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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
% F6 E& [6 ~2 i" k; Phttp://www.matrixgames.com/forums/tm.asp?m=27295808 M1 ~  T% U: \7 q5 e- l! t
This is an unofficial "short-term" beta install. . j2 F  W5 _* u7 D# M8 w+ E
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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) g/ a: p0 J7 {6 T5 q  o+ z) DPLEASE 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 D+ K0 D' K1 y! ~! Y" Q

) g7 ^# [$ B4 qBackground:
% v- O. r- O% n3 Q$ j# B- gLast month my development PC had a meltdown while I was working on changes since the last released build (02). 4 @* X9 J/ e  u/ c! l7 P
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. % n& y; J4 Z. l" M; t

) o6 s# _( t3 u  S4 ?The build works fine on my PC, but then it is also the one that created it.
* z) L' x4 _9 m7 pA 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. 6 g. `& y+ Q% C% C
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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. 7 B+ ^/ A' q! k& i: e$ S
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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.   t$ E: {, j( {: X3 V
Load up a save and play a few turns. Let me know if you have any issues with it. ) F# M4 ^, t3 S
Also, try using tracker to see if the DLL still works. , C* [9 m3 Z9 M, _! {$ d
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Again, my warning:
5 d7 I0 f  M2 |3 \) BPLEASE 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)
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[1108c+] , D" [1 u6 X5 t: T8 }0 G
Fixed Rebuilt LCUs tended to use wrong PP cost on the first display, esp component units. , T' z# f8 T4 {( A0 R
Revised restore of report files from save
! l$ t5 t5 s7 fChanged Added group withdraw date to all split sub-groups, not just permanent withdraws ! E: p. a* M& n
Fixed 'buy-for-supply' ships remained at 1 day delay - n# U, K1 ~: O0 b
Fixed Error in Kamikaze determination in Flak Attack & X6 b: y6 u) @& k: C# A
Fixed Kamikaze training not affecting low naval bombing
) F$ C0 H" C/ [Fixed Transferring pilot to group of different type losing 0-10 points off skills, rather than +/- 5 / `5 B: k5 a  ]  c$ j4 m
Changed Pilot experience hit based on category rather specific air type 4 E+ h1 Y' i: ]: }
Changed Added more off-map checks to better handle the TF's 'Return to ...' buttons % m3 ?& m2 q1 p# U% M" }6 Z

% w' |' `& P! E- l/ k[1108d] ! M! U8 ]1 }; d6 U  ^( ~
Fixed Removed ships under repair/conversion from AV support total
% v4 S8 {5 R! O5 \5 B( JFixed Ground attacks against land units in friendly base hex could default to 'Commander Discretion' & X1 a) S( p0 Q- e) ]2 i8 z+ n
Changed Re-enabled limited on-map routing for off-map TFs ' o6 e8 S( L  k+ \" Q2 Z' q
Removed Disband check for resource/oil that was added earlier as can be worked around ) x8 ?. v# `6 _, C! u) x7 U
Fixed Allow float planes to transport troops to coastal bases - allowed selecting but did not always make the move
- p+ u$ x; R& MChanged Night missions on list using BLUE rather than BLACK
3 }4 `1 f, M% g: @Changed Halved the 5-day resource requirement/stockpile to 2-day. Added earlier in patch to help with resource distribution ) R" S9 S) O% M4 Z2 b6 h( V. K' E) E' p
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[1108e] $ F' J* a/ Q4 c6 [+ D" V
Changed Arriving LCU units were building more than needed devices if not enough in device pool 7 z! r6 t! O9 P9 b. t
Fixed Was returning wrong Allied device to pool on LCU device upgrade ( L0 K! @8 P1 j, M: b
Fixed Tried to align weapon and TOE for units without formal TOE before taking replacements; wrong numbers could be happening
0 a$ b8 b0 U& @' O" O- Y2 T. }% _Changed Adjusted off-map entry point for way-points + Y& B1 K- V& b0 r8 X
Fixed Altitude not being changed on some dive bomber attacks in AAA 0 B2 a% _. i5 ]& R6 ~4 H- x1 l
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[1108f] ' H/ \2 g9 w6 D* G. T
Fixed Auto convoy returning resource/oil to home base when not required to , {2 N9 x' c6 s7 h0 e9 U# O
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 $ y) j9 S" X4 U/ ^
Fixed CTD when checking groups on withdrawing ships : H/ |( P5 f, W( ]2 T. ]; K
Changed Restored image files for centre windows
: b$ u+ m) H; `1 x, qFixed Extend packing time and operMode to combining editor components of parent LCU , E4 q9 m! g$ ^/ t* @+ i
Changed Vary DL for base created TFs, use same DL for TF split
/ R. m! S* Q5 P, EFixed Leader of delayed group being re-assigned continually
2 g* t1 P, O: h7 Z$ XFixed HQ check so that first HQ is included ( T1 p% t3 T# k% T8 V

% Y+ ?5 Q% v( E" G$ s& `[1108g]
7 [5 y! S' f: S, B5 X3 x3 t: zChanged Update device in TOE when changed in order to fix land replacements ( d5 \0 \. R! A6 S) Z
Fixed Return cargo for CS or AC not checked if home base and current base are the same # C/ y! h+ i  ^* F" ^
Fixed Force TF to use offmap if incorrectly set due to changes of destination ' H7 w8 Z7 F7 g9 o# I/ P5 g0 t! u

/ I/ l% P3 G9 k9 x[1108h]
7 B; r& O. S$ q2 kFixed Adjust for non-mine device being in special mine slot [#9] for sub minelaying
$ p$ n4 x: H/ d+ |Changed Force ships to arrive at national base if original location is not valid to form TF; stop ships arriving at 'land-locked' base * Y8 K$ M& x* Z" R( q  P
Fixed Group leader who is a pilot was losing the link under various conditions. Corrected conditions and added correction code
2 W6 R) |' F& O3 dChanged Allow 'independent' commands to change without cost to another ) ^* z( o' N" h  N6 X' y( I# I

: @/ _0 ^) V* ]) m6 J[1108i]
1 F! n- Y9 T- m% f% {/ b( `3 ?/ @% 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. # b7 Y0 Y$ Z8 O$ K9 S3 F* T
Fixed Japanese production was over-producing upgraded devices for LCUs ' l0 s; R; G! \: V
Changed Ship display of ARD shows lift capacity
5 K3 z4 k' C, gFixed Sub-units not having withdraw delay decremented
" n9 A: N& x3 g' r1 g0 P4 ^7 vFixed Updated offmap checks for home base
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[1108j]
# \8 x4 C* S5 u# o( [: _Fixed Issue with carriers in range code; could cause data corruption   v  x1 P: W  h' l4 k6 t/ ]! I% \1 f+ x+ y
Fixed Not all TRACOM pilots showed in lists   s! e6 B1 b; b, ~. T5 |2 j% r& p- f) n
Fixed Limit retreat after meeting TF surface combat to actual combat   N7 O7 P/ b8 B1 ]4 y
Changed Removed endurance limit on PTs that limits attacks # ^! z# e9 R+ V+ s
Fixed LCU weapons being changed by AI code sometimes when LCU is human controlled 3 c8 S7 J2 c0 O6 ^
Changed Defer device upgrade of LCUs with fragments existing; causes errors in devices when swaping to parent or merging with other fragments/parent
! X. X0 q" |0 Y# d/ Y9 kChanged No TF unload if 'do not unload' set regardless of status of ship cargo handling
- o: w! P) \6 O3 Y4 YFixed 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。  }. n& ]1 Z9 T. _' ~" x2 M
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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