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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
8 C  j" R  o, o# f; Qhttp://www.matrixgames.com/forums/tm.asp?m=27295807 x9 g6 Q% F) z6 m1 ^; h+ g
This is an unofficial "short-term" beta install. 2 Q1 k: D4 [$ o& v6 |) d2 q; E% x0 ?$ [0 O
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. 3 y9 u( H; q+ R, [( J
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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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+ [  M  O5 N# {7 hBackground:
5 |% p5 r/ R* N' L4 R% `% _2 hLast month my development PC had a meltdown while I was working on changes since the last released build (02). ; A  v5 _: L- u3 l( A" d
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. - i$ h2 J" w% }' c& Q  ?: q

- G& A# D/ s9 J* Z/ ]" f8 d( I6 b6 cThe build works fine on my PC, but then it is also the one that created it. / [. c4 Y: F% w/ p9 X2 B
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. 5 E" E7 O* p% j. Y5 n6 @- P3 `
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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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( f4 d0 E! m2 p& zI 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. . G$ B8 f7 h: I  G
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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. " _' {+ C8 Y' S. f; q
Load up a save and play a few turns. Let me know if you have any issues with it. 6 r1 U7 Q+ {+ o6 b" P& m7 J+ q7 O5 Y
Also, try using tracker to see if the DLL still works.
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' d1 y8 s. t& h( u; DAgain, my warning: ) G: K6 p  }9 E
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)
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$ l& ^2 ?7 i' D0 ^  t/ b/ ~[1108c+]
! g5 _( p# q3 }Fixed Rebuilt LCUs tended to use wrong PP cost on the first display, esp component units.
: ~& K& c$ c% S& k+ {Revised restore of report files from save 6 a  ]! ^* H6 ^  y7 P7 _+ m  k$ ~' b5 m; ]
Changed Added group withdraw date to all split sub-groups, not just permanent withdraws $ [: @. v' f2 n* w: ]( _# \
Fixed 'buy-for-supply' ships remained at 1 day delay ' Q- @- Z& ^* c( c* u$ |" ^. e  T7 E
Fixed Error in Kamikaze determination in Flak Attack
, ]. u5 E( p+ X+ g5 dFixed Kamikaze training not affecting low naval bombing
' \: I& b# \$ ZFixed Transferring pilot to group of different type losing 0-10 points off skills, rather than +/- 5
9 X/ W- u. O1 u( V9 jChanged Pilot experience hit based on category rather specific air type
! ~# ^6 C% f0 c$ OChanged Added more off-map checks to better handle the TF's 'Return to ...' buttons
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[1108d]
. V1 T2 n% m" t1 k7 x; HFixed Removed ships under repair/conversion from AV support total 7 N7 M) D0 A4 r. Q" J* [
Fixed Ground attacks against land units in friendly base hex could default to 'Commander Discretion' . W& T0 [0 J; V9 r) d3 E4 m* O
Changed Re-enabled limited on-map routing for off-map TFs
/ z4 B* @0 D0 r' `) zRemoved Disband check for resource/oil that was added earlier as can be worked around
2 j& w3 i. f* Z+ ^& ~! s: ?8 LFixed Allow float planes to transport troops to coastal bases - allowed selecting but did not always make the move - S$ U: @) E2 L5 f  Q; q1 T
Changed Night missions on list using BLUE rather than BLACK
, A1 f+ x' _- Z* fChanged Halved the 5-day resource requirement/stockpile to 2-day. Added earlier in patch to help with resource distribution
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3 V9 }" m0 Y9 e( ]. \6 _2 i9 N[1108e] 2 A/ ]3 T- o1 i- I5 z- C6 v- n
Changed Arriving LCU units were building more than needed devices if not enough in device pool 0 z- J* o; H8 V+ o) ^' u
Fixed Was returning wrong Allied device to pool on LCU device upgrade
* A5 k4 Z; f# Q* A1 }3 lFixed Tried to align weapon and TOE for units without formal TOE before taking replacements; wrong numbers could be happening ) ?; W+ v3 d/ I6 Q' H' `
Changed Adjusted off-map entry point for way-points 0 q% H+ j1 ]. R* s
Fixed Altitude not being changed on some dive bomber attacks in AAA
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[1108f]
6 G% H# u9 D& ]- A; x& UFixed Auto convoy returning resource/oil to home base when not required to
% I$ t" K9 s) H9 y0 fAdded 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
5 P  v2 {. d' `6 t& uFixed CTD when checking groups on withdrawing ships
6 E# g. ?/ Q; ^$ ^7 Q: E) @Changed Restored image files for centre windows - S3 c3 C1 c9 Q; [# c# _
Fixed Extend packing time and operMode to combining editor components of parent LCU 6 W& ]1 B$ x& q! D! S  _3 Q. a
Changed Vary DL for base created TFs, use same DL for TF split
% O* k0 ?& O' W7 l5 K1 r* J( BFixed Leader of delayed group being re-assigned continually
5 n1 e- i7 H+ _; Y8 i/ O( kFixed HQ check so that first HQ is included
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( M6 {# |$ V/ P[1108g]
6 W; ~2 ]6 w. |% _( QChanged Update device in TOE when changed in order to fix land replacements
7 S0 T! ?3 U! _4 f& k9 KFixed Return cargo for CS or AC not checked if home base and current base are the same 9 c/ q$ W  P2 g" R3 Z8 [( J& O+ d6 l
Fixed Force TF to use offmap if incorrectly set due to changes of destination , l% I8 }  P6 E" M
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[1108h]
, q+ Y" [  w7 r* Z! `' |6 c/ o/ xFixed Adjust for non-mine device being in special mine slot [#9] for sub minelaying
0 M" s- {  p: }- E) R  b, sChanged Force ships to arrive at national base if original location is not valid to form TF; stop ships arriving at 'land-locked' base
2 S5 D/ m( g0 K& p, G3 qFixed Group leader who is a pilot was losing the link under various conditions. Corrected conditions and added correction code
' z0 B" v4 N/ b, `Changed Allow 'independent' commands to change without cost to another 0 B: i7 d  Q: e: x) {' W

% u: x7 t2 @0 A[1108i]
, f5 T$ |5 j  A3 M' e; \1 d  h; \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.
4 W/ X9 e$ z- i* x# _Fixed Japanese production was over-producing upgraded devices for LCUs
$ `" i9 q- j2 K" ]- \Changed Ship display of ARD shows lift capacity
* P  |6 h1 e2 y- h. c/ jFixed Sub-units not having withdraw delay decremented
. [$ R1 x+ ~  H# g/ ~Fixed Updated offmap checks for home base
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0 _/ Z3 _) B3 n[1108j] 5 c# w+ f! x2 \: s, j2 R7 j
Fixed Issue with carriers in range code; could cause data corruption " n+ d; Z2 g+ H' ~- }
Fixed Not all TRACOM pilots showed in lists 8 @9 _% I9 b4 o6 B* ^
Fixed Limit retreat after meeting TF surface combat to actual combat 4 }5 c/ b) }) P* Q5 D
Changed Removed endurance limit on PTs that limits attacks
0 b+ e- H' q6 Y7 v$ F- t) G' OFixed LCU weapons being changed by AI code sometimes when LCU is human controlled 9 C$ u& ^6 V" _7 F
Changed Defer device upgrade of LCUs with fragments existing; causes errors in devices when swaping to parent or merging with other fragments/parent
9 X) G. K9 t, b# M: G% bChanged No TF unload if 'do not unload' set regardless of status of ship cargo handling
5 @) F1 @' K  CFixed 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。* @! z% l* z5 v
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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