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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
* j) ]9 c- l$ b6 o! }. ^; k/ q; xhttp://www.matrixgames.com/forums/tm.asp?m=2729580
7 L3 K; I1 o* c! t5 }! `# VThis is an unofficial "short-term" beta install. 2 |9 f: z' v$ M0 I
Short-term being the appropriate term as this thread may be removed after a few days. ' d# F, ^" I& 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. 6 ?+ A4 d* ^/ k8 ^5 o0 p

. G/ v' L0 f* I8 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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/ `1 ]' m: m% u( J; L2 SBackground: - u9 m, F7 F8 V+ R2 |
Last month my development PC had a meltdown while I was working on changes since the last released build (02). ) }) o' y, l0 i
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.
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* d8 q8 G! d( F5 H/ y& |6 U; u: c/ dThe build works fine on my PC, but then it is also the one that created it. 8 V; D: H, G0 |# {4 Z  p# ?: e" d1 k
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. 1 E/ _# o$ b1 s
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As a result, I need to be 100% convinced that the new code will run on existing installs of AE. . Q2 N/ p1 ]7 e) W

; B8 |8 i( I) J. d1 UI 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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2 S% z! C: P) S, c5 j; BI 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.
& f$ M$ }5 a3 N* i+ ^: vLoad up a save and play a few turns. Let me know if you have any issues with it. 7 G! ~3 D+ u& w) B) D
Also, try using tracker to see if the DLL still works.
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& U9 F) I- D- L0 W) ~) c, m* f2 JAgain, my warning: ( D# ?& Y6 \7 n# V* f9 V
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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  B( N5 q. A; G1 \9 kHere is a list of the additional changes since 1108c (build 2) ) g7 X( e/ r: f4 N4 l( r% K

1 p- \* }% F- Z" _1 x2 ~[1108c+] 8 ^8 Z# w+ N2 i+ n+ w
Fixed Rebuilt LCUs tended to use wrong PP cost on the first display, esp component units. 4 ^0 K7 Q( X* e( R
Revised restore of report files from save
* u  Y( U& B; ]. {Changed Added group withdraw date to all split sub-groups, not just permanent withdraws ! F3 w0 A9 Q7 o' S! V2 J8 n- S
Fixed 'buy-for-supply' ships remained at 1 day delay 5 J; J% B8 T( J: N4 D( e9 A0 n
Fixed Error in Kamikaze determination in Flak Attack + {$ c4 ?6 R1 v& U1 i
Fixed Kamikaze training not affecting low naval bombing : _8 d. U7 s% W3 y3 }- a3 \. Q) Y
Fixed Transferring pilot to group of different type losing 0-10 points off skills, rather than +/- 5 . v" K( Z* }0 N
Changed Pilot experience hit based on category rather specific air type
/ e/ t% q0 H- S9 g* t1 ]. uChanged Added more off-map checks to better handle the TF's 'Return to ...' buttons 2 ^6 z8 l4 A- s- X3 m$ ?

+ C' @" L# X3 S! c6 W' r[1108d] " z* \+ F; ?4 _; v- b8 P! u
Fixed Removed ships under repair/conversion from AV support total
' [; W4 `* u, x9 DFixed Ground attacks against land units in friendly base hex could default to 'Commander Discretion'
/ Q0 O  O8 ?' ?9 BChanged Re-enabled limited on-map routing for off-map TFs ' ?1 _# Y2 b  J- L7 U
Removed Disband check for resource/oil that was added earlier as can be worked around
( n0 l% h! j0 e6 G9 b: AFixed Allow float planes to transport troops to coastal bases - allowed selecting but did not always make the move * p( [* z5 \7 ^  [5 [7 {8 x% E
Changed Night missions on list using BLUE rather than BLACK
' {* P# A! W9 q0 q$ m2 [; O9 QChanged Halved the 5-day resource requirement/stockpile to 2-day. Added earlier in patch to help with resource distribution   ~' J$ l- k3 D" d/ J
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[1108e]
0 u5 B& \% S6 q# @0 BChanged Arriving LCU units were building more than needed devices if not enough in device pool
4 f3 R8 K$ d6 z5 d+ F( ?Fixed Was returning wrong Allied device to pool on LCU device upgrade
6 ~+ c9 Z( j* p9 O- |5 XFixed Tried to align weapon and TOE for units without formal TOE before taking replacements; wrong numbers could be happening 2 u- L/ ]6 o7 n4 |
Changed Adjusted off-map entry point for way-points # [. b( g5 P8 X; O8 e
Fixed Altitude not being changed on some dive bomber attacks in AAA * ]  [/ x) E9 y) Y. L0 d
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[1108f] 5 Z. e7 ?! E: B" p6 t
Fixed Auto convoy returning resource/oil to home base when not required to
$ E! K! G$ T% U& f: q* ~) B  WAdded 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 # C% p) ]% m7 p/ H
Fixed CTD when checking groups on withdrawing ships " {% ~! n0 Y5 U0 v3 M' k8 j' n2 i
Changed Restored image files for centre windows ! M. m7 ^( h: @0 I! T3 ~
Fixed Extend packing time and operMode to combining editor components of parent LCU
1 }9 M' ~, v: p3 n1 @Changed Vary DL for base created TFs, use same DL for TF split
! N3 ?, F+ k) k: bFixed Leader of delayed group being re-assigned continually
& B4 _  z% Q, o4 AFixed HQ check so that first HQ is included & z4 w7 K& Z! V# k7 \* W
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[1108g] ; f+ M5 `1 t* b  X9 b
Changed Update device in TOE when changed in order to fix land replacements
& l# I" u% i/ I' mFixed Return cargo for CS or AC not checked if home base and current base are the same 7 p* _2 t! h7 E% a+ }
Fixed Force TF to use offmap if incorrectly set due to changes of destination
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! T( F: H4 G- A! [[1108h] 3 I+ X. Y0 x, T3 [
Fixed Adjust for non-mine device being in special mine slot [#9] for sub minelaying
3 C! E$ Y- Y1 c1 S8 sChanged Force ships to arrive at national base if original location is not valid to form TF; stop ships arriving at 'land-locked' base
+ b: B4 D" U& J  Q' j8 y9 z% T$ e  JFixed Group leader who is a pilot was losing the link under various conditions. Corrected conditions and added correction code
# s2 {1 [( a! D6 O, DChanged Allow 'independent' commands to change without cost to another
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8 \& q8 h  x  r7 d1 o[1108i]
' B. p' {$ w" y4 `5 M' zFixed 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. : `: b3 R$ u( g7 ^2 I4 E- l
Fixed Japanese production was over-producing upgraded devices for LCUs ; ~$ S' B# Q; a# R0 R+ w
Changed Ship display of ARD shows lift capacity   y! t" [, z" |: e2 T- }- s, f' g
Fixed Sub-units not having withdraw delay decremented
) [  E. G) @/ O9 [Fixed Updated offmap checks for home base " y/ }( B0 w; e1 _( e

: `: Y8 v) P! _' x) s5 t7 C- ?[1108j] * l7 \( S  J  R6 H
Fixed Issue with carriers in range code; could cause data corruption ( f3 c1 t% N  w% A8 W
Fixed Not all TRACOM pilots showed in lists
% t5 X- b$ e( P7 [Fixed Limit retreat after meeting TF surface combat to actual combat * g, E6 }# Z& f
Changed Removed endurance limit on PTs that limits attacks
! f9 W# T8 ^9 i0 uFixed LCU weapons being changed by AI code sometimes when LCU is human controlled
/ d; `+ X/ g/ o+ H4 ?2 bChanged Defer device upgrade of LCUs with fragments existing; causes errors in devices when swaping to parent or merging with other fragments/parent
2 e* O0 j8 Q8 Y6 Q( TChanged No TF unload if 'do not unload' set regardless of status of ship cargo handling
$ t5 P# q) {4 [; S2 |0 g5 d2 tFixed 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。
( H7 }3 |# R- N/ G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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