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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6 w4 G+ z  {; f& c
http://www.matrixgames.com/forums/tm.asp?m=2729580
/ U. h& P* R0 F7 GThis 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. 5 f% n. t* F1 y; C% \
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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. 2 b2 \4 h+ t2 N( ?' f

9 ?& R% _+ I6 \& u- F+ uPLEASE 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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/ i+ j: A5 m5 ^Background:
% s: |0 c. {- k: NLast month my development PC had a meltdown while I was working on changes since the last released build (02).
4 K; n6 [. |3 s" o! x8 qAs 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. $ l! @0 }+ G1 B2 X$ r+ u  ^5 F

2 E/ O4 ^0 j& R- V  G. r# KThe build works fine on my PC, but then it is also the one that created it.
: y4 V: t, \' u* rA 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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% W  w8 r; T3 r6 Q' QI 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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8 S7 Z# D8 F1 v2 x6 ]8 a$ l1 ZI 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.
, _: H2 ]  r  |0 {' c, ~Load up a save and play a few turns. Let me know if you have any issues with it. , p4 D5 X! u( r2 Q% z0 `7 H9 O
Also, try using tracker to see if the DLL still works.
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, C- n# h5 S6 z8 eAgain, my warning:
, M: \: ~0 `" |' y. k* [' sPLEASE 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) - W7 y( W/ R8 Q9 r3 E

2 `& s8 G7 s  i[1108c+] * h' b; q0 f% j1 _9 a  O+ o
Fixed Rebuilt LCUs tended to use wrong PP cost on the first display, esp component units.
% i% G; c6 k6 H2 C& |; K' IRevised restore of report files from save . Q/ p# D: i; m& f7 p" E9 ]2 ~% N' M$ U
Changed Added group withdraw date to all split sub-groups, not just permanent withdraws ! _: E; h3 i. C9 W  V
Fixed 'buy-for-supply' ships remained at 1 day delay 4 W8 u$ n2 V& @: m- y
Fixed Error in Kamikaze determination in Flak Attack " p! J. O0 b# `$ o8 j2 _- J( Y" w0 G: w
Fixed Kamikaze training not affecting low naval bombing
, H; r9 N; o; {: eFixed Transferring pilot to group of different type losing 0-10 points off skills, rather than +/- 5 3 g0 m/ F) U: a! {5 \
Changed Pilot experience hit based on category rather specific air type 0 ]6 |" v% j: z' u
Changed Added more off-map checks to better handle the TF's 'Return to ...' buttons - ]3 u; f2 L, W( k1 P4 {

: P! H$ j% G) e8 J; T! |) [- _[1108d]
2 t4 {& N% V: b& q$ _. mFixed Removed ships under repair/conversion from AV support total
4 I1 J/ A" D. |  q& FFixed Ground attacks against land units in friendly base hex could default to 'Commander Discretion'
2 o* W9 n) W- e( hChanged Re-enabled limited on-map routing for off-map TFs
+ ?1 P3 R% i  B) j! I% U# w6 ]Removed Disband check for resource/oil that was added earlier as can be worked around   F- A* M# D2 y. \- }9 Z
Fixed Allow float planes to transport troops to coastal bases - allowed selecting but did not always make the move + G  k1 w+ [% F9 |- `
Changed Night missions on list using BLUE rather than BLACK
* k: T* Y- h- Z- s. a4 N9 HChanged Halved the 5-day resource requirement/stockpile to 2-day. Added earlier in patch to help with resource distribution
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[1108e]
4 L  _8 X2 K. [- d. m# p! R: KChanged Arriving LCU units were building more than needed devices if not enough in device pool ! u1 ~, c6 \, r4 z, y/ b2 k4 ]& }
Fixed Was returning wrong Allied device to pool on LCU device upgrade
- D+ e9 T5 e* Q0 nFixed Tried to align weapon and TOE for units without formal TOE before taking replacements; wrong numbers could be happening
2 ]/ `2 h& Q0 N) `/ T% JChanged Adjusted off-map entry point for way-points ) T; z3 d  u6 W% m
Fixed Altitude not being changed on some dive bomber attacks in AAA
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6 a2 V  K( }1 u* r$ p* l( s6 H4 u[1108f] ) q" l( e" V5 `& `  `3 u5 v+ H
Fixed Auto convoy returning resource/oil to home base when not required to
# B) [# I" v' l3 l8 OAdded 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 u3 Z7 e4 x$ l  L
Fixed CTD when checking groups on withdrawing ships $ W2 S" ^! O. J" y# x& K8 p
Changed Restored image files for centre windows
& w2 [' I6 T4 X# Y. l, h- [Fixed Extend packing time and operMode to combining editor components of parent LCU * A* n+ ?0 Q. v* `
Changed Vary DL for base created TFs, use same DL for TF split
# X) k# X6 S! b$ O2 A" z" iFixed Leader of delayed group being re-assigned continually
; m. l# ~, t+ O; uFixed HQ check so that first HQ is included
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[1108g] 3 l. V3 M+ X9 v/ G( C8 Y! L7 a
Changed Update device in TOE when changed in order to fix land replacements ( Q1 H" ~6 O+ ?# N
Fixed Return cargo for CS or AC not checked if home base and current base are the same 1 b1 R: J+ I' ]9 S; `
Fixed Force TF to use offmap if incorrectly set due to changes of destination " v( _9 R) K- F6 r
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[1108h]
+ Y+ Y' ?% m2 E( t4 WFixed Adjust for non-mine device being in special mine slot [#9] for sub minelaying 2 Y4 W& q# B, e. z
Changed Force ships to arrive at national base if original location is not valid to form TF; stop ships arriving at 'land-locked' base
1 H# W+ H* }( A1 M; vFixed Group leader who is a pilot was losing the link under various conditions. Corrected conditions and added correction code
7 X% Q. b" q. B! x  Z2 H0 r. `4 _% tChanged Allow 'independent' commands to change without cost to another ( G6 x- U0 A! T# B9 X& I

5 c9 V0 O3 J6 B! G0 ~[1108i]
, p5 z; H  ^: \- [" F5 P5 W, \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 n" G2 @. a* n0 E/ L1 y! K
Fixed Japanese production was over-producing upgraded devices for LCUs
% z: H6 f( f8 T  y/ I3 ~Changed Ship display of ARD shows lift capacity 6 e, c. @7 ~' X+ r
Fixed Sub-units not having withdraw delay decremented & p7 e# P4 q7 L% D3 w- {/ K
Fixed Updated offmap checks for home base
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[1108j]
0 w" r9 S- h) s7 }' m2 ?Fixed Issue with carriers in range code; could cause data corruption
5 O5 M% z* I0 RFixed Not all TRACOM pilots showed in lists : D" M$ z$ U1 }. ~9 l) u  P7 X
Fixed Limit retreat after meeting TF surface combat to actual combat
: U. ~) N$ t, JChanged Removed endurance limit on PTs that limits attacks 4 q7 ^9 t7 r% h3 j. f! Z
Fixed LCU weapons being changed by AI code sometimes when LCU is human controlled 6 V5 c* c/ f; t' Y% u! B
Changed Defer device upgrade of LCUs with fragments existing; causes errors in devices when swaping to parent or merging with other fragments/parent 7 ]% E2 m7 U# ^) C1 g7 a7 q
Changed No TF unload if 'do not unload' set regardless of status of ship cargo handling
7 T  f1 h, ~" y3 [, DFixed 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。
# y4 M4 F+ _; L' i- s. N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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