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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5 P% Z1 O( a- e- O& m  n
http://www.matrixgames.com/forums/tm.asp?m=27295800 S) k7 a# T+ I3 M
This 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.
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1 w- H, y* k; U  T) RThis 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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/ C; _$ s) ?/ O& J) e4 {. ePLEASE DON'T USE THIS EXE FOR YOUR REAL ON-GOING GAMES AT THE MOMENT PENDING MY FINDINGS ON HOW SUITABLE THE NEW EXE IS. 3 D  p1 ]- t" _, s" j# h5 O$ |

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Last month my development PC had a meltdown while I was working on changes since the last released build (02). 5 y' j. O9 x( h% I9 W( f; G- O! e9 J
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. ' R  T+ c8 r2 `/ N
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The build works fine on my PC, but then it is also the one that created it.
- o$ u( `8 A6 l6 U$ }% u2 @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. % D4 A9 s% e* U$ t/ q" w+ N) H
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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. 3 T: t( N7 Q1 {: z$ N
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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. , C1 g% A$ E+ I$ F' a' t
Load up a save and play a few turns. Let me know if you have any issues with it.
! l5 s8 t2 s) Y; o8 eAlso, try using tracker to see if the DLL still works. ( j. |7 Z% Z' F5 _6 t* q
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Again, my warning:
2 d. R5 l( S0 [- MPLEASE DON'T USE THIS EXE FOR YOUR REAL ON-GOING GAMES AT THE MOMENT PENDING MY FINDINGS ON HOW SUITABLE THE NEW EXE IS. # P$ j4 U1 _# o4 b! ~  J
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Here is a list of the additional changes since 1108c (build 2) 0 T' ~% O( R7 x' d) @4 v* R1 _8 c
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[1108c+]
1 M/ N0 @: F# `7 q# _3 X3 O, CFixed Rebuilt LCUs tended to use wrong PP cost on the first display, esp component units. 9 C) e; q, P5 o: i! ^1 `
Revised restore of report files from save
# m( U; V' O6 n" k$ y) p: rChanged Added group withdraw date to all split sub-groups, not just permanent withdraws
$ P  N! Q8 Q# T. [! z5 p; S! m& HFixed 'buy-for-supply' ships remained at 1 day delay % a, j; ]8 [) Z4 }1 B4 Q. ?  e
Fixed Error in Kamikaze determination in Flak Attack / U# d! v6 p4 Z! M
Fixed Kamikaze training not affecting low naval bombing
2 J0 z- `9 q8 ~0 b* ]. d. [Fixed Transferring pilot to group of different type losing 0-10 points off skills, rather than +/- 5 , |, t" B& ~9 _( F2 m
Changed Pilot experience hit based on category rather specific air type & y2 g' h) \) @  }$ }) a' f$ y
Changed Added more off-map checks to better handle the TF's 'Return to ...' buttons % W; k, q4 i4 Q3 r6 }
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[1108d]
% q! ]( F* V. M3 X# LFixed Removed ships under repair/conversion from AV support total
$ t+ \5 Z0 @/ m7 w5 w$ EFixed Ground attacks against land units in friendly base hex could default to 'Commander Discretion' - D$ N4 t8 k: L
Changed Re-enabled limited on-map routing for off-map TFs 1 g9 I( M7 w; {! Z& o+ G2 J1 C
Removed Disband check for resource/oil that was added earlier as can be worked around $ w' P+ F  z5 C6 u- C+ m5 M. l
Fixed Allow float planes to transport troops to coastal bases - allowed selecting but did not always make the move 3 J0 Q. n' m9 z- t
Changed Night missions on list using BLUE rather than BLACK " L- ^' [7 R% y/ k/ w5 e/ ~& ]
Changed Halved the 5-day resource requirement/stockpile to 2-day. Added earlier in patch to help with resource distribution 1 r5 V$ M  @' r/ E$ Q& R$ g) h. G  U8 C

% O: q5 L6 O! c- H% T[1108e] 4 `4 v+ }& h3 E
Changed Arriving LCU units were building more than needed devices if not enough in device pool * N$ q8 `  T4 v' Y. i9 l4 H
Fixed Was returning wrong Allied device to pool on LCU device upgrade : a) Q- P0 k5 Q6 s+ B
Fixed Tried to align weapon and TOE for units without formal TOE before taking replacements; wrong numbers could be happening 6 [, ~$ L* F0 v8 Y
Changed Adjusted off-map entry point for way-points ' G# M5 z4 o6 _, J9 B! v; g
Fixed Altitude not being changed on some dive bomber attacks in AAA . Q# [! y( Z2 M
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[1108f]
$ L# y( J/ B: A0 ^Fixed Auto convoy returning resource/oil to home base when not required to 1 N+ v; T7 i2 G, P
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
) J( S7 Z$ o9 k2 B4 XFixed CTD when checking groups on withdrawing ships
3 j# r6 z( X% CChanged Restored image files for centre windows ; J5 O% k& ?# }, }/ g7 @. S& R
Fixed Extend packing time and operMode to combining editor components of parent LCU
* c! C+ h, t: A6 P/ r" Z/ W; HChanged Vary DL for base created TFs, use same DL for TF split
* m8 r% `( v9 v$ V/ E) |Fixed Leader of delayed group being re-assigned continually ( I  r0 O8 m9 N& j& o
Fixed HQ check so that first HQ is included
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[1108g] + l/ f/ G) T; g
Changed Update device in TOE when changed in order to fix land replacements
6 ?$ u, p# u( b. e: [Fixed Return cargo for CS or AC not checked if home base and current base are the same
8 d$ p% M" D4 @' ]( V! A7 U: |* YFixed Force TF to use offmap if incorrectly set due to changes of destination
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" S: a$ k9 L% j[1108h] ' k5 y$ d) [! R5 z+ Q% }
Fixed Adjust for non-mine device being in special mine slot [#9] for sub minelaying
9 t" A! i& A# \  a' |" ^1 {Changed Force ships to arrive at national base if original location is not valid to form TF; stop ships arriving at 'land-locked' base
6 ~/ _3 |6 h+ b% |* J7 m8 k5 `+ G! tFixed Group leader who is a pilot was losing the link under various conditions. Corrected conditions and added correction code
7 a. Z  e; q; U. z' MChanged Allow 'independent' commands to change without cost to another $ f0 }' C! P: @- b7 a( ]
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[1108i] - }: a; D/ r4 _0 K1 w" K
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.
, j7 o" O) \6 y3 f3 R- D  H$ c3 wFixed Japanese production was over-producing upgraded devices for LCUs 9 H! v, Z( A% |2 i  x# Y
Changed Ship display of ARD shows lift capacity 9 L2 Z% U8 _6 S/ }# a
Fixed Sub-units not having withdraw delay decremented
" E! o6 f1 Y, C$ H# b& T* nFixed Updated offmap checks for home base
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[1108j]
8 [# x% m7 a0 {" t) s! rFixed Issue with carriers in range code; could cause data corruption * J0 s1 {) c2 ]6 K% {4 s8 K1 a
Fixed Not all TRACOM pilots showed in lists * f. W4 K9 |9 G, `8 H# e+ t
Fixed Limit retreat after meeting TF surface combat to actual combat ! j1 p8 ^3 ^, P
Changed Removed endurance limit on PTs that limits attacks 7 ?$ {: x/ M7 T- C' C$ C
Fixed LCU weapons being changed by AI code sometimes when LCU is human controlled 4 {' m) y1 _9 `& i- ^
Changed Defer device upgrade of LCUs with fragments existing; causes errors in devices when swaping to parent or merging with other fragments/parent
1 o  R( O( F% O( zChanged No TF unload if 'do not unload' set regardless of status of ship cargo handling 2 M$ q& g7 o8 m9 m( o. Z& F
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。
( N2 |; U5 i6 J$ Z' }* T) U" t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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