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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- g8 e9 u- B! E; k3 _
http://www.matrixgames.com/forums/tm.asp?m=2729580
% R( P: i/ J# ^8 ~" w7 ^" K0 oThis 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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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.   w6 D+ X8 [  p& b
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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.
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Background: $ n( I7 ?- Y! k. ?1 p3 ^' q5 I
Last month my development PC had a meltdown while I was working on changes since the last released build (02).
- N7 U5 a; d! J) M( ]6 l- V- 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 h! X# K8 _& z" WA 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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* M" U4 o1 R$ I) jAs a result, I need to be 100% convinced that the new code will run on existing installs of AE.
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2 y# ]& ~9 R, p/ PI 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.
7 O; h. F6 Z4 l  y- ?+ tLoad up a save and play a few turns. Let me know if you have any issues with it.
0 V% u6 X1 o0 \Also, try using tracker to see if the DLL still works.
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4 p1 t  H7 \# ^# LAgain, my warning: 0 i1 I) O4 @* @+ l9 H, U
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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Here is a list of the additional changes since 1108c (build 2)
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" l# S0 Q+ {9 X/ ?- c[1108c+] 8 m) D3 U! K6 E5 w1 b
Fixed Rebuilt LCUs tended to use wrong PP cost on the first display, esp component units.
+ `9 A7 R4 ^5 n9 |  p! |Revised restore of report files from save 5 w  _" E2 h. }+ H7 L
Changed Added group withdraw date to all split sub-groups, not just permanent withdraws
, \# i  f* l5 r: _Fixed 'buy-for-supply' ships remained at 1 day delay
/ R+ i  n% L2 o* qFixed Error in Kamikaze determination in Flak Attack
: |0 n, o' l, d/ I' zFixed Kamikaze training not affecting low naval bombing
- b: J& \: O1 O4 s1 H: TFixed Transferring pilot to group of different type losing 0-10 points off skills, rather than +/- 5 ! N+ Z$ z3 y$ }
Changed Pilot experience hit based on category rather specific air type 0 {# L5 r7 @6 @
Changed Added more off-map checks to better handle the TF's 'Return to ...' buttons , }5 J" Q& l0 W. C
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[1108d] 4 M3 @  [( Z9 g: k! o
Fixed Removed ships under repair/conversion from AV support total
* o# s; y  v, {Fixed Ground attacks against land units in friendly base hex could default to 'Commander Discretion' 8 R0 d3 A( `* b' ]8 q/ _
Changed Re-enabled limited on-map routing for off-map TFs ; k. d2 \8 U- I! L/ C6 F7 i9 z
Removed Disband check for resource/oil that was added earlier as can be worked around
# k' n; }# o3 w; g  a/ w; {8 a8 ]4 bFixed Allow float planes to transport troops to coastal bases - allowed selecting but did not always make the move - x& D) c/ ^$ Q# u  ~) n' `& b
Changed Night missions on list using BLUE rather than BLACK ' @* k% R9 G- _1 G- J# Y; a
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]
$ y# p- H5 ^/ cChanged Arriving LCU units were building more than needed devices if not enough in device pool
6 e5 ?2 {! j6 p1 F5 z) wFixed Was returning wrong Allied device to pool on LCU device upgrade $ A9 c8 b% R9 D' }' Q' k% ]3 k3 V
Fixed Tried to align weapon and TOE for units without formal TOE before taking replacements; wrong numbers could be happening ; J* F' n, ~4 Y) V* r+ z; H) W) J( x
Changed Adjusted off-map entry point for way-points # l5 Q  ]7 n/ K6 O3 m. ^8 C+ X* b
Fixed Altitude not being changed on some dive bomber attacks in AAA 1 ]7 F& ^2 y( _" z6 Q
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[1108f] % V# p" c! _8 f9 k
Fixed Auto convoy returning resource/oil to home base when not required to 7 U' F0 b3 }: j' T3 Q+ ?2 X
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 4 I  w+ Z$ K% ]4 R$ B7 Y- T9 r
Fixed CTD when checking groups on withdrawing ships   j. R( ~; A3 g0 r) h* \
Changed Restored image files for centre windows 0 A7 Z. G3 x$ M0 v' W$ {
Fixed Extend packing time and operMode to combining editor components of parent LCU
0 _. v" i9 o3 mChanged Vary DL for base created TFs, use same DL for TF split
3 X$ ~9 m& ^) l# i% |" u& k$ ~Fixed Leader of delayed group being re-assigned continually 4 T; U- |; l+ P6 [+ H9 L5 Z! f
Fixed HQ check so that first HQ is included
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[1108g] % w0 X+ {. `6 f
Changed Update device in TOE when changed in order to fix land replacements ; v3 U) |9 J' _; B8 N% i
Fixed Return cargo for CS or AC not checked if home base and current base are the same ! k$ J% q7 V  M6 [1 `5 w$ m
Fixed Force TF to use offmap if incorrectly set due to changes of destination
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' d/ U- i9 d) K8 O" y$ _- r[1108h] * V) a' Z, `. a
Fixed Adjust for non-mine device being in special mine slot [#9] for sub minelaying : L9 ~7 Z3 l% ]7 Z
Changed Force ships to arrive at national base if original location is not valid to form TF; stop ships arriving at 'land-locked' base
' e& A0 k* A8 w/ ]Fixed Group leader who is a pilot was losing the link under various conditions. Corrected conditions and added correction code
( ^; }+ K& {/ h& k3 G2 S4 yChanged Allow 'independent' commands to change without cost to another
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[1108i] ! a! j# M. J7 b
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. . G; f7 G% m: C: F
Fixed Japanese production was over-producing upgraded devices for LCUs
  m* `- ?3 e9 F% N( g3 HChanged Ship display of ARD shows lift capacity
4 S+ l2 \: y4 j+ LFixed Sub-units not having withdraw delay decremented * d' z+ w; Y. a6 r) i1 [4 _
Fixed Updated offmap checks for home base - B1 I7 w2 P3 k$ u5 x9 u" S; L& X
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[1108j] 4 x3 x" O. t* G) D( c( C* @
Fixed Issue with carriers in range code; could cause data corruption * g5 m) W& c6 q: i, i2 i; F9 U
Fixed Not all TRACOM pilots showed in lists
2 a8 Z7 I& K: Z4 ?7 [Fixed Limit retreat after meeting TF surface combat to actual combat " ^: T4 [! e, `2 T! v, @1 a# P
Changed Removed endurance limit on PTs that limits attacks 8 G0 O. C- p9 `
Fixed LCU weapons being changed by AI code sometimes when LCU is human controlled , N* y5 ]0 T! s) L' I# D, G! \- c
Changed Defer device upgrade of LCUs with fragments existing; causes errors in devices when swaping to parent or merging with other fragments/parent 5 o" }' ^5 v6 }0 i1 D6 z  h9 L
Changed No TF unload if 'do not unload' set regardless of status of ship cargo handling
0 l& E9 A0 Q9 K5 ~0 j: V# `4 qFixed 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。
" v3 s  [0 w0 s. O, A; A8 ~) Q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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