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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
+ o2 _; U) Q$ k% o! r! K6 v7 Xhttp://www.matrixgames.com/forums/tm.asp?m=2729580
' B+ n+ C" {' k: M& h( Y+ l2 uThis is an unofficial "short-term" beta install. ' w( V+ r' ], t8 F
Short-term being the appropriate term as this thread may be removed after a few days. 3 F7 @+ U- x0 n9 Z. R0 d8 d2 a
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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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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. % e$ m1 |4 K0 g3 M: V- a
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Background:
8 a6 u9 p5 g# f8 v4 M; lLast month my development PC had a meltdown while I was working on changes since the last released build (02).
' M; W" |" k  v9 W% [. nAs 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. % e# ^& n& b! s3 Q# `1 P5 ]  F
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The build works fine on my PC, but then it is also the one that created it. ( w& W* e" h! S4 O
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. 7 B  u! |8 I1 W  T) {/ X  J7 W$ C

7 ?. }' q- Y  l! [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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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 p3 s* H# v# Z7 ~Load up a save and play a few turns. Let me know if you have any issues with it.
0 Q5 H# [* H0 }+ E% V) x3 wAlso, try using tracker to see if the DLL still works.
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Again, my warning: * X4 Z( K; q& A- 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.
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Here is a list of the additional changes since 1108c (build 2)   _. E% b3 j7 y% X) D5 r

  Z+ M- V9 M% z' ^5 G, {: \; K; g: ^[1108c+]
+ Y8 A: J3 C$ }- t9 FFixed Rebuilt LCUs tended to use wrong PP cost on the first display, esp component units. / Q* h* q- }' a9 K0 J! z
Revised restore of report files from save . G8 w. v0 w. y$ f/ W9 i( ~
Changed Added group withdraw date to all split sub-groups, not just permanent withdraws 0 d. ~& v* P) G" O2 i' J/ t
Fixed 'buy-for-supply' ships remained at 1 day delay 2 c, K9 {# S3 N$ K$ n& C& |
Fixed Error in Kamikaze determination in Flak Attack
# x' p2 _; K0 M+ t/ E4 tFixed Kamikaze training not affecting low naval bombing
0 N7 s* u% }( ^3 a6 d5 p$ \Fixed Transferring pilot to group of different type losing 0-10 points off skills, rather than +/- 5
0 P  P; m/ G& GChanged Pilot experience hit based on category rather specific air type
  c! i. u. Q! m9 y" _# `" D  ]  t1 x+ OChanged Added more off-map checks to better handle the TF's 'Return to ...' buttons
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$ K: s/ |- Y0 O[1108d] " L, a1 \( a. t: _1 `% v
Fixed Removed ships under repair/conversion from AV support total
# z" D$ q* K6 c# `Fixed Ground attacks against land units in friendly base hex could default to 'Commander Discretion'
/ a) [2 y3 ?2 w1 ^1 U4 l! r  i' ^! S7 N3 ]Changed Re-enabled limited on-map routing for off-map TFs
6 d: x' x' H( X+ ?Removed Disband check for resource/oil that was added earlier as can be worked around
" `" F( y2 w4 ~9 \/ QFixed Allow float planes to transport troops to coastal bases - allowed selecting but did not always make the move
5 ?6 g5 L3 H$ v6 |/ ]Changed Night missions on list using BLUE rather than BLACK
# V1 r' A% E5 j1 V2 v3 mChanged Halved the 5-day resource requirement/stockpile to 2-day. Added earlier in patch to help with resource distribution 8 f& B/ M& e6 Y/ ^5 n& E

+ H& S9 L4 g3 p! D. `! @; M$ s0 R[1108e] 6 b6 u: T4 |& _6 [
Changed Arriving LCU units were building more than needed devices if not enough in device pool
: U% L% |8 `" O. u) A7 B/ Z/ Z+ _Fixed Was returning wrong Allied device to pool on LCU device upgrade ! a( K* d. p" r9 k( q$ S
Fixed Tried to align weapon and TOE for units without formal TOE before taking replacements; wrong numbers could be happening
7 S0 S2 l8 X  B3 q0 z* YChanged Adjusted off-map entry point for way-points $ i5 I: x7 Z7 O& B- p
Fixed Altitude not being changed on some dive bomber attacks in AAA
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[1108f]
) G* D  K9 Q1 I1 h2 h2 RFixed Auto convoy returning resource/oil to home base when not required to
0 z8 d5 w- V2 \3 b1 _5 Q* f& HAdded 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 + N% O. `: n3 ~7 }9 R+ \+ l& Z% [
Fixed CTD when checking groups on withdrawing ships
: Z2 S: y" E5 F+ z! _' }Changed Restored image files for centre windows : S: ]1 b/ _4 p9 K* k3 ~
Fixed Extend packing time and operMode to combining editor components of parent LCU 4 U+ ^2 h6 N2 O
Changed Vary DL for base created TFs, use same DL for TF split ! W7 s1 C, ~! k( q& z! {# M7 \
Fixed Leader of delayed group being re-assigned continually
, _1 \6 V% k: e" }9 c0 C: sFixed HQ check so that first HQ is included
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[1108g]
) J( [3 ^  E" T7 c/ ^+ FChanged Update device in TOE when changed in order to fix land replacements
- F4 X+ b  S8 |! X) G+ s1 |Fixed Return cargo for CS or AC not checked if home base and current base are the same & ^" w+ R1 W' U/ |
Fixed Force TF to use offmap if incorrectly set due to changes of destination
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[1108h] ' D7 v# S6 P) w3 a+ i/ h$ u6 |
Fixed Adjust for non-mine device being in special mine slot [#9] for sub minelaying
. p; }  w$ K. K: l$ [& V4 J& e- AChanged Force ships to arrive at national base if original location is not valid to form TF; stop ships arriving at 'land-locked' base , A; Z+ |4 r3 s# t7 p7 B7 K3 H) T) F
Fixed Group leader who is a pilot was losing the link under various conditions. Corrected conditions and added correction code # ?; y/ g0 }- ?/ g" `0 T* `
Changed Allow 'independent' commands to change without cost to another
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: l! I& [9 b: T) g[1108i]
7 J7 I1 @, H* k" BFixed 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.
! m! ^  t, Y  ~0 ~Fixed Japanese production was over-producing upgraded devices for LCUs 7 E7 w3 c, }6 z# H, @9 r5 I& o- I! O
Changed Ship display of ARD shows lift capacity 4 _1 K" l' D2 e2 ]; B
Fixed Sub-units not having withdraw delay decremented
) o1 k  s' E  VFixed Updated offmap checks for home base ! b* n' G! _# w

8 U0 m$ O. |- D% v! g( t7 f[1108j]
& F9 [+ g% o: C- yFixed Issue with carriers in range code; could cause data corruption ; D- m  @. v3 g$ |) P
Fixed Not all TRACOM pilots showed in lists
( M5 }+ v  E0 k( z+ i# F, P6 E2 oFixed Limit retreat after meeting TF surface combat to actual combat
8 `3 R8 z& j. z! X, ~7 s- PChanged Removed endurance limit on PTs that limits attacks
1 h& Z6 I4 M/ B" B9 _- \Fixed LCU weapons being changed by AI code sometimes when LCU is human controlled ! }( j$ a" Y5 D6 v% m# m# X. V
Changed Defer device upgrade of LCUs with fragments existing; causes errors in devices when swaping to parent or merging with other fragments/parent
$ ]8 N! @& @" ?9 J. k& e0 g: |; g  |Changed No TF unload if 'do not unload' set regardless of status of ship cargo handling * b5 c3 f% a- ^' X6 J; O. S
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。
! \# D$ p( _9 ]* i# D  o% T1 F# b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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