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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
* u, s& }; F6 ~: `- hhttp://www.matrixgames.com/forums/tm.asp?m=2729580
; p+ }( w! N5 a; [$ W- ]% [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. 2 P: R- s1 P+ y  [" i" g, e8 B

; ~2 ^) [: o6 |1 UThis 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. : z3 R4 K8 `* ^9 O+ U
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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. . [# ^: T$ g, B. J) ~9 J
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Background: $ V9 d& G* F' n! A! E
Last month my development PC had a meltdown while I was working on changes since the last released build (02).
; w0 {! ]. ~3 NAs 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. 9 ^9 O7 y) ]" 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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" `7 Y# A8 d. i3 wAs a result, I need to be 100% convinced that the new code will run on existing installs of AE.
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! N1 O7 L0 m1 v7 ^( ZI 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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  f5 h; L$ v6 z- dI 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.
, H; ]% B$ v1 w1 H5 L/ }/ WLoad up a save and play a few turns. Let me know if you have any issues with it. . p4 {& V) k* C2 j+ p4 n
Also, try using tracker to see if the DLL still works. 9 E# T. R& u8 J4 O) T' S
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Again, my warning:
' Q$ e# B4 {3 S, j) |0 mPLEASE 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) % Z4 L( o, n( u: X

6 E. H7 p1 ]: d* k% x1 A[1108c+] ! \# B0 B; R8 Z, Q" h! }2 V
Fixed Rebuilt LCUs tended to use wrong PP cost on the first display, esp component units. ; X. k0 r, Q$ N1 S. n+ `
Revised restore of report files from save
/ q7 X1 L$ C. M' u/ Z. X, s, {Changed Added group withdraw date to all split sub-groups, not just permanent withdraws ; y2 _. j! g% u& R2 ]8 y
Fixed 'buy-for-supply' ships remained at 1 day delay
: Z. @' e1 f# p- S9 I/ @) T" b; WFixed Error in Kamikaze determination in Flak Attack & B* Q0 x+ Z2 t7 K( Y$ c
Fixed Kamikaze training not affecting low naval bombing ; E- U. P1 q; p
Fixed Transferring pilot to group of different type losing 0-10 points off skills, rather than +/- 5
2 I; K; i8 n; U9 fChanged Pilot experience hit based on category rather specific air type - H5 L  u$ ?2 m% K4 a  b' Y7 V& Z
Changed Added more off-map checks to better handle the TF's 'Return to ...' buttons $ g6 n/ x0 [6 h$ e
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[1108d]
. @" n# u  Z( v6 AFixed Removed ships under repair/conversion from AV support total
* N% {; F1 A. m7 }- j3 F( Z: ^Fixed Ground attacks against land units in friendly base hex could default to 'Commander Discretion' 7 r8 y0 a! e+ i7 o3 H9 y9 y# ?4 x
Changed Re-enabled limited on-map routing for off-map TFs 0 z& L) }* `6 B- @' A
Removed Disband check for resource/oil that was added earlier as can be worked around
7 G9 h1 j9 M- I  z+ M1 hFixed Allow float planes to transport troops to coastal bases - allowed selecting but did not always make the move 4 R" i- s* q! s9 v; }' O3 r' n
Changed Night missions on list using BLUE rather than BLACK
5 f( {0 d9 I5 M- IChanged Halved the 5-day resource requirement/stockpile to 2-day. Added earlier in patch to help with resource distribution
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[1108e]
7 u1 w# f0 H; ~Changed Arriving LCU units were building more than needed devices if not enough in device pool
6 X0 H! W" v. D1 v3 W! S6 hFixed Was returning wrong Allied device to pool on LCU device upgrade # r$ q/ ~! O  G, [8 G5 A3 s" E7 b& g
Fixed Tried to align weapon and TOE for units without formal TOE before taking replacements; wrong numbers could be happening " v& x% @" B3 o2 ^; w* D- ~
Changed Adjusted off-map entry point for way-points
+ O  L- C8 K* j& @Fixed Altitude not being changed on some dive bomber attacks in AAA * _& ?0 M: B' \0 d3 |
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[1108f]
! U5 {: q' ^7 `) ]& |Fixed Auto convoy returning resource/oil to home base when not required to
+ E. v2 o' G3 s7 x$ 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 9 @4 A- Y- l. w" `5 K
Fixed CTD when checking groups on withdrawing ships : B2 I0 I* A1 P; P8 N
Changed Restored image files for centre windows % e, e0 \' x  ]# e1 v7 R2 U
Fixed Extend packing time and operMode to combining editor components of parent LCU 4 Z9 \. ^% E9 t7 l
Changed Vary DL for base created TFs, use same DL for TF split " g7 Z6 |) U- Q) _) g
Fixed Leader of delayed group being re-assigned continually
: }- L: V( b" u- u1 eFixed HQ check so that first HQ is included # R0 t! b! ~0 [
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[1108g]
2 z! ]2 |; t  H4 D. G' |  E7 `- FChanged Update device in TOE when changed in order to fix land replacements
, H9 a0 r, K6 {Fixed Return cargo for CS or AC not checked if home base and current base are the same
8 S! {7 {2 M9 YFixed Force TF to use offmap if incorrectly set due to changes of destination 4 k- j; U* K7 j
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[1108h]
. d" ~" W, [- y4 o2 cFixed Adjust for non-mine device being in special mine slot [#9] for sub minelaying
8 a& T; _5 G' Y6 [Changed Force ships to arrive at national base if original location is not valid to form TF; stop ships arriving at 'land-locked' base
& ]1 b: }5 o* A8 \* l* SFixed Group leader who is a pilot was losing the link under various conditions. Corrected conditions and added correction code 4 H* b9 \6 G( x; T
Changed Allow 'independent' commands to change without cost to another
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[1108i]
  D9 ?, f% u2 y6 w  i9 ]3 u' O4 f1 F5 yFixed 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. # g: c. r5 w- @/ N/ `2 {
Fixed Japanese production was over-producing upgraded devices for LCUs
1 W( D0 W3 q7 yChanged Ship display of ARD shows lift capacity
% u# O( @) `/ K+ ~  N9 d3 @0 {Fixed Sub-units not having withdraw delay decremented ( k5 I( Y$ U: s0 Q; _. s
Fixed Updated offmap checks for home base 2 ~8 z" q0 q# e4 E4 n" w) P+ V) f

; m( R; t1 R* R# W0 q8 d7 b3 `0 y[1108j] 3 R" E  h9 O1 `; b
Fixed Issue with carriers in range code; could cause data corruption
0 h4 v! M$ @3 t. E$ k2 @) tFixed Not all TRACOM pilots showed in lists
3 j7 V, |6 T1 |# |Fixed Limit retreat after meeting TF surface combat to actual combat
: a3 S& L, r$ p, P; T; E  a# |% S) GChanged Removed endurance limit on PTs that limits attacks % W7 e' v& {& f: S* l
Fixed LCU weapons being changed by AI code sometimes when LCU is human controlled
* V7 K- b+ X4 A. V( mChanged Defer device upgrade of LCUs with fragments existing; causes errors in devices when swaping to parent or merging with other fragments/parent ' i% J. W) g% h) A+ @, y
Changed No TF unload if 'do not unload' set regardless of status of ship cargo handling " I( \% b4 l  R/ T$ m
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。
. F7 _! F; \$ ?. {4 a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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