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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3 F' Y" D) e2 Y# C
http://www.matrixgames.com/forums/tm.asp?m=2729580% ]; G7 X1 n% w9 u) E2 i# x
This is an unofficial "short-term" beta install. * a/ T! ~# R3 z( d; f. N2 F' f
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. # J/ h/ \% {! }4 {0 P9 n$ O

. S: s/ K6 u# y0 ~7 rBackground: 2 F, b; @) E  t2 Q: w  b* p
Last month my development PC had a meltdown while I was working on changes since the last released build (02).
, J! f& H3 x; d( m- N2 N* r& S# l2 dAs 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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The build works fine on my PC, but then it is also the one that created it.
; U& y. M+ b& u: o7 E7 o, sA 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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0 M1 }1 s2 [2 N9 W! a1 J! GAs 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.
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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. & z* D: W7 r$ P! Z9 g3 l& a
Load up a save and play a few turns. Let me know if you have any issues with it.
7 ~3 a" _6 A: ?% [$ U) i. h2 n8 v, RAlso, try using tracker to see if the DLL still works. ; T2 p2 I2 D5 ]0 N; {) j) m7 [
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Again, my warning:
9 B, l& a+ T; ePLEASE 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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# K' m. K: D# e# G+ O4 ?Here is a list of the additional changes since 1108c (build 2) 9 G2 [2 a; O  c$ r0 e) ]5 u  f
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[1108c+] 1 L- ]: {9 w5 N: r% h% R0 v
Fixed Rebuilt LCUs tended to use wrong PP cost on the first display, esp component units. - W  g! Z! ]! p+ D, Q" F2 v
Revised restore of report files from save
/ p3 h/ ^! R% }Changed Added group withdraw date to all split sub-groups, not just permanent withdraws
! y, ?  H6 k& X8 R0 S& C$ TFixed 'buy-for-supply' ships remained at 1 day delay
' Y; X8 ^2 D* y) ]! h! h  NFixed Error in Kamikaze determination in Flak Attack 7 V& X4 `$ `) P* N, `+ w7 b/ y
Fixed Kamikaze training not affecting low naval bombing
4 f4 ^) p# y# g# `$ \+ T! sFixed Transferring pilot to group of different type losing 0-10 points off skills, rather than +/- 5
$ d& p' E1 c- D3 J' QChanged Pilot experience hit based on category rather specific air type
% p3 W/ u$ p( z3 L$ v; I# a; ]Changed Added more off-map checks to better handle the TF's 'Return to ...' buttons 4 Y! X/ _! k8 Q/ v$ O
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[1108d] ) Q& I5 \6 `/ {& P$ U# W3 j6 R
Fixed Removed ships under repair/conversion from AV support total
) w! ?: [) A5 R5 UFixed Ground attacks against land units in friendly base hex could default to 'Commander Discretion'
8 S" k5 j+ R8 o! p  ?Changed Re-enabled limited on-map routing for off-map TFs
$ @/ V9 a3 h1 W/ \1 Q6 ]+ TRemoved Disband check for resource/oil that was added earlier as can be worked around : C; C  r; f7 Z) y
Fixed Allow float planes to transport troops to coastal bases - allowed selecting but did not always make the move : X$ ~$ `( d$ e
Changed Night missions on list using BLUE rather than BLACK # C5 ~9 F- b6 H+ ?+ p% E
Changed Halved the 5-day resource requirement/stockpile to 2-day. Added earlier in patch to help with resource distribution 5 h* r1 c" P5 i) V6 |' V
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[1108e] % y2 D% h$ q0 h2 s) y! V
Changed Arriving LCU units were building more than needed devices if not enough in device pool 1 G* t* \7 t* t8 L
Fixed Was returning wrong Allied device to pool on LCU device upgrade
( G0 k& U2 n  EFixed Tried to align weapon and TOE for units without formal TOE before taking replacements; wrong numbers could be happening
6 Q2 I- S* b9 E" u0 \1 d. RChanged Adjusted off-map entry point for way-points
7 v0 u9 J# v# F: U0 P. E! T4 ?Fixed Altitude not being changed on some dive bomber attacks in AAA
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: y0 L, X7 A; c[1108f]
& ?0 p8 l8 q4 c) w0 V$ IFixed Auto convoy returning resource/oil to home base when not required to   J8 l+ O1 @2 r8 n- c
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 2 y; k+ \% y: R/ v' C1 h
Fixed CTD when checking groups on withdrawing ships ) N9 _  |1 w7 n. o; x( P$ O
Changed Restored image files for centre windows 9 K% i/ H6 c9 H7 r4 I, @' D) T" L
Fixed Extend packing time and operMode to combining editor components of parent LCU
" q! f% `/ ]" r# EChanged Vary DL for base created TFs, use same DL for TF split 8 W, I8 J* d4 H* k6 K/ c
Fixed Leader of delayed group being re-assigned continually
2 E" u! G8 q( H, RFixed HQ check so that first HQ is included : o3 A; w1 [3 k# g# m( U

- c/ y, B9 ^& N% Y7 @0 i1 K6 S[1108g]
5 K, {3 o2 c! Y- V6 B9 ?% C/ [Changed Update device in TOE when changed in order to fix land replacements * M1 A, @8 @; h- R
Fixed Return cargo for CS or AC not checked if home base and current base are the same
$ v: G. P9 J! L1 @2 {+ l/ HFixed Force TF to use offmap if incorrectly set due to changes of destination 3 I2 U- B$ N0 R# F* P. a

6 r6 J& `; q7 H& T6 [: a: I5 L8 |8 w[1108h]
# c; }! v' g" }) L( X& t# c; K2 zFixed Adjust for non-mine device being in special mine slot [#9] for sub minelaying
/ Q7 Z% I* `3 J. @8 D4 t0 hChanged Force ships to arrive at national base if original location is not valid to form TF; stop ships arriving at 'land-locked' base
+ [+ O. m- Y' P  BFixed Group leader who is a pilot was losing the link under various conditions. Corrected conditions and added correction code
  Z; U6 b/ q/ T8 ~0 RChanged Allow 'independent' commands to change without cost to another
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[1108i] ; s8 M; o! P2 c2 w9 r& ^
Fixed 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. 2 m3 B* T* W3 S. d
Fixed Japanese production was over-producing upgraded devices for LCUs ! V7 J+ s) c) }6 m
Changed Ship display of ARD shows lift capacity - V8 K$ q1 ]1 H% X
Fixed Sub-units not having withdraw delay decremented 7 B* @2 M+ I& T$ P$ j3 ]* o
Fixed Updated offmap checks for home base
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3 s. w2 \4 c/ _( M[1108j]
7 }! W3 H9 R8 X! LFixed Issue with carriers in range code; could cause data corruption
) L( X& \# Q7 ^( V. DFixed Not all TRACOM pilots showed in lists
) i( @- j9 E* n- m8 {" kFixed Limit retreat after meeting TF surface combat to actual combat
4 p8 V. W9 B8 v* G  ~. o# oChanged Removed endurance limit on PTs that limits attacks 1 y% q- Q' V' g2 t
Fixed LCU weapons being changed by AI code sometimes when LCU is human controlled ' j* N% Q2 i& I8 k1 z
Changed Defer device upgrade of LCUs with fragments existing; causes errors in devices when swaping to parent or merging with other fragments/parent 1 X4 X) D: @- E. k
Changed No TF unload if 'do not unload' set regardless of status of ship cargo handling   H. `  b* Q) 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。7 O& Q0 v- `& x/ ^1 e2 Q' j
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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