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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
! y6 t  R0 c5 H0 f7 E9 Chttp://www.matrixgames.com/forums/tm.asp?m=27295801 \+ \8 E# j- s) p2 v/ c
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. : ^# Z/ B# ^! W+ w# {/ u  K

% l' S% h( `$ HThis 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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& T; ]9 p1 U( ]) wPLEASE DON'T USE THIS EXE FOR YOUR REAL ON-GOING GAMES AT THE MOMENT PENDING MY FINDINGS ON HOW SUITABLE THE NEW EXE IS. 1 O- {. `% W. _# n* U( R6 q( k& R% ~3 v

7 b9 B. t/ O, w# Y$ U& d  W' yBackground:
* I0 U3 g+ X5 WLast month my development PC had a meltdown while I was working on changes since the last released build (02). % o8 g* p. Z8 Z, L$ w9 S/ g9 \
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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: |1 Q7 C( ~6 S" ~& cThe build works fine on my PC, but then it is also the one that created it. 7 P* d, L, A$ ~
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. * C% J# a+ f. ]- g! g& c+ K

2 B$ W4 h" H6 h. Q0 aAs 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.
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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.
+ m* Y, X4 X$ ~Load up a save and play a few turns. Let me know if you have any issues with it. 3 R4 C+ g& W& i3 I2 V
Also, try using tracker to see if the DLL still works.
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: U. T( F" f, C) ]- C4 [* V6 A% \Again, my warning:
7 O+ D9 u/ X# G: i8 \, i* UPLEASE DON'T USE THIS EXE FOR YOUR REAL ON-GOING GAMES AT THE MOMENT PENDING MY FINDINGS ON HOW SUITABLE THE NEW EXE IS. 6 ?' v9 w0 g+ t! ~# \, A  I/ p3 N2 x

, p* u; |: ^! r1 j$ |5 b& }Here is a list of the additional changes since 1108c (build 2) " R, L* J, P% L
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[1108c+] 8 n3 X+ a  Y( W1 }9 R
Fixed Rebuilt LCUs tended to use wrong PP cost on the first display, esp component units.
* j/ ]2 g9 O9 {, g6 u9 PRevised restore of report files from save : R# |! B2 y( L+ Y+ L
Changed Added group withdraw date to all split sub-groups, not just permanent withdraws 8 m# Q; c* w) Z
Fixed 'buy-for-supply' ships remained at 1 day delay
: ?- m4 f! u. `7 A0 p+ dFixed Error in Kamikaze determination in Flak Attack % `6 k/ z+ p" F' M- F/ l
Fixed Kamikaze training not affecting low naval bombing ; [, p2 h! M& J1 l2 A6 U
Fixed Transferring pilot to group of different type losing 0-10 points off skills, rather than +/- 5
0 W+ M! J- \8 [# F/ d# B5 xChanged Pilot experience hit based on category rather specific air type 7 ]* t  Q8 Z5 ?% P7 ^4 j7 O
Changed Added more off-map checks to better handle the TF's 'Return to ...' buttons ( d. z9 t  t2 A7 L8 r

) h  Q& [! L7 ?& J1 @3 e[1108d] $ F, D" m  y& ~7 Q
Fixed Removed ships under repair/conversion from AV support total
7 E! @& I( V. l2 ]Fixed Ground attacks against land units in friendly base hex could default to 'Commander Discretion' ( [! D" }6 _8 z
Changed Re-enabled limited on-map routing for off-map TFs
- M" Q% Y4 F; n9 WRemoved Disband check for resource/oil that was added earlier as can be worked around
; V9 \8 K, F7 H: L6 RFixed Allow float planes to transport troops to coastal bases - allowed selecting but did not always make the move 7 X$ N" A* h# ~. N
Changed Night missions on list using BLUE rather than BLACK 8 Q9 P  l% I, a( P# T2 s
Changed Halved the 5-day resource requirement/stockpile to 2-day. Added earlier in patch to help with resource distribution
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[1108e]
, M  N# v$ |: `! H  j9 W1 gChanged Arriving LCU units were building more than needed devices if not enough in device pool
; u6 j. a2 i- V/ H0 S$ I: m5 f9 xFixed Was returning wrong Allied device to pool on LCU device upgrade
9 Z0 E9 @0 e- _2 [8 Y; W9 ]Fixed Tried to align weapon and TOE for units without formal TOE before taking replacements; wrong numbers could be happening
$ k, l  v9 J5 r& IChanged Adjusted off-map entry point for way-points - Y$ w3 z4 G* }4 V0 x- _
Fixed Altitude not being changed on some dive bomber attacks in AAA 4 u- e9 }( Q+ L' K" y$ D+ @& i
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[1108f]
* t1 Z  f" C6 x- a+ a9 {) gFixed Auto convoy returning resource/oil to home base when not required to
8 Z; ~9 _* K& `: D7 _: `6 J* K5 uAdded 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
5 ^6 X% {6 K8 a5 HFixed CTD when checking groups on withdrawing ships 0 u/ `6 \. X+ U6 Q! o
Changed Restored image files for centre windows 4 r# @3 d& W/ V+ E; ^; V- I( g
Fixed Extend packing time and operMode to combining editor components of parent LCU
8 h: {  p: z6 }Changed Vary DL for base created TFs, use same DL for TF split
" P. |  i) t/ q" ?+ K/ e; [Fixed Leader of delayed group being re-assigned continually
$ @. {, S* ^7 d( M" f; _Fixed HQ check so that first HQ is included
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9 t3 K' {8 Z  J  n# O3 j6 u[1108g] - P; I' P4 c6 r  O+ [: I0 p
Changed Update device in TOE when changed in order to fix land replacements
* {# W/ G/ G9 O& LFixed Return cargo for CS or AC not checked if home base and current base are the same
/ m8 X5 z+ k, JFixed Force TF to use offmap if incorrectly set due to changes of destination
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* A/ r$ U# y7 z[1108h]
* U3 u( V: v8 Z' p( pFixed Adjust for non-mine device being in special mine slot [#9] for sub minelaying # B$ f5 y; b9 n
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 J0 V6 N5 k. Q! p3 ~0 D
Fixed Group leader who is a pilot was losing the link under various conditions. Corrected conditions and added correction code
" _; r2 u9 |7 }/ F% o& J! D$ ~4 S' xChanged Allow 'independent' commands to change without cost to another
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[1108i] 1 A7 `- y2 B) \9 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. - p( k' M  i( O) j
Fixed Japanese production was over-producing upgraded devices for LCUs
( b! g( g. B: M8 k/ PChanged Ship display of ARD shows lift capacity
( L* y3 _7 m3 \+ K7 R/ ]Fixed Sub-units not having withdraw delay decremented
9 e  |) d% E( A! Z) a! N5 d8 q" Y  v+ QFixed Updated offmap checks for home base ' E3 S( G: z# q2 V
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[1108j] . g& m0 `/ k; ^7 P9 u* z( n+ W* }
Fixed Issue with carriers in range code; could cause data corruption 0 ~# T2 A& M& L$ W4 f( z7 l
Fixed Not all TRACOM pilots showed in lists
+ G% ?/ I4 k6 d: fFixed Limit retreat after meeting TF surface combat to actual combat # s$ _" G! s0 I0 G1 Z$ `' q; a
Changed Removed endurance limit on PTs that limits attacks ; L% K, o9 \4 r5 ^& A5 {
Fixed LCU weapons being changed by AI code sometimes when LCU is human controlled / W5 A- B: K9 y
Changed Defer device upgrade of LCUs with fragments existing; causes errors in devices when swaping to parent or merging with other fragments/parent ; ^2 x5 x) W3 F! H2 [& }3 v5 i6 l
Changed No TF unload if 'do not unload' set regardless of status of ship cargo handling & |: `% x& X1 R. c
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。/ }: U( i0 J7 d; J6 P8 j. o
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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