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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
2 r- t/ U2 B% |0 a7 D! N+ s6 m7 Lhttp://www.matrixgames.com/forums/tm.asp?m=2729580
* q9 v0 t# N( u/ L* fThis is an unofficial "short-term" beta install. 1 N3 h$ v* `2 t, H( [1 _7 s3 h! c
Short-term being the appropriate term as this thread may be removed after a few days.
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+ z& z- M  |4 S- t: c; ]' s9 pThis 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. 0 p1 [1 A7 J0 K* [
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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.
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( J0 E) m6 b9 ~9 C5 q8 yBackground:
# R$ H# h; H( `' c2 ]2 O  LLast month my development PC had a meltdown while I was working on changes since the last released build (02). 8 N! s9 a' A# f8 s* 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. % G" p* g$ y& y# u! s& q4 c
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The build works fine on my PC, but then it is also the one that created it.
6 G# h9 i% ]8 s3 D$ 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. - O2 p8 M5 X* u9 v, a  N
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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. * N! f4 ?) g  k$ N  ^1 O

" \+ O# V+ u# I0 c1 h2 x) ]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.
1 S1 c& z8 r. rLoad up a save and play a few turns. Let me know if you have any issues with it. % k, M' I- j! ], r; R4 t* Q: L
Also, try using tracker to see if the DLL still works.
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; E: U* Q- e# b8 c8 B! ]Again, my warning:
: V* {& l( Y; B0 c& p$ PPLEASE DON'T USE THIS EXE FOR YOUR REAL ON-GOING GAMES AT THE MOMENT PENDING MY FINDINGS ON HOW SUITABLE THE NEW EXE IS. : K7 N  E3 m2 R) O2 X/ m- {8 f9 M

  |  z& R( O: VHere is a list of the additional changes since 1108c (build 2) . j% z3 R3 J$ y. U

1 G- Q: `3 z3 J4 T: x5 s' b[1108c+] 7 U+ h( U. a& ~, k9 m7 h4 j
Fixed Rebuilt LCUs tended to use wrong PP cost on the first display, esp component units. / n, ?$ i! r4 [
Revised restore of report files from save
3 @6 m, M! B8 A6 `Changed Added group withdraw date to all split sub-groups, not just permanent withdraws
  U- X% W+ N+ ~* D: N$ J$ QFixed 'buy-for-supply' ships remained at 1 day delay 0 O, B) ^/ n9 v9 f& q. [
Fixed Error in Kamikaze determination in Flak Attack
' o# }) y' Y! B! x  SFixed Kamikaze training not affecting low naval bombing
+ b4 y! S1 P$ N5 W- [+ w6 l6 ?Fixed Transferring pilot to group of different type losing 0-10 points off skills, rather than +/- 5
  t+ J+ |5 `  HChanged Pilot experience hit based on category rather specific air type 9 V$ d  L: Z3 n4 i
Changed Added more off-map checks to better handle the TF's 'Return to ...' buttons , ]- w+ T. _& X- y  R2 G
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[1108d] # i9 Z5 ~! Q! h$ x% y) O
Fixed Removed ships under repair/conversion from AV support total
8 Z9 Q3 Z1 Y3 x" |/ M  NFixed Ground attacks against land units in friendly base hex could default to 'Commander Discretion'
$ r3 L7 K5 @/ b6 D' v  a3 ZChanged Re-enabled limited on-map routing for off-map TFs
) H, O# N& _1 L, L8 D# lRemoved Disband check for resource/oil that was added earlier as can be worked around - h' b2 i* v- c$ K: h/ ~0 s: z; P
Fixed Allow float planes to transport troops to coastal bases - allowed selecting but did not always make the move * q- Y7 w: u: C3 E' G
Changed Night missions on list using BLUE rather than BLACK
* f5 _3 g; k: m) H; t" s: dChanged Halved the 5-day resource requirement/stockpile to 2-day. Added earlier in patch to help with resource distribution 8 {  N' r7 A3 G; `1 l

0 Z/ H5 ~' k; ?7 |. @# e1 y[1108e]
( q, s* D1 f5 k9 Z0 BChanged Arriving LCU units were building more than needed devices if not enough in device pool ) A3 K# J8 z( [- N' y" q
Fixed Was returning wrong Allied device to pool on LCU device upgrade
- i2 T4 M5 e2 S/ P8 S# y1 pFixed Tried to align weapon and TOE for units without formal TOE before taking replacements; wrong numbers could be happening
, y1 j% r- K$ r( U7 `2 yChanged Adjusted off-map entry point for way-points ' G  Z3 v4 b7 q0 Z1 q+ k
Fixed Altitude not being changed on some dive bomber attacks in AAA " s( U2 Y( x+ T! s# r% r* `

, }* ]+ R" e( }! f0 B[1108f]
, s( O5 L& b. R/ |4 EFixed Auto convoy returning resource/oil to home base when not required to 6 A) ~$ X1 b" a" x5 p
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   V" o+ Z* x: e; s2 q6 F
Fixed CTD when checking groups on withdrawing ships
$ a4 b$ p/ C' AChanged Restored image files for centre windows 0 t( W, c' ^: t; J6 _
Fixed Extend packing time and operMode to combining editor components of parent LCU 5 Z5 {4 j$ }1 n6 L9 Y; n9 C
Changed Vary DL for base created TFs, use same DL for TF split . M7 j; ?' j# O8 d% h5 ]
Fixed Leader of delayed group being re-assigned continually % Z: f0 R3 z- W: y$ F1 Q, D9 Y. {  Z
Fixed HQ check so that first HQ is included " ]  q& \  M% _
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[1108g] 5 i6 j3 A1 m/ E9 l$ F/ d$ y
Changed Update device in TOE when changed in order to fix land replacements
- r. d+ S. d2 G0 K3 \8 [Fixed Return cargo for CS or AC not checked if home base and current base are the same ) W, S  q3 v: M+ m  f' _
Fixed Force TF to use offmap if incorrectly set due to changes of destination
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[1108h] 5 O/ i, r; w) t! V  C7 o
Fixed Adjust for non-mine device being in special mine slot [#9] for sub minelaying
. z7 |- D2 N8 Q2 {! C: ZChanged Force ships to arrive at national base if original location is not valid to form TF; stop ships arriving at 'land-locked' base
! e( g0 G; I8 |1 _0 UFixed Group leader who is a pilot was losing the link under various conditions. Corrected conditions and added correction code
1 f2 U9 x' m' O0 U- sChanged Allow 'independent' commands to change without cost to another
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[1108i]   C- W) a$ g; x( w5 S( _3 ~$ U
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.
! A: b7 [$ ?" a- O0 \! V7 vFixed Japanese production was over-producing upgraded devices for LCUs & I& |8 C& D  ~" e( ^
Changed Ship display of ARD shows lift capacity ! u  X# b" W) E% v
Fixed Sub-units not having withdraw delay decremented , {, D7 |, d& i( r: V8 A- k' ]
Fixed Updated offmap checks for home base   @" {% ?7 A# h% y- S# I! o
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[1108j]
9 Z# m2 x3 F$ A) kFixed Issue with carriers in range code; could cause data corruption / s( B1 Y/ z4 F4 @$ z- b/ W, d
Fixed Not all TRACOM pilots showed in lists
; k0 R% m& x  h* iFixed Limit retreat after meeting TF surface combat to actual combat
( D& G/ ~+ G, o* x% I" \Changed Removed endurance limit on PTs that limits attacks 8 F, U, o; E* W& f- \, |
Fixed LCU weapons being changed by AI code sometimes when LCU is human controlled 3 j/ W$ w5 o/ T, w& I+ C
Changed Defer device upgrade of LCUs with fragments existing; causes errors in devices when swaping to parent or merging with other fragments/parent 1 f" y) J( Q; c. Q5 z. ~, P4 r) O7 ^
Changed No TF unload if 'do not unload' set regardless of status of ship cargo handling , ]; p4 Z* M. O$ P7 d
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。2 o5 a3 q0 @0 d5 L# T6 v, T+ l
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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