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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- a% Y* u' k5 k/ c6 l$ h
http://www.matrixgames.com/forums/tm.asp?m=2729580/ Y  [" Q: Q  W  c2 s! M& f, W
This is an unofficial "short-term" beta install. % _4 }5 v  a% r  G6 }
Short-term being the appropriate term as this thread may be removed after a few days. % K" R- u/ E* F

" F, j, p! c0 a0 h1 [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. $ {* D" H: d" i
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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.
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" m5 E& ^; u$ ~- a( ^  J) p; SBackground:
4 ~* j" D5 M6 t$ H- ^# a2 i) uLast month my development PC had a meltdown while I was working on changes since the last released build (02). 6 u5 l% W8 o1 Q1 ]8 v
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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The build works fine on my PC, but then it is also the one that created it.
: [4 G7 F: L+ j% m0 D: M1 jA 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. + K. M$ D3 i. D' l

" j# s. o/ M. YI 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. # P3 A4 n, C3 K- ]% ^/ {9 r8 Y  b7 o/ p
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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. & J; C) x. L/ e( B
Load up a save and play a few turns. Let me know if you have any issues with it. 2 Z3 C3 W. P4 B& Y
Also, try using tracker to see if the DLL still works. / x0 ], J) u8 v" K# _# B- U. j

+ f4 ~* Z* a+ i: ]& l4 LAgain, my warning:
7 p) V- l  t& x; S/ F5 B8 QPLEASE DON'T USE THIS EXE FOR YOUR REAL ON-GOING GAMES AT THE MOMENT PENDING MY FINDINGS ON HOW SUITABLE THE NEW EXE IS. % O; A' m% i% Z# j+ s9 A# K3 m
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Here is a list of the additional changes since 1108c (build 2) + R9 ^9 w2 ?- A2 |$ I4 z
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[1108c+] + L) p! d/ a) N+ [6 ]6 p
Fixed Rebuilt LCUs tended to use wrong PP cost on the first display, esp component units.
# s/ p5 s, l4 c% m  HRevised restore of report files from save
3 X" o0 J+ h6 W2 hChanged Added group withdraw date to all split sub-groups, not just permanent withdraws ; R% l8 {! O: _9 E; }* T
Fixed 'buy-for-supply' ships remained at 1 day delay 1 L8 O) n9 T4 j7 f/ \
Fixed Error in Kamikaze determination in Flak Attack 6 e4 P5 n) V( g( `
Fixed Kamikaze training not affecting low naval bombing
9 j! n! b2 f- z$ Y: I9 pFixed Transferring pilot to group of different type losing 0-10 points off skills, rather than +/- 5 7 s0 }4 N8 R% g) S. e2 ~" t; x
Changed Pilot experience hit based on category rather specific air type
1 x0 ]. n. r& \1 P" Y6 K" S( ZChanged Added more off-map checks to better handle the TF's 'Return to ...' buttons
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[1108d]
3 M. U9 S7 M6 k: _; ]- I7 X% sFixed Removed ships under repair/conversion from AV support total
! |1 d$ l7 x* R9 z% {4 C& B* I: LFixed Ground attacks against land units in friendly base hex could default to 'Commander Discretion'
& S: R! Y' ~1 D& r+ SChanged Re-enabled limited on-map routing for off-map TFs
7 ]$ Z6 {- W) C$ C  P+ v/ hRemoved Disband check for resource/oil that was added earlier as can be worked around
8 i/ Q8 t4 y3 o2 A2 MFixed Allow float planes to transport troops to coastal bases - allowed selecting but did not always make the move
8 z: f0 ^2 |4 @* T2 ?9 ]5 V4 cChanged Night missions on list using BLUE rather than BLACK
+ `7 }3 |1 C8 G4 _8 {& [5 qChanged Halved the 5-day resource requirement/stockpile to 2-day. Added earlier in patch to help with resource distribution % Z& H1 `/ }# o# R& y
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[1108e]
- ?( `3 [' |* \7 _Changed Arriving LCU units were building more than needed devices if not enough in device pool , S! v, F/ q, O) A
Fixed Was returning wrong Allied device to pool on LCU device upgrade
9 @" T1 f; Z6 F8 F0 Y: uFixed Tried to align weapon and TOE for units without formal TOE before taking replacements; wrong numbers could be happening ; }# m  B5 l- y7 d3 M( W
Changed Adjusted off-map entry point for way-points ( ^* D& R# s- ^& e$ Z
Fixed Altitude not being changed on some dive bomber attacks in AAA
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/ ]/ n  w3 C9 Q! E8 ?" ?+ t[1108f] 9 M0 I5 P6 K, M
Fixed Auto convoy returning resource/oil to home base when not required to & \0 H" z4 ~) b* M# W* K
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 4 q) C4 k; {% u+ F! {5 t4 O
Fixed CTD when checking groups on withdrawing ships % F5 E6 E3 I$ P2 H* C- e3 J
Changed Restored image files for centre windows # Y1 w" s: [( T7 i& W" T; V8 X
Fixed Extend packing time and operMode to combining editor components of parent LCU
# ^1 }3 h& g0 ^; ^! NChanged Vary DL for base created TFs, use same DL for TF split
: m7 f7 d! B: W2 z: |Fixed Leader of delayed group being re-assigned continually
$ ~, R6 d# I; C- Y6 i5 ^8 yFixed HQ check so that first HQ is included : @$ O4 E8 X- P8 Z+ P4 p9 ?

+ g7 I+ c: [7 Y( E" V+ Z6 ^% h[1108g] % x! F" Q( h  R) S6 g" T
Changed Update device in TOE when changed in order to fix land replacements
" x( j8 s) o* P8 hFixed Return cargo for CS or AC not checked if home base and current base are the same   g* ^% G2 u+ @4 K4 L5 y
Fixed Force TF to use offmap if incorrectly set due to changes of destination
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Fixed Adjust for non-mine device being in special mine slot [#9] for sub minelaying
8 r. U. I4 @5 V2 z  [. a2 y( QChanged Force ships to arrive at national base if original location is not valid to form TF; stop ships arriving at 'land-locked' base , _, R9 \6 z( o
Fixed Group leader who is a pilot was losing the link under various conditions. Corrected conditions and added correction code
% D/ e# e( h1 N' n( d: D% z1 p; uChanged Allow 'independent' commands to change without cost to another 5 `$ j& M1 @) v% L1 C6 ?2 }7 W
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[1108i] " f/ z( a6 c' H; ]
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. , ^+ N+ J. A/ k" \0 g0 F9 s0 s
Fixed Japanese production was over-producing upgraded devices for LCUs
0 p; \  _+ G$ ?% d) tChanged Ship display of ARD shows lift capacity # x2 h# n: e% f5 s' k) s5 m/ v
Fixed Sub-units not having withdraw delay decremented / x. W* g7 E: C/ L/ H2 g$ ~# |
Fixed Updated offmap checks for home base
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[1108j] $ q7 I, S* K0 j: w* m$ n
Fixed Issue with carriers in range code; could cause data corruption % N' p+ Y' x" j. G+ `: w
Fixed Not all TRACOM pilots showed in lists + M8 M5 A, [; J) E+ J
Fixed Limit retreat after meeting TF surface combat to actual combat   U/ G' e1 t: `/ {* c
Changed Removed endurance limit on PTs that limits attacks
# M) r1 v6 v# {Fixed LCU weapons being changed by AI code sometimes when LCU is human controlled
; w7 ]3 m5 k, z8 kChanged Defer device upgrade of LCUs with fragments existing; causes errors in devices when swaping to parent or merging with other fragments/parent
) I3 B- E: f& V) l. eChanged No TF unload if 'do not unload' set regardless of status of ship cargo handling
6 t8 }* e7 e" [6 Q4 IFixed 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。
+ n- |4 m" A" \2 b) c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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