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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
# P+ D$ r3 Q, D7 W2 \+ Rhttp://www.matrixgames.com/forums/tm.asp?m=2729580
* L! ]  F& g. \; ?, d- M' IThis is an unofficial "short-term" beta install. # c1 A2 i' b- U6 [
Short-term being the appropriate term as this thread may be removed after a few days.
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8 E, e; i& p* N' Q! HThis 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. ( v, o5 g6 R  |

& B7 H3 [& m- a( k" JBackground:
8 H' J+ F1 a2 z) y9 v. YLast month my development PC had a meltdown while I was working on changes since the last released build (02). 2 k: m1 \7 H8 r5 ?
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. & o' x" r. ]9 l, o" n+ I4 A

6 \8 o0 H+ T- u9 d) W' aThe build works fine on my PC, but then it is also the one that created it.
: o+ o1 L4 s/ X% p- W$ ZA 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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$ i$ R- R( Z" D3 o3 f4 ]As a result, I need to be 100% convinced that the new code will run on existing installs of AE.
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5 h! l, c: u) f0 F& f; `. GI 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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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. : {+ Y2 G# O* g
Load up a save and play a few turns. Let me know if you have any issues with it. $ k- @* Q8 K) y, h9 |, A/ s( h0 Y# M
Also, try using tracker to see if the DLL still works.
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Again, my warning: ( i1 m' B. V* e$ `
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) 8 {* M, b' M$ a' D+ b
: _( B5 j: B6 e  Y
[1108c+] % Q; k6 o& l4 c2 i  P
Fixed Rebuilt LCUs tended to use wrong PP cost on the first display, esp component units.
0 A! F9 A2 [8 A: l# sRevised restore of report files from save
! Y) y! }% w  B+ HChanged Added group withdraw date to all split sub-groups, not just permanent withdraws
8 T. K# F  P0 Q2 H, N$ A% FFixed 'buy-for-supply' ships remained at 1 day delay - z4 v' ?; \# r: x$ W
Fixed Error in Kamikaze determination in Flak Attack
' ^- s) l$ f8 n8 j+ xFixed Kamikaze training not affecting low naval bombing
  U- E$ e9 D- K+ GFixed Transferring pilot to group of different type losing 0-10 points off skills, rather than +/- 5
! e+ V" @  s( M: X' [& w: ^Changed Pilot experience hit based on category rather specific air type
: f/ Z; i8 @- {% IChanged Added more off-map checks to better handle the TF's 'Return to ...' buttons / i! F  u8 s& Y" ~
1 s/ S) }  ?3 G7 ]- N
[1108d] 8 i7 X* [5 V$ a; X) I
Fixed Removed ships under repair/conversion from AV support total
; N+ q4 z* Z& e# a5 ^1 t  U8 MFixed Ground attacks against land units in friendly base hex could default to 'Commander Discretion' ) z' i6 C# Q8 L3 b+ a) G3 K
Changed Re-enabled limited on-map routing for off-map TFs ! v. ?* k5 U9 S$ p
Removed Disband check for resource/oil that was added earlier as can be worked around
+ y; Z9 S% p- i" o( y$ }) xFixed Allow float planes to transport troops to coastal bases - allowed selecting but did not always make the move ) R7 `7 M2 C" d$ R
Changed Night missions on list using BLUE rather than BLACK ; p3 C; r1 Q: f. Y8 F
Changed Halved the 5-day resource requirement/stockpile to 2-day. Added earlier in patch to help with resource distribution 6 J) x. N# L, X, `
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[1108e]
; F2 }. O' M+ m8 f+ c; c& WChanged Arriving LCU units were building more than needed devices if not enough in device pool
' X: h, y7 y0 [% L: O9 K( CFixed Was returning wrong Allied device to pool on LCU device upgrade
" F0 t  C# B  q4 rFixed Tried to align weapon and TOE for units without formal TOE before taking replacements; wrong numbers could be happening : G, Q2 _! B* S& o2 _) F* h
Changed Adjusted off-map entry point for way-points % I' F+ _" S: \5 b
Fixed Altitude not being changed on some dive bomber attacks in AAA
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[1108f]
/ n, L9 d  W  j8 D0 ~. o/ LFixed Auto convoy returning resource/oil to home base when not required to
8 w5 ^9 Q( D% E: T% ZAdded 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 # @7 B1 P) c9 G% l! Y# {% Z- Y$ m
Fixed CTD when checking groups on withdrawing ships
  d5 w  n8 q- R9 B" _+ |8 mChanged Restored image files for centre windows . i1 j* t' l' f) R$ ?- \8 Q
Fixed Extend packing time and operMode to combining editor components of parent LCU
9 Z4 O8 ^1 F, [; D2 x9 h9 r! @  j0 RChanged Vary DL for base created TFs, use same DL for TF split
: Z7 a- j4 R: _. F, m- OFixed Leader of delayed group being re-assigned continually 2 n8 N3 R: W: p; ~4 s3 k3 ?: J
Fixed HQ check so that first HQ is included
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[1108g]
' R) T3 `* P) z) [* D& @! e; WChanged Update device in TOE when changed in order to fix land replacements
, i" T6 a3 m# i8 ^8 h1 MFixed Return cargo for CS or AC not checked if home base and current base are the same 8 ?, x" D( \" O4 Q
Fixed Force TF to use offmap if incorrectly set due to changes of destination
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7 r+ O) O" W8 Y9 K- c  v[1108h]
1 S2 y( w9 [( w0 eFixed Adjust for non-mine device being in special mine slot [#9] for sub minelaying : W1 Q# N! |3 s9 t0 n8 R" v
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 h8 i# X5 ]1 f! }! e
Fixed Group leader who is a pilot was losing the link under various conditions. Corrected conditions and added correction code
" r+ }0 \# B9 C  O$ e4 CChanged Allow 'independent' commands to change without cost to another / ]5 G& o, K3 r0 A: d  e
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[1108i]
  Q* k# w, C0 e$ h5 c/ m& NFixed 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. ( T( w6 W5 I; e6 g8 E
Fixed Japanese production was over-producing upgraded devices for LCUs
  B4 g0 M1 u( Y" K  t2 OChanged Ship display of ARD shows lift capacity 1 }( M+ l9 Y$ l1 k8 g
Fixed Sub-units not having withdraw delay decremented
  e) Q, n7 u# |Fixed Updated offmap checks for home base
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- r5 t! h6 k6 m. b3 s[1108j] : M! G& H7 D2 f: w& ]. k
Fixed Issue with carriers in range code; could cause data corruption - ~- J/ W8 O2 A# k' |! e/ h
Fixed Not all TRACOM pilots showed in lists
8 c+ @( @. t3 l+ O, M" l% O3 WFixed Limit retreat after meeting TF surface combat to actual combat % d0 L" n0 }% N- Y: L' I: T& }
Changed Removed endurance limit on PTs that limits attacks 7 X) i  ^  s, I
Fixed LCU weapons being changed by AI code sometimes when LCU is human controlled : \# b& E5 R; a8 \+ v
Changed Defer device upgrade of LCUs with fragments existing; causes errors in devices when swaping to parent or merging with other fragments/parent - N# q: e( G- S+ I1 ~
Changed No TF unload if 'do not unload' set regardless of status of ship cargo handling . s' z" j, a. K1 H
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。' y% D1 F2 E& N
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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