具体见
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http://www.matrixgames.com/forums/tm.asp?m=3185062
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9 l$ F; p9 W2 H. w' c已经共享到岛群QQ和本论坛置顶资源帖
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大量更新,详见列表:
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Change History:5 { e' W2 N6 [8 s% {+ w5 Q8 G% v
V1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17)
& b2 X; S- Q- ?, K! s7 X1. Seventh Update – This release is a comprehensive release updating all previous
: y* b7 \1 K7 o! v) Qversions to v1.01.17 beta0 _4 Z9 \3 @5 f3 r+ H" ]; G; Z9 v
2. Code Changes
# a Y' t8 |* ^6 e7 x+ D' e' n# `Fixed
. w! ]& T0 i) r& o1. Display of AF/Port icon between player saves based on player's intel
' k/ i5 J# X, U/ A2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when' H& O; F x" \
weapon list updated
4 g$ V- e: e' K3. Reported cargo/troop safety values incorrect when no cargo/troop space6 p+ v5 x% y* U4 B& o$ W$ u
4. Allow smaller 'reserve' space for small groups on ships; c' l2 q0 W5 y" Q
5. Preserve some more data when swapping fragment and parent to prevent lost of parent0 q7 F1 r. W E: t" }
6. Correct attacking plane count before final post-air combat f; R6 Q* B2 T Q8 C& [
7. Pilot promotion may have occured in error sometimes, [8 f( j1 V5 [4 l# }! A
8. Raid detect message sometimes dropped of the combat report) V* x0 H) C6 L) J9 Q4 ?
9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply4 L9 O6 y- H' P0 E6 e
generally
' m- k! t/ S: d2 i% V! S3 G% y& m10. Some pilot-leader connections were being corrupted
& c- D+ u+ ?0 z% r$ V- \11. Movement bug with following units due to incorrect move indicator. Seems to fix a few
, [( f7 D: m/ `0 Dother move issues due to the incorrect indicator/ S6 M# F$ n! ?! e. [. ^
12. Wrong ship sometimes reported in Ops report for TF movement which causes some
: v: ]4 A* P; d( K+ B) {damage3 G/ R/ a( |4 i5 v
13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool
# G A0 b0 ~: {14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the
, X n1 I6 N# _5 e' ~7 ~date sort
- Z$ r9 P2 ?- i# a# T15. ASW groups not allowed to attack sometimes& U, K) }- }* X: H4 C; l
16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing
: ~" M2 T" g. e' ]9 \* d6 _8 ~HQ/LCU to jump to reinforcement queue
& n4 p& E9 s/ e# e8 x4 Z6 P17. Bug in bomber intercept if too many rounds of fighter v fighter combat
- `% P4 B J w, a% [/ E18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed5 t' j0 W# c# S7 |6 {3 J
at start of AE but crept back in sometime during updates
0 s& c! v! z) G% ?. S% R) W19. Removed the fragment/parent swap during a TF unload as it could often orphan the
, L7 }/ S1 x: n* i% I% w" F2 jfragment.
' y/ A( X5 E8 \8 Q! B20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade. b- W# \4 C" r/ w. n# @3 Q
21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not i. K% Z+ m1 P7 D3 q+ f5 i
short scenario). This was fixed in a previous patch but only for one of the VCs, not the full" [; U# m% U3 t- U% V
set; a ^9 w3 e$ o/ \8 F8 E
22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base( H* E$ f* v" {1 ~& ]( S3 L
23. Enabled 'z' to speed up all animations; was commented out in a few animation replays; a% y6 Q$ U. ]" J/ N
24. Bug caused F/FB to sometimes bomb at low altitude
( {: r. E' ]6 E6 Q3 x9 K25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not
* L' O7 q, L. @occurring properly.
: O8 o6 f# U4 {+ J5 R: k& B0 P% ?26. Bug in Industry 'failed' indication not showing properly sometimes
9 I% G5 _/ R, i v27. Location check at scenario load to include small map sceanrios
/ i# S2 X( d7 l9 q, M; N28. Bug in air supply to fragments in a non-friendly base hex) @+ L& m: W* K/ q! u, n/ Z
29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was
* _/ G+ l, n& X$ ~being set to homebase before execution of the mission – ie was returning to base
' C' p. _2 V6 J) k) T& W, Pimmediately0 n# w! N. T* [) N0 t* y
30. Error in Strategic map display2 P/ ]8 V3 `* D* h9 }; q1 Z
31. Additional and stockpile options were not turned off when base was captured- o# E+ l/ ]: R8 a. h& m
32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on
% x6 X" k) E. J6 y$ N% }% ?mouse over: q: g0 o# |6 l1 y5 J
33. Army experience being gained when not 100% prepared as per manual; changed to allow/ d8 p2 [' }+ I$ V3 ]$ A |& w
chance to gain experience if >75% prepare and < 50% national exp level, y4 f6 D0 F I/ m1 l: O
34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to
1 ^+ P6 `% i3 O' W. s6 i: J& B' Nalleviate the incorrect experience gaining happening while in reinforcement queue
) `: x9 G. r3 @. Y4 A6 b# T* T+ k& a$ ^35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –
8 ]4 {/ X& p% T3 w7 `caused unit to jump “off-rail” and move overland
3 {# I1 m: W' [# g36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ
9 [; _) t) u& O37. Excessive accident messages on unload from TF reported
' S- R7 u! [% H/ v4 t38. Reworked editor sub-unit merging as some devices could drop off the unit list when% s3 L7 L. k1 j, F
merged causing smaller size unit than expected7 l7 ?# Y3 Q: M( u: \8 Q, n
39. Corrected possible TOE error in scenario data load for inactive units$ ^4 B! t( X7 |3 b9 h
40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can
* s# |' Y9 C0 S' Uhowever be allowed to do this.
0 G! K4 z# Z2 V' h" h0 t41. Possible CTD if sinking ship's load was a group) u7 n9 A8 i" `7 ^/ w! _
42. Limit the number of devices built from resources per unit during LCU replacements; this
6 \( u! L) M5 C6 B) |was causing an over production for that turn9 e1 F' F, a% D2 |- Y9 Y- d
43. Retain day/night setting when creating group fragments
, `/ h9 U2 O4 u8 b44. Adjusted supply and fuel values in base list not to overrun the space8 P0 ^& }( c: \5 c% G
45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but* Y6 k! t1 u1 F" D1 y5 G! _
added YMS to Sweep TF in line with manual and code: U; ~6 a# o, e! q
46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the2 R$ a( n; S \; z8 O
rule relates to the abundance of manpower and is not covered by replacement pool. Normal
# _3 l4 S5 ^( U* m; irebuilding of destroyed units is not affected by this.
9 Y5 D) ^0 D0 D: H) b% t& d# U2 K" F47. Carrier capable and trained text not showing together on Group screen9 P! X2 |6 y7 I0 ^8 {4 {
48. Handle any blank re-name changes by ignoring them$ e' j: O( H+ x* z2 g& S
49. Possible CTD when air fragments combine0 `& _# k8 t+ u% J6 ?, H
50. Unloading TF can freeze a LCU onto a ship under some conditions" @2 x, t% W! t& B9 X1 l0 ] }: N
51. AI not behaving if main HQs missing (affects small map mainly)- ^$ c2 i- G7 H: T
52. AI using AGC for normal land units – removed from TF if not needed
1 l$ k: O+ r6 I# N3 w* x53. Soviet activation message not in Ops report( @' t! l+ {% W) A
54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range# T7 m4 q/ N5 U5 K$ y, D, D
55. Clear Soviet air balance if not activated. Possible incorrect base switching, U: D% K3 B5 w9 R% _; ^: s" k
56. Sub attack against docked TF not happening for port size <3/ }- m$ o3 m6 t5 |2 F# _! M
57. Unit type changing unexpectantly/ Y& M& k' a/ q$ n* _, l m
58. Torpedo replacement on plane sometimes is missed
- K9 F# G8 {9 A. e/ H59. Double handling of overstacked supply requirements
* U( Y5 C& M* e2 X- b60. Fixed alternate weapons for port attacks: t" B; E2 s# q
61. Corrected weapon system damage to show after combat on ships in port rather than wait till
( k6 B- Y. ?: m8 lsometimer in the ship repair cycle.
C/ h% e: A# G7 h0 `' L62. Ship tonnage over 32K could cause repairs to fail2 m. m% k8 B# l2 p6 P2 r6 _8 M2 x4 Q
New0 t# @( @) A, y$ V! a1 q S
1. Show Port re-arm level on ship list screens at base. Does not account for tenders, just the
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2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.1 d; j% o& p! |: e4 {
Tenders not counted% ]; A1 Y0 c; C/ n2 F! k. t7 d& v
3. When showing mine device on ship, show '!' next to mine ammo if can reload at base4 X" x9 I0 @* |& e
4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method
/ s3 C! R* ]! h$ Q/ h5 Xto remove damaged ships from TF
6 j" {6 j; I4 c, a/ C: ]' j5. New filter for “non-building” devices in Industry pool screen
8 a5 w* D/ @1 g0 h/ R& }8 J6. New filter for “non-building” aircraft in Air Replacement pool screen/ _! M0 P0 b& t
7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy9 x) C T5 Y, A$ A8 z
mines (^) detected, S' U1 ~6 I, l
8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the5 u* `, H d; O4 s/ |
‘button6..’ image files, then these will be shown. If not, by default there are shown as
/ ^1 F9 R: Q5 G) L4 s$ Vstandard parachute unit icons
4 z# `* [" W( O6 Z2 V9. Air/port damage and building is shown in base mouse over2 f0 Z9 c5 b( Z/ z1 \5 h
10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on
5 o: C5 E6 U$ a11. TF can be routed to stay within coastal hexes as much as possible) w& O5 O! |. A. P
12. On Top Pilot screen show the 'ace' cut-off value if more than 1
5 V' a9 x }/ {* D, \13. Added option on group and LCU reinforcement screen to turn off replacements
. k2 M( S l. Y8 K14. Current base can get supply returned to it when reserve planes returned which were
, |& w2 U' C9 @6 Yoriginally supplied from another base' g$ t! a7 \' ~% ~4 d! R0 n5 p
15. Unit type filter on Troop Loading screen
) h# ]+ Q& Y) I1 h3 n/ s: R4 L16. Report killed ground units if not in combat report
; B5 ]& {. v; M3 LChanged
" O' E+ I9 |3 D, M. q1. AF of 8+ have AV support doubled for purposes of determing support for air operations' J" P z4 p7 U# X7 b: K
(complements fix 18 above)
" e h/ s" m4 d2. Permanently increased pilot array to 70K1 T8 r( t: J% T( L
3. Increased number of air combat rounds are a factor of total aircraft involved
2 J2 y* O9 I& t% N7 {( {6 g4. Allowed submap to submap movement if land connected for land units. Should have been
4 ~0 i4 e9 z" o x) g" _so as per Andrew Brown. \$ q, G Q3 b: P' U7 r1 r
5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message
6 R4 D9 z5 Y4 b4 O! Q2 cdelay toggle instead
\9 p" c3 J( o8 s* i. _4 M6. Aircraft being grounded for maintenance factors in durability also. This will spread out the
& o! H7 H6 g; |* f, {maintenace a bit more! R$ F' I; Z5 S" |' B
7. Support device replacements won't decrease the overall experience of LCU units. This does3 |. y/ f3 C- {( \
not alter the overall EXP change due when any replacements are received.. P+ z- ^6 z: h# L- Q' i) O
8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction e2 ^6 }5 Y$ o3 y! n9 i! b
between the two but could break current games.
$ r. R0 J% \6 w; }) {8 q. l. r5 B @9. Some LCU Prep points may be retained if unit is experienced
- @( u' `4 t/ hNotes) s) ~1 k+ w" M2 i# o- f6 l# J
1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario/ t8 t% f6 _( ?+ F C
should not change player or HQ, even if not in play. These original HQs are used by the AI
`$ ]/ _" r+ iroutines so changing or deleting them can put the AI off. Changing other elements should! Q" v( C4 K3 \0 i* ?: e7 A/ u
be okay.
% q- e8 K" s& @" \6 g' Z. u% T6 R0 u2. Clarification to weapon filters for aircraft:6 l* c; H( `5 Z3 b7 ]" F
PM_NAVAL_ATTACK 2 // used for naval attacks
8 ~, Z; `! F0 e5 OPM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)& @8 j/ {& ]8 m$ C; }1 n0 }
PM_LAND_ATTACK 8 // used for land (ground) attack, ^; I8 w- a/ ?: T, V2 x
PM_PORT_ATTACK 16 // used for port attack
5 [' c5 i% L6 _, BPM_AF_ATTACK 32 // used for AF attack( _0 a8 F4 u" v/ h) j, y& Z
Dropped any reference to secondary values for land and AF as they served no special use.
+ ?* o: _9 j+ I( e+ d6 y, ]3 _7 VClarification changes
L7 Z# @, ^# f% [* U# N: E7 Y1. Some clarification and changes in regard to use of the Soviet Motherland bases. These x5 k# P3 }1 _* z
bases are those defined as having an original Soviet hex ownership of SOV_UNION (90),
2 P Z2 J* L X% O0 w5 u/ A7 Y6 {MONGOLIA(91) or TANNU_TUVA(92).
5 u8 M, G' \& O; t5 W' Da. Allied non-Soviet groups can't transfer to Soviet Motherland bases
( {* [- a0 x0 L2 y) z' rb. Allied non-Soviet LCUs can't move into Soviet Motherland hexes% u, m7 P' @$ e9 O$ _8 a
c. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases
, B3 B# n' q, D9 U- _, z& W$ A) rafter Soviets are activated, but can’t move
4 f+ M n, q2 w; i7 a# H( s1 Md. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if6 E, Q1 [9 P4 j) G5 s5 d
disbanded in port.
4 u% X6 u0 X3 Z/ Ee. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently
/ _, P# c! I( q1 b; }5 tf. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |