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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# J# {# ]' \" P. n1 {1 M/ I" X
http://www.matrixgames.com/forums/tm.asp?m=27295805 ]2 |* T- q- F6 W7 ?# x
This is an unofficial "short-term" beta install. 9 z1 U/ C% M# F5 T6 e$ d
Short-term being the appropriate term as this thread may be removed after a few days. 1 F/ k8 O0 o# W7 t

% _7 i0 R2 N5 `2 m/ p2 O6 {6 TThis 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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# O1 k3 i$ W: @: @7 o. p' f+ z7 f, iPLEASE 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) \& \/ j9 A' h0 k6 NBackground:
) y4 Q7 Q9 i" _4 L0 [Last month my development PC had a meltdown while I was working on changes since the last released build (02).
% X- ~  u+ m6 m& h* {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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! r! p: W6 P; @The build works fine on my PC, but then it is also the one that created it.
% y" F. ~* ^  m" v) k- P4 MA 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. % K9 k4 n' m/ c3 _
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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 v4 k* b( h/ L) ^) B! x/ w/ A
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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.
* V9 A* j& d( T( B: z9 f; HLoad up a save and play a few turns. Let me know if you have any issues with it.
. b1 D; x1 n5 a3 e1 g) f, IAlso, try using tracker to see if the DLL still works.
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+ c/ A5 v% D4 k! Z* x; ]Again, my warning: $ W' D- p0 o" M( K
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. : @% F- C* A* H! |

: [. P$ |1 r, I6 F, uHere is a list of the additional changes since 1108c (build 2)
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[1108c+]
' E1 K5 Z$ o! C, b+ r- xFixed Rebuilt LCUs tended to use wrong PP cost on the first display, esp component units.
% |2 ]; u* g. q: B, ~6 z% }Revised restore of report files from save % R2 j, v, k$ q0 j$ n3 h
Changed Added group withdraw date to all split sub-groups, not just permanent withdraws 8 T6 g2 g1 M0 g; p
Fixed 'buy-for-supply' ships remained at 1 day delay 3 R6 n  ^- G7 ~% W* H& T* i/ w
Fixed Error in Kamikaze determination in Flak Attack
" R; q% X9 r. H- u: OFixed Kamikaze training not affecting low naval bombing . a% O  X; S+ k. u( z1 U# R
Fixed Transferring pilot to group of different type losing 0-10 points off skills, rather than +/- 5
4 b# x, A' R1 |: S( J& bChanged Pilot experience hit based on category rather specific air type $ ]6 T' m" z9 |; i
Changed Added more off-map checks to better handle the TF's 'Return to ...' buttons
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/ f6 ]& m- d2 B- g6 p' q[1108d]
6 Y2 z; g( J4 QFixed Removed ships under repair/conversion from AV support total
) q7 t% T$ w3 \/ n2 q: C! R  h; bFixed Ground attacks against land units in friendly base hex could default to 'Commander Discretion'
1 j( n' s# Y3 L' MChanged Re-enabled limited on-map routing for off-map TFs 5 ~5 S5 G2 f. Q3 U+ W
Removed Disband check for resource/oil that was added earlier as can be worked around
$ {) t5 o% c2 H( _' [, fFixed Allow float planes to transport troops to coastal bases - allowed selecting but did not always make the move
0 N) i7 K8 c2 P: _2 i5 A  FChanged Night missions on list using BLUE rather than BLACK
8 R8 K% F+ r4 i+ j0 S" @Changed Halved the 5-day resource requirement/stockpile to 2-day. Added earlier in patch to help with resource distribution * o# u4 v; c' S) @( z2 T6 J! L6 y% B

9 v6 w& T/ ]$ L4 S, Z. ^% W[1108e] % l! [# P; A9 G* @& g
Changed Arriving LCU units were building more than needed devices if not enough in device pool
% K* I6 S1 H8 L% }) vFixed Was returning wrong Allied device to pool on LCU device upgrade * ?1 w/ M" p; W0 I" G1 T" G0 \+ N/ P
Fixed Tried to align weapon and TOE for units without formal TOE before taking replacements; wrong numbers could be happening ; |+ E6 Z& ?6 i9 ^1 L5 [2 G
Changed Adjusted off-map entry point for way-points
7 L& z3 A2 t% l& I. U1 `2 j1 AFixed Altitude not being changed on some dive bomber attacks in AAA , ~- b- h1 }5 S1 Z) F
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[1108f] - O* E) ]0 ^7 `
Fixed Auto convoy returning resource/oil to home base when not required to $ H8 V8 D. Q) b. }- l
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
# J5 V2 Q: Q' \Fixed CTD when checking groups on withdrawing ships
# D5 [- o' |/ j. ^' [4 g  WChanged Restored image files for centre windows 0 z2 v: H& u6 r+ [; I3 S
Fixed Extend packing time and operMode to combining editor components of parent LCU : H7 a9 k& v, B, k+ b# h" _0 K
Changed Vary DL for base created TFs, use same DL for TF split " `/ g; I8 |  ?/ l, x7 l1 K0 r0 D
Fixed Leader of delayed group being re-assigned continually 0 n: o  E2 D. `8 w! \
Fixed HQ check so that first HQ is included
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[1108g] 5 H' F8 a/ L9 t9 T- i4 L
Changed Update device in TOE when changed in order to fix land replacements
# Y+ r$ B. Y7 R1 H/ qFixed Return cargo for CS or AC not checked if home base and current base are the same + P$ g8 x& K, z5 B) v5 |' S, C
Fixed Force TF to use offmap if incorrectly set due to changes of destination
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8 B, N" p  k/ ~% a  F, v* F5 S[1108h]
! L% b( ^( S3 _  Z9 |, uFixed Adjust for non-mine device being in special mine slot [#9] for sub minelaying
3 W8 R8 p: I5 h" x$ H: LChanged Force ships to arrive at national base if original location is not valid to form TF; stop ships arriving at 'land-locked' base % b6 T3 Q& B: X# y6 w+ T, f4 b
Fixed Group leader who is a pilot was losing the link under various conditions. Corrected conditions and added correction code
2 ?$ |- O( H! L0 g: NChanged Allow 'independent' commands to change without cost to another
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[1108i] * R- [8 T0 a6 O& R
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. 3 ^! d- L( c" J, i& N" |5 E
Fixed Japanese production was over-producing upgraded devices for LCUs - G2 a* h, I. p0 ]: a- `8 D
Changed Ship display of ARD shows lift capacity 2 ?0 _: n, M1 O7 o( ^
Fixed Sub-units not having withdraw delay decremented 9 F% ?* O2 {8 p8 K/ ]8 h
Fixed Updated offmap checks for home base
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[1108j] , i( t! E: q% V0 N
Fixed Issue with carriers in range code; could cause data corruption $ y( `9 `4 _# c6 V# o
Fixed Not all TRACOM pilots showed in lists ( [, |# s6 d9 s4 O/ ]9 h
Fixed Limit retreat after meeting TF surface combat to actual combat
! m2 }% ^3 v) M* cChanged Removed endurance limit on PTs that limits attacks - _- I* w+ ^" V- J3 T8 Z
Fixed LCU weapons being changed by AI code sometimes when LCU is human controlled
! F0 t7 c3 o! t$ P. T2 U  V6 xChanged Defer device upgrade of LCUs with fragments existing; causes errors in devices when swaping to parent or merging with other fragments/parent ! |: U$ L1 b' ]9 r) Y7 F- L
Changed No TF unload if 'do not unload' set regardless of status of ship cargo handling 2 v: g. C' M. m# C
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。- N1 r/ A  Z  L4 S' P6 I& Z( o
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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