具体见( }/ y% A, Q: D' ^
4 o& {$ K/ d9 Y+ \1 W) }3 `! Bhttp://www.matrixgames.com/forums/tm.asp?m=3185062
# |+ w$ o: I4 l
+ I6 n' ?6 t) \1 r. B已经共享到岛群QQ和本论坛置顶资源帖* l% h: O1 ?1 I6 B& Q: a! a
: P V$ E/ r' _, E+ f大量更新,详见列表:+ c3 D0 m# g# ~9 P3 s
: B K& w1 {, u B' R. u9 `% X" o9 Q
Change History:
% t' N7 F9 t9 [7 SV1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17)
' Q1 ~4 l) w9 U2 N5 J0 |1. Seventh Update – This release is a comprehensive release updating all previous
5 G' R4 A4 n" C9 L# l/ V% dversions to v1.01.17 beta# {6 f( t0 P/ W8 H. ~
2. Code Changes
5 l5 {: q2 c2 [" _, xFixed7 c4 R. v7 o; T
1. Display of AF/Port icon between player saves based on player's intel6 V" X; q( v8 _, h u, h0 R
2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when
/ u7 L3 [ s* S5 d3 xweapon list updated
& i9 e- S. B& S) c- \& }% r* D' t3. Reported cargo/troop safety values incorrect when no cargo/troop space \. V7 l( `2 i* g1 Z% K8 R
4. Allow smaller 'reserve' space for small groups on ships/ n& H7 F- E% p3 Y0 s# J2 w
5. Preserve some more data when swapping fragment and parent to prevent lost of parent
1 s4 b1 [4 a$ p! h& i* A' Z5 \6. Correct attacking plane count before final post-air combat
: x5 h, F% A/ t+ J+ Q, y7. Pilot promotion may have occured in error sometimes- Y- I# h$ l) s/ v1 K9 Y8 [9 J
8. Raid detect message sometimes dropped of the combat report' v% P6 M3 J+ y7 @( d
9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply; i8 T6 `' w% u, Y( X0 E# Z0 a
generally1 s) i$ x8 |9 d, f- X0 x
10. Some pilot-leader connections were being corrupted
; M" Q8 k$ w8 x, A11. Movement bug with following units due to incorrect move indicator. Seems to fix a few
& @4 V; ]8 q% s" z6 f0 N( bother move issues due to the incorrect indicator
) |% J' _$ X( S3 U! c12. Wrong ship sometimes reported in Ops report for TF movement which causes some6 b. y! D6 x- O1 }' Z& K
damage
3 p0 f' }# R$ q" \13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool
/ ?1 E- ^4 ?- \14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the0 u: e; z2 Q% ^
date sort; i3 R( o% F. U+ X/ e9 k J
15. ASW groups not allowed to attack sometimes: ?# a; e G4 e3 r2 B3 \1 \3 Z, k, R
16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing6 W E4 N6 u; l. U! T w& d
HQ/LCU to jump to reinforcement queue: i0 g7 C5 J b1 }
17. Bug in bomber intercept if too many rounds of fighter v fighter combat
6 Q+ |) G* H/ w! t18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed
, U9 A1 o# V. e. H" n* Nat start of AE but crept back in sometime during updates* o4 P. T6 x+ v/ Y- I. |
19. Removed the fragment/parent swap during a TF unload as it could often orphan the" ~$ K2 e/ t' i: @
fragment.
! `' Z7 q6 l# T- ~' f7 T Q& o* v20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade6 q, g y- M- A- [9 @
21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not
# L$ L# u9 t# ^; q, |9 S5 @8 ]1 ?& z2 C; Oshort scenario). This was fixed in a previous patch but only for one of the VCs, not the full
0 ~- C2 |9 G' a8 Y$ d% I% K) Q2 `. tset% |$ ]3 Y; z7 v! U, c
22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base3 M/ L! i1 _- W
23. Enabled 'z' to speed up all animations; was commented out in a few animation replays
|' l$ N- j6 z24. Bug caused F/FB to sometimes bomb at low altitude" z! e7 [' y2 |0 {/ Q9 [
25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not
5 k4 {* I, C5 ~' l& ^8 foccurring properly." \7 {/ F; A1 d3 r' V
26. Bug in Industry 'failed' indication not showing properly sometimes
* v4 L- G# I6 `" v27. Location check at scenario load to include small map sceanrios
# G1 B# G% ^1 z$ k( C) B28. Bug in air supply to fragments in a non-friendly base hex2 x9 L$ r/ X" X
29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was
9 N; r D$ A- Z ^being set to homebase before execution of the mission – ie was returning to base
1 P @5 M/ Z; G9 h& R+ Mimmediately5 c1 Z+ k, X( V6 z
30. Error in Strategic map display8 U' H! _0 U" o3 P9 d; d) i1 P
31. Additional and stockpile options were not turned off when base was captured
- z2 O; r! _6 @% _: \32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on
0 t4 S4 |. p0 v/ [3 lmouse over2 g; k( a7 K* p% p
33. Army experience being gained when not 100% prepared as per manual; changed to allow
7 a1 j+ f, h0 u, h4 w! f2 v+ Nchance to gain experience if >75% prepare and < 50% national exp level
7 y3 k$ t# R- B0 R) j* \34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to
- ^$ ]( J& r3 D; Xalleviate the incorrect experience gaining happening while in reinforcement queue+ k4 x! B% F3 Z/ A: P( B
35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –2 r* S' y7 _& ]: L
caused unit to jump “off-rail” and move overland
+ g2 x. L. H% y; q1 b# Z9 `6 \36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ
7 q, s7 a* Q& b$ ]1 g37. Excessive accident messages on unload from TF reported
0 E: u( n; y U38. Reworked editor sub-unit merging as some devices could drop off the unit list when
& e, v: J- p" g9 g$ y1 i G/ Qmerged causing smaller size unit than expected
3 F* `6 I5 i. X! l39. Corrected possible TOE error in scenario data load for inactive units
; I1 @4 v% ?9 ?* L6 S40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can
: e+ D$ b8 K7 Y. `5 e; Thowever be allowed to do this.
, r6 r# K+ J B' Z3 c41. Possible CTD if sinking ship's load was a group& m) \; b( p0 g6 C& F1 l
42. Limit the number of devices built from resources per unit during LCU replacements; this
1 ~% x- m/ M, }" Rwas causing an over production for that turn
; p$ G9 n( ^6 H* P$ W$ c. r; d6 u" _/ ^7 w43. Retain day/night setting when creating group fragments3 s0 w$ {' G' ?. G
44. Adjusted supply and fuel values in base list not to overrun the space! I. ^7 v1 t( w+ w9 {7 H2 A
45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but& D2 j' Y' {# s/ @. K ^! z9 i' P: b
added YMS to Sweep TF in line with manual and code2 i# n. Y5 a0 v% I% w' H
46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the
! P4 F$ k& V' W# F# j* Srule relates to the abundance of manpower and is not covered by replacement pool. Normal
, Q; e0 U( ]* j$ a. I* brebuilding of destroyed units is not affected by this.) m! @. G# j& y% Q
47. Carrier capable and trained text not showing together on Group screen
* R E" P9 E0 k2 `4 |/ `48. Handle any blank re-name changes by ignoring them" [; D- _, ]$ \8 P0 [- Y
49. Possible CTD when air fragments combine; I0 M* f) m9 q) Z- X! D
50. Unloading TF can freeze a LCU onto a ship under some conditions
5 `4 | c- P, `& f1 V51. AI not behaving if main HQs missing (affects small map mainly)
+ ? h+ V) K" p1 U8 A52. AI using AGC for normal land units – removed from TF if not needed# m8 o5 v6 k% `# d
53. Soviet activation message not in Ops report4 `* O6 P) h' D# }4 y
54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range
8 w P, R6 m3 ~6 M55. Clear Soviet air balance if not activated. Possible incorrect base switching
% j) x1 B" R! y5 a6 r0 w0 f, G! h56. Sub attack against docked TF not happening for port size <34 F7 W6 f" C8 C9 Y1 \/ h. S
57. Unit type changing unexpectantly, J* H `& [5 }3 B0 Q; g
58. Torpedo replacement on plane sometimes is missed
6 K/ K) T& i; G& Y59. Double handling of overstacked supply requirements
9 F% j# U. s3 K \60. Fixed alternate weapons for port attacks7 p; c2 R% K4 U: x9 P1 {1 C& P1 u
61. Corrected weapon system damage to show after combat on ships in port rather than wait till/ y; G, \$ v7 g C8 V6 J; `" t! Y
sometimer in the ship repair cycle.
, k1 d0 g; w0 a& f- T- b X- f62. Ship tonnage over 32K could cause repairs to fail
( w! p( G$ w: ~New! Q1 ~- W8 c" X) v% [( b
1. Show Port re-arm level on ship list screens at base. Does not account for tenders, just the. ] O' `* R5 q! [3 X# m- V: x
port
4 @. P" c+ Q8 Z0 K" ^2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.
6 x% k4 Y) \7 i9 g* ]Tenders not counted
4 `# }2 _. |7 c9 L3. When showing mine device on ship, show '!' next to mine ammo if can reload at base
2 ?, Q0 u' R- F Z# w3 N2 R4 D& O k4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method
2 ]# `+ ^+ ~: x* p2 O5 |1 }, \6 w4 `to remove damaged ships from TF- ]4 |0 }# K% ^
5. New filter for “non-building” devices in Industry pool screen
% V4 j, t( l" }+ g6. New filter for “non-building” aircraft in Air Replacement pool screen2 @3 I2 ~2 `) r, A8 b9 p1 {
7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy0 {6 R' @" V6 @. R3 u
mines (^) detected
9 O8 t; T- d& M! i+ x* r8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the
i2 O1 {$ d: A9 ]‘button6..’ image files, then these will be shown. If not, by default there are shown as
' c5 @- C2 n& V, Qstandard parachute unit icons
" j1 K0 f4 X$ A* A. z3 e3 E9. Air/port damage and building is shown in base mouse over- L# N) o/ x# H0 x/ }
10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on. r; ?; U0 y) s* m+ X7 ]" M
11. TF can be routed to stay within coastal hexes as much as possible
/ c' i/ r: _! J6 f12. On Top Pilot screen show the 'ace' cut-off value if more than 1
0 [0 P! B6 r6 x7 _) H/ Q. y13. Added option on group and LCU reinforcement screen to turn off replacements
% y6 H9 C y; q; L+ ]! \14. Current base can get supply returned to it when reserve planes returned which were9 b1 j0 [$ M' N
originally supplied from another base; F5 ^: F: _) w: a: w) V2 S4 O, S
15. Unit type filter on Troop Loading screen
* A/ P& E& u, A! Z1 t! q B( E16. Report killed ground units if not in combat report+ T, @) ?! t! c! c* N3 g, [" Z
Changed
; R9 }) C* n1 A2 \3 v' |! X1. AF of 8+ have AV support doubled for purposes of determing support for air operations- N# K5 O& W [! J+ H- `5 N
(complements fix 18 above)
$ W$ |) H! l7 W. @2. Permanently increased pilot array to 70K1 G2 i8 q$ q# O% t! O, y
3. Increased number of air combat rounds are a factor of total aircraft involved- ]1 Y# e- |& z& J: [& u
4. Allowed submap to submap movement if land connected for land units. Should have been' D- A& `' Y' y
so as per Andrew Brown* |# G6 I$ [4 f7 T' r
5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message
" F1 C# J9 D4 h( Z2 Qdelay toggle instead) D: X6 \ m6 g: \) O
6. Aircraft being grounded for maintenance factors in durability also. This will spread out the
0 b* w5 K% ?# n6 o( e- L6 H4 }maintenace a bit more7 G" s# r/ o, d( n g* E" t
7. Support device replacements won't decrease the overall experience of LCU units. This does
# ^. Z- d& F- cnot alter the overall EXP change due when any replacements are received.& w; d" _; ]- s; G
8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction6 V2 H8 |% l1 v M6 e- w8 W& p, O& q6 z
between the two but could break current games.6 b! e, j. h6 e J" W8 C
9. Some LCU Prep points may be retained if unit is experienced
6 H, ^, }/ ~. |' J, R- d% LNotes
- H( v3 h# Y* X/ {* B6 D0 N1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario
( h1 n" _4 J3 ?9 y- m+ o, Rshould not change player or HQ, even if not in play. These original HQs are used by the AI
8 w5 `. e2 \+ n2 }% P5 xroutines so changing or deleting them can put the AI off. Changing other elements should* E3 }8 N& E" d% i3 M" H3 g
be okay.
: X! R! A1 v% y1 a$ m2. Clarification to weapon filters for aircraft:1 V# V* |, y J }& F# n9 c
PM_NAVAL_ATTACK 2 // used for naval attacks
; U1 ^# Z( _$ ?: N# APM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)
0 N2 t1 v' s& B- l. Z" ZPM_LAND_ATTACK 8 // used for land (ground) attack0 u" g" h5 K. ^+ @' T+ a/ R! t0 p# D
PM_PORT_ATTACK 16 // used for port attack
% A3 l7 t: l& I2 }1 lPM_AF_ATTACK 32 // used for AF attack
0 Y7 P+ W$ E. i/ U0 ?9 t7 h I; uDropped any reference to secondary values for land and AF as they served no special use.
- v' D* `5 G R' Z2 S* dClarification changes' [6 D4 s6 K, i% p! G: X
1. Some clarification and changes in regard to use of the Soviet Motherland bases. These
/ x* K/ Q; I P# p" ^bases are those defined as having an original Soviet hex ownership of SOV_UNION (90),% h" \! D) z" ^+ u* ~- d
MONGOLIA(91) or TANNU_TUVA(92).5 N3 M. L2 O8 v9 p6 w7 ~
a. Allied non-Soviet groups can't transfer to Soviet Motherland bases6 Y& [6 r+ }- E9 P% q
b. Allied non-Soviet LCUs can't move into Soviet Motherland hexes
; c8 O3 V4 K# r) w/ E8 b5 Ac. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases
3 X$ i+ R( b) [after Soviets are activated, but can’t move3 R7 F% `6 ~5 j, I: S' d0 B5 s) R
d. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if% \$ q W# R+ S6 d5 ]* S- s
disbanded in port.) f/ K B) C2 L( c
e. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently* h: s# y8 q$ y1 b2 e: S' _
f. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |