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2 _) L0 X2 b9 A. e/ Zhttp://www.matrixgames.com/forums/tm.asp?m=3185062
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大量更新,详见列表:
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1 ?0 w+ A1 K$ [5 E8 K0 W; k& [Change History: L7 R5 b9 X" w, p2 {2 P2 q
V1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17)
5 _9 @, s' S" ?# U7 i( o( z1. Seventh Update – This release is a comprehensive release updating all previous
, H8 E/ `" \( h t9 gversions to v1.01.17 beta
7 H* w, x4 B% R" ?2. Code Changes/ M" j) N2 N2 A; _: l
Fixed' a; n( b/ k5 V$ }
1. Display of AF/Port icon between player saves based on player's intel0 y0 |2 D2 v" U4 X* L- W
2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when( t4 T. b5 y: m
weapon list updated
. |- C: p9 a8 m0 v3 F3. Reported cargo/troop safety values incorrect when no cargo/troop space9 w3 ?0 d: N6 K0 \, o# v
4. Allow smaller 'reserve' space for small groups on ships
% U) n3 s) |7 a8 m. t5. Preserve some more data when swapping fragment and parent to prevent lost of parent0 R; L( ]% k1 a1 p4 s
6. Correct attacking plane count before final post-air combat9 F8 L4 x! u' o- f2 Z
7. Pilot promotion may have occured in error sometimes7 m4 Y3 `1 p$ q" | i; v# |
8. Raid detect message sometimes dropped of the combat report; d) p* {& x+ a# y9 y
9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply% }1 d& B) X; c
generally5 b; |1 t; g! J* @+ Z: v) W
10. Some pilot-leader connections were being corrupted: [4 v# o, p0 W& v$ x4 u
11. Movement bug with following units due to incorrect move indicator. Seems to fix a few* W7 B; g% e, |8 N/ Y& M. ~' E
other move issues due to the incorrect indicator
; p0 a# `* g( ~6 x12. Wrong ship sometimes reported in Ops report for TF movement which causes some
6 m+ ]3 P4 Y" l7 @8 Qdamage
7 t% ]9 o6 K G1 Y& n13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool7 |5 S3 c% A" m- n# J0 M4 ~; H0 x' A
14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the
5 j* l3 A, J0 B5 C3 a8 ]date sort. w' H1 Y$ k! |& B# ^6 v
15. ASW groups not allowed to attack sometimes5 Z0 f9 e4 Q( V: C
16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing
+ i( Y. y0 [2 x& f; v- `% D! _, s' BHQ/LCU to jump to reinforcement queue9 k; C* k, m/ P5 R; @
17. Bug in bomber intercept if too many rounds of fighter v fighter combat' j$ n6 D2 C5 I1 [2 m! E
18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed8 a C \* |0 `
at start of AE but crept back in sometime during updates3 ?0 D3 i5 E1 R/ T
19. Removed the fragment/parent swap during a TF unload as it could often orphan the
0 d& }7 U2 K# O& [! G* F5 X `fragment. F/ g9 w& f! x% k
20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade
/ L% H; a- T6 X21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not
7 }. |7 O8 w& X; c: ]. |short scenario). This was fixed in a previous patch but only for one of the VCs, not the full) x6 s/ b9 U7 l$ I3 l) k
set
8 Y* l1 Z/ c1 j5 ]: C c2 l22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base( m0 k. x3 s; l( v
23. Enabled 'z' to speed up all animations; was commented out in a few animation replays- T4 u, p; ^& y9 q$ J2 B2 d
24. Bug caused F/FB to sometimes bomb at low altitude3 y1 J0 T4 p% s/ ~' K
25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not; Q g0 ]; c( {" @! V6 t% C' j) p6 `
occurring properly.
1 o) c3 q5 R* F m$ R/ u- b$ X26. Bug in Industry 'failed' indication not showing properly sometimes: S6 c8 z* m$ H# `$ f4 @
27. Location check at scenario load to include small map sceanrios
) A' V; X* [5 M; c28. Bug in air supply to fragments in a non-friendly base hex
2 x' o: j' S+ f# A29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was: Y: k+ f7 Y/ Y7 t0 v. J
being set to homebase before execution of the mission – ie was returning to base
! J% I& ?% Q) f5 E) f5 X! rimmediately. H1 q( W1 U- M" M$ I5 G3 a2 H
30. Error in Strategic map display
9 c" S1 \( c2 n; Q31. Additional and stockpile options were not turned off when base was captured
2 K8 U3 d8 N/ d( J0 z32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on
! k- t+ W; x8 K! U7 pmouse over# J& O' H. e. ?2 Q5 Z
33. Army experience being gained when not 100% prepared as per manual; changed to allow2 z+ }; K1 v% r2 _! S$ T6 \# r9 P
chance to gain experience if >75% prepare and < 50% national exp level
& [4 J2 ]4 t- D3 p34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to
% e/ Q0 i2 C" Z' H. p' _0 E% T# zalleviate the incorrect experience gaining happening while in reinforcement queue& e+ {6 B# T+ B: {; i1 r1 v& `2 T" [* ], P
35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –
( Z$ P* D& P& r! t. e( Wcaused unit to jump “off-rail” and move overland$ O. _" L) h4 D- A$ @4 k
36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ
N. Q; Z& c8 P9 o( ?$ v37. Excessive accident messages on unload from TF reported
$ J. Z; l- k/ Z4 Q38. Reworked editor sub-unit merging as some devices could drop off the unit list when
) C+ F: E# ]7 y3 z8 I' T2 smerged causing smaller size unit than expected6 M5 J7 ?0 B! U9 c4 K" R/ }6 ]
39. Corrected possible TOE error in scenario data load for inactive units6 W) v R% E0 t
40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can% R: o; s; d9 c: l; y+ c% q d
however be allowed to do this.
6 [0 B8 q% m4 i41. Possible CTD if sinking ship's load was a group
5 f4 e1 w6 k1 |& f% Z42. Limit the number of devices built from resources per unit during LCU replacements; this
7 L+ H/ y, w3 o4 y. Pwas causing an over production for that turn* w/ S: e1 j9 I5 O
43. Retain day/night setting when creating group fragments
: }! w% y% x' m7 L9 E44. Adjusted supply and fuel values in base list not to overrun the space
{2 O" n" e; t- N2 Q* E45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but) y- r J6 y4 C2 I' v& e) _! c
added YMS to Sweep TF in line with manual and code
# }; e, R0 P; _1 [! t1 _46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the
; S. g( U' Y5 O) b: w7 P) u% V- G3 Frule relates to the abundance of manpower and is not covered by replacement pool. Normal( D) [$ \' }; J6 G+ v; p0 u; O8 [
rebuilding of destroyed units is not affected by this.
4 N7 F' G$ a @* B47. Carrier capable and trained text not showing together on Group screen! T4 w9 N% I- H1 E9 O1 O# j
48. Handle any blank re-name changes by ignoring them
9 I* y5 \8 ^, r' C( }$ c49. Possible CTD when air fragments combine
@' a) M& C8 I50. Unloading TF can freeze a LCU onto a ship under some conditions7 b% W; Y7 `3 I6 ~0 g
51. AI not behaving if main HQs missing (affects small map mainly)! ?) H# d9 A1 p# H: S
52. AI using AGC for normal land units – removed from TF if not needed M; q" ]( C+ m% K, K4 [
53. Soviet activation message not in Ops report1 T) e/ U4 X/ W$ P
54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range
8 Y( S/ c& j- o55. Clear Soviet air balance if not activated. Possible incorrect base switching
/ }3 j& s& U7 K+ U56. Sub attack against docked TF not happening for port size <3
( g& ~7 O4 S9 b# K$ S: P57. Unit type changing unexpectantly
5 Z+ Y( A6 A) j- d- w# S4 _# X7 a58. Torpedo replacement on plane sometimes is missed
1 o2 i. v+ x+ k" K1 Y9 f5 @59. Double handling of overstacked supply requirements
% H" s6 x4 \' w2 f) J" e5 {" ^60. Fixed alternate weapons for port attacks
! q' J' F: g9 w$ F4 _4 Q61. Corrected weapon system damage to show after combat on ships in port rather than wait till' |3 K4 X) v7 O5 q+ `
sometimer in the ship repair cycle.. W9 S/ m% L0 Q6 C, l
62. Ship tonnage over 32K could cause repairs to fail
8 I n/ ?, H6 {2 \" I/ C! {+ _New
) }! _2 D2 ?) [6 F+ K" j$ t1. Show Port re-arm level on ship list screens at base. Does not account for tenders, just the* S: x- ]* v, j
port
+ A1 X# ~" s5 g$ w! O5 s6 A2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.
/ k& d9 A2 g8 i8 jTenders not counted
; ^/ `+ H% c; ^6 L9 B; r( ~! Y: u3. When showing mine device on ship, show '!' next to mine ammo if can reload at base; p3 A$ A8 F \- d
4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method
9 ]) F# Z# ~8 b5 y$ H8 T! F, Y! jto remove damaged ships from TF
/ g7 t$ V9 u2 }# |$ Q9 Y5. New filter for “non-building” devices in Industry pool screen
" j) V( k& r( c- Y) Z6. New filter for “non-building” aircraft in Air Replacement pool screen5 l( D+ g) y3 D! P4 }8 h* m
7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy
0 v+ U: h/ V D2 ^6 E( omines (^) detected
/ a5 l* X+ ^ u+ m8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the% l( L9 f `6 T2 `1 A
‘button6..’ image files, then these will be shown. If not, by default there are shown as1 _) G( \3 f0 v Y: l
standard parachute unit icons
( ]$ y% F( q5 K/ A/ A+ ^! l9. Air/port damage and building is shown in base mouse over" \) H* X% D/ e$ s/ i- _
10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on' s% W" C" f* N" M
11. TF can be routed to stay within coastal hexes as much as possible
3 M3 v {+ G. ~; t12. On Top Pilot screen show the 'ace' cut-off value if more than 1
; H# p; S8 {) i. i/ A13. Added option on group and LCU reinforcement screen to turn off replacements/ Y) L" I9 O7 @
14. Current base can get supply returned to it when reserve planes returned which were# U& `# z$ H6 H0 Z2 k1 p) E# D
originally supplied from another base7 S9 ^& \2 R: i& _$ P4 ^
15. Unit type filter on Troop Loading screen
8 N$ I+ v, j5 Y' F5 e16. Report killed ground units if not in combat report. @4 W. z% v6 J1 \0 V1 i' A
Changed
4 f Y( r" h; X! Z7 z# x1. AF of 8+ have AV support doubled for purposes of determing support for air operations
* m/ ?0 q6 ] E6 \! ?! ]' p(complements fix 18 above)6 L. L3 K4 }3 A
2. Permanently increased pilot array to 70K6 O5 S/ o6 Z+ v U
3. Increased number of air combat rounds are a factor of total aircraft involved; X) n/ i6 C" P' I- v/ B
4. Allowed submap to submap movement if land connected for land units. Should have been
. Q ^' b& x$ N7 N; g: Mso as per Andrew Brown$ S2 F" C6 f7 E( X- O
5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message
6 H0 S- F9 V7 z1 u1 J( R, ydelay toggle instead
( L/ w" C6 w* O- e: n6. Aircraft being grounded for maintenance factors in durability also. This will spread out the
9 G; s, [1 U- T* O2 B6 `# Emaintenace a bit more
* }# C; V, K# z% g7. Support device replacements won't decrease the overall experience of LCU units. This does
3 v/ ^; E) H3 y! _, Dnot alter the overall EXP change due when any replacements are received.
' p. G; |/ K, B6 W' L. c8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction
' W; u7 R* F* f5 o! ]between the two but could break current games." X ]: z+ \1 z; y8 N5 e' m
9. Some LCU Prep points may be retained if unit is experienced- `% O( D: G; l( r4 U
Notes
2 R+ ]9 f9 o, U' k H2 k2 E9 v% e# |1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario9 B& Z. D5 A& Z# |$ t
should not change player or HQ, even if not in play. These original HQs are used by the AI
2 a$ R4 f9 `! y# ]9 N6 j4 k$ Zroutines so changing or deleting them can put the AI off. Changing other elements should
: M% P. W. G4 P1 h" kbe okay.
6 t9 @7 b. H! F, h2 y# l2. Clarification to weapon filters for aircraft:8 s L: b5 h, H+ i
PM_NAVAL_ATTACK 2 // used for naval attacks
- y8 A7 q# ~) @* Q: n. d, ^PM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)% \2 O9 ^6 [7 Q F
PM_LAND_ATTACK 8 // used for land (ground) attack
( Q, e! g) J/ D3 MPM_PORT_ATTACK 16 // used for port attack, h, N0 g! X5 c: c
PM_AF_ATTACK 32 // used for AF attack2 `3 \$ f, ?" r2 c/ e
Dropped any reference to secondary values for land and AF as they served no special use.* D0 y6 l& u7 j0 }2 D" s
Clarification changes6 H2 |) M2 j& {6 ]$ `& X
1. Some clarification and changes in regard to use of the Soviet Motherland bases. These
7 ^3 S! J% [3 \; {bases are those defined as having an original Soviet hex ownership of SOV_UNION (90),
- ^ o$ G5 Z3 L5 ^( xMONGOLIA(91) or TANNU_TUVA(92).
2 h F9 g1 v8 H8 l; h% y& ya. Allied non-Soviet groups can't transfer to Soviet Motherland bases
% Y1 c t# s- ~; T( t) _0 q3 cb. Allied non-Soviet LCUs can't move into Soviet Motherland hexes
5 W4 S5 c, i' q& ]% U3 \* p3 @2 ^3 s7 Mc. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases1 M* y2 @+ V' }* o9 O8 [% ^
after Soviets are activated, but can’t move2 {) w4 t4 u- W4 A0 g% i
d. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if
+ z1 x# A: R" ndisbanded in port.) R0 A2 N3 B: E4 J
e. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently
2 P( \9 W3 Q: o2 f7 bf. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |