具体见 ~; [$ `. T* r5 c8 O
$ S$ p. c: }+ {* Mhttp://www.matrixgames.com/forums/tm.asp?m=31850629 a) Q$ s2 K% [/ A8 v
* w1 _( A5 n& t, `已经共享到岛群QQ和本论坛置顶资源帖# I, j b8 q) e* B
1 C# B7 V" b% q
大量更新,详见列表:
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( c: ] D; w6 `5 {) BChange History:
: k. H% T; d- \" u; o8 e: `* VV1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17)
R# Y- ^7 j+ r$ y; h0 Z1. Seventh Update – This release is a comprehensive release updating all previous5 a$ H, k# q+ V
versions to v1.01.17 beta/ }) G w0 v* s" \/ i
2. Code Changes' ~' q! E% y* O1 |+ I
Fixed4 X$ t. ~7 T( ?
1. Display of AF/Port icon between player saves based on player's intel
& C0 o9 x: Z8 ?6 k2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when6 ^* D% C+ J9 Z7 A/ K$ L
weapon list updated
' G/ q c* \& l6 @5 I3. Reported cargo/troop safety values incorrect when no cargo/troop space
6 H* Q* E4 R; O4. Allow smaller 'reserve' space for small groups on ships
6 R. E l! z( l7 H+ u5. Preserve some more data when swapping fragment and parent to prevent lost of parent, {0 H! |3 n1 U' q7 E
6. Correct attacking plane count before final post-air combat" i* P5 ]. j. D5 D- w1 M
7. Pilot promotion may have occured in error sometimes
6 H" `6 W, f( ?0 w8. Raid detect message sometimes dropped of the combat report
: `; s1 J' K" n, Q9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply
0 u9 L3 |4 Q, ?6 { egenerally: y% j& m8 ~, b5 H% V' U
10. Some pilot-leader connections were being corrupted9 V0 e' a( U( }1 j4 y& ]
11. Movement bug with following units due to incorrect move indicator. Seems to fix a few# h0 Q3 G6 J+ L/ {! Z9 X% H9 D
other move issues due to the incorrect indicator/ R. t+ j- ?$ `. f1 ~. R6 z
12. Wrong ship sometimes reported in Ops report for TF movement which causes some+ W3 e2 Y1 ^5 F4 s
damage4 @- A. W( k7 ?' H; _
13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool
' N& D( r1 a7 [8 O) l& J0 u14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the
: I! p; {0 _& Y7 f5 d3 Ldate sort& _" a( X$ k7 ^
15. ASW groups not allowed to attack sometimes
/ G8 S& n, R9 }4 ?0 M16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing
$ l$ f* }3 u8 Y% |HQ/LCU to jump to reinforcement queue- i$ W7 a! z, Z$ p5 e
17. Bug in bomber intercept if too many rounds of fighter v fighter combat& f' i0 e; j a
18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed
. T, u: a' o$ ^; x4 Z8 Rat start of AE but crept back in sometime during updates5 |: A- `1 w4 {6 ^, k7 m
19. Removed the fragment/parent swap during a TF unload as it could often orphan the6 O0 h! H( t! S8 E3 t' B
fragment.- n- s; f6 V7 x( F
20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade8 f& u! h$ ^" {- }
21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not
0 D* ?1 L5 I7 D' N7 h5 Ashort scenario). This was fixed in a previous patch but only for one of the VCs, not the full3 C6 s. z* n, F) p) H8 E
set/ E$ ^" B: |/ Q/ A, z; t- m5 p
22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base: _) I7 K1 f7 ?) t% k
23. Enabled 'z' to speed up all animations; was commented out in a few animation replays
5 a: d v) H4 i/ w6 Q24. Bug caused F/FB to sometimes bomb at low altitude
& A# M: v; s- ?5 W8 A; h25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not
4 D, [4 J8 G! _& X2 ~4 C1 ^occurring properly.: y# u; D$ P( ?' _( ~
26. Bug in Industry 'failed' indication not showing properly sometimes
( y1 C( Y# y% N' ]1 l$ J27. Location check at scenario load to include small map sceanrios' N8 _3 ^- g6 }" o( ~6 a
28. Bug in air supply to fragments in a non-friendly base hex( b, M: _0 }$ ^5 H
29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was
" x# `3 W" g4 E! U2 pbeing set to homebase before execution of the mission – ie was returning to base' p0 }# _: }; m2 b4 r1 ]
immediately
1 [' c/ v8 K/ J0 h3 T0 s) ?- ]30. Error in Strategic map display3 O& \, w; g2 F5 Q
31. Additional and stockpile options were not turned off when base was captured
8 P/ c' i4 p0 y2 R! v) V32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on
% U+ N: r1 N- G9 f t8 \7 smouse over6 a& @2 \+ \& c0 x9 f3 z
33. Army experience being gained when not 100% prepared as per manual; changed to allow
% I \4 X1 }# a+ X+ w) Rchance to gain experience if >75% prepare and < 50% national exp level" G2 C9 j0 Y @6 c
34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to# b& B& q$ c8 C# e H' |0 R" r
alleviate the incorrect experience gaining happening while in reinforcement queue5 Q6 u' A1 }& S0 a5 m1 C
35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –
f/ N- W: n z- y4 Ncaused unit to jump “off-rail” and move overland$ X& j2 Z; [% F! S0 K3 Z/ \; F; ?, d- V
36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ. ]: u- T' V+ K9 o
37. Excessive accident messages on unload from TF reported
- O; v. _/ Z$ m8 M4 W38. Reworked editor sub-unit merging as some devices could drop off the unit list when
1 j, i" v+ x+ E% ]merged causing smaller size unit than expected5 h: t5 P* ^3 |/ R! A7 ^$ b, w4 @
39. Corrected possible TOE error in scenario data load for inactive units
, U ^+ L$ b8 T) z: q5 F6 T40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can6 h! e: r% v: i8 R* \2 O8 n
however be allowed to do this.+ x7 ]; F7 A# h2 w* ~' i$ }
41. Possible CTD if sinking ship's load was a group# u O8 b0 F" V/ s* |8 N
42. Limit the number of devices built from resources per unit during LCU replacements; this$ O+ \9 o9 p: ^6 s( L. v; [4 b
was causing an over production for that turn3 J: x: x+ x0 n7 F8 Q
43. Retain day/night setting when creating group fragments
' Z/ I% s# j" P/ k+ @44. Adjusted supply and fuel values in base list not to overrun the space% u- K5 o3 }% |
45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but
* v8 S v! q/ L5 d$ E& G5 g- }added YMS to Sweep TF in line with manual and code
: X, ~4 Y. W7 o0 R" k46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the1 S9 h" ?& L; l7 q8 N6 ]
rule relates to the abundance of manpower and is not covered by replacement pool. Normal1 }- m8 n1 T- p
rebuilding of destroyed units is not affected by this.
" _" E4 z8 {" M/ u5 }47. Carrier capable and trained text not showing together on Group screen
9 V3 L1 @/ R5 v) p48. Handle any blank re-name changes by ignoring them" Z* W4 _9 Z- s* ~$ M4 c
49. Possible CTD when air fragments combine& J6 V3 w$ o6 U5 ?1 }7 s3 |
50. Unloading TF can freeze a LCU onto a ship under some conditions5 @9 ]1 z4 k9 f/ J/ s
51. AI not behaving if main HQs missing (affects small map mainly)
6 r e, |9 t1 l" J4 e6 L52. AI using AGC for normal land units – removed from TF if not needed
4 e! n. l3 f' c53. Soviet activation message not in Ops report" i: M& i: T& v& `" B9 x5 \, w
54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range
( I8 U1 z) R! f! Q( d2 f" I55. Clear Soviet air balance if not activated. Possible incorrect base switching
: J2 [* G7 Z) f/ S56. Sub attack against docked TF not happening for port size <3
; N3 O3 M. l8 U- g) U5 C57. Unit type changing unexpectantly& ^% {3 p- d+ U* V$ b) W; Z- _
58. Torpedo replacement on plane sometimes is missed
: R! ^ I) ^2 Z* E59. Double handling of overstacked supply requirements" f# v/ s$ J+ w) F( }9 `. ~
60. Fixed alternate weapons for port attacks4 u/ I4 F/ n5 ?* k# P
61. Corrected weapon system damage to show after combat on ships in port rather than wait till
9 [0 u j1 u, d4 V! ~+ wsometimer in the ship repair cycle.5 m3 V) Y2 C: H
62. Ship tonnage over 32K could cause repairs to fail
: N( }9 s/ D" o. QNew
7 v5 o6 e* Q+ C E# `1. Show Port re-arm level on ship list screens at base. Does not account for tenders, just the# f/ A: t# c, d
port
% v7 o; W- k; o2 H2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.
4 e8 t% q$ c# J, _Tenders not counted
- J, l: P% _5 ]; m& |, m3. When showing mine device on ship, show '!' next to mine ammo if can reload at base
H6 j+ f" K/ \6 u# K4 D w: ^1 B4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method
4 t" A: |& a0 b0 ^to remove damaged ships from TF
2 {" n6 g3 t7 h2 N* r+ A5. New filter for “non-building” devices in Industry pool screen
- X2 p9 h: R1 W' y* u6. New filter for “non-building” aircraft in Air Replacement pool screen: O S. D' l1 e2 K0 n# ?
7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy
- W$ V: Y, j! Bmines (^) detected! U6 A" G* h% O; m! ^
8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the* E6 _' D- }. ^( H0 F8 X
‘button6..’ image files, then these will be shown. If not, by default there are shown as
2 l2 b' m4 ^0 }standard parachute unit icons
: s S( @6 j. M9 e( j. c9. Air/port damage and building is shown in base mouse over
?7 O5 T1 w- A9 j8 L10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on: ?+ B0 r! p) \1 s& F% n- A# O1 G/ e
11. TF can be routed to stay within coastal hexes as much as possible1 M. z+ B8 v# O5 d- n
12. On Top Pilot screen show the 'ace' cut-off value if more than 1& p; H8 l, m+ Q6 n$ o/ Q
13. Added option on group and LCU reinforcement screen to turn off replacements
" m7 C% b8 S, Y14. Current base can get supply returned to it when reserve planes returned which were6 o' g }$ q1 t" M/ ~
originally supplied from another base! y$ i: i/ A: T
15. Unit type filter on Troop Loading screen
2 f8 ]$ H( U% v' z" |16. Report killed ground units if not in combat report, K' T- o5 _" s, |
Changed
4 m3 Z1 y) j: y$ R( {" D1. AF of 8+ have AV support doubled for purposes of determing support for air operations% T. _& [+ q7 ]. b
(complements fix 18 above)
$ C7 }! f* s9 h# A0 [$ W2. Permanently increased pilot array to 70K8 M& h( n5 E! [5 V
3. Increased number of air combat rounds are a factor of total aircraft involved2 A3 Z2 F [' [3 _7 B
4. Allowed submap to submap movement if land connected for land units. Should have been5 ^! B* P0 ^9 R* e: @( B9 {$ n
so as per Andrew Brown
1 B: |$ w% [. w$ `! q3 b2 o$ e% L# U% p5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message: h# _7 p% Y/ O: [
delay toggle instead+ M% X% e/ O @# c5 Z2 N9 S% `2 `, C
6. Aircraft being grounded for maintenance factors in durability also. This will spread out the: {8 p& h. g- W) f9 }! \
maintenace a bit more
2 J3 ^, w/ a, L( C! d2 s7. Support device replacements won't decrease the overall experience of LCU units. This does
) x# u% `* Q, a$ ]: xnot alter the overall EXP change due when any replacements are received.% ~4 V5 L. Q" s; N: {
8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction& z/ b& W" x1 l- U4 K7 G6 U
between the two but could break current games.4 h$ F J0 K; P: M7 T0 y2 X
9. Some LCU Prep points may be retained if unit is experienced. v" f4 q" [ k: t
Notes
2 R1 T" J: y+ N( [1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario
+ d6 n% L2 j4 e# s* m$ s. Ushould not change player or HQ, even if not in play. These original HQs are used by the AI. n- j! c% d6 ^1 O9 y) z! J# \
routines so changing or deleting them can put the AI off. Changing other elements should
6 U1 e; d( b6 zbe okay.$ O; e3 w2 l0 c% v* S
2. Clarification to weapon filters for aircraft:
+ M( m- F0 d9 w7 NPM_NAVAL_ATTACK 2 // used for naval attacks5 m. V# p: L: \* P0 ]& E
PM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)5 B0 J% C8 E( t$ u( r
PM_LAND_ATTACK 8 // used for land (ground) attack; M# q. Z* S8 p& T9 V- B% m. a( |3 [
PM_PORT_ATTACK 16 // used for port attack
1 k* N3 L- S( `PM_AF_ATTACK 32 // used for AF attack
M) B n+ m, r' J& {Dropped any reference to secondary values for land and AF as they served no special use.. J. C; r O3 {
Clarification changes
3 S" W, X! e% X6 z2 B- A6 n6 h1. Some clarification and changes in regard to use of the Soviet Motherland bases. These
2 l3 G" N7 g$ u0 N* Dbases are those defined as having an original Soviet hex ownership of SOV_UNION (90),. u# }! l N. d/ z+ \
MONGOLIA(91) or TANNU_TUVA(92).) g1 d9 Z. `/ o1 R5 O
a. Allied non-Soviet groups can't transfer to Soviet Motherland bases( R9 ^" Y& [" J1 ]4 ?$ Z6 P$ T# M
b. Allied non-Soviet LCUs can't move into Soviet Motherland hexes
* W2 Q4 `9 B0 ^2 H: A/ \( U$ L. |c. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases/ M5 Q8 w* O; k
after Soviets are activated, but can’t move, k& S- a& [7 @: ]
d. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if
8 E/ Z: H- F0 \ Pdisbanded in port.
" w6 X3 {0 ]( X" k: Ne. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently' d1 m0 I0 K0 }2 u3 o5 @' C
f. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |