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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1 u3 q% G. U0 `2 |5 ]
http://www.matrixgames.com/forums/tm.asp?m=2729580/ W: y  r8 m' j4 b$ R8 |- p
This is an unofficial "short-term" beta install. ! `# D* A+ N  @- g% m' o0 g  P
Short-term being the appropriate term as this thread may be removed after a few days.
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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. - \5 K# e5 R  w# k$ {& \# n2 v
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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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Background: ' ^4 k; O9 U6 b( s! y: t+ z  d
Last month my development PC had a meltdown while I was working on changes since the last released build (02).
* C' k0 E$ L$ m4 TAs 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. & k" w; z( x5 h9 u
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The build works fine on my PC, but then it is also the one that created it. & Y2 E0 T& P' [
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.
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2 x% W+ @# F* o: ^1 {% \" sAs 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. 8 ~; \/ \+ P, l& N4 e+ k7 }

* j/ K' X- s: t8 b. t3 I0 @% A8 zI 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. $ s6 m6 [% E5 p! b1 Z5 y
Load up a save and play a few turns. Let me know if you have any issues with it. # Y3 h0 e7 l( a+ a
Also, try using tracker to see if the DLL still works. , h0 K/ u4 h* @$ ^4 |! o7 \5 k

  G7 O9 O! W1 p6 \5 cAgain, my warning:
* V, G( m; s5 NPLEASE 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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Here is a list of the additional changes since 1108c (build 2)
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[1108c+] # R4 W1 |% [; c
Fixed Rebuilt LCUs tended to use wrong PP cost on the first display, esp component units. . P) ^8 w+ @: _, A+ l3 N7 t
Revised restore of report files from save
) B/ m* ~, C# [6 i6 xChanged Added group withdraw date to all split sub-groups, not just permanent withdraws 3 K, X% w% [3 [9 e1 y' |, Q  R8 @: Q
Fixed 'buy-for-supply' ships remained at 1 day delay ; t9 ?! R# l3 C
Fixed Error in Kamikaze determination in Flak Attack 4 E0 _* r9 W& m/ s! T% S$ ]
Fixed Kamikaze training not affecting low naval bombing + l" q  E# x3 V. d+ x; k
Fixed Transferring pilot to group of different type losing 0-10 points off skills, rather than +/- 5 $ G: d" N# b. [6 w5 ^' X' x
Changed Pilot experience hit based on category rather specific air type / G2 l4 H: J1 j7 j
Changed Added more off-map checks to better handle the TF's 'Return to ...' buttons
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[1108d]
' k7 z+ _* ~! s2 B: Z* C& d. YFixed Removed ships under repair/conversion from AV support total 0 ^- @( ]$ j5 w; B8 p6 D. q5 {$ ^: r
Fixed Ground attacks against land units in friendly base hex could default to 'Commander Discretion'
; s. _$ ~; d1 v" S5 IChanged Re-enabled limited on-map routing for off-map TFs
* m9 ^: [" ~( d: `Removed Disband check for resource/oil that was added earlier as can be worked around ! o4 w1 M( ?0 k" w3 ]% X
Fixed Allow float planes to transport troops to coastal bases - allowed selecting but did not always make the move
4 W& b) W- X$ m: ^8 W8 ~4 T8 BChanged Night missions on list using BLUE rather than BLACK   E+ m- k; H6 M, C6 V
Changed Halved the 5-day resource requirement/stockpile to 2-day. Added earlier in patch to help with resource distribution " e% u5 N2 g+ i6 \
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[1108e]
9 ]2 r4 j5 A$ x7 o* \) g7 E$ ?Changed Arriving LCU units were building more than needed devices if not enough in device pool
) f+ N- ]; s' `Fixed Was returning wrong Allied device to pool on LCU device upgrade 3 X' c( h; o% B0 y( c' r
Fixed Tried to align weapon and TOE for units without formal TOE before taking replacements; wrong numbers could be happening $ ^; a) C4 k* i7 X/ h9 r
Changed Adjusted off-map entry point for way-points . I# L; c0 ~' C* O0 `
Fixed Altitude not being changed on some dive bomber attacks in AAA
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) T* c* \: @3 T5 C: t[1108f]
  F! k5 h" Z4 L+ BFixed Auto convoy returning resource/oil to home base when not required to 6 v8 e( J8 Z  ?0 V! N9 m
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 ! W- y& A: K& E6 h% o
Fixed CTD when checking groups on withdrawing ships
5 U( Q1 f0 p$ T) ^0 \Changed Restored image files for centre windows . A- h) ^, q( ~3 f+ }" {8 n
Fixed Extend packing time and operMode to combining editor components of parent LCU
) @" W9 ]6 S0 O) h  S' F8 h! Q* wChanged Vary DL for base created TFs, use same DL for TF split
  E$ g9 ?8 t; e- w0 mFixed Leader of delayed group being re-assigned continually
, s6 h: j+ C3 bFixed HQ check so that first HQ is included / e, E- o/ Q/ j, d9 Z, I

& P0 f0 T! |6 u) ]6 s' Y: S[1108g]
1 G$ u) E( e! P( F4 m! J+ Z: Q, IChanged Update device in TOE when changed in order to fix land replacements 8 s8 M& k5 x, N& `( \0 N
Fixed Return cargo for CS or AC not checked if home base and current base are the same
) n' S: R, y8 P& y8 _- L, d  o% gFixed Force TF to use offmap if incorrectly set due to changes of destination
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[1108h]
" [0 Y" K, P* N9 l$ y7 xFixed Adjust for non-mine device being in special mine slot [#9] for sub minelaying
) j0 f  N2 A" F! X0 r6 t: XChanged Force ships to arrive at national base if original location is not valid to form TF; stop ships arriving at 'land-locked' base
, k( m7 s9 ?" x3 O- o9 L( H  }$ M# ^Fixed Group leader who is a pilot was losing the link under various conditions. Corrected conditions and added correction code / _) ?& ], S) {" n7 K( A
Changed Allow 'independent' commands to change without cost to another
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[1108i]
- _9 {5 E6 W+ c0 f5 JFixed 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.
  I8 `+ r; W4 |& o) S. |Fixed Japanese production was over-producing upgraded devices for LCUs $ s3 ?7 W; t0 T$ J, l
Changed Ship display of ARD shows lift capacity
: O! M1 t, j/ t5 VFixed Sub-units not having withdraw delay decremented " K9 l+ C+ J# F" X; _* h
Fixed Updated offmap checks for home base + J9 q. Z2 M  G: G5 d  u" f

+ D9 ~# ?, b" @7 \1 e[1108j]
/ \) n7 A2 u' b* iFixed Issue with carriers in range code; could cause data corruption ! q0 U) B6 I9 W
Fixed Not all TRACOM pilots showed in lists 3 L2 T: h! k7 E; H/ J5 \& [) k
Fixed Limit retreat after meeting TF surface combat to actual combat
% P8 D; b+ t9 R9 w' o7 bChanged Removed endurance limit on PTs that limits attacks
+ V0 a6 ~5 ~4 z- N" a! iFixed LCU weapons being changed by AI code sometimes when LCU is human controlled
6 F5 x) u8 m+ v+ SChanged Defer device upgrade of LCUs with fragments existing; causes errors in devices when swaping to parent or merging with other fragments/parent 7 Y' X' E( `# m9 \# q
Changed No TF unload if 'do not unload' set regardless of status of ship cargo handling
/ C) F5 B2 {! KFixed 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。4 K" u- [* b. v$ ~, h! 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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