具体见. K5 `/ C* r/ M; ]2 r3 q- {% i, t0 W
. n9 q' g( V/ g: x' _, O: c5 t' J9 ghttp://www.matrixgames.com/forums/tm.asp?m=3185062' F9 n5 \+ y* R
8 \8 }2 R# v" k1 `已经共享到岛群QQ和本论坛置顶资源帖: h+ `9 }9 m i1 T1 ?/ g/ I: a1 J0 K) U
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大量更新,详见列表:$ A1 l+ f5 {% B, [
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Change History:
/ ^3 S9 y% J. FV1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17)* R5 i4 _/ s' v8 S. {" M; K
1. Seventh Update – This release is a comprehensive release updating all previous* X: x# l3 J4 ~; P6 q. F) K
versions to v1.01.17 beta
/ F: ?1 \: Y8 M2. Code Changes3 e' x8 |3 I8 m* W( ~6 h# P
Fixed
9 N1 f3 x+ J1 w) D3 @) K1. Display of AF/Port icon between player saves based on player's intel6 k4 r9 X; q( w9 b* S- ^
2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when# ], {1 B; g4 w L3 y
weapon list updated3 z7 @* B m; f+ y' l
3. Reported cargo/troop safety values incorrect when no cargo/troop space% p7 \6 M5 ~9 W, r
4. Allow smaller 'reserve' space for small groups on ships
! C: X+ u* M: S# d. E5. Preserve some more data when swapping fragment and parent to prevent lost of parent
: c' K1 ?) [2 R$ n+ l6. Correct attacking plane count before final post-air combat
9 ^+ A/ q5 }1 n8 J5 a7. Pilot promotion may have occured in error sometimes
& P' w4 S- {- o& t- e3 x) t3 M8. Raid detect message sometimes dropped of the combat report" T c; n0 }0 B& D, M$ z
9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply( R0 k9 y u7 R8 _. ^5 _
generally0 f. E8 Y! G% n4 A) f* w0 }
10. Some pilot-leader connections were being corrupted8 w4 S4 |; b; P) ^. `
11. Movement bug with following units due to incorrect move indicator. Seems to fix a few1 z' o- o/ I+ D1 L t( C7 }& R$ A) H2 r
other move issues due to the incorrect indicator
5 j9 Q' [/ k, F; p' R$ f12. Wrong ship sometimes reported in Ops report for TF movement which causes some
4 S! F8 e: b5 p- [damage
, [' U+ U# `! h' U$ `+ v8 G1 z1 [13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool
: K: i" O, d' m1 D$ f) P0 q8 q% n- _14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the6 q* g( Y, l$ L7 w/ n2 a3 u
date sort* q- [$ l- X; u# d; j
15. ASW groups not allowed to attack sometimes6 n' [# o0 O c$ R L$ C! X# ?
16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing
& f6 l! ~% ~) t+ THQ/LCU to jump to reinforcement queue8 @ J6 V+ t. A
17. Bug in bomber intercept if too many rounds of fighter v fighter combat# r! y8 A% v5 {: d. n( o
18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed
/ y/ e7 Z0 i4 E' Oat start of AE but crept back in sometime during updates
# U9 E/ u" w) w7 Y2 i4 e+ u2 x19. Removed the fragment/parent swap during a TF unload as it could often orphan the6 u4 D: J8 E2 P, X% B# K) e
fragment.
" Y" b% b( ]$ ~) @0 K" J" K$ e. X R. A20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade
* Q6 g7 v) u. e( u21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not
; x3 _( \4 e% p2 U) kshort scenario). This was fixed in a previous patch but only for one of the VCs, not the full5 y. b3 L1 e& p$ h3 M
set; t, I, _) u% [* ~* ~3 w
22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base0 j2 }2 a* r( G( F
23. Enabled 'z' to speed up all animations; was commented out in a few animation replays% A7 |. ~! a+ V" o, k, f7 p: x" Q4 Y
24. Bug caused F/FB to sometimes bomb at low altitude; J# ^$ t4 U& y# R) I* x
25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not
+ g9 q0 D8 g$ y' l0 ~occurring properly.
* x; }) x/ f3 b26. Bug in Industry 'failed' indication not showing properly sometimes
3 z5 d1 u, n9 @7 W2 _8 P9 g27. Location check at scenario load to include small map sceanrios5 Y0 d& a1 U& {
28. Bug in air supply to fragments in a non-friendly base hex9 \+ J8 B. T+ S" a
29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was( Z6 y1 W- r7 g0 T) E8 v
being set to homebase before execution of the mission – ie was returning to base
) _7 w& J0 r3 j! N1 e) _: P. Simmediately1 Q7 c( w h9 X7 f5 I9 v) D
30. Error in Strategic map display
% t5 @! |+ d8 h31. Additional and stockpile options were not turned off when base was captured
2 W" X5 U8 A7 L, b. [0 E32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on
$ w! v: X T T) Tmouse over
! ^1 b4 d( P! G* V, l* `' J33. Army experience being gained when not 100% prepared as per manual; changed to allow
+ B# S1 u4 m6 x' Ychance to gain experience if >75% prepare and < 50% national exp level
: V3 i* o# n5 u2 w0 P' H3 ^1 p34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to
5 M, t+ c( t: B* Z6 S2 f9 W- M. malleviate the incorrect experience gaining happening while in reinforcement queue
: M/ l3 `+ {* ?) P4 i35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –% @/ S3 W- C' k: R7 g! b1 T0 J
caused unit to jump “off-rail” and move overland7 A& l$ o) B2 o
36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ
+ ?7 d$ x0 h% J: K/ ?1 g8 t37. Excessive accident messages on unload from TF reported
" F- \ a3 z) H! y; |* U" \38. Reworked editor sub-unit merging as some devices could drop off the unit list when) e3 i0 {& p+ ` b
merged causing smaller size unit than expected$ K! ]/ K1 x% [8 q+ _
39. Corrected possible TOE error in scenario data load for inactive units2 o/ k7 K: R5 ]% r- R
40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can
: T( J6 n+ k6 j9 d( Q( H: j. ~2 P# phowever be allowed to do this.. r6 p$ J/ w+ K
41. Possible CTD if sinking ship's load was a group5 i8 X' x E2 A
42. Limit the number of devices built from resources per unit during LCU replacements; this$ ~6 ^9 x) z# g& N
was causing an over production for that turn
0 T! r. N* x( o' ^6 a! d- Q43. Retain day/night setting when creating group fragments
' }4 K" e7 P& I44. Adjusted supply and fuel values in base list not to overrun the space/ H& W6 A( |, s; S: A: X; C9 b3 V
45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but& n, I! \1 t5 s) X
added YMS to Sweep TF in line with manual and code8 v7 _7 }9 o& v
46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the2 ~5 ~7 i3 t5 @1 l, i, @
rule relates to the abundance of manpower and is not covered by replacement pool. Normal5 l: D9 i) j3 h
rebuilding of destroyed units is not affected by this.6 t8 }/ n; E8 ~+ c
47. Carrier capable and trained text not showing together on Group screen
% N% s4 P# t- {- Q) _; B) r# ?9 O48. Handle any blank re-name changes by ignoring them
* O Z# P+ ^( ]; D7 ]49. Possible CTD when air fragments combine
4 E, A, B- C$ a" I! O* U; v50. Unloading TF can freeze a LCU onto a ship under some conditions
# e5 T. b% y$ Y2 i+ }: j51. AI not behaving if main HQs missing (affects small map mainly)6 \2 { y$ u* b: ~& T& ~* O
52. AI using AGC for normal land units – removed from TF if not needed8 v3 R p! S' s
53. Soviet activation message not in Ops report5 N+ K/ O% i7 Q; \( v; }# Y
54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range
1 P% D+ B. U7 `55. Clear Soviet air balance if not activated. Possible incorrect base switching
3 S0 e7 H8 j/ q56. Sub attack against docked TF not happening for port size <3: Z0 M; J9 j7 u/ f( Z/ j- p# J+ \
57. Unit type changing unexpectantly
' b) ~( |2 z. b7 r! m58. Torpedo replacement on plane sometimes is missed0 F# L4 {# ^$ H' z* q- C
59. Double handling of overstacked supply requirements
+ o& A% G) C5 K0 i* f; A. E+ s" W60. Fixed alternate weapons for port attacks
6 L0 P! n3 P' [61. Corrected weapon system damage to show after combat on ships in port rather than wait till
) ]9 y: w7 J) T9 D! [8 X6 Lsometimer in the ship repair cycle.
: T( l. N; W) x( }" X62. Ship tonnage over 32K could cause repairs to fail
1 u9 I$ X/ k: b4 z( d5 N4 T( ?New
5 ^8 n( A' f" i* p t, T6 r$ b1. Show Port re-arm level on ship list screens at base. Does not account for tenders, just the+ }3 Z( j3 @/ V* N* K* N! o p
port
% S' j0 g, o6 r e" W; D" v9 U1 m2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.2 F9 M: p. }) B2 d9 G
Tenders not counted
2 Z$ I* ~2 L+ V8 f5 r* d8 G9 c3. When showing mine device on ship, show '!' next to mine ammo if can reload at base! z$ r' `3 r0 }
4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method
4 [4 K) q$ Z% O9 v+ ]7 [to remove damaged ships from TF
7 i: M% }) |* G# K5. New filter for “non-building” devices in Industry pool screen: `, P# b6 t8 U" V
6. New filter for “non-building” aircraft in Air Replacement pool screen
, ~2 z; s; d+ J Z7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy u% q: I. P5 B" ]) D0 _
mines (^) detected
" a1 _1 q9 @2 v9 ?8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the, [+ Q* a+ f( f2 \1 j& Z; }0 G5 \* {
‘button6..’ image files, then these will be shown. If not, by default there are shown as5 p7 P$ z" F" z0 N
standard parachute unit icons3 d) M9 N0 z6 N5 ]
9. Air/port damage and building is shown in base mouse over
' }0 c, S. ]3 x10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on& ^) ?' ~9 K2 [$ G( ^* J2 G* ?
11. TF can be routed to stay within coastal hexes as much as possible
5 C- `7 L/ m; v7 m12. On Top Pilot screen show the 'ace' cut-off value if more than 1
* r; R' F2 [" a: u13. Added option on group and LCU reinforcement screen to turn off replacements6 z, F5 P( }$ P' t! h* L
14. Current base can get supply returned to it when reserve planes returned which were B3 G/ i, ]5 h3 o1 w
originally supplied from another base
$ Q1 f8 x' V, c15. Unit type filter on Troop Loading screen! E( [+ \) g8 d q; O1 {7 x# z4 B
16. Report killed ground units if not in combat report
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1. AF of 8+ have AV support doubled for purposes of determing support for air operations- N( t& Z; \9 @3 u' g
(complements fix 18 above)
/ o4 C+ z& O- U# n; p2. Permanently increased pilot array to 70K
0 G0 |4 {- e. }3. Increased number of air combat rounds are a factor of total aircraft involved! d/ i; _: _. `3 f, b
4. Allowed submap to submap movement if land connected for land units. Should have been
5 U. |2 ~ P) Bso as per Andrew Brown
3 Y- c& Z( }; L& w' l/ e5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message
, v" }' G1 n/ Pdelay toggle instead
, T% u) y4 {/ C2 r( ^$ U8 m6. Aircraft being grounded for maintenance factors in durability also. This will spread out the
9 A$ I+ R7 j/ D" k& b' s" h" jmaintenace a bit more
# T$ A' m7 g u& S4 A4 W# o7. Support device replacements won't decrease the overall experience of LCU units. This does% ?3 I$ f9 y6 C S1 c/ F! D
not alter the overall EXP change due when any replacements are received.- E/ P0 B- B: U1 ^! j
8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction1 y" u5 T& c8 j2 y( J
between the two but could break current games.
( h2 e: Y) i0 p" k9. Some LCU Prep points may be retained if unit is experienced
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1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario) p9 ?2 T& e: o4 w
should not change player or HQ, even if not in play. These original HQs are used by the AI
( q0 f" ` V! Croutines so changing or deleting them can put the AI off. Changing other elements should; S" ?% o. s3 J' B- ^: V: t8 t
be okay.
W4 Q4 i, ~1 w' L% _' T2 f) W2. Clarification to weapon filters for aircraft:
% k: E, I4 ` ]# Y4 P# y% APM_NAVAL_ATTACK 2 // used for naval attacks
/ C; f( m) G" y" Z& Z+ WPM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)
# a! e$ U$ M) I" zPM_LAND_ATTACK 8 // used for land (ground) attack
2 \2 R9 O3 Y% d, {1 O) \PM_PORT_ATTACK 16 // used for port attack! ]7 E) f8 P! n" ?6 J, F
PM_AF_ATTACK 32 // used for AF attack# |3 ?2 u. ~9 I8 X
Dropped any reference to secondary values for land and AF as they served no special use.* s( M1 A) ]$ g% T& e- t4 f
Clarification changes" ^' [; V* x: L! ?4 D
1. Some clarification and changes in regard to use of the Soviet Motherland bases. These1 K0 L2 e) \- f0 a, a8 m! H! @
bases are those defined as having an original Soviet hex ownership of SOV_UNION (90),* j4 X% I3 k1 x" ?5 l& p
MONGOLIA(91) or TANNU_TUVA(92).& s- Y' ~/ D# q
a. Allied non-Soviet groups can't transfer to Soviet Motherland bases9 Y) s/ V5 h1 r3 V3 [
b. Allied non-Soviet LCUs can't move into Soviet Motherland hexes* ]7 q+ A$ F; b3 Q& t/ v, t ]
c. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases) o( A$ W8 t# u8 w
after Soviets are activated, but can’t move1 }. I* w' X( _2 W0 e
d. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if6 J) O: j H$ M( c, B0 i
disbanded in port.
6 Y3 T1 d& l) L% |: le. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently
5 m6 P9 Q$ {5 p0 ^: uf. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |