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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
* d* L/ P# Y( u1 Khttp://www.matrixgames.com/forums/tm.asp?m=2729580
% C8 i( U- L, Z' Q4 O; o% pThis 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. 4 P6 B; |7 k1 A8 M# |$ {
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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: ( T' e8 g- R: h  j" Z0 T
Last month my development PC had a meltdown while I was working on changes since the last released build (02). 3 z- k' }  m& ~- Z$ Z
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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6 d, `6 m6 B% ^9 |3 M" TThe build works fine on my PC, but then it is also the one that created it. 5 P4 d" i; u# v, ?6 f& H
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.
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As a result, I need to be 100% convinced that the new code will run on existing installs of AE. / S7 F" A+ ~- I3 u/ ]

1 W1 p: u$ b( W6 N/ ~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. $ S. s0 H- D' b4 V& D: i
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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. ; e: k0 s0 A, h9 m
Load up a save and play a few turns. Let me know if you have any issues with it. 7 ^0 o% e: q3 K" _
Also, try using tracker to see if the DLL still works.
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3 Q% \0 G/ h7 A9 ]' SAgain, my warning: & p/ B; u! I& r* ?6 o
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. $ r9 O  |. t2 L+ B5 e
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Here is a list of the additional changes since 1108c (build 2)
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& F7 `' J/ C6 @$ k9 C3 U( ~[1108c+]
0 u# V3 Z( d8 k+ ~4 D: nFixed Rebuilt LCUs tended to use wrong PP cost on the first display, esp component units.
8 e' Y  L; U, t( r! [Revised restore of report files from save
2 p4 f& @5 B! S% |0 o$ @! G8 mChanged Added group withdraw date to all split sub-groups, not just permanent withdraws
/ O; _$ Y+ Q, W+ QFixed 'buy-for-supply' ships remained at 1 day delay 7 r1 `) W0 H+ ~" i5 m
Fixed Error in Kamikaze determination in Flak Attack
4 r3 F+ y; l$ q$ I. j( |$ D; X. ^Fixed Kamikaze training not affecting low naval bombing " N3 o3 p( n, W1 o9 v  P% r/ K
Fixed Transferring pilot to group of different type losing 0-10 points off skills, rather than +/- 5
0 ?. K8 F5 r: P" dChanged Pilot experience hit based on category rather specific air type
0 [; V+ J# L7 H% O- J  `- U1 DChanged Added more off-map checks to better handle the TF's 'Return to ...' buttons 5 j1 W6 [' n0 q: [# M

/ _; w* B) t8 c  e( {  C[1108d] ) ?: f9 f7 }8 N3 {) \9 S
Fixed Removed ships under repair/conversion from AV support total
# g! @  y/ ^# `# ?9 Z5 r- pFixed Ground attacks against land units in friendly base hex could default to 'Commander Discretion'
0 n; Y7 d; @' ?  g/ N5 o/ a) ^Changed Re-enabled limited on-map routing for off-map TFs * r' ~5 j! w; v, c
Removed Disband check for resource/oil that was added earlier as can be worked around 9 h, {$ F# O: d0 ^; }4 s
Fixed Allow float planes to transport troops to coastal bases - allowed selecting but did not always make the move
) J! P" N. B9 rChanged Night missions on list using BLUE rather than BLACK # D& U! y* `" R0 H
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] 3 Q" H; t: C% ^4 n7 w
Changed Arriving LCU units were building more than needed devices if not enough in device pool
0 Z; Y' h1 b3 d; h1 ^Fixed Was returning wrong Allied device to pool on LCU device upgrade 3 b* T$ o- T( t; w* Z4 X
Fixed Tried to align weapon and TOE for units without formal TOE before taking replacements; wrong numbers could be happening 5 R" H: W  q1 H0 \$ M: N% w
Changed Adjusted off-map entry point for way-points # G$ o8 A9 Y4 `
Fixed Altitude not being changed on some dive bomber attacks in AAA
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% }2 D+ T; `; B[1108f]
: \  e6 {/ Q1 ^+ }+ ?3 U: J6 YFixed Auto convoy returning resource/oil to home base when not required to - u8 ?. M; g5 p2 E/ v9 s; i
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
3 L- v5 U5 t1 w- s2 V' pFixed CTD when checking groups on withdrawing ships
" P9 F8 Q. p& X5 X5 _Changed Restored image files for centre windows 5 a, {. l0 L# a
Fixed Extend packing time and operMode to combining editor components of parent LCU ; u" D1 W$ `" L( |
Changed Vary DL for base created TFs, use same DL for TF split
$ Q4 [# U4 b4 f" b  @+ cFixed Leader of delayed group being re-assigned continually
  r, e7 T/ l% g$ LFixed HQ check so that first HQ is included * c- w, D/ l9 a4 {0 E* C1 p
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[1108g]
# @$ H" ~' j7 Y8 f8 x7 o! [- TChanged Update device in TOE when changed in order to fix land replacements : \8 ~% B2 _1 d( ?* I" O
Fixed Return cargo for CS or AC not checked if home base and current base are the same
/ r: i# f: h9 X- l: EFixed Force TF to use offmap if incorrectly set due to changes of destination
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5 \  m. V2 D2 ]  f: e) x$ y[1108h]
' Q5 `; \; `* M$ w2 ]2 X" O4 W7 XFixed Adjust for non-mine device being in special mine slot [#9] for sub minelaying
, ]" t/ B* P" E2 T4 iChanged Force ships to arrive at national base if original location is not valid to form TF; stop ships arriving at 'land-locked' base
4 o5 [' x* F; ~& r/ f- |9 JFixed Group leader who is a pilot was losing the link under various conditions. Corrected conditions and added correction code 6 F0 o" H2 x  C3 t1 D" r
Changed Allow 'independent' commands to change without cost to another
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[1108i] - I5 X; S; b# L, m' V/ b" 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.
% _# a* F( }- X  \- }( v: aFixed Japanese production was over-producing upgraded devices for LCUs . X8 s8 w2 p" ^( R. s% h
Changed Ship display of ARD shows lift capacity
, h1 w% k" G$ T$ }: S3 _Fixed Sub-units not having withdraw delay decremented 8 |1 J8 a$ J* I7 v/ U/ H8 Z
Fixed Updated offmap checks for home base
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[1108j] ! U% @! H- ~# D9 W& v) m" B4 @
Fixed Issue with carriers in range code; could cause data corruption
5 c0 I% {: K4 U1 iFixed Not all TRACOM pilots showed in lists
2 Z* [  ]# u# h; `+ j& P( z+ j, ~Fixed Limit retreat after meeting TF surface combat to actual combat
/ G9 U/ Y/ |& }; O. X; w" _- AChanged Removed endurance limit on PTs that limits attacks 5 l: o2 q  D3 e2 [8 r6 `6 l
Fixed LCU weapons being changed by AI code sometimes when LCU is human controlled
, V; Q! ^! r1 P) pChanged Defer device upgrade of LCUs with fragments existing; causes errors in devices when swaping to parent or merging with other fragments/parent
- J, R0 e: D/ a  LChanged No TF unload if 'do not unload' set regardless of status of ship cargo handling ; |" I! r' i3 j8 q5 w. F. S
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。
+ e  o  j" \! b  {1 s- K* N; s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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