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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3 O& V) h8 s" D3 a" A
http://www.matrixgames.com/forums/tm.asp?m=2729580
: p- @% W6 j4 ^7 d+ _6 q# }# u3 mThis 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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) C7 [1 g' ^& g: EThis 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% X( x& y* b' F! h, 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.
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+ g! {0 Q& s, {  n- ]Background:
+ L6 o9 y3 V! \% T% z' dLast month my development PC had a meltdown while I was working on changes since the last released build (02). 8 S5 V% }0 d3 Z4 O
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. 0 G* X* m5 y: K/ N/ z, c
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The build works fine on my PC, but then it is also the one that created it.
' g2 {6 w5 b- P' r& T/ D) B5 d+ mA 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.
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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. , `9 I, E% p# p; f9 ]- F" r. K
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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.
; q5 N, f) M  WLoad up a save and play a few turns. Let me know if you have any issues with it.
+ m) V- v+ Q% B, qAlso, try using tracker to see if the DLL still works. ; t- d' v3 {& H5 g) f& m

! Q3 @, G! X8 _( c9 t. O, ?" B6 OAgain, my warning:
# x/ y& m+ h. X- H, mPLEASE 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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[1108c+]
4 |% T6 G- y0 `: i' W7 T/ G4 W4 OFixed Rebuilt LCUs tended to use wrong PP cost on the first display, esp component units. * |- h$ _# b- W; n! p
Revised restore of report files from save
: M0 ^2 b: g3 ?2 X* R) n; z* ?Changed Added group withdraw date to all split sub-groups, not just permanent withdraws
/ e% S: b* w: |- qFixed 'buy-for-supply' ships remained at 1 day delay
% P: |: B" M4 {( [! X1 D# LFixed Error in Kamikaze determination in Flak Attack
6 z: c) g0 Z; V: o  X6 x5 IFixed Kamikaze training not affecting low naval bombing , h  M& I. Q1 e- O1 i4 C
Fixed Transferring pilot to group of different type losing 0-10 points off skills, rather than +/- 5 + W9 y1 m1 A+ z) y3 d; r
Changed Pilot experience hit based on category rather specific air type % C. b0 O, [. u, N9 o! G: O
Changed Added more off-map checks to better handle the TF's 'Return to ...' buttons 9 N/ r1 T; p4 v

9 |6 a, @, }+ N6 n+ ^. k" t[1108d]   C! J3 f+ i6 N( r7 K- Y: n
Fixed Removed ships under repair/conversion from AV support total 1 K: A  l0 A3 f
Fixed Ground attacks against land units in friendly base hex could default to 'Commander Discretion'
  H  b, h0 M$ A- _# c+ ~Changed Re-enabled limited on-map routing for off-map TFs * ?0 p3 M6 q4 h/ ]
Removed Disband check for resource/oil that was added earlier as can be worked around
- o/ M/ Y+ Y! gFixed Allow float planes to transport troops to coastal bases - allowed selecting but did not always make the move
5 C6 {! t$ n0 A' U0 ~7 \0 _Changed Night missions on list using BLUE rather than BLACK 7 o- a# E! M( n
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]
( P5 s8 j, O' E, rChanged Arriving LCU units were building more than needed devices if not enough in device pool
: \9 g# z: ~1 C5 w* h2 v# ~4 y1 EFixed Was returning wrong Allied device to pool on LCU device upgrade ! f5 G" I) `4 h' D
Fixed Tried to align weapon and TOE for units without formal TOE before taking replacements; wrong numbers could be happening 3 \  J9 k; n1 ]: ]7 `4 U: G
Changed Adjusted off-map entry point for way-points
* @0 F8 y$ V6 R  y! ~Fixed Altitude not being changed on some dive bomber attacks in AAA
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, |. k: H9 _$ G0 u+ W- v# E[1108f] # B2 b- j0 Y& [
Fixed Auto convoy returning resource/oil to home base when not required to
* y& Y0 g: R4 u% b& |, OAdded 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   \% `! h: M9 W, r! g5 ~) W/ |' K
Fixed CTD when checking groups on withdrawing ships
6 Q- v/ f' m) [Changed Restored image files for centre windows
, s# k7 ?* S5 c/ @5 vFixed Extend packing time and operMode to combining editor components of parent LCU
( F' ^! ~0 i' m9 ^( q$ ^Changed Vary DL for base created TFs, use same DL for TF split ' y0 e  ?( u+ {/ A
Fixed Leader of delayed group being re-assigned continually " M; l' m& Q5 q% c6 O4 u
Fixed HQ check so that first HQ is included
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[1108g] : I/ V) U' G# o
Changed Update device in TOE when changed in order to fix land replacements 5 `6 k0 K9 g/ S
Fixed Return cargo for CS or AC not checked if home base and current base are the same
3 h! o- t$ H1 ZFixed Force TF to use offmap if incorrectly set due to changes of destination & G! ], R4 @5 ]( i7 a* O

- r4 }9 l0 [' n- q[1108h]
. m2 u. k0 U5 X$ D, M: P. zFixed Adjust for non-mine device being in special mine slot [#9] for sub minelaying & i, N/ C0 r8 Z8 [$ l' G1 Q
Changed Force ships to arrive at national base if original location is not valid to form TF; stop ships arriving at 'land-locked' base
. i% s) q7 L& fFixed Group leader who is a pilot was losing the link under various conditions. Corrected conditions and added correction code # ^) k9 a/ l0 w. Z  |" R
Changed Allow 'independent' commands to change without cost to another
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0 U& x* I% ?1 X. c; o" Y[1108i]
3 m  s1 t( A/ ?5 l2 d' oFixed 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. ) m6 ?1 j8 z" ^/ z
Fixed Japanese production was over-producing upgraded devices for LCUs + O; f' U% Y5 d# ?" ]
Changed Ship display of ARD shows lift capacity
0 Z( O" h. R3 l+ r' gFixed Sub-units not having withdraw delay decremented
0 _0 D3 Z, u+ W8 G2 r5 rFixed Updated offmap checks for home base 6 N/ V& I, ]; Y' |, v3 N
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[1108j]
: ^; b6 H  i0 }Fixed Issue with carriers in range code; could cause data corruption
6 I9 t6 l# `9 \/ O. i2 @Fixed Not all TRACOM pilots showed in lists
4 A0 w6 m0 I- a, w; VFixed Limit retreat after meeting TF surface combat to actual combat / ^$ s  l* \6 P7 ~! F5 z# G
Changed Removed endurance limit on PTs that limits attacks 6 `1 v. p: U7 m8 q4 L; |
Fixed LCU weapons being changed by AI code sometimes when LCU is human controlled
& y" t; t( L% h3 A4 ?0 @Changed Defer device upgrade of LCUs with fragments existing; causes errors in devices when swaping to parent or merging with other fragments/parent , M8 o& Y7 W& J( ~  H- q/ o2 W; t
Changed No TF unload if 'do not unload' set regardless of status of ship cargo handling 7 {1 ^5 w' X! u) A& r: T
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。
* v9 t8 c4 D9 n' e5 s* r; {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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