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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
" G+ o. [" a5 A' m7 h3 U: `8 chttp://www.matrixgames.com/forums/tm.asp?m=2729580- ?+ z2 e  K' R6 F# l
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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( C7 t) `2 b$ V% [: cThis 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. 9 h$ M4 @" [( `5 C9 ]5 X

0 {2 x# e, I' R3 \7 |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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2 D) J2 m* x! O. f( wBackground:
9 s! ?5 F# i) ~" K- p5 M+ ], oLast month my development PC had a meltdown while I was working on changes since the last released build (02).
' C6 }: m* b. r+ B+ {4 o( AAs 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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. e: d/ s, v. V1 s& X0 YThe build works fine on my PC, but then it is also the one that created it. : q) Z3 Z. ]0 m$ A2 E$ w
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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! {& \+ a) e: x0 rAs a result, I need to be 100% convinced that the new code will run on existing installs of AE. 3 q- _( U9 U4 J# {. N5 l7 l. Z# q' T
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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.
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% Y: F2 {3 G, 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. 0 k0 s7 Z% M- O7 I
Load up a save and play a few turns. Let me know if you have any issues with it.
7 O% m( Y( q8 \Also, try using tracker to see if the DLL still works.
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Again, my warning: . x% h' e& u/ }* a6 {
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. - q  f7 o; t5 ?8 e

/ Z; o, x- \0 F! V& j" ^Here is a list of the additional changes since 1108c (build 2)
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[1108c+] - L: u% ]6 r: R1 ]3 Z* @) d& b0 q4 L
Fixed Rebuilt LCUs tended to use wrong PP cost on the first display, esp component units. , D. A2 y; \& n" T+ |/ _" o5 P
Revised restore of report files from save
, t' s5 l0 O- yChanged Added group withdraw date to all split sub-groups, not just permanent withdraws
2 q5 F: M8 R1 H' ?Fixed 'buy-for-supply' ships remained at 1 day delay 4 M! |+ a7 N" I" P8 j& h  s* x. ~
Fixed Error in Kamikaze determination in Flak Attack
- _8 f% l/ Y% p1 b* o" H8 ]* `Fixed Kamikaze training not affecting low naval bombing
! p1 Y( u  \1 h& `$ UFixed Transferring pilot to group of different type losing 0-10 points off skills, rather than +/- 5 ( d6 Q) K& Z9 C6 J
Changed Pilot experience hit based on category rather specific air type & C2 U+ m1 R7 e' ^) G1 G
Changed Added more off-map checks to better handle the TF's 'Return to ...' buttons , a& y& q" Q; Q/ Q9 j- b8 |

  s* e- C( L4 c/ H4 F5 |" D[1108d] # [" ?: e' v& s/ j" c( j7 A% v
Fixed Removed ships under repair/conversion from AV support total ; u6 x2 X9 n: P/ H/ c- R- a9 R
Fixed Ground attacks against land units in friendly base hex could default to 'Commander Discretion' 3 }. f6 j" r$ ]3 R. u- [# W6 c
Changed Re-enabled limited on-map routing for off-map TFs 1 C8 [% J" ~# M2 ]& _
Removed Disband check for resource/oil that was added earlier as can be worked around 0 \3 n7 f# X- k& s% L# I
Fixed Allow float planes to transport troops to coastal bases - allowed selecting but did not always make the move 7 R$ v" x) g- Q0 a
Changed Night missions on list using BLUE rather than BLACK $ L$ ~& c' {7 \7 z
Changed Halved the 5-day resource requirement/stockpile to 2-day. Added earlier in patch to help with resource distribution ! U: ^# I, z( G5 ~
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[1108e] 1 Z& w( J" P' I& k, r
Changed Arriving LCU units were building more than needed devices if not enough in device pool
4 m5 u3 M3 J5 v/ q& S1 SFixed Was returning wrong Allied device to pool on LCU device upgrade
% Q7 `# v3 C/ n9 U# VFixed Tried to align weapon and TOE for units without formal TOE before taking replacements; wrong numbers could be happening   @, A3 W9 F- f* D' i( |9 o8 R/ p9 N
Changed Adjusted off-map entry point for way-points # Z) O2 O1 v& h% v- N" \
Fixed Altitude not being changed on some dive bomber attacks in AAA % o1 P3 P, ~% f! [
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[1108f] ) M, S, ]$ R3 D" H: W% z: J! I
Fixed Auto convoy returning resource/oil to home base when not required to
. O1 A% M) ^* ~7 OAdded 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
$ V5 L0 s) r: Z) |# [Fixed CTD when checking groups on withdrawing ships
  m2 x2 u  ~9 P9 b. }+ b8 DChanged Restored image files for centre windows
- |# K9 _* g6 N6 w/ P9 hFixed Extend packing time and operMode to combining editor components of parent LCU ! P2 Q. M4 Y8 e2 h/ b
Changed Vary DL for base created TFs, use same DL for TF split ' [0 }$ Z# D" N* K% U
Fixed Leader of delayed group being re-assigned continually
7 O$ H+ m$ ?, q  X+ d/ |, K: iFixed HQ check so that first HQ is included
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, {. S2 ?% K& m2 n: s- k[1108g] " ^) X4 t) v9 v% b" |4 e2 i  i% D  _, z
Changed Update device in TOE when changed in order to fix land replacements
8 T, ^( O! b* ?* w  G3 `Fixed Return cargo for CS or AC not checked if home base and current base are the same
* e8 V; F& m1 _% G3 ?' Z9 bFixed Force TF to use offmap if incorrectly set due to changes of destination 0 W) w7 P+ I6 @1 u

1 B( y4 b9 _1 }2 F- L2 h6 t+ w[1108h]
0 |, c2 B, f- ?7 g8 A) T- XFixed Adjust for non-mine device being in special mine slot [#9] for sub minelaying
4 C) J/ O$ f. ^7 Y9 y$ q9 \5 mChanged Force ships to arrive at national base if original location is not valid to form TF; stop ships arriving at 'land-locked' base 3 ^( P; [- d1 _$ S+ d* d& ^
Fixed Group leader who is a pilot was losing the link under various conditions. Corrected conditions and added correction code
+ J3 X) B" z+ P4 t" u# u; O# bChanged Allow 'independent' commands to change without cost to another
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) U6 \' q8 P) _$ k5 h, y[1108i]
/ ]* y; X2 {+ R9 P" B/ y. BFixed 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.
0 e( `9 C# G! ?5 L, vFixed Japanese production was over-producing upgraded devices for LCUs
% s0 Y  U) @$ u! `- SChanged Ship display of ARD shows lift capacity
2 q& U/ U" R- T2 v. s  J, HFixed Sub-units not having withdraw delay decremented 0 Q! M/ ^( q9 s
Fixed Updated offmap checks for home base 8 \7 b) [4 e: O8 i0 |; r2 |) ^
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[1108j] 9 B; k. x3 a0 d9 Z" E* U" J
Fixed Issue with carriers in range code; could cause data corruption 1 D9 X( R7 f1 O! q: U6 \  a: h
Fixed Not all TRACOM pilots showed in lists
+ @$ ^" j2 Q; @* k& xFixed Limit retreat after meeting TF surface combat to actual combat 8 _1 q) U; E. j0 I4 F0 A* x
Changed Removed endurance limit on PTs that limits attacks . g) m  k8 [! i. o. a3 _
Fixed LCU weapons being changed by AI code sometimes when LCU is human controlled * r! U4 y( a( @. b" l
Changed Defer device upgrade of LCUs with fragments existing; causes errors in devices when swaping to parent or merging with other fragments/parent " x2 y9 v' f( \: D5 f6 z6 y/ k
Changed No TF unload if 'do not unload' set regardless of status of ship cargo handling 1 M& L' B# A6 g3 }- Q+ |) t
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。+ ]: Z' O+ ]6 u# v5 G2 c
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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