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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, w2 s9 o- _7 x' R& l
http://www.matrixgames.com/forums/tm.asp?m=2729580
, h2 ^/ _/ V) u& W& g2 |5 _This is an unofficial "short-term" beta install. & r1 Y/ Q7 y* ]: I9 Q, ^
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. 8 U7 }6 \0 N+ \8 T0 _
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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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Last month my development PC had a meltdown while I was working on changes since the last released build (02).
7 x6 f0 d& i+ X1 R# G; \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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The build works fine on my PC, but then it is also the one that created it.
% \/ M3 y! C; J+ {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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9 g# o- ^2 W8 R  X* X5 M8 a% a' {As a result, I need to be 100% convinced that the new code will run on existing installs of AE. 4 r6 R6 y" o) X& |; j

; [: r9 X# O( M2 x  }- b6 |# KI 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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- I3 C4 A+ ^( y: p) b5 P. K: OI 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.
( ^6 X! q8 u& E9 J* ~, q/ LLoad up a save and play a few turns. Let me know if you have any issues with it. ( n) V, [( B  ], z: g
Also, try using tracker to see if the DLL still works.
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Again, my warning:
: e) m9 S2 L  e& pPLEASE DON'T USE THIS EXE FOR YOUR REAL ON-GOING GAMES AT THE MOMENT PENDING MY FINDINGS ON HOW SUITABLE THE NEW EXE IS. 0 @5 x- t! k/ X

9 u. h: e/ v+ P1 E2 \Here is a list of the additional changes since 1108c (build 2)
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[1108c+] + ]9 n* e. t  t
Fixed Rebuilt LCUs tended to use wrong PP cost on the first display, esp component units.
; R3 a) o+ C# p$ U9 Y7 X! p0 `Revised restore of report files from save $ l5 `8 _! K( G. `
Changed Added group withdraw date to all split sub-groups, not just permanent withdraws 7 \# f: d$ _2 ^, N& w: N$ q
Fixed 'buy-for-supply' ships remained at 1 day delay / M! ?  A$ b/ q! z* p5 J. B
Fixed Error in Kamikaze determination in Flak Attack
. Q# `3 k) u$ }+ Q* K( rFixed Kamikaze training not affecting low naval bombing
0 e1 m( w9 x- r! {( rFixed Transferring pilot to group of different type losing 0-10 points off skills, rather than +/- 5 " G% Q$ d) l! q, b2 \  j/ i- w. s
Changed Pilot experience hit based on category rather specific air type
/ h# ^- W' d" j* i2 b; oChanged Added more off-map checks to better handle the TF's 'Return to ...' buttons
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) }5 H3 \' {7 y. Q0 ?[1108d]
* S9 n/ K- G" Q4 l& x2 mFixed Removed ships under repair/conversion from AV support total   Z# s# Z9 y- r2 {) m( p
Fixed Ground attacks against land units in friendly base hex could default to 'Commander Discretion'
- J  l, x7 E  RChanged Re-enabled limited on-map routing for off-map TFs # N; d3 g  n* U& ~. F" e
Removed Disband check for resource/oil that was added earlier as can be worked around 0 c/ O/ ~4 a. t' `$ e4 o( p- p: c
Fixed Allow float planes to transport troops to coastal bases - allowed selecting but did not always make the move
% }8 W3 s, H4 S) \' SChanged Night missions on list using BLUE rather than BLACK 8 U# c  H5 R4 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]
) i, v. U8 r+ C# ?% {& Y# pChanged Arriving LCU units were building more than needed devices if not enough in device pool
2 J: x2 }2 G! D' p( pFixed Was returning wrong Allied device to pool on LCU device upgrade
: g% B: |$ G6 t; f( p/ U! Y: sFixed Tried to align weapon and TOE for units without formal TOE before taking replacements; wrong numbers could be happening $ O7 z+ m5 n8 @% P' a) W
Changed Adjusted off-map entry point for way-points / y8 R9 t$ j- b7 f% h
Fixed Altitude not being changed on some dive bomber attacks in AAA
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[1108f]
0 _! N, y* {+ AFixed Auto convoy returning resource/oil to home base when not required to . u% b* W+ p% V) k3 h+ b% c, G
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
7 x9 V( V& p! f5 mFixed CTD when checking groups on withdrawing ships + ^, O; y8 y, k, i6 p- G
Changed Restored image files for centre windows + I3 X- t/ Z! ?, _- t
Fixed Extend packing time and operMode to combining editor components of parent LCU
# i3 o: ]& T8 R2 ^+ `Changed Vary DL for base created TFs, use same DL for TF split
. Y$ {7 a# g: I1 u9 J& n* MFixed Leader of delayed group being re-assigned continually & b: M( N' c1 E) C
Fixed HQ check so that first HQ is included ) \; a% ?9 B6 a! a  K

+ A7 l7 H  g7 L[1108g]
8 \0 c" `# B& S) Q# NChanged Update device in TOE when changed in order to fix land replacements
+ o/ d- h' p8 ]5 UFixed Return cargo for CS or AC not checked if home base and current base are the same : Q) A, G. S9 `
Fixed Force TF to use offmap if incorrectly set due to changes of destination
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) y8 l* T4 |3 B[1108h]
. h. i2 z. C. d: kFixed Adjust for non-mine device being in special mine slot [#9] for sub minelaying * M" ^# ^+ t" }  B9 ]6 _* B9 }
Changed Force ships to arrive at national base if original location is not valid to form TF; stop ships arriving at 'land-locked' base * P3 E" v) g7 g
Fixed Group leader who is a pilot was losing the link under various conditions. Corrected conditions and added correction code + z; J* M! S7 J8 t
Changed Allow 'independent' commands to change without cost to another 2 t( o( n  J3 a  c
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[1108i] 8 H4 }. M# J, ?2 I
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.
: S/ }# ?7 j4 SFixed Japanese production was over-producing upgraded devices for LCUs ( v' l* A+ h) V# w; b) P! e% R
Changed Ship display of ARD shows lift capacity % \: z1 M+ R9 |! c6 W$ ?$ M
Fixed Sub-units not having withdraw delay decremented
* Z4 o. i  z/ t0 L7 s: Y. eFixed Updated offmap checks for home base 4 H) T) _, h; l* D& p
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[1108j]
- ~- O. ~$ [+ B1 s# oFixed Issue with carriers in range code; could cause data corruption
' W9 o+ U4 F& }: l6 A, k5 jFixed Not all TRACOM pilots showed in lists
# x6 S/ f5 _4 ?* PFixed Limit retreat after meeting TF surface combat to actual combat
7 d8 f& a2 g7 ^7 k! mChanged Removed endurance limit on PTs that limits attacks
1 S+ x0 D; R8 l' f4 R% f; M# c: vFixed LCU weapons being changed by AI code sometimes when LCU is human controlled
* q$ {( }1 D+ e' vChanged Defer device upgrade of LCUs with fragments existing; causes errors in devices when swaping to parent or merging with other fragments/parent
& N& E! d/ K# P6 d) C. nChanged No TF unload if 'do not unload' set regardless of status of ship cargo handling
" n9 V( `) Q+ G! l/ a3 T1 ^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。
+ C+ _) Q* p! X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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