied device to pool on LCU device upgrade
$ I+ g. F. Y9 Y! g1 n: KFixed Tried to align weapon and TOE for units without formal TOE before taking replacements; wrong numbers could be happening
/ L$ f+ L7 k8 d0 f6 cChanged Adjusted off-map entry point for way-points
! C/ V( _' C# y3 e; Q* e, zFixed Altitude not being changed on some dive bomber attacks in AAA 8 y% O& _8 \& a- H8 ^  E8 k# _

% ]9 `& }' c$ M$ [[1108f] ' T) ^: F) H5 l) a; b
Fixed Auto convoy returning resource/oil to home base when not required to
0 g( H0 q2 k' ?, z3 W: qAdded 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 1 h7 |& @5 G( @5 d
Fixed CTD when checking groups on withdrawing ships
  U. G4 X9 T! WChanged Restored image files for centre windows ! m# h* M" r6 e8 R2 p) w4 ^$ X  G
Fixed Extend packing time and operMode to combining editor components of parent LCU
" }# q3 [: i8 [5 c$ ]1 \Changed Vary DL for base created TFs, use same DL for TF split
% m" [4 d9 @! F! A) hFixed Leader of delayed group being re-assigned continually   c* m/ e* A) W9 k- r0 V; Z
Fixed HQ check so that first HQ is included
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[1108g] 8 z1 N: _! d4 T; Q/ H: F
Changed Update device in TOE when changed in order to fix land replacements
7 [! u% O$ [  kFixed Return cargo for CS or AC not checked if home base and current base are the same
, p( d  d$ b" u( s9 }: z4 p% AFixed Force TF to use offmap if incorrectly set due to changes of destination 8 j! U5 w; P  R9 D) f) }+ t
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[1108h]
% ?9 x3 J$ Y/ d: pFixed Adjust for non-mine device being in special mine slot [#9] for sub minelaying
6 @4 i; h6 ^* R# G5 QChanged Force ships to arrive at national base if original location is not valid to form TF; stop ships arriving at 'land-locked' base $ |" p* i3 H9 G6 Y
Fixed Group leader who is a pilot was losing the link under various conditions. Corrected conditions and added correction code 4 C& o6 v' ~" J. p2 \5 u
Changed Allow 'independent' commands to change without cost to another
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[1108i]
$ Z( y7 U, f( E' y* u" h" vFixed 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* [1 S2 }5 m; _2 `* ?
Fixed Japanese production was over-producing upgraded devices for LCUs ( s9 n( v. ~6 t% F
Changed Ship display of ARD shows lift capacity / `1 }& S; D% a6 m
Fixed Sub-units not having withdraw delay decremented # W0 c9 v; b% j6 Z
Fixed Updated offmap checks for home base
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( Y2 l% c, y6 ^- p% c. y[1108j]
2 N. Z! N; H4 V* P6 v5 QFixed Issue with carriers in range code; could cause data corruption : g; L& B) }0 f; S& ?
Fixed Not all TRACOM pilots showed in lists
, O: ?3 h: k: d& g2 FFixed Limit retreat after meeting TF surface combat to actual combat / H8 o5 V, P# t: |& f! @& Q
Changed Removed endurance limit on PTs that limits attacks 9 @  Q, I  Q" `8 A
Fixed LCU weapons being changed by AI code sometimes when LCU is human controlled 0 A/ J/ P& r( O9 h2 L/ |% G
Changed Defer device upgrade of LCUs with fragments existing; causes errors in devices when swaping to parent or merging with other fragments/parent
+ k5 k$ e0 t5 uChanged No TF unload if 'do not unload' set regardless of status of ship cargo handling
5 ~1 y* a8 m/ K. U3 z+ BFixed 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。
5 D! Y! |4 b& 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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