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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$ c& X. V. q- f) [; W  hhttp://www.matrixgames.com/forums/tm.asp?m=2729580
( y" p) V* [+ {6 {2 v, ?9 S$ N8 v( NThis 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. 8 ~) h8 L& E  o4 w! V( B, _! Q

! ]0 B; }& y) Y2 hThis 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. % ?0 n6 C% ~+ ]* W) i& `

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Last month my development PC had a meltdown while I was working on changes since the last released build (02). ) {9 V7 O! J; k; i! y+ A9 |
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.
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3 N: E2 C1 X& NThe build works fine on my PC, but then it is also the one that created it.
  H& @6 ^( A( L" Q6 t! t" zA 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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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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8 |+ k. w" C% l6 ]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. . U- @8 u3 w! g6 E
Load up a save and play a few turns. Let me know if you have any issues with it.
8 ^4 d# C. P7 t" C, V7 }) GAlso, try using tracker to see if the DLL still works. " [/ F5 u6 i) K" E1 d
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Again, my warning: # S: T$ p& K( n) m) 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. 4 z2 D" x" p* Y0 S  H' E
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Here is a list of the additional changes since 1108c (build 2) 7 M0 {* w5 n4 [# I: G
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[1108c+]
6 m) ~, Z8 @' a6 Q% fFixed Rebuilt LCUs tended to use wrong PP cost on the first display, esp component units.
# j% J+ p+ A+ t$ h. d: P: V) mRevised restore of report files from save
" C: S# S( y& P  M! q2 Z6 OChanged Added group withdraw date to all split sub-groups, not just permanent withdraws
9 Z) H( R! k& m0 uFixed 'buy-for-supply' ships remained at 1 day delay " z6 ?) W" G1 Y/ t8 c% r/ S" f5 J
Fixed Error in Kamikaze determination in Flak Attack
! Y7 R# A/ X1 r. _; AFixed Kamikaze training not affecting low naval bombing
$ @5 A/ D# V+ F- |Fixed Transferring pilot to group of different type losing 0-10 points off skills, rather than +/- 5 + J1 }4 _) J' J4 N- i$ k" S
Changed Pilot experience hit based on category rather specific air type
9 {( }8 w! B& G# K, @( Q$ cChanged Added more off-map checks to better handle the TF's 'Return to ...' buttons ' G* v- g8 U! h5 O5 ^
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[1108d]
( C4 g. l" s7 W+ y% e' H9 s  [$ ZFixed Removed ships under repair/conversion from AV support total % O( V9 u6 o/ X8 a/ K: m) i
Fixed Ground attacks against land units in friendly base hex could default to 'Commander Discretion'
+ K3 \2 c+ ^; H; a5 }# D" BChanged Re-enabled limited on-map routing for off-map TFs % k' A' ]# u' r
Removed Disband check for resource/oil that was added earlier as can be worked around + v( [/ g" O. A( E% ^0 M
Fixed Allow float planes to transport troops to coastal bases - allowed selecting but did not always make the move
9 x5 b# Y' E2 |2 k2 ~Changed Night missions on list using BLUE rather than BLACK
, h7 U2 Q4 g7 nChanged Halved the 5-day resource requirement/stockpile to 2-day. Added earlier in patch to help with resource distribution
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0 F& l0 K& X1 t[1108e]
" {; ~" K1 |6 J( G* X* g: Y: ?Changed Arriving LCU units were building more than needed devices if not enough in device pool 1 Y! M! {7 e0 `' Q5 y4 G5 R
Fixed Was returning wrong Allied device to pool on LCU device upgrade - F- [/ T* H; g; `5 D: O
Fixed Tried to align weapon and TOE for units without formal TOE before taking replacements; wrong numbers could be happening
6 A( N6 v* T! B/ d3 b2 B& EChanged Adjusted off-map entry point for way-points
+ n' Z4 a: ^  T$ aFixed Altitude not being changed on some dive bomber attacks in AAA 7 e/ O/ J; n9 d$ q7 V/ C( N7 M: v; F7 a
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[1108f]
9 J: ]4 q( G  [/ J8 O9 f; o( dFixed Auto convoy returning resource/oil to home base when not required to
" F% [8 Z+ X) L4 ^/ d% f9 V. TAdded 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 6 m: J0 ^% G! h0 F
Fixed CTD when checking groups on withdrawing ships
$ r7 d0 W: g1 t  xChanged Restored image files for centre windows
& W0 u3 f0 A- W) h1 [, r- VFixed Extend packing time and operMode to combining editor components of parent LCU 7 g: ^3 v" z: s4 a0 S- ~( \
Changed Vary DL for base created TFs, use same DL for TF split
4 \! f+ v2 q/ v% ]# A+ W% lFixed Leader of delayed group being re-assigned continually ; P- |9 {' B7 X
Fixed HQ check so that first HQ is included
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7 c. s- S& t/ S$ b, p3 q[1108g] ; a& x- n# G# F0 T1 V0 H; [
Changed Update device in TOE when changed in order to fix land replacements
5 f  P/ W$ Y5 ?Fixed Return cargo for CS or AC not checked if home base and current base are the same
$ o' F* l# Q5 d5 V0 W; J. ^Fixed Force TF to use offmap if incorrectly set due to changes of destination 2 y; \7 e3 Q. Q* _5 e
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[1108h] $ S0 U: k; V) e6 d4 a$ `# B/ a
Fixed Adjust for non-mine device being in special mine slot [#9] for sub minelaying
: o& H! P3 r' g# B3 A  ZChanged Force ships to arrive at national base if original location is not valid to form TF; stop ships arriving at 'land-locked' base 8 m9 \0 U# g, |/ G3 c
Fixed Group leader who is a pilot was losing the link under various conditions. Corrected conditions and added correction code " W) T7 K! ~- v$ B& `: {
Changed Allow 'independent' commands to change without cost to another $ A# @1 k$ J* [+ g
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[1108i] 8 R/ n( r2 E: |: a
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. + y' e, k8 Y/ H2 |
Fixed Japanese production was over-producing upgraded devices for LCUs 9 L: h  o9 a' Y- g# A
Changed Ship display of ARD shows lift capacity
. y$ j& X, `+ \% vFixed Sub-units not having withdraw delay decremented
6 r4 z$ i; r( x1 jFixed Updated offmap checks for home base 1 C5 I3 X3 ]- g

! D3 z; i: |! \. v4 x! P4 ^3 b[1108j] 6 j$ f' ~6 R; `
Fixed Issue with carriers in range code; could cause data corruption
7 s9 J; \( j$ I6 Z( p0 B6 P" r  z4 ?Fixed Not all TRACOM pilots showed in lists $ q0 L  c5 p, t7 E4 m
Fixed Limit retreat after meeting TF surface combat to actual combat
* {7 m* d0 p/ t" ~+ d7 gChanged Removed endurance limit on PTs that limits attacks
3 Y' G# a6 E* ^$ x+ Z- o* Y8 B: oFixed LCU weapons being changed by AI code sometimes when LCU is human controlled
; K# t% Y5 i4 o: L: @& F: E7 P5 QChanged Defer device upgrade of LCUs with fragments existing; causes errors in devices when swaping to parent or merging with other fragments/parent
( F# w2 i  Z/ I4 A) ^7 tChanged No TF unload if 'do not unload' set regardless of status of ship cargo handling 6 E# k6 f' `/ w' T) R3 N
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。
9 u( m6 O4 A$ {+ y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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