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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; m3 J& Y& X9 d) m, E
http://www.matrixgames.com/forums/tm.asp?m=2729580
% c, ?! t1 r2 I1 @& v7 xThis is an unofficial "short-term" beta install. 3 e; H4 L' g0 g6 ^
Short-term being the appropriate term as this thread may be removed after a few days. 9 m( V2 ?0 R' G3 M
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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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  d, E3 V9 K0 [, Z, RPLEASE DON'T USE THIS EXE FOR YOUR REAL ON-GOING GAMES AT THE MOMENT PENDING MY FINDINGS ON HOW SUITABLE THE NEW EXE IS. $ {: j3 S" U8 `
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Background:
8 @2 P6 f( T( ~0 y+ }Last month my development PC had a meltdown while I was working on changes since the last released build (02). & z9 E& C9 S$ O# P
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. % E$ B( l' L6 b7 y0 l0 r, @) ^) v

! _5 f5 U+ E, L7 t: [7 ^# qThe build works fine on my PC, but then it is also the one that created it.
+ ]: d, i& _# m2 V4 q' k5 T9 JA 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. ' l: b( p0 C9 g" I1 n! a
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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. 1 v$ I1 a5 p' V, Z; K8 S
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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. - h( D# y! Y0 t- L+ i- f
Load up a save and play a few turns. Let me know if you have any issues with it. 3 i0 }; b7 T0 |
Also, try using tracker to see if the DLL still works. ( ?+ j2 s+ q3 T5 Q

1 U9 f  w0 o/ I! N, F& c; n! e) ~Again, my warning: * E/ g+ d. i- C8 ~) c2 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) . {6 L% u' V& h2 t) Y& T. C" s
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[1108c+]
' W" z' r% w& z- |$ tFixed Rebuilt LCUs tended to use wrong PP cost on the first display, esp component units.
% L& o0 m: T' i- }: WRevised restore of report files from save
9 [4 q3 Y1 V; D2 E; }Changed Added group withdraw date to all split sub-groups, not just permanent withdraws - a8 L+ T0 n- ^# F
Fixed 'buy-for-supply' ships remained at 1 day delay
+ W* t; `- r6 G+ EFixed Error in Kamikaze determination in Flak Attack $ n! w) C& W$ ?/ H) z
Fixed Kamikaze training not affecting low naval bombing & t) q3 }! o/ O0 C$ V. K+ E/ o
Fixed Transferring pilot to group of different type losing 0-10 points off skills, rather than +/- 5
5 w$ t6 m6 f8 TChanged Pilot experience hit based on category rather specific air type
# _7 z# g( s7 B- Z: }- ~) uChanged Added more off-map checks to better handle the TF's 'Return to ...' buttons
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[1108d]
5 |4 b3 Z! a  }7 Q1 U; ~Fixed Removed ships under repair/conversion from AV support total * X- d1 e+ h1 J/ B3 O
Fixed Ground attacks against land units in friendly base hex could default to 'Commander Discretion' ; M3 z& u! A/ X( u
Changed Re-enabled limited on-map routing for off-map TFs 9 `0 L2 y; c9 |% g) V5 o! h& W& ~
Removed Disband check for resource/oil that was added earlier as can be worked around 4 Q, E5 f( {& \8 M) s/ h" T; f
Fixed Allow float planes to transport troops to coastal bases - allowed selecting but did not always make the move ) q% v1 b2 |3 H5 B  X' Q4 ~
Changed Night missions on list using BLUE rather than BLACK ' w7 a* h! G, j
Changed Halved the 5-day resource requirement/stockpile to 2-day. Added earlier in patch to help with resource distribution
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* R- A7 ~: L, \- V+ v( c' H[1108e]   S: a  {* X+ {9 w! D3 n5 K
Changed Arriving LCU units were building more than needed devices if not enough in device pool
5 y% z/ E7 U5 u7 ~; I' }1 N! qFixed Was returning wrong Allied device to pool on LCU device upgrade
/ |( \1 o. L9 _Fixed Tried to align weapon and TOE for units without formal TOE before taking replacements; wrong numbers could be happening
4 v% N* R0 U4 k& R+ J+ F3 ^Changed Adjusted off-map entry point for way-points
+ K' }/ W+ e3 \( I6 KFixed Altitude not being changed on some dive bomber attacks in AAA
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[1108f]
4 E8 z2 W* u/ ~: E5 W8 C8 I9 dFixed Auto convoy returning resource/oil to home base when not required to $ p" ]- k3 d9 |
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
2 @/ i/ q0 P4 g9 X+ y1 fFixed CTD when checking groups on withdrawing ships % A- S0 [. ^1 N% r
Changed Restored image files for centre windows
1 X1 |; K. H- ]! }8 M  q% J) X6 iFixed Extend packing time and operMode to combining editor components of parent LCU
* J% ]4 U" ?' V( r7 H* B1 YChanged Vary DL for base created TFs, use same DL for TF split : w' a4 y; h7 i! x3 L' J' |5 k; ?
Fixed Leader of delayed group being re-assigned continually
7 ^3 {  v, ?* a5 e. _: L" e( N3 AFixed HQ check so that first HQ is included % X' ?* Z$ w( z2 U3 W0 x

) ~1 z+ j& Z4 k* L# U% ]9 a  x, A[1108g]
- R& u) x! L0 V4 z* j  ?( B5 {: AChanged Update device in TOE when changed in order to fix land replacements 4 f' ^/ V' q2 J
Fixed Return cargo for CS or AC not checked if home base and current base are the same
+ ^) T5 P" p3 e; R1 ]Fixed Force TF to use offmap if incorrectly set due to changes of destination 9 \: ]; [7 v; J+ f
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[1108h]
  S$ Z7 K& O  W( u7 n& VFixed Adjust for non-mine device being in special mine slot [#9] for sub minelaying
# P! B* _. I( }' K9 \3 T( }9 cChanged Force ships to arrive at national base if original location is not valid to form TF; stop ships arriving at 'land-locked' base
' J  \! u% Z- U# ]4 H2 d% j) s- |Fixed Group leader who is a pilot was losing the link under various conditions. Corrected conditions and added correction code
" X. h; T8 ^: i; M: UChanged Allow 'independent' commands to change without cost to another ' T8 N0 H$ ^3 {! c
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[1108i]
5 e1 r: k, R* v# a. eFixed 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. # h4 q) P& I+ x
Fixed Japanese production was over-producing upgraded devices for LCUs 5 a. c+ N2 b  O
Changed Ship display of ARD shows lift capacity
& e! J; E# b. q! N2 DFixed Sub-units not having withdraw delay decremented 1 D7 z& R$ U1 x( P) s/ @9 e; t# k
Fixed Updated offmap checks for home base
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) s1 T% D! z/ }, w# B# z; V. p[1108j] , ]) k: e! _+ S0 m# g/ Q- R- U# Q
Fixed Issue with carriers in range code; could cause data corruption * q8 t5 W- ^8 r) G8 T7 v
Fixed Not all TRACOM pilots showed in lists
+ y0 Q; J  `" K6 IFixed Limit retreat after meeting TF surface combat to actual combat " u# s* B1 V. T" Q) s, F* Z
Changed Removed endurance limit on PTs that limits attacks ) A  l2 S! u8 z5 q4 ^0 F
Fixed LCU weapons being changed by AI code sometimes when LCU is human controlled
# K$ t8 _: Y/ q2 \" e* ?2 c& nChanged Defer device upgrade of LCUs with fragments existing; causes errors in devices when swaping to parent or merging with other fragments/parent
( n  f9 a0 j/ D! A9 J3 B, `1 _Changed No TF unload if 'do not unload' set regardless of status of ship cargo handling ! {  u; ~3 _' I. r1 X! p
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。
, H2 G( Q+ R$ K8 V6 [. X8 Y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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