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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
% @0 d% B) P: Q3 s5 Vhttp://www.matrixgames.com/forums/tm.asp?m=27295804 l1 M/ [, K& K6 V2 r7 N
This 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. 5 m1 P; F& {3 d" E

. h+ `2 N4 r  D+ F5 x) i, M! jThis 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. 0 o9 ]6 R3 z) W* }
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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. ' C5 }. x+ N) P- _6 o3 L% g0 P

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Last month my development PC had a meltdown while I was working on changes since the last released build (02).
4 t' j9 c# {& a8 U( H0 V. ~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.
4 N7 J  d2 ^1 w& q3 V1 FA 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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, P( Q8 W1 ^" D. x0 j% cAs a result, I need to be 100% convinced that the new code will run on existing installs of AE.
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9 P  c5 F, @/ K! E  CI 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. # n% D+ T" P( v

2 h) E  X) w# j, a! pI 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.
3 `$ q9 E  w# w& tLoad up a save and play a few turns. Let me know if you have any issues with it.
: j1 o; X' x& M# g! u* N8 U$ `2 oAlso, try using tracker to see if the DLL still works.
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# Y" ]: J; g/ ^. f- MAgain, my warning: # p! ?' t& s# y4 O! T  i
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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Here is a list of the additional changes since 1108c (build 2) & S8 T4 H7 Y8 U& h+ e. J! h
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[1108c+]
& s2 @6 v8 h9 x! RFixed Rebuilt LCUs tended to use wrong PP cost on the first display, esp component units.
1 f. b; F) B% g4 ^9 W( kRevised restore of report files from save 0 d7 j! i8 \  M( X. a1 s; e4 A
Changed Added group withdraw date to all split sub-groups, not just permanent withdraws
* L' O* n" O4 Z& ^. F& O$ ]Fixed 'buy-for-supply' ships remained at 1 day delay
9 j6 F, m4 m3 EFixed Error in Kamikaze determination in Flak Attack
" K7 ~3 p, o$ r3 Y/ AFixed Kamikaze training not affecting low naval bombing 5 L2 [- F/ W6 I  F
Fixed Transferring pilot to group of different type losing 0-10 points off skills, rather than +/- 5 ) p: \3 x, ?0 O( q  x0 U
Changed Pilot experience hit based on category rather specific air type
, C( V# F! S  C3 {Changed Added more off-map checks to better handle the TF's 'Return to ...' buttons 5 [* w/ C7 W1 z9 H* r

4 ~3 L2 [' R5 P. v8 Z[1108d] % [" T( l1 S% x, R
Fixed Removed ships under repair/conversion from AV support total
9 \! i: c4 n9 ^Fixed Ground attacks against land units in friendly base hex could default to 'Commander Discretion'
2 R8 i) Y6 Q/ @; m9 m' m' v8 wChanged Re-enabled limited on-map routing for off-map TFs 3 @& F, `4 z8 O! U2 A. x+ W% v; f
Removed Disband check for resource/oil that was added earlier as can be worked around # |* z  `3 z' f: _; {& ^
Fixed Allow float planes to transport troops to coastal bases - allowed selecting but did not always make the move
# i& k  f  V- ?: KChanged Night missions on list using BLUE rather than BLACK 2 @; u" ~, l/ g4 N1 N6 }
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] 6 C/ q1 z3 ~5 t9 I1 f
Changed Arriving LCU units were building more than needed devices if not enough in device pool
! y$ S- F- a! _/ MFixed Was returning wrong Allied device to pool on LCU device upgrade
. I( M/ n% c4 Q7 JFixed Tried to align weapon and TOE for units without formal TOE before taking replacements; wrong numbers could be happening
( d7 ?1 q/ }/ X7 a% \) Y$ T; dChanged Adjusted off-map entry point for way-points
  s& B& M# n( t) ~+ TFixed Altitude not being changed on some dive bomber attacks in AAA
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[1108f] ) S. ~' I, T- @. i( s4 }9 R* @
Fixed Auto convoy returning resource/oil to home base when not required to - Y  j! o. d) K  h; k
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
: i9 s4 W/ I# B! E- q  @1 G6 ^Fixed CTD when checking groups on withdrawing ships & U( F- H0 B4 ^5 H# V
Changed Restored image files for centre windows 1 g4 S6 ]/ r. S" o1 I8 v
Fixed Extend packing time and operMode to combining editor components of parent LCU 6 u. G- x& ^# G# P) R6 o
Changed Vary DL for base created TFs, use same DL for TF split 8 I3 B! I1 j# I
Fixed Leader of delayed group being re-assigned continually
7 \$ _) ?+ G: |7 A3 W( J/ }Fixed HQ check so that first HQ is included
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[1108g] 4 ?0 d# \* A, g* h+ Y
Changed Update device in TOE when changed in order to fix land replacements
! |( a# L4 y3 hFixed Return cargo for CS or AC not checked if home base and current base are the same , r+ G' {3 I% T( _! g! g! \
Fixed Force TF to use offmap if incorrectly set due to changes of destination - p3 o+ P% Q* C* H3 i

! Y9 q" G7 V# O% e* H3 n[1108h]
1 y0 r7 S( E( a6 t3 lFixed Adjust for non-mine device being in special mine slot [#9] for sub minelaying " p4 y" D9 z/ ^8 D
Changed Force ships to arrive at national base if original location is not valid to form TF; stop ships arriving at 'land-locked' base
* w, O, z+ Y7 `9 jFixed Group leader who is a pilot was losing the link under various conditions. Corrected conditions and added correction code 9 f, q: I: D& [, A. s3 ^% r5 {
Changed Allow 'independent' commands to change without cost to another
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[1108i]
9 m5 F6 N3 c. l4 e. hFixed 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. 1 H% O& j7 h+ \
Fixed Japanese production was over-producing upgraded devices for LCUs
7 ]) y7 @5 r$ j% q( T' qChanged Ship display of ARD shows lift capacity
5 E4 P% ^8 `9 k/ @Fixed Sub-units not having withdraw delay decremented
  [0 C/ G* c, B7 T! v5 C9 M; n: GFixed Updated offmap checks for home base : f) r8 C! v1 D
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[1108j]
7 r& M4 n& y: I6 o' \3 GFixed Issue with carriers in range code; could cause data corruption
" k# V0 F/ ^# y- t- W. G7 _, nFixed Not all TRACOM pilots showed in lists
* R5 B7 ]/ d$ j  _3 n9 ~Fixed Limit retreat after meeting TF surface combat to actual combat   F4 r5 e( A4 B. `+ P
Changed Removed endurance limit on PTs that limits attacks   g8 f4 b+ h2 z! c& S: {
Fixed LCU weapons being changed by AI code sometimes when LCU is human controlled
) L+ A' p2 _& O4 A' XChanged Defer device upgrade of LCUs with fragments existing; causes errors in devices when swaping to parent or merging with other fragments/parent
& N/ f' a; R. S' U. O$ Z( j: qChanged No TF unload if 'do not unload' set regardless of status of ship cargo handling 8 p+ I: s2 `7 F& L
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。
3 }0 ~2 x! C  n1 `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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