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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+ W! c/ L; ?4 e$ L9 L# U5 h5 y
http://www.matrixgames.com/forums/tm.asp?m=2729580
- E7 t0 C5 J( g# w9 S( {/ P+ PThis 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 E! m  f9 Y: @) {! a& `0 S6 {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. " k% y# a+ j6 y2 }0 g9 E

2 C( ~7 K1 o; e/ h( 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. ( L# i$ S: [$ S! B0 J' ]7 O/ S
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Background:
: u8 J+ Q& L! ^! ZLast month my development PC had a meltdown while I was working on changes since the last released build (02). 5 z/ ^# a3 k2 Y9 ]0 \# Z
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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  I1 Z4 w2 K& b9 q8 g1 c, HThe build works fine on my PC, but then it is also the one that created it.
9 b7 R4 w1 c# ?8 _; ^- ZA 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. : F: P; D! {8 ]1 b3 _
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As a result, I need to be 100% convinced that the new code will run on existing installs of AE. * u1 z- ]' T& d+ n9 ?- e7 a( C
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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. ( I) D+ ], [7 Y, a2 w1 @8 [
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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.
  @* E  k  I$ z; m, kLoad up a save and play a few turns. Let me know if you have any issues with it. " M+ ?! D" b& y
Also, try using tracker to see if the DLL still works. 5 L: s. z/ h* K& X$ g

4 y( i; s  c  M4 C6 B7 k2 [& ]0 ZAgain, my warning:
: R" d0 j& f# e6 f7 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.
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Here is a list of the additional changes since 1108c (build 2) * ~; t4 U& X" Z* h
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[1108c+]
3 T% K$ v8 W+ Q. Z! y) wFixed Rebuilt LCUs tended to use wrong PP cost on the first display, esp component units.
& x' U/ g2 K9 J- V$ c$ a' dRevised restore of report files from save 3 [4 p% N# B- R! [
Changed Added group withdraw date to all split sub-groups, not just permanent withdraws 6 l7 b# c( Z% H9 @  J& L
Fixed 'buy-for-supply' ships remained at 1 day delay $ x+ \5 ~9 R4 z. l
Fixed Error in Kamikaze determination in Flak Attack / T! l, |) q' p1 K3 ?; @
Fixed Kamikaze training not affecting low naval bombing 6 \7 T9 n: q4 r7 S! C
Fixed Transferring pilot to group of different type losing 0-10 points off skills, rather than +/- 5 5 [8 M. f  ^. H2 J3 y! I; p# k0 p' n
Changed Pilot experience hit based on category rather specific air type
! `; J! Q5 S& R% C, ^2 T+ kChanged Added more off-map checks to better handle the TF's 'Return to ...' buttons ; e, h0 V9 Y# ]2 ]
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[1108d]
2 d/ D: i" Y: o7 D* XFixed Removed ships under repair/conversion from AV support total
8 t* M1 v9 g3 O. |3 lFixed Ground attacks against land units in friendly base hex could default to 'Commander Discretion' 5 }  _; X; Z, v& {4 d: L8 O/ U4 u
Changed Re-enabled limited on-map routing for off-map TFs " _5 y! x% a' L! |$ K- U, |
Removed Disband check for resource/oil that was added earlier as can be worked around
; `, c" E* g9 u1 d4 }Fixed Allow float planes to transport troops to coastal bases - allowed selecting but did not always make the move # E9 y" G6 M& G9 ]$ n# {
Changed Night missions on list using BLUE rather than BLACK
4 h" C0 S+ H" WChanged Halved the 5-day resource requirement/stockpile to 2-day. Added earlier in patch to help with resource distribution
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! r: p& S8 N( F$ `  M9 B[1108e]
8 D% m" ~# C: M1 V! I6 L6 }$ KChanged Arriving LCU units were building more than needed devices if not enough in device pool - R& S0 e. w2 Q5 k/ S
Fixed Was returning wrong Allied device to pool on LCU device upgrade
) ?+ [0 L) ?. h% }Fixed Tried to align weapon and TOE for units without formal TOE before taking replacements; wrong numbers could be happening 1 w* t3 s. T' o; S
Changed Adjusted off-map entry point for way-points
1 d2 Q6 x! `* k) tFixed Altitude not being changed on some dive bomber attacks in AAA
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5 C" F. A& s; N; a[1108f]
5 P( Y: Y7 A" y9 u3 LFixed Auto convoy returning resource/oil to home base when not required to ; e4 A  e  m, v# M+ Y; v4 j1 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
( ?) c2 ~6 l3 b% L; A/ yFixed CTD when checking groups on withdrawing ships
) n  |1 @" q( fChanged Restored image files for centre windows
6 p: R  X( k0 G8 y- {( IFixed Extend packing time and operMode to combining editor components of parent LCU
- a) Q5 B& }; u+ }- _Changed Vary DL for base created TFs, use same DL for TF split * U+ N% p, h  p5 ~2 `
Fixed Leader of delayed group being re-assigned continually
8 A' I8 w* T2 Z, A  i/ _4 rFixed HQ check so that first HQ is included % l5 E, }6 d- @! {
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[1108g]
* P9 q- O7 D4 W) f- i2 {Changed Update device in TOE when changed in order to fix land replacements 7 K* t5 a- D9 C
Fixed Return cargo for CS or AC not checked if home base and current base are the same
& P6 r% u3 v+ v, qFixed Force TF to use offmap if incorrectly set due to changes of destination
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[1108h]
- t1 @/ h  |; X" _Fixed Adjust for non-mine device being in special mine slot [#9] for sub minelaying
  D6 M4 s' O. a% m& P, \. MChanged Force ships to arrive at national base if original location is not valid to form TF; stop ships arriving at 'land-locked' base
/ r$ {% G* ?9 m* _8 F* f1 ~Fixed Group leader who is a pilot was losing the link under various conditions. Corrected conditions and added correction code
  Q2 b  h/ M4 [, [; E( M9 J2 YChanged Allow 'independent' commands to change without cost to another / ?; G+ O& e3 m6 p
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[1108i] ) _; a7 y  n: 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. 1 |6 D: W5 w9 G& q
Fixed Japanese production was over-producing upgraded devices for LCUs
' ]' P! ~/ N- O; _Changed Ship display of ARD shows lift capacity 3 [8 d) ^0 A3 F8 M# O) z
Fixed Sub-units not having withdraw delay decremented
/ g, o/ {% u4 p( R; k- JFixed Updated offmap checks for home base + `; Q; X0 O3 Y! j' s
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[1108j] : S% \1 W6 O2 ?0 Y* U* R
Fixed Issue with carriers in range code; could cause data corruption & D% Y7 z5 l! |
Fixed Not all TRACOM pilots showed in lists : A+ Z9 e7 B' I: \# x
Fixed Limit retreat after meeting TF surface combat to actual combat ; E! p& X4 [. _  Y
Changed Removed endurance limit on PTs that limits attacks % q% ?! c: ]( W/ x0 k
Fixed LCU weapons being changed by AI code sometimes when LCU is human controlled & a  A4 O" D& i' R/ i: J- x& T
Changed Defer device upgrade of LCUs with fragments existing; causes errors in devices when swaping to parent or merging with other fragments/parent
4 A& r3 {9 b  w1 ]; DChanged No TF unload if 'do not unload' set regardless of status of ship cargo handling , ?- b% C' y" n  ^( a% F( C
Fixed Empty fragments stopping editor sub-units from recombining
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