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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' c4 G5 r+ N8 L6 l5 Q/ x2 Bhttp://www.matrixgames.com/forums/tm.asp?m=2729580; c( ?% [8 v7 D7 O4 i
This is an unofficial "short-term" beta install. % T+ N# H7 r4 B: I6 D# I) t
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.
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1 n7 N' G! B: k5 h7 Y$ ]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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  q1 ^/ n# P6 hBackground: 5 p: f, c. H: O7 O. J
Last month my development PC had a meltdown while I was working on changes since the last released build (02). ; Z9 I: d3 E1 t2 Q( v  L/ j
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 \/ B1 y/ l, M& j1 J
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The build works fine on my PC, but then it is also the one that created it. - ]! {9 h* L; i& w
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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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& F6 q5 q! w  P" ]5 {1 WI 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. - o1 t% R" M2 K; v1 {
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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.
5 x# I* \- }" D! B( u# ?Load up a save and play a few turns. Let me know if you have any issues with it.
& g: D  B- }0 n* x! SAlso, try using tracker to see if the DLL still works.
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Again, my warning: $ \6 k' I! ?" w: V
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.   ]/ d3 v1 p' \6 z! Z& a- h

" E& `; h0 E! O& wHere is a list of the additional changes since 1108c (build 2)
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[1108c+]
  `- p% M* n/ l6 z  E' xFixed Rebuilt LCUs tended to use wrong PP cost on the first display, esp component units. 5 b) j+ L0 B- X, e
Revised restore of report files from save 6 y  G6 g7 R9 t% r
Changed Added group withdraw date to all split sub-groups, not just permanent withdraws
4 s) }5 j7 W9 t4 DFixed 'buy-for-supply' ships remained at 1 day delay $ D% y! I4 ~3 a; A( b9 [( g% ?
Fixed Error in Kamikaze determination in Flak Attack
+ Y- z9 d$ E, IFixed Kamikaze training not affecting low naval bombing
* V% `) e4 C8 @Fixed Transferring pilot to group of different type losing 0-10 points off skills, rather than +/- 5
# d* A% p) [7 L2 WChanged Pilot experience hit based on category rather specific air type
. q  X  d+ V+ e$ f2 ]/ KChanged Added more off-map checks to better handle the TF's 'Return to ...' buttons 8 P9 s; j# z  U" x

1 {4 `1 I  S  j' u[1108d] % W# n% j( k& i& R" b) U  k
Fixed Removed ships under repair/conversion from AV support total 5 G( w9 y. b0 a( K, [
Fixed Ground attacks against land units in friendly base hex could default to 'Commander Discretion'
) d' S1 l! G) }- f- X: p" T; D! rChanged Re-enabled limited on-map routing for off-map TFs $ n% {6 y% F* F. s! @1 C6 M
Removed Disband check for resource/oil that was added earlier as can be worked around
$ o2 L  i" s( T, q& DFixed Allow float planes to transport troops to coastal bases - allowed selecting but did not always make the move . u. d3 s, ^0 S6 e: P- N- l
Changed Night missions on list using BLUE rather than BLACK
- l/ R( d7 [: o3 Z/ T* L) m; c. hChanged Halved the 5-day resource requirement/stockpile to 2-day. Added earlier in patch to help with resource distribution
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[1108e]
% t7 n5 Q, X3 c/ RChanged Arriving LCU units were building more than needed devices if not enough in device pool - K' `% @6 f# B2 q2 c0 b
Fixed Was returning wrong Allied device to pool on LCU device upgrade / R0 m: }$ l$ H/ ]- h; b2 W4 D. d
Fixed Tried to align weapon and TOE for units without formal TOE before taking replacements; wrong numbers could be happening ) v+ J) [2 h% u  x3 U7 s9 k" P# b3 _
Changed Adjusted off-map entry point for way-points
; ^# F. g  ], F) w' |( V. F% MFixed Altitude not being changed on some dive bomber attacks in AAA # X- J) E( J) N

/ w( [( B, D- |, @[1108f]
; r+ J  m# B; L' q0 L6 M* VFixed Auto convoy returning resource/oil to home base when not required to - }% Q; L- M3 a) {; W+ b5 D' h9 S
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 + G) _6 F1 m9 Q$ \# A: O9 s
Fixed CTD when checking groups on withdrawing ships * `# \' A* e0 k/ L( c/ W; V/ a
Changed Restored image files for centre windows 5 \! I! h3 k9 A) s: _$ ^. s' t
Fixed Extend packing time and operMode to combining editor components of parent LCU / D& I& q% R/ Y* M
Changed Vary DL for base created TFs, use same DL for TF split
0 p0 e& N4 }+ S# Y$ E7 DFixed Leader of delayed group being re-assigned continually : S5 L, U. y& m; W& T
Fixed HQ check so that first HQ is included 6 \7 n, w2 X. F" q/ d

9 K* ?- n* l- g" J! w[1108g]
4 k: S6 \, ~; H7 XChanged Update device in TOE when changed in order to fix land replacements 9 b1 A1 K+ c+ ]' u7 K8 ^% U6 ?
Fixed Return cargo for CS or AC not checked if home base and current base are the same
) Y$ v* k% _/ ~* g! w1 ?Fixed Force TF to use offmap if incorrectly set due to changes of destination
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+ o: W6 ~& m+ X: f7 {1 J$ t& Z1 N[1108h]   N8 o$ l# t; n) C
Fixed Adjust for non-mine device being in special mine slot [#9] for sub minelaying
+ c3 H3 P; O  n# ?( u( Z  MChanged Force ships to arrive at national base if original location is not valid to form TF; stop ships arriving at 'land-locked' base
* n6 N, t* Y1 ]7 J8 eFixed Group leader who is a pilot was losing the link under various conditions. Corrected conditions and added correction code   d7 q6 ?  b8 W& X" I) T
Changed Allow 'independent' commands to change without cost to another # D0 P" M8 ^0 o1 O/ }
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[1108i] & {* }) b4 B0 c9 @5 N  `
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.
7 o$ P' N. B! l' O" F* i0 j* s, \Fixed Japanese production was over-producing upgraded devices for LCUs
- R7 q1 ?$ R# n: jChanged Ship display of ARD shows lift capacity ) O- |* v" `% S" p2 V- M
Fixed Sub-units not having withdraw delay decremented
8 q) U9 v. o; I/ Q8 xFixed Updated offmap checks for home base
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[1108j] % u% ^6 q/ Q, k$ p7 i. o
Fixed Issue with carriers in range code; could cause data corruption
* K( L  g8 V5 h: ^, g: G7 V6 N8 u% h9 HFixed Not all TRACOM pilots showed in lists 3 O" \) c) F$ B( q
Fixed Limit retreat after meeting TF surface combat to actual combat 8 w) D; U' ^& g2 g
Changed Removed endurance limit on PTs that limits attacks
  O5 O# ~9 t0 j$ J5 |( {2 }7 ?1 |Fixed LCU weapons being changed by AI code sometimes when LCU is human controlled 0 g% u/ q: [+ p5 s
Changed Defer device upgrade of LCUs with fragments existing; causes errors in devices when swaping to parent or merging with other fragments/parent
- n+ H5 z( q) U% ^9 ^/ Z; N7 CChanged No TF unload if 'do not unload' set regardless of status of ship cargo handling ; j# W0 J* `  n$ Q
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。
4 E) _# J- w% _5 O; K9 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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