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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& S1 k7 X3 w3 f
http://www.matrixgames.com/forums/tm.asp?m=2729580* g$ |# A6 Q  i2 j2 b
This is an unofficial "short-term" beta install. : u- x, n. z; W$ L  T2 S+ D
Short-term being the appropriate term as this thread may be removed after a few days.
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: E9 T& l6 L& q3 g: {4 WThis 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.
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/ a& Z) X( E* f* aBackground:
- C6 F# A0 d2 |& L1 RLast month my development PC had a meltdown while I was working on changes since the last released build (02). 2 {, A' h1 r0 J  X# E4 r( F
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. 8 n5 o! y# f6 m, X% |$ G1 a

4 [! L+ u2 {- mThe build works fine on my PC, but then it is also the one that created it.
6 Q( D, S6 X( W, G+ _& 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. ; h/ p+ Y% E) [* Q- K
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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.
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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.
' d" l: f) Z6 z% ^Load up a save and play a few turns. Let me know if you have any issues with it.   u, u: z; W! ^" [# l
Also, try using tracker to see if the DLL still works.
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- `' j4 C+ c% r9 c' d8 VAgain, my warning:
; x+ [* N. `2 v9 F; L( ?1 c2 TPLEASE 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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: k% ?% Q) `% vHere is a list of the additional changes since 1108c (build 2)
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7 h1 W" k3 ?. P) _/ v[1108c+]
" b0 `! n& {4 T- U+ g8 v0 v( f. G8 FFixed Rebuilt LCUs tended to use wrong PP cost on the first display, esp component units.
3 l+ [  @$ h" }/ s. bRevised restore of report files from save & T" K, X/ o4 |# K
Changed Added group withdraw date to all split sub-groups, not just permanent withdraws
9 O9 W9 X* z! d! l: n+ x. h0 KFixed 'buy-for-supply' ships remained at 1 day delay
9 [" S2 F+ v( FFixed Error in Kamikaze determination in Flak Attack - X: ]! z  n7 S- x& }
Fixed Kamikaze training not affecting low naval bombing . L8 M' Q3 Z8 J; E  [
Fixed Transferring pilot to group of different type losing 0-10 points off skills, rather than +/- 5 0 S0 Z$ z* n* r# ^9 S1 Y
Changed Pilot experience hit based on category rather specific air type , T  I/ k  Q3 n6 l( M+ I" e
Changed Added more off-map checks to better handle the TF's 'Return to ...' buttons , i5 n+ s0 j* [% G! a( L2 z

- N+ O7 c4 {) u# Z$ W[1108d] 2 i& w/ |3 k/ q; y5 d' c2 C
Fixed Removed ships under repair/conversion from AV support total 4 I* U( d: H2 r& f
Fixed Ground attacks against land units in friendly base hex could default to 'Commander Discretion'
& M- C; C7 i( X: U5 yChanged Re-enabled limited on-map routing for off-map TFs % x' ^) v9 H$ ~" j2 T( f7 o
Removed Disband check for resource/oil that was added earlier as can be worked around 4 @2 \4 H2 X$ e3 U7 R0 `( A' Z  c
Fixed Allow float planes to transport troops to coastal bases - allowed selecting but did not always make the move # t8 H+ @* U, n6 U2 k; F% H
Changed Night missions on list using BLUE rather than BLACK : N* f# E) s: w& |0 s# `# ?1 Q
Changed Halved the 5-day resource requirement/stockpile to 2-day. Added earlier in patch to help with resource distribution 2 x% b8 p. z: G: ~, s$ \
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[1108e] ) t5 D  U: I. j
Changed Arriving LCU units were building more than needed devices if not enough in device pool 2 o/ S4 z( U; a! r" W9 T
Fixed Was returning wrong Allied device to pool on LCU device upgrade
/ y5 c' N: J8 dFixed Tried to align weapon and TOE for units without formal TOE before taking replacements; wrong numbers could be happening 3 w8 w& q. b& [, w9 N& C
Changed Adjusted off-map entry point for way-points
# w7 F" V* X1 L6 B4 J9 b7 gFixed Altitude not being changed on some dive bomber attacks in AAA
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[1108f] 2 a) M. ^' w6 `! O1 x% F# v
Fixed Auto convoy returning resource/oil to home base when not required to
' `2 w: i9 l( g2 J& eAdded 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
! U4 w1 z) a! |; eFixed CTD when checking groups on withdrawing ships 5 S4 O( m, M* t" Q3 C
Changed Restored image files for centre windows # z3 d6 \- U2 K9 I5 U2 b
Fixed Extend packing time and operMode to combining editor components of parent LCU . C: D# J" p' y% W: v1 d7 h9 K
Changed Vary DL for base created TFs, use same DL for TF split $ }$ j6 O8 n) b: E! I1 C' w2 \
Fixed Leader of delayed group being re-assigned continually $ k: S: m/ Z7 M. {& P  |7 B! ]
Fixed HQ check so that first HQ is included
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* g5 P* B/ s: |! a5 b( w& R5 L$ O[1108g]
3 X! T/ f8 h/ D- gChanged Update device in TOE when changed in order to fix land replacements ( R# g9 b: g# o6 I$ {
Fixed Return cargo for CS or AC not checked if home base and current base are the same
, z3 V+ w) S( q2 a) V7 VFixed Force TF to use offmap if incorrectly set due to changes of destination
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[1108h] & e$ Q! v5 C  z8 j! ^8 y% G; S
Fixed Adjust for non-mine device being in special mine slot [#9] for sub minelaying
3 C$ u1 m9 u  F* G2 f( F1 E! ?  yChanged Force ships to arrive at national base if original location is not valid to form TF; stop ships arriving at 'land-locked' base . o1 c) K1 o) ^4 m1 u
Fixed Group leader who is a pilot was losing the link under various conditions. Corrected conditions and added correction code
, Z' ~3 Z! ?& n* gChanged Allow 'independent' commands to change without cost to another ! z: k# ?- c& ~: k7 `* P& O
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[1108i]
: z+ q; W2 x  s' s  Z4 p; S' I5 L0 YFixed 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. : }2 g4 p' A5 F( o, e
Fixed Japanese production was over-producing upgraded devices for LCUs 6 Z' ?  w. F- R+ p5 V" R
Changed Ship display of ARD shows lift capacity
1 a7 {9 l1 ~2 }. Q2 y5 I' ]Fixed Sub-units not having withdraw delay decremented / ^% E# M: \/ f& c7 T
Fixed Updated offmap checks for home base
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[1108j]
: O$ x! f3 a0 M2 X* i" Q' d7 K1 AFixed Issue with carriers in range code; could cause data corruption
4 t  b4 H- D+ f8 o' v7 _; W* IFixed Not all TRACOM pilots showed in lists
+ k# [7 x0 Z; X  i" U1 q6 }Fixed Limit retreat after meeting TF surface combat to actual combat
2 i5 u7 Q- [8 v" g4 x5 A% [7 zChanged Removed endurance limit on PTs that limits attacks % b+ o. F: z+ r/ N
Fixed LCU weapons being changed by AI code sometimes when LCU is human controlled
( y: u; k; d7 D6 l' ~( i0 hChanged Defer device upgrade of LCUs with fragments existing; causes errors in devices when swaping to parent or merging with other fragments/parent 1 r2 w( \+ z8 x" S' I1 A  Q" S( c# p
Changed No TF unload if 'do not unload' set regardless of status of ship cargo handling 3 A4 P# S( k8 ?; }
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。
# h- j7 m, O/ V7 N: M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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