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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" z& p, h  I, `4 c4 `* J7 {; h
http://www.matrixgames.com/forums/tm.asp?m=27295805 I) z& V! O6 k6 w
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. : H7 q' I6 b3 c1 f

4 t6 m' n4 i3 v0 }! o# H* K8 sThis 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. 4 H* j* J- N2 F
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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. 3 ]$ O2 x$ K6 {" P8 r0 a
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Background: $ y! ~7 ~1 e  Q8 c
Last month my development PC had a meltdown while I was working on changes since the last released build (02). - R' j6 n  s! V( e: x
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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  ?9 d0 Z6 y4 c- q9 S& Y/ V0 ZThe build works fine on my PC, but then it is also the one that created it. + g! o3 t8 k2 P, m
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 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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) b. G0 x* n* D% lI 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. 4 `; B9 I! R4 p# K  v
Load up a save and play a few turns. Let me know if you have any issues with it. 2 Y' \- Q+ [+ ?( @) g/ e5 ?3 H% k
Also, try using tracker to see if the DLL still works. : s% q; l) l1 W- k' z! F

3 u# \6 H8 k+ K) h- hAgain, my warning: 9 b6 g# Q4 t+ b# i/ l
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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, @) ^. ^( {; [8 \+ K/ ?% sHere is a list of the additional changes since 1108c (build 2)
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[1108c+]
& m2 c1 r* T' ]: E8 pFixed Rebuilt LCUs tended to use wrong PP cost on the first display, esp component units.
$ |2 m6 `$ L: A7 p! m! {" ?* ZRevised restore of report files from save . v% P- Q7 |& g& A
Changed Added group withdraw date to all split sub-groups, not just permanent withdraws
3 o* G4 A4 {: ?( y: ZFixed 'buy-for-supply' ships remained at 1 day delay % F, R9 I: J2 S9 t0 u% s
Fixed Error in Kamikaze determination in Flak Attack 8 p7 V5 B) J* K
Fixed Kamikaze training not affecting low naval bombing
+ F1 w/ v* i6 w8 c: s+ R3 NFixed Transferring pilot to group of different type losing 0-10 points off skills, rather than +/- 5
0 l7 ~% c/ x+ ^) T* WChanged Pilot experience hit based on category rather specific air type
! a: P8 c9 V4 N) N8 wChanged Added more off-map checks to better handle the TF's 'Return to ...' buttons
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0 q8 K; t- F% h4 s3 c/ E[1108d] & z! l7 M$ ^( m7 o4 X
Fixed Removed ships under repair/conversion from AV support total
( E$ x: L3 t0 e! ~' w; h" e: {Fixed Ground attacks against land units in friendly base hex could default to 'Commander Discretion' / S! Q0 a4 S( j0 E+ t! T( q
Changed Re-enabled limited on-map routing for off-map TFs   V* l0 _% C5 V6 N8 K; i
Removed Disband check for resource/oil that was added earlier as can be worked around 0 Q" P+ d# F. A% o
Fixed Allow float planes to transport troops to coastal bases - allowed selecting but did not always make the move
) X% b$ L7 S: w2 q  t& k& ZChanged Night missions on list using BLUE rather than BLACK
' @, B& k$ ]/ B. F1 ?/ e  k  VChanged Halved the 5-day resource requirement/stockpile to 2-day. Added earlier in patch to help with resource distribution
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[1108e]
& c" w2 b% `6 m6 lChanged Arriving LCU units were building more than needed devices if not enough in device pool - t* I1 H% x2 a9 c+ U
Fixed Was returning wrong Allied device to pool on LCU device upgrade
0 p; I4 `6 g6 ]" _5 jFixed Tried to align weapon and TOE for units without formal TOE before taking replacements; wrong numbers could be happening " W! A5 F5 n, h9 w
Changed Adjusted off-map entry point for way-points ) M, A* N/ G8 w8 t
Fixed Altitude not being changed on some dive bomber attacks in AAA # J% m) Q5 a3 h* b/ q
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[1108f] # w! H& e% |& z2 W1 x" z0 y' b
Fixed Auto convoy returning resource/oil to home base when not required to ! S- w; f1 H' Z# D8 K& b( F6 M
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
/ F  Y. h9 M* R* U) b; @7 i/ z& UFixed CTD when checking groups on withdrawing ships
  L7 C, }) ?+ ^& F7 ZChanged Restored image files for centre windows 1 m& z- d8 ^7 P1 z6 X5 _
Fixed Extend packing time and operMode to combining editor components of parent LCU ! ?3 o4 {& l! L- Z
Changed Vary DL for base created TFs, use same DL for TF split
8 I$ h* _/ _; B5 f1 OFixed Leader of delayed group being re-assigned continually : p1 P" h: [! B8 D5 ?4 Z1 V
Fixed HQ check so that first HQ is included
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[1108g]
" i) V5 C) J! @( BChanged Update device in TOE when changed in order to fix land replacements
- y& @- x# \. kFixed Return cargo for CS or AC not checked if home base and current base are the same 0 H' \: [3 p) {5 E  h
Fixed Force TF to use offmap if incorrectly set due to changes of destination
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[1108h] ; O( g! U  O' _
Fixed Adjust for non-mine device being in special mine slot [#9] for sub minelaying
- T9 a  ?- F) O" FChanged Force ships to arrive at national base if original location is not valid to form TF; stop ships arriving at 'land-locked' base % x1 V, X; @6 b- M  n3 n
Fixed Group leader who is a pilot was losing the link under various conditions. Corrected conditions and added correction code
$ }: _# X- x; l8 MChanged Allow 'independent' commands to change without cost to another
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[1108i]
  S) j: x5 E& _) O- ~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. ( f$ k7 f: C2 {: c8 u9 j" {. A# ~8 ?( c" M
Fixed Japanese production was over-producing upgraded devices for LCUs * ]; o1 [2 V/ O* [1 L
Changed Ship display of ARD shows lift capacity
6 F4 p0 |3 x# l; s4 U# gFixed Sub-units not having withdraw delay decremented - x7 O9 g- R* S  [1 K/ l
Fixed Updated offmap checks for home base
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( }- m2 \- w4 x" f" k$ L, {[1108j]
% J8 d; q6 U4 z; n9 aFixed Issue with carriers in range code; could cause data corruption
; C& {! D3 J, PFixed Not all TRACOM pilots showed in lists % s/ z, B, v8 [* h' ?
Fixed Limit retreat after meeting TF surface combat to actual combat & D! ], K, Z9 z( U/ ~( X* p5 h
Changed Removed endurance limit on PTs that limits attacks
5 v% g: t; L* o" ~' Z3 vFixed LCU weapons being changed by AI code sometimes when LCU is human controlled , g% t' @$ e& @; x8 A1 ]: p
Changed Defer device upgrade of LCUs with fragments existing; causes errors in devices when swaping to parent or merging with other fragments/parent
3 U+ q8 I6 w/ NChanged No TF unload if 'do not unload' set regardless of status of ship cargo handling
' U8 c: S" m; s% ^3 }  A% |9 @5 u9 q' XFixed 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。: R9 b* H7 p+ g, [1 L) o
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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