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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
! B' Q- n' r1 y: e! a8 o% \6 Khttp://www.matrixgames.com/forums/tm.asp?m=27295802 `& |! \- C' j2 q0 b
This is an unofficial "short-term" beta install. + e. e, R1 E) b; g& m7 z
Short-term being the appropriate term as this thread may be removed after a few days. ; Z4 C5 W3 I# ~. W; Z
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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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" u1 v$ N0 [0 P" {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. 2 p! H) @2 J; ~  e; A3 z) P

- L" E! s; A0 u( ~Background: : h1 T1 r% i3 A' B: B
Last month my development PC had a meltdown while I was working on changes since the last released build (02).
; P5 B. ]1 l- c2 w: j7 yAs 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. 9 ^9 v: t9 n: s! }1 x# i- ~! k
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The build works fine on my PC, but then it is also the one that created it.
1 e# f( `! J* Q' m% 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.
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As a result, I need to be 100% convinced that the new code will run on existing installs of AE.   d7 o' ]) f. j- u: }8 m
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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.
: U5 G. g" y* d+ o1 W0 F5 O/ o; xLoad up a save and play a few turns. Let me know if you have any issues with it. $ m* T, y. c9 ~% }  O
Also, try using tracker to see if the DLL still works.
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Again, my warning:
5 S: v& i9 L) ~. {# \; ]6 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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5 N/ z: p$ e( V+ n& MHere is a list of the additional changes since 1108c (build 2) / `" ]' [3 P' j6 z9 l$ ]
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[1108c+]
! @+ u2 z! N5 w. s  D. bFixed Rebuilt LCUs tended to use wrong PP cost on the first display, esp component units.
+ {: C/ E( i/ P* h: kRevised restore of report files from save
( E! p( q; M) d2 UChanged Added group withdraw date to all split sub-groups, not just permanent withdraws
7 W) |7 T7 d( ?  M; z, tFixed 'buy-for-supply' ships remained at 1 day delay 0 `) l/ \: ~% q. O1 I
Fixed Error in Kamikaze determination in Flak Attack $ d% J+ a- {5 p2 V
Fixed Kamikaze training not affecting low naval bombing % Y8 H& j9 X9 R% ~0 C, O/ Z) J
Fixed Transferring pilot to group of different type losing 0-10 points off skills, rather than +/- 5 " U' u. f% j4 ?: a
Changed Pilot experience hit based on category rather specific air type ' Z+ m4 y) R8 o4 I! G" w
Changed Added more off-map checks to better handle the TF's 'Return to ...' buttons
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! f, T  B4 Z* L9 q[1108d]
' Z, l4 [' a$ a2 M, U7 `6 M; rFixed Removed ships under repair/conversion from AV support total " }+ M$ F% o, i: `5 n. G0 H( d
Fixed Ground attacks against land units in friendly base hex could default to 'Commander Discretion' / ]3 W) p6 |# ^+ ]2 P4 r, F4 y
Changed Re-enabled limited on-map routing for off-map TFs
3 N  r' r3 ^9 c+ V5 GRemoved Disband check for resource/oil that was added earlier as can be worked around : A# V; K9 s' i7 `" M7 |" [* @
Fixed Allow float planes to transport troops to coastal bases - allowed selecting but did not always make the move . P# K7 Y1 |/ e0 s' ?# k
Changed Night missions on list using BLUE rather than BLACK
; W: u$ A- n! o6 A2 y9 _Changed Halved the 5-day resource requirement/stockpile to 2-day. Added earlier in patch to help with resource distribution ' ?; ~; s4 y/ T, x' l8 z: X5 g
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[1108e] 1 \, [8 T& d  H4 a
Changed Arriving LCU units were building more than needed devices if not enough in device pool
3 P  R) d% a5 c+ W; oFixed Was returning wrong Allied device to pool on LCU device upgrade
, Q7 I' o. ~1 [Fixed Tried to align weapon and TOE for units without formal TOE before taking replacements; wrong numbers could be happening
4 ^9 {; p" E3 @* ]/ KChanged Adjusted off-map entry point for way-points
. P) g' N1 r6 v: @: q) m4 ]$ ]Fixed Altitude not being changed on some dive bomber attacks in AAA 9 A# E; b5 ]" G) O

( |/ ^4 \6 t9 G9 v6 `; G[1108f]
$ |5 _, v4 I/ r6 _, m- o; wFixed Auto convoy returning resource/oil to home base when not required to   T4 m( S; b7 w) u
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
. w8 I# T2 K$ |& IFixed CTD when checking groups on withdrawing ships / i  C& d( I2 f2 p6 d  T
Changed Restored image files for centre windows & @# u$ B% F; z1 b: y
Fixed Extend packing time and operMode to combining editor components of parent LCU ' F, x" a! R2 m- _2 u
Changed Vary DL for base created TFs, use same DL for TF split
- _; R; J% ^3 l) M3 G; \Fixed Leader of delayed group being re-assigned continually ! @5 F/ E: O7 `, m
Fixed HQ check so that first HQ is included
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2 U7 F3 }. }% d* Z7 C[1108g] 3 j9 A0 X1 V( a: F9 P4 V
Changed Update device in TOE when changed in order to fix land replacements
. t; N2 K3 P- r$ ~Fixed Return cargo for CS or AC not checked if home base and current base are the same & m  ]% U5 l4 x; Z- u. A6 ^
Fixed Force TF to use offmap if incorrectly set due to changes of destination 7 P6 [( v5 i& m$ z2 {

' C+ s# y- M2 N5 K[1108h] 3 `  ~8 M! P( P2 v, [
Fixed Adjust for non-mine device being in special mine slot [#9] for sub minelaying " ]$ _0 K$ S0 q* T, r
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 O* Z# Q0 j0 [/ BFixed Group leader who is a pilot was losing the link under various conditions. Corrected conditions and added correction code
6 k/ Y4 \* I. Q% v6 u  L$ g" HChanged Allow 'independent' commands to change without cost to another 4 R# Y; s3 B$ Q

" E! s4 y( P+ k, k( e/ H[1108i] 0 o0 U6 k+ R+ f  S9 M
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. # o( J- O' ~7 a/ N
Fixed Japanese production was over-producing upgraded devices for LCUs + S: u/ {- f  r. ^- ~8 a3 E7 F! o
Changed Ship display of ARD shows lift capacity : ?  a2 t  A( Q3 W! E& U
Fixed Sub-units not having withdraw delay decremented 4 i# {8 E( J7 L% p4 [" ?; N. y. f
Fixed Updated offmap checks for home base
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[1108j]
9 g. z# h& a$ s: A* j* L% tFixed Issue with carriers in range code; could cause data corruption ' d' H/ |. t1 Q5 Q6 d3 U
Fixed Not all TRACOM pilots showed in lists 5 S7 B. A' ^! {  }+ \
Fixed Limit retreat after meeting TF surface combat to actual combat 1 |3 U9 L; |! |: J
Changed Removed endurance limit on PTs that limits attacks
0 w6 v4 M4 w- f. `" qFixed LCU weapons being changed by AI code sometimes when LCU is human controlled
: C) E# f- o( U* C" bChanged Defer device upgrade of LCUs with fragments existing; causes errors in devices when swaping to parent or merging with other fragments/parent 1 N* N* B7 N5 E- Z9 J8 T
Changed No TF unload if 'do not unload' set regardless of status of ship cargo handling 7 P; b' n& s' ?; q( 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。
: d$ H5 `' N5 i( G' M" _" H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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