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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
  w' m; g% U. \. {, q$ e+ I5 k* Ahttp://www.matrixgames.com/forums/tm.asp?m=2729580# f+ u4 l) u7 e2 P
This is an unofficial "short-term" beta install. , ]0 p3 q4 z6 H! n/ y
Short-term being the appropriate term as this thread may be removed after a few days. 4 E2 [" Q2 R. O

! u6 d3 u+ ]- V6 @+ MThis 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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: O) q) D& `" H' i( Q- SPLEASE DON'T USE THIS EXE FOR YOUR REAL ON-GOING GAMES AT THE MOMENT PENDING MY FINDINGS ON HOW SUITABLE THE NEW EXE IS. 8 I, z& z  R& Q9 \3 I5 W0 t! v
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Background: 9 L: @6 T) t; B3 G6 I
Last month my development PC had a meltdown while I was working on changes since the last released build (02). , l$ x  a) }  t& B! J/ ?/ ~* P1 s
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. 9 P4 R6 N; Y" J
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The build works fine on my PC, but then it is also the one that created it.
* I$ W% e: a! j9 CA 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. 0 A0 [9 x5 R9 T7 T+ Y

' k; Z) m9 `* Z9 }As a result, I need to be 100% convinced that the new code will run on existing installs of AE.
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" E& m6 |) ]  }) X; c( d7 eI 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.
1 z2 Q$ }! p) y0 _6 d0 hLoad up a save and play a few turns. Let me know if you have any issues with it.
9 D3 B/ u! l' ]+ I) cAlso, try using tracker to see if the DLL still works. 3 P  s( S6 y) J) y9 `( u6 [
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Again, my warning:
; P" B* i1 O1 B' F& |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. 9 V* J) o" C  o9 {
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Here is a list of the additional changes since 1108c (build 2)
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! z/ G! c% j% K' `+ n[1108c+]
8 A) |, s& d/ FFixed Rebuilt LCUs tended to use wrong PP cost on the first display, esp component units.
2 i9 `5 Y' R% J" t$ S5 m- l8 ^: lRevised restore of report files from save
  E. B) K0 ]1 c. RChanged Added group withdraw date to all split sub-groups, not just permanent withdraws " F3 `% ~$ E# m0 M
Fixed 'buy-for-supply' ships remained at 1 day delay
( \  T( ^& B! c1 FFixed Error in Kamikaze determination in Flak Attack . d& L' O/ M  @9 v3 i0 A/ b
Fixed Kamikaze training not affecting low naval bombing
7 G8 c$ `/ X& L# c  nFixed Transferring pilot to group of different type losing 0-10 points off skills, rather than +/- 5 8 v; R7 o" p: h4 q9 t% I  [% e
Changed Pilot experience hit based on category rather specific air type 4 G( Q7 ]4 ?( {7 P
Changed Added more off-map checks to better handle the TF's 'Return to ...' buttons
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[1108d] + y1 L) ~  T0 x; T5 P  a6 y
Fixed Removed ships under repair/conversion from AV support total # r  z; ?1 q0 {% N( P! F
Fixed Ground attacks against land units in friendly base hex could default to 'Commander Discretion' ' O  S: J& h6 W7 h
Changed Re-enabled limited on-map routing for off-map TFs
- G4 T6 P6 Y- g+ r) VRemoved Disband check for resource/oil that was added earlier as can be worked around
9 H- n6 V3 o' G1 `Fixed Allow float planes to transport troops to coastal bases - allowed selecting but did not always make the move
( i$ n  Q& F  b- X3 p/ O; MChanged Night missions on list using BLUE rather than BLACK
* `. |, D+ O( H" N% S/ NChanged Halved the 5-day resource requirement/stockpile to 2-day. Added earlier in patch to help with resource distribution ( m- N: Z* Z* w% p) R
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[1108e]
7 \; \4 r2 C9 c, P9 UChanged Arriving LCU units were building more than needed devices if not enough in device pool ( m1 l8 {/ G( }) P! K
Fixed Was returning wrong Allied device to pool on LCU device upgrade
9 Z! x& L4 h# G1 w5 ~0 h8 nFixed Tried to align weapon and TOE for units without formal TOE before taking replacements; wrong numbers could be happening
) O' s1 X5 P- u) E" _' a, G; JChanged Adjusted off-map entry point for way-points ( `; N1 }8 W6 _* _' Z" }
Fixed Altitude not being changed on some dive bomber attacks in AAA
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[1108f] ! x5 M; |7 j& Y, f
Fixed Auto convoy returning resource/oil to home base when not required to * z. N, d, ^+ `! w4 n8 ^
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
: D) d( v  c0 E8 q+ @Fixed CTD when checking groups on withdrawing ships 9 q$ B4 Z4 m  P6 [
Changed Restored image files for centre windows
1 P/ i3 Y- L# Z# x7 ZFixed Extend packing time and operMode to combining editor components of parent LCU + u3 ]) X$ r: o0 o7 ?% d
Changed Vary DL for base created TFs, use same DL for TF split 2 M, ^( V1 \' R5 K: t' t
Fixed Leader of delayed group being re-assigned continually
+ ?* E) I7 D6 M9 jFixed HQ check so that first HQ is included
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) b2 O: C6 K8 w5 X! |9 Z$ J; X" d[1108g] ; Q/ Q9 N) @# R) a
Changed Update device in TOE when changed in order to fix land replacements
7 M5 a# o/ D. l( z" f8 b7 X+ bFixed Return cargo for CS or AC not checked if home base and current base are the same $ |8 N: |$ j9 P( |$ J
Fixed Force TF to use offmap if incorrectly set due to changes of destination
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[1108h]
* y" l" t2 p' {2 p( qFixed Adjust for non-mine device being in special mine slot [#9] for sub minelaying
7 z2 i7 l5 x8 d* OChanged Force ships to arrive at national base if original location is not valid to form TF; stop ships arriving at 'land-locked' base * H& K6 F9 ?+ D2 ?* z, q
Fixed Group leader who is a pilot was losing the link under various conditions. Corrected conditions and added correction code 2 m/ ^$ Q; `. M& w
Changed Allow 'independent' commands to change without cost to another 5 ~- B+ B2 I+ q, j7 s; Z
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[1108i]
9 Y$ J1 J( k! Y0 {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( o* ?$ O* Z" {" b2 |
Fixed Japanese production was over-producing upgraded devices for LCUs 6 |$ z% K& u- y9 N* k+ B1 N; A
Changed Ship display of ARD shows lift capacity & U, I% i. a1 p" @- F7 T9 F9 u7 O3 O7 ?
Fixed Sub-units not having withdraw delay decremented $ ^4 I/ C+ e% Z3 T
Fixed Updated offmap checks for home base
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9 T$ y* C8 [$ \- j; x[1108j]
" L5 G& _' A8 dFixed Issue with carriers in range code; could cause data corruption 1 p  {' _% M! N7 A1 `
Fixed Not all TRACOM pilots showed in lists 9 A, i% y$ l- X
Fixed Limit retreat after meeting TF surface combat to actual combat 7 w6 F! y) r3 G+ z/ a! a7 Z
Changed Removed endurance limit on PTs that limits attacks
: |/ e7 v6 h, b9 }Fixed LCU weapons being changed by AI code sometimes when LCU is human controlled - Y' e" x( l7 U( J+ m5 d
Changed Defer device upgrade of LCUs with fragments existing; causes errors in devices when swaping to parent or merging with other fragments/parent ) C* @7 n0 l# a. j- Z) n5 a
Changed No TF unload if 'do not unload' set regardless of status of ship cargo handling
) M$ k- B6 b0 j* ^8 F' v# s+ uFixed 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。
0 x3 w* B6 a% |& ~- f% G; 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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