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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8 H3 Q4 d6 k# k+ p) [  E
http://www.matrixgames.com/forums/tm.asp?m=2729580
' k+ c" ~1 K. C# K1 k# Z" O; OThis is an unofficial "short-term" beta install. ; ]( p' D0 o' s1 s/ m$ }
Short-term being the appropriate term as this thread may be removed after a few days.
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  q' w4 s9 V9 y, z6 L, |7 XThis 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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. A6 O! e9 o, a; ]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. 6 T$ h+ j2 w: C

7 r; m" h2 K- ^Background:
3 R1 R8 n( i, {( w+ \% V  k' V: ]9 wLast month my development PC had a meltdown while I was working on changes since the last released build (02).
3 b! E# G6 p8 R3 o" [( O1 v# G8 kAs 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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The build works fine on my PC, but then it is also the one that created it.
* C# ]% n& @3 @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. & I1 N) v3 B& k- p3 @3 Q/ r+ 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. + c/ S) N# K% P" ~/ j

: q- C3 }) y$ z# s$ [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. . m$ ~2 t! l+ x  c
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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.
- o. g/ @! P, V$ I$ ULoad up a save and play a few turns. Let me know if you have any issues with it.
  ?" }* w' T5 m# X0 IAlso, try using tracker to see if the DLL still works. $ e7 S& [( C: f+ X

, A( n) K3 b% b3 {Again, my warning:   l( u" {. p! L3 Q2 M
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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' _1 K7 d5 c$ N1 z+ HHere is a list of the additional changes since 1108c (build 2) / k) E; M* y; [# S7 L8 z
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[1108c+] / _0 `" _5 j  A0 E! K/ L& }
Fixed Rebuilt LCUs tended to use wrong PP cost on the first display, esp component units. & K/ |8 o  Q0 N, Q
Revised restore of report files from save   X* y" F. W$ f. P) d
Changed Added group withdraw date to all split sub-groups, not just permanent withdraws 1 e2 l9 j! F0 `6 I8 ~
Fixed 'buy-for-supply' ships remained at 1 day delay
; l4 c  E; o( Z( L, V0 `- p+ EFixed Error in Kamikaze determination in Flak Attack
" n/ }6 v- z" B' \- g* GFixed Kamikaze training not affecting low naval bombing
5 V+ n& Y0 }7 Y, @3 n( T8 WFixed Transferring pilot to group of different type losing 0-10 points off skills, rather than +/- 5
9 E/ v0 x& `. o5 j6 q' B4 Q/ L' pChanged Pilot experience hit based on category rather specific air type / x2 \# E9 b* T5 J
Changed Added more off-map checks to better handle the TF's 'Return to ...' buttons
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8 C4 W3 A; L4 E) i[1108d] * l  x% ~* \% @0 H
Fixed Removed ships under repair/conversion from AV support total - u+ d$ c7 X3 X2 l: }' ]
Fixed Ground attacks against land units in friendly base hex could default to 'Commander Discretion' ! D2 t4 E& h! A5 Z- M' T! r5 {* q
Changed Re-enabled limited on-map routing for off-map TFs
6 I; f  B" ^9 ~+ cRemoved Disband check for resource/oil that was added earlier as can be worked around - I# d$ m6 b4 }3 j5 F9 d9 p9 {
Fixed Allow float planes to transport troops to coastal bases - allowed selecting but did not always make the move
+ w+ ~6 c' I, M/ v2 {) P  N& tChanged Night missions on list using BLUE rather than BLACK
) d/ V* v" u4 R8 O7 `7 z9 MChanged Halved the 5-day resource requirement/stockpile to 2-day. Added earlier in patch to help with resource distribution   f' G2 W% J% o9 E% u) F3 s

4 T7 L/ Z+ S  }% N0 }6 P; @5 ?[1108e] 0 E2 ?+ d. C" J9 l# `
Changed Arriving LCU units were building more than needed devices if not enough in device pool 6 ]! _* p" P2 U7 L2 ?& g4 ?1 b
Fixed Was returning wrong Allied device to pool on LCU device upgrade 2 P' R. [. V. d& D. n' _9 H) M0 U3 {
Fixed Tried to align weapon and TOE for units without formal TOE before taking replacements; wrong numbers could be happening
$ I8 l5 N( f/ K" i: V/ h5 U  DChanged Adjusted off-map entry point for way-points
6 p  f, v9 e! g: M) s1 i+ aFixed Altitude not being changed on some dive bomber attacks in AAA 1 z. K" O% y0 i3 k9 W! u

$ }% s" n( m3 @9 O[1108f] 2 J+ }1 t( v7 k& v- }
Fixed Auto convoy returning resource/oil to home base when not required to + n. ]9 `* Q6 l' ^2 W* 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 , h2 [0 {" ]  E2 y/ F) ?
Fixed CTD when checking groups on withdrawing ships ' E5 s% w; [3 q8 T& {1 E
Changed Restored image files for centre windows / S2 r, [/ e8 P1 p- I6 k  P4 l, U: [
Fixed Extend packing time and operMode to combining editor components of parent LCU 8 X4 y" a- D$ e' Q0 G, Z* e
Changed Vary DL for base created TFs, use same DL for TF split
0 n4 E2 S" |1 o$ v9 kFixed Leader of delayed group being re-assigned continually + _" i# Z* w& X
Fixed HQ check so that first HQ is included
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[1108g]
( h- u. B9 o) O3 x+ @1 `' sChanged Update device in TOE when changed in order to fix land replacements 4 _/ w- f1 _0 Z' \( n( c. H" n
Fixed Return cargo for CS or AC not checked if home base and current base are the same * {" j. x+ t/ l  G
Fixed Force TF to use offmap if incorrectly set due to changes of destination 7 _* X+ P1 ^% z( M) q
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[1108h] 6 }2 c  P- k" L2 c" l. m
Fixed Adjust for non-mine device being in special mine slot [#9] for sub minelaying ' @/ v9 U' S; V* b6 ~* C0 T0 N
Changed Force ships to arrive at national base if original location is not valid to form TF; stop ships arriving at 'land-locked' base # U3 r  R% I+ H+ O: Q- k$ k
Fixed Group leader who is a pilot was losing the link under various conditions. Corrected conditions and added correction code ( B5 u! j; w+ [# _
Changed Allow 'independent' commands to change without cost to another 8 n  I9 m+ G6 g

* X$ d" a6 e' j- I6 {[1108i]
9 b4 `: u% A2 v) X: nFixed 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. 9 s$ {; N0 r9 {8 c
Fixed Japanese production was over-producing upgraded devices for LCUs + W# z, D6 p2 D
Changed Ship display of ARD shows lift capacity
# s, C  z0 E, M! OFixed Sub-units not having withdraw delay decremented
, d: C  j, b. W" SFixed Updated offmap checks for home base ) p$ b0 N  f& E: u6 y+ B

, F+ z+ }& }, I% x1 \; @" T[1108j] 5 ?: c8 z9 Q& q6 `1 g2 a- s6 o
Fixed Issue with carriers in range code; could cause data corruption
/ v$ l& F, ~# ]+ F+ v- U' XFixed Not all TRACOM pilots showed in lists 8 a; R2 T6 y( A* x
Fixed Limit retreat after meeting TF surface combat to actual combat
* i  y8 q1 n4 t7 h- P0 wChanged Removed endurance limit on PTs that limits attacks
! u6 r8 R+ I; F1 g' [) d6 GFixed LCU weapons being changed by AI code sometimes when LCU is human controlled
* ~! n3 X$ U6 S' x' d' L  VChanged Defer device upgrade of LCUs with fragments existing; causes errors in devices when swaping to parent or merging with other fragments/parent
! T+ l* V0 R1 wChanged No TF unload if 'do not unload' set regardless of status of ship cargo handling % C8 i' i3 R  H3 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。! I# \8 [/ D  ~8 }3 u, R
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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