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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2 m" T/ `9 m6 `. P+ D3 b; D
http://www.matrixgames.com/forums/tm.asp?m=2729580
4 [* \+ }7 Z* u( g& c" sThis is an unofficial "short-term" beta install. & L* D4 t9 i" [/ Q8 S
Short-term being the appropriate term as this thread may be removed after a few days.
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. z  J" F; w# nThis 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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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. # w  ^+ @8 ]+ A+ X6 v7 x3 x

) {4 e( m$ V8 T2 z% l( K- TBackground:
8 B% ^. u# }  W+ lLast month my development PC had a meltdown while I was working on changes since the last released build (02).
0 G% J* F+ m) Z+ y$ H* d2 fAs 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 Z- [. C8 Y, e  @. y/ _7 ^/ j
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The build works fine on my PC, but then it is also the one that created it. / ]. r5 o7 `3 q* ]  x
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. 9 ~: L% ~3 X0 D% W
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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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+ F9 \% e5 n* I) W& B" [8 k" \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. ' E& O7 X$ u0 z% K3 Z' l
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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.
$ D6 o$ A" @: l) MLoad up a save and play a few turns. Let me know if you have any issues with it. & ]+ |3 v) _6 a5 p# B! c6 l
Also, try using tracker to see if the DLL still works. , _6 |: U! D1 T. G4 M2 K  V6 F

: \6 p% ?  D) x# CAgain, my warning: & T6 A/ ~/ v+ h$ G) j0 C) W2 k- K- d
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. 1 K: B) t. w, g5 i; X7 R

9 e4 l- e' l3 FHere is a list of the additional changes since 1108c (build 2) 9 L, F/ `. J5 i3 t

! }4 D+ n! p/ k1 [0 D[1108c+] . T# j% _  `/ B/ k5 A* M8 h" ~8 }
Fixed Rebuilt LCUs tended to use wrong PP cost on the first display, esp component units.
2 H; z0 y+ |# Y3 b5 tRevised restore of report files from save + C# f4 X/ C) W& y
Changed Added group withdraw date to all split sub-groups, not just permanent withdraws
  s9 A4 W( ^6 H& G0 kFixed 'buy-for-supply' ships remained at 1 day delay
( [6 l. K) ^" d( w* ?0 OFixed Error in Kamikaze determination in Flak Attack
' j2 v7 j. e# d. `: oFixed Kamikaze training not affecting low naval bombing
/ u- M- R& @, D( AFixed Transferring pilot to group of different type losing 0-10 points off skills, rather than +/- 5 : I' E6 z! H; w
Changed Pilot experience hit based on category rather specific air type
) e2 l# g/ n# B: V# tChanged Added more off-map checks to better handle the TF's 'Return to ...' buttons
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/ y; f8 \! D" E  f( U, R[1108d]
3 k% c+ E" L: u8 D  ]Fixed Removed ships under repair/conversion from AV support total + X7 Y0 v  j/ i! d. t+ d8 I
Fixed Ground attacks against land units in friendly base hex could default to 'Commander Discretion'
# j# k/ ?+ h  d  @8 SChanged Re-enabled limited on-map routing for off-map TFs   S0 D1 i3 D( o
Removed Disband check for resource/oil that was added earlier as can be worked around
& V) I3 V) B! h1 Q4 z0 {: UFixed Allow float planes to transport troops to coastal bases - allowed selecting but did not always make the move - @' u. {, {* ]7 K+ ?: s0 O& F+ ^7 k
Changed Night missions on list using BLUE rather than BLACK
4 h6 Q% q& d, t! ~& NChanged Halved the 5-day resource requirement/stockpile to 2-day. Added earlier in patch to help with resource distribution ' N) W) E$ ?) m( E  E
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[1108e] 8 f2 n8 T1 E" o3 ~* c7 J# z. s; }2 v
Changed Arriving LCU units were building more than needed devices if not enough in device pool
& S, l% }( l/ r7 p; ?' N7 KFixed Was returning wrong Allied device to pool on LCU device upgrade
. a9 k# N6 d- ?% HFixed Tried to align weapon and TOE for units without formal TOE before taking replacements; wrong numbers could be happening 8 l- F4 `. O: f% J$ N3 |
Changed Adjusted off-map entry point for way-points
; y  z- o; F8 H3 G# VFixed Altitude not being changed on some dive bomber attacks in AAA ! v! {/ V$ H! g# u$ N8 F4 M
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[1108f]
0 m( N& M" S# {/ SFixed Auto convoy returning resource/oil to home base when not required to ( r# ?0 k" r% 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
2 r" Z( k. v( z) [Fixed CTD when checking groups on withdrawing ships 1 |! U, D* P6 y* _+ U
Changed Restored image files for centre windows
) Z& s3 ?# \: ?4 gFixed Extend packing time and operMode to combining editor components of parent LCU # C3 `( \9 ]# R( X" o9 u: x
Changed Vary DL for base created TFs, use same DL for TF split $ I5 ~- c- G, U/ l7 ~+ D+ r' c/ R
Fixed Leader of delayed group being re-assigned continually 3 B7 u# G2 {3 g8 m6 Y
Fixed HQ check so that first HQ is included
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3 [) |( H( b1 t9 X( r$ u1 Y" Q, U[1108g] + V3 _8 c! x& Q
Changed Update device in TOE when changed in order to fix land replacements
! |! d3 _/ Q- i1 z1 X  oFixed Return cargo for CS or AC not checked if home base and current base are the same
8 h+ r/ O% N& y/ ?Fixed Force TF to use offmap if incorrectly set due to changes of destination . k  k& f7 m1 V3 @
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[1108h]
( X( |5 u8 V9 k  j( {( k% }Fixed Adjust for non-mine device being in special mine slot [#9] for sub minelaying
) J; D0 C8 b0 P5 T6 l0 G; ?Changed Force ships to arrive at national base if original location is not valid to form TF; stop ships arriving at 'land-locked' base 8 I$ v+ A7 b' l4 F4 F! C4 B
Fixed Group leader who is a pilot was losing the link under various conditions. Corrected conditions and added correction code
5 s7 z9 L: E/ T3 S' z. A. ]  dChanged Allow 'independent' commands to change without cost to another
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' ~; f$ i& z- v# B7 l[1108i] . l4 t* E8 ~3 P0 o" t: J( H9 G8 G
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( W& A- C% V9 J8 r9 Y. [
Fixed Japanese production was over-producing upgraded devices for LCUs ; p1 r5 L% e1 c$ I! i3 s
Changed Ship display of ARD shows lift capacity
' @; E* i. z8 q/ a  U5 RFixed Sub-units not having withdraw delay decremented
& q2 F3 l$ D( K5 Z3 b1 [Fixed Updated offmap checks for home base / e& t$ i1 _- ~% p2 v, U

- d- e8 V  H! B6 x3 _+ S0 ~4 \- j5 Q[1108j] " W' `: L- d! q+ b' i- S3 {
Fixed Issue with carriers in range code; could cause data corruption 7 D9 \  P3 O1 S/ m
Fixed Not all TRACOM pilots showed in lists # U/ a( {$ Z: g2 {* N3 D/ Z  B
Fixed Limit retreat after meeting TF surface combat to actual combat 4 @. z" W9 S+ a4 V; W6 `
Changed Removed endurance limit on PTs that limits attacks
0 T& J1 j( ]% e% r" E4 pFixed LCU weapons being changed by AI code sometimes when LCU is human controlled : ?, E% y' i$ Z
Changed Defer device upgrade of LCUs with fragments existing; causes errors in devices when swaping to parent or merging with other fragments/parent ' g1 O$ a0 O& l2 w5 t: J
Changed No TF unload if 'do not unload' set regardless of status of ship cargo handling , F/ p* a3 C# V0 N1 Q$ O+ S0 u: u
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; v, a; n. W, q4 D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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