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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
+ M* k  h) J* y! d* e, b) Mhttp://www.matrixgames.com/forums/tm.asp?m=2729580
% L! C' u4 b2 e6 p) O, {1 C; }This is an unofficial "short-term" beta install. , [, V# F4 D; t% M8 H
Short-term being the appropriate term as this thread may be removed after a few days. / T# P2 U# q- \3 r0 m4 R) s0 k

) V& A& \$ Y: E' I" iThis 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. 2 y" W; ^$ Z8 j% Q1 `! o8 }
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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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* ?* n" Y! c) b9 P  PBackground:
6 z2 X+ v2 p0 @5 e% m" cLast month my development PC had a meltdown while I was working on changes since the last released build (02).
0 |/ p3 a% ?/ A/ aAs 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. / J% _/ x  A4 I% K  Q- 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.
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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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7 L" F' v1 ~1 vI 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. 0 m- j3 U1 ]  S/ J) W
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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. 7 O4 I7 o; E+ o5 B& m% M
Load up a save and play a few turns. Let me know if you have any issues with it. 6 |3 ^3 [! q* I& A2 c1 i6 X' r
Also, try using tracker to see if the DLL still works. + ^4 V  l. w/ ~( y* I9 E

$ ^, t# W" r( `. \8 E+ h& s) vAgain, my warning: - Z2 {6 _! u, c5 P- 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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3 M5 }5 H5 c, W8 hHere is a list of the additional changes since 1108c (build 2)
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4 k* p# V) K( b7 E& W[1108c+]
8 q+ [0 ^5 A, B* R5 sFixed Rebuilt LCUs tended to use wrong PP cost on the first display, esp component units. " u# M) ~, Y: T+ s
Revised restore of report files from save
4 |( L, V/ W- Z+ x% DChanged Added group withdraw date to all split sub-groups, not just permanent withdraws
/ r; X* r3 N0 l2 K9 T8 Q2 B2 ]& @Fixed 'buy-for-supply' ships remained at 1 day delay
, w: [. s. y6 \) @, a! Y4 j* c) KFixed Error in Kamikaze determination in Flak Attack , i7 ?; e( `! n; ?8 \6 m7 C
Fixed Kamikaze training not affecting low naval bombing 9 i7 ]8 J6 a. T1 z" f4 p
Fixed Transferring pilot to group of different type losing 0-10 points off skills, rather than +/- 5 , P9 V  A, C  c* w, ]5 j
Changed Pilot experience hit based on category rather specific air type 9 d3 b3 W* I: ^' [+ \  I. j
Changed Added more off-map checks to better handle the TF's 'Return to ...' buttons
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" t" e2 j/ w/ p[1108d]
; B" M$ C( M7 NFixed Removed ships under repair/conversion from AV support total 0 H. C" J5 {$ g5 h1 e
Fixed Ground attacks against land units in friendly base hex could default to 'Commander Discretion' 7 p# r! R6 p/ {
Changed Re-enabled limited on-map routing for off-map TFs 9 D( X. T6 m% j' C& h  X
Removed Disband check for resource/oil that was added earlier as can be worked around & n* H/ I+ m+ O! F! Z' a
Fixed Allow float planes to transport troops to coastal bases - allowed selecting but did not always make the move
! h- z9 g: g4 I1 C8 x/ X  AChanged Night missions on list using BLUE rather than BLACK
3 E" q% }3 Z1 Z2 S& @Changed Halved the 5-day resource requirement/stockpile to 2-day. Added earlier in patch to help with resource distribution - I9 k+ a8 E0 [' D' \
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[1108e]
/ \+ f! B# k. s2 b: o8 nChanged Arriving LCU units were building more than needed devices if not enough in device pool
; M) z3 l, Q$ sFixed Was returning wrong Allied device to pool on LCU device upgrade
3 C* v# X$ e5 rFixed Tried to align weapon and TOE for units without formal TOE before taking replacements; wrong numbers could be happening
" l  q5 b' a& \! s7 f6 ?- ]' b$ TChanged Adjusted off-map entry point for way-points ; b1 A9 y' A' S
Fixed Altitude not being changed on some dive bomber attacks in AAA 9 |$ z  l* X$ f0 Y) n' H! R0 L' X5 A
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[1108f]
! C, s& P' \. b; d5 ^! b  zFixed Auto convoy returning resource/oil to home base when not required to * ~$ S1 Y& c7 o5 U- H" B
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; m! i0 {8 I, U' v4 b
Fixed CTD when checking groups on withdrawing ships ; P. B. j/ S( t) b# Q
Changed Restored image files for centre windows # R; {# y$ z5 n* m
Fixed Extend packing time and operMode to combining editor components of parent LCU
* s+ o( i3 F' W$ ]+ M; C  EChanged Vary DL for base created TFs, use same DL for TF split % S" O$ e3 V0 @3 Z4 ~4 U" T! ~+ V9 z
Fixed Leader of delayed group being re-assigned continually * R4 z8 `% b  Y! T, Y  u0 @& f* r8 T
Fixed HQ check so that first HQ is included
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# y) z0 P" R# Z  l" {, a[1108g]
" g# ]5 z* _2 m; vChanged Update device in TOE when changed in order to fix land replacements ) W5 `7 }9 X  y% x& ]
Fixed Return cargo for CS or AC not checked if home base and current base are the same 8 U- o4 k1 l- t* l/ A* C, f
Fixed Force TF to use offmap if incorrectly set due to changes of destination " t( f2 V# m- U

( x0 K# D$ L/ r! U. }1 o3 J  r[1108h] & I+ q$ X; A2 z. a. M% N' x
Fixed Adjust for non-mine device being in special mine slot [#9] for sub minelaying * s; O' e- `( P# o% X3 I9 v
Changed Force ships to arrive at national base if original location is not valid to form TF; stop ships arriving at 'land-locked' base
( C* d, D, u- ~Fixed Group leader who is a pilot was losing the link under various conditions. Corrected conditions and added correction code 8 F# g( y) A/ H: {$ B  s
Changed Allow 'independent' commands to change without cost to another 6 v+ p2 e9 F6 @6 I- m
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[1108i] 9 [& O5 S( w5 t! i1 w# Q
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.
2 L- ^( R8 G* |' HFixed Japanese production was over-producing upgraded devices for LCUs " R- W) s1 E4 i! U2 I7 l3 d$ P
Changed Ship display of ARD shows lift capacity ! A- R) o) Q, Q2 J" |
Fixed Sub-units not having withdraw delay decremented
7 k" y: s) f& j+ W  S& NFixed Updated offmap checks for home base ' Q! z1 G0 ~2 d

! j( _9 ~8 k3 U3 J8 B  z$ P[1108j]
2 N& \4 `: Y7 H9 V. G" ?1 nFixed Issue with carriers in range code; could cause data corruption
( d8 t. \1 `" o2 w) h: j/ LFixed Not all TRACOM pilots showed in lists
  U% l* f' N/ M( T2 `. eFixed Limit retreat after meeting TF surface combat to actual combat 5 F" O* Q% R( f% c* K5 W
Changed Removed endurance limit on PTs that limits attacks
/ N- z9 l% H1 q1 m, MFixed LCU weapons being changed by AI code sometimes when LCU is human controlled
2 J4 y- f+ G/ G6 N$ \+ l% EChanged Defer device upgrade of LCUs with fragments existing; causes errors in devices when swaping to parent or merging with other fragments/parent " J6 q9 k5 Q7 X8 j
Changed No TF unload if 'do not unload' set regardless of status of ship cargo handling 5 X$ r$ u& b( g! e+ R
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。5 R7 D- T9 x6 k: 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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