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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
) t! F/ n- t, I1 E  W: Mhttp://www.matrixgames.com/forums/tm.asp?m=2729580
! w2 x, H+ f( FThis 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. # \* q( h% s* U. Q/ w$ Y
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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. ' \, N$ s" _; U, J' o6 {

2 j# @2 b6 _( L& @3 y( u: ~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. 2 ?. I& M3 V% P. u

/ [1 _1 X$ [- i: kBackground:
, l  J& d  v9 ~Last month my development PC had a meltdown while I was working on changes since the last released build (02).
! M7 [$ s- ]  r; |" CAs 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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/ s; i; G: Z  B- c& h/ I7 vThe build works fine on my PC, but then it is also the one that created it. 6 J+ X. b6 G. j; p1 n& {. K" z
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. 3 F+ f2 {! i. S0 p2 Z4 T7 Y. A8 a
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As a result, I need to be 100% convinced that the new code will run on existing installs of AE.   z* Q* `/ l2 D* G5 W

- |  q; t! e% r: V; UI 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. - s& c2 c' t+ j# J" ?
Load up a save and play a few turns. Let me know if you have any issues with it. ; r1 p' O+ g' K  L
Also, try using tracker to see if the DLL still works. ! d$ W  l0 c0 s, z1 p( w# _
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Again, my warning:
- P4 b! g. R9 GPLEASE 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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6 j$ m( z: Q9 S3 }" ~( T[1108c+]
8 P! q3 }$ j8 h1 D3 g5 s- qFixed Rebuilt LCUs tended to use wrong PP cost on the first display, esp component units.
% T9 k* F/ k/ u/ I" S& kRevised restore of report files from save
; L5 c; [8 \8 g8 S9 }4 B( P) l' [Changed Added group withdraw date to all split sub-groups, not just permanent withdraws 0 E( w& ?4 f- U' R  s0 x
Fixed 'buy-for-supply' ships remained at 1 day delay 3 p4 R$ p  d0 Y  T
Fixed Error in Kamikaze determination in Flak Attack : q1 K, z) k3 A: G
Fixed Kamikaze training not affecting low naval bombing 1 d9 f9 N3 x: M0 l' C
Fixed Transferring pilot to group of different type losing 0-10 points off skills, rather than +/- 5 . A7 Y9 ^: H" M* \7 e/ h
Changed Pilot experience hit based on category rather specific air type 2 W/ A9 y7 ^0 \) R/ o
Changed Added more off-map checks to better handle the TF's 'Return to ...' buttons
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[1108d]
. ^+ c! f2 L8 m" c7 wFixed Removed ships under repair/conversion from AV support total / W9 ~9 r0 V" |! m" G
Fixed Ground attacks against land units in friendly base hex could default to 'Commander Discretion' 6 }. b4 |/ S" {( ?( D4 C/ E3 }5 ~
Changed Re-enabled limited on-map routing for off-map TFs 8 O6 A- x9 v. g3 {7 T6 z. H
Removed Disband check for resource/oil that was added earlier as can be worked around
+ Y- P& ~7 r: [, w" yFixed Allow float planes to transport troops to coastal bases - allowed selecting but did not always make the move
1 b) p8 p+ r$ N% U  I# ]( R/ ~% J% kChanged Night missions on list using BLUE rather than BLACK 4 |& I- b" Z+ s) `$ E6 U; T9 o/ g' V
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]
0 Q0 l- D. u6 D$ J4 SChanged Arriving LCU units were building more than needed devices if not enough in device pool
* i3 g4 P4 I  JFixed Was returning wrong Allied device to pool on LCU device upgrade
' t$ R3 j9 w/ t+ g2 N0 eFixed Tried to align weapon and TOE for units without formal TOE before taking replacements; wrong numbers could be happening 9 ?/ F- Z9 S' o" O% b, e
Changed Adjusted off-map entry point for way-points : q+ J0 `) ]5 J; G6 ^/ a
Fixed Altitude not being changed on some dive bomber attacks in AAA
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[1108f] 7 x% n/ c* H: m* f9 ]# W6 g6 B* W) M0 {
Fixed Auto convoy returning resource/oil to home base when not required to 7 `7 G# K/ ]+ U
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 ( l! c0 B  m0 L- U  g
Fixed CTD when checking groups on withdrawing ships
- l+ A+ s6 T( G7 Q4 ~4 rChanged Restored image files for centre windows # n$ m( z7 o- V4 `! ?3 ^
Fixed Extend packing time and operMode to combining editor components of parent LCU
' \4 `/ z' E0 p! i+ G/ UChanged Vary DL for base created TFs, use same DL for TF split $ \, x' u+ h2 H7 ~* f. T$ u) y
Fixed Leader of delayed group being re-assigned continually 7 C' G5 |% Q0 I2 a+ i( ^' u9 D, e
Fixed HQ check so that first HQ is included
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[1108g]
7 D8 L- \6 B+ E1 B" aChanged Update device in TOE when changed in order to fix land replacements ! x2 ~% f% ?6 {4 {
Fixed Return cargo for CS or AC not checked if home base and current base are the same
) O) c, ^+ [3 mFixed Force TF to use offmap if incorrectly set due to changes of destination
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: G* s* w% M& w+ O: g[1108h] " S1 |% q+ n4 x; P: D# `" N0 G
Fixed Adjust for non-mine device being in special mine slot [#9] for sub minelaying
5 @% ?  m6 L* b: c# F1 r2 PChanged Force ships to arrive at national base if original location is not valid to form TF; stop ships arriving at 'land-locked' base : Z4 c1 j" G5 B  B
Fixed Group leader who is a pilot was losing the link under various conditions. Corrected conditions and added correction code ) N: {; h. T: ?$ W' Y
Changed Allow 'independent' commands to change without cost to another
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[1108i] 7 B4 V3 i1 u: h, Z  p5 l+ Y2 `" b$ e
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.
. b) v) G; n8 \& K* fFixed Japanese production was over-producing upgraded devices for LCUs
) s1 t9 l5 Y& }Changed Ship display of ARD shows lift capacity
. Q4 d" F( [/ U3 e7 j' Q8 E' KFixed Sub-units not having withdraw delay decremented # N! v- ~) F2 E0 A4 n; G* C% @& v
Fixed Updated offmap checks for home base
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- U7 ?9 b1 X7 F% J+ ~[1108j]
* @1 s2 c9 a. @0 uFixed Issue with carriers in range code; could cause data corruption / O# u5 O% d: _3 P' T! N
Fixed Not all TRACOM pilots showed in lists + T) r0 n' s, _0 p+ `6 L
Fixed Limit retreat after meeting TF surface combat to actual combat ! _0 Q2 l  i; C3 d
Changed Removed endurance limit on PTs that limits attacks 0 U/ r3 h0 t9 s
Fixed LCU weapons being changed by AI code sometimes when LCU is human controlled
! f( R0 O$ G8 m- g$ V# j5 {+ NChanged Defer device upgrade of LCUs with fragments existing; causes errors in devices when swaping to parent or merging with other fragments/parent # v3 R0 ^  R6 u' \" {/ n: h1 y9 k
Changed No TF unload if 'do not unload' set regardless of status of ship cargo handling : f* N5 `& W" j$ a6 J
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。
0 s) M- A+ w+ S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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