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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
' O" p! O1 d9 I" d3 Ehttp://www.matrixgames.com/forums/tm.asp?m=2729580
# I, ~7 o' S4 W3 E5 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.
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5 n' r8 k! |. J5 JThis 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. ! M* e0 e4 @( b1 F0 d5 S

3 H8 E# T$ e4 E& r8 aPLEASE 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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Background:
5 U& m+ a8 q4 N9 ~9 G4 SLast month my development PC had a meltdown while I was working on changes since the last released build (02).
8 O7 K. e. w0 q. J7 AAs 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.
# B7 j+ z/ ^7 b% ~* xA 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. & Q+ l) A, ?( [$ A
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As a result, I need to be 100% convinced that the new code will run on existing installs of AE. 0 ~. n5 Z# Z0 V% j  \# d

) x" [1 ]8 M3 r# qI 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.
3 u! Y: z! q8 A) w! _7 W: wLoad up a save and play a few turns. Let me know if you have any issues with it.
) Y; D  R! t# m; xAlso, try using tracker to see if the DLL still works.
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Again, my warning: . `3 _5 ]6 G" ?8 k" E; G
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; p) S' c0 p- W* G. \: W

- Z+ t8 K0 x: dHere is a list of the additional changes since 1108c (build 2)
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[1108c+] + O( h2 g3 o. O6 c2 _7 O
Fixed Rebuilt LCUs tended to use wrong PP cost on the first display, esp component units. 0 U0 G4 l/ |! S  C/ }$ C% _6 x: T
Revised restore of report files from save
# {  ^7 o* v! y8 B& U; _Changed Added group withdraw date to all split sub-groups, not just permanent withdraws
5 }& R4 z) ?! r& ~' n* e6 A4 HFixed 'buy-for-supply' ships remained at 1 day delay , y& [( O5 w7 A: U
Fixed Error in Kamikaze determination in Flak Attack % G# _! [- T/ u% }4 b- j
Fixed Kamikaze training not affecting low naval bombing
9 @2 i8 s, \: H5 h. b' m6 rFixed Transferring pilot to group of different type losing 0-10 points off skills, rather than +/- 5 7 ]4 \0 u: q/ c9 P1 Q7 D8 n0 W5 R
Changed Pilot experience hit based on category rather specific air type
7 Y% o/ w2 {" @% z% k6 V5 ~& j: f/ hChanged Added more off-map checks to better handle the TF's 'Return to ...' buttons + I9 o/ e# L% E7 V- i" P: `) v

! k) m, D; q/ M) a$ ~[1108d]
* R8 Z7 y* \: M( }- kFixed Removed ships under repair/conversion from AV support total 6 `. n4 V( J' A$ P' n
Fixed Ground attacks against land units in friendly base hex could default to 'Commander Discretion'
. e% e& ~1 }3 g1 ~1 P: u1 iChanged Re-enabled limited on-map routing for off-map TFs
' `; ^3 Q: Q4 Q% B+ F7 I) FRemoved Disband check for resource/oil that was added earlier as can be worked around
7 t! ?# |$ O4 [; ], kFixed Allow float planes to transport troops to coastal bases - allowed selecting but did not always make the move ) j' X! i" G" e- m
Changed Night missions on list using BLUE rather than BLACK 1 y+ U1 v6 |9 i4 u& `
Changed Halved the 5-day resource requirement/stockpile to 2-day. Added earlier in patch to help with resource distribution : c2 G# Q  A( n9 e% V4 W
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[1108e] , t. }0 a# C! \, _8 L; G; d. b
Changed Arriving LCU units were building more than needed devices if not enough in device pool
( D1 S& P0 f. MFixed Was returning wrong Allied device to pool on LCU device upgrade
1 F" H$ S& w! U* I7 r$ z( F' cFixed Tried to align weapon and TOE for units without formal TOE before taking replacements; wrong numbers could be happening
, s9 ~9 n( L* x, xChanged Adjusted off-map entry point for way-points
' m( h) t& m' c2 |Fixed Altitude not being changed on some dive bomber attacks in AAA
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3 k* _- H; S  [2 t[1108f]
$ H. o9 z1 U+ s3 J* y% P( EFixed Auto convoy returning resource/oil to home base when not required to 5 f9 `9 W$ L# V& x2 k
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
0 V3 ~1 _* y4 ~7 J  XFixed CTD when checking groups on withdrawing ships # _8 _6 }3 h. s) j
Changed Restored image files for centre windows + E6 E9 O* s6 y
Fixed Extend packing time and operMode to combining editor components of parent LCU 7 i$ D% r- Y  w7 `9 C9 I$ ?: t
Changed Vary DL for base created TFs, use same DL for TF split % ]% J% y  t" p' M: V' q" X
Fixed Leader of delayed group being re-assigned continually
4 J6 q! C" P, U5 m+ dFixed HQ check so that first HQ is included 0 x; z# t6 D% q
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[1108g]
$ I2 z- p- {: m; D4 M' u  oChanged Update device in TOE when changed in order to fix land replacements
, ]% D) P' f  x) {! L/ V- }9 EFixed Return cargo for CS or AC not checked if home base and current base are the same   o3 }- d3 i8 e! `/ ~
Fixed Force TF to use offmap if incorrectly set due to changes of destination
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[1108h]
0 C2 T. C& A. |+ EFixed Adjust for non-mine device being in special mine slot [#9] for sub minelaying
7 h9 {* |% A4 r8 BChanged Force ships to arrive at national base if original location is not valid to form TF; stop ships arriving at 'land-locked' base
7 V, e2 m* M3 v/ |% LFixed Group leader who is a pilot was losing the link under various conditions. Corrected conditions and added correction code
: P( N/ o6 h2 T7 o5 o6 U* i3 _Changed Allow 'independent' commands to change without cost to another
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[1108i] 7 ]7 X8 |1 h9 Z& X/ d1 q6 J
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. 5 V/ w; ]" I  R8 F
Fixed Japanese production was over-producing upgraded devices for LCUs * |: f& ?/ Q1 t: A5 r! h+ u- `4 o
Changed Ship display of ARD shows lift capacity / @! h- r/ V( o7 o) V" L9 l, v
Fixed Sub-units not having withdraw delay decremented
9 g3 \; z) l2 s9 bFixed Updated offmap checks for home base 4 L3 k- e, J7 e! Q9 V3 ]
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[1108j]
9 H& K7 e% L5 n' c" L9 t7 qFixed Issue with carriers in range code; could cause data corruption : F! n) z1 g% M6 p! C' z6 B
Fixed Not all TRACOM pilots showed in lists
: z0 D# |3 F$ q9 ^4 ^/ {& f, IFixed Limit retreat after meeting TF surface combat to actual combat
9 k8 f& s$ L- ?) J: O+ \$ F2 zChanged Removed endurance limit on PTs that limits attacks
/ _8 }3 m% e8 qFixed LCU weapons being changed by AI code sometimes when LCU is human controlled   C3 M1 d3 G3 Z" s; z7 F
Changed Defer device upgrade of LCUs with fragments existing; causes errors in devices when swaping to parent or merging with other fragments/parent
6 t1 f6 ]$ Y+ tChanged No TF unload if 'do not unload' set regardless of status of ship cargo handling 7 s  C* a. m2 S, `  Y
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。
3 |" Y, l$ Z; j0 e* o, C* 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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