具体见+ h+ x1 Q4 y8 s
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http://www.matrixgames.com/forums/tm.asp?m=31850621 V# o4 g: Y) `
; h5 h* ?. D0 ^# T' ~$ \已经共享到岛群QQ和本论坛置顶资源帖1 @( p i' e' y; q0 ^, a3 o) i
S; c% k! X; G6 _( ~' m大量更新,详见列表:8 ~5 e. R! s6 N
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Change History:
) N- n" W7 @" ]$ lV1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17)& y, @ L* A% j7 \
1. Seventh Update – This release is a comprehensive release updating all previous
9 x0 i% A7 @' \- J' k% T9 n; yversions to v1.01.17 beta
& O. _0 ^$ d( S2. Code Changes' p4 M" M. g' v
Fixed
+ F& K4 A( M( R7 H! r& G: ?1. Display of AF/Port icon between player saves based on player's intel
; f/ K1 Y: t" P" N( v1 w* H: W2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when0 O& y; N& `# @* @5 d; |: R
weapon list updated o8 |8 x0 C4 E3 V
3. Reported cargo/troop safety values incorrect when no cargo/troop space, v- b& ]2 W: K/ g3 y0 e
4. Allow smaller 'reserve' space for small groups on ships5 t6 C' f2 u, h& {
5. Preserve some more data when swapping fragment and parent to prevent lost of parent$ q$ o& M2 p# ?0 ]
6. Correct attacking plane count before final post-air combat
$ a- l8 p8 i) p* z( Q" s* X7. Pilot promotion may have occured in error sometimes
' M5 j* A( k! X F% D0 p8. Raid detect message sometimes dropped of the combat report
& }2 y) A- @: t2 R0 N( e0 G9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply% X P3 z/ X4 x1 r& h) }- S1 u
generally
; ^, x* O2 | x' ?* Z* k. M7 q1 R( F$ ^10. Some pilot-leader connections were being corrupted& m# u& S; m5 R" G+ J* G0 }: s
11. Movement bug with following units due to incorrect move indicator. Seems to fix a few) {" n0 w: V; D6 _8 Z
other move issues due to the incorrect indicator
' e( b4 Q1 Y5 g, s3 z; X, a7 U12. Wrong ship sometimes reported in Ops report for TF movement which causes some
) e5 M) z* z, j% E# gdamage
, q; f0 j/ g* _+ H U8 z$ M13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool
4 Q3 _9 e7 V( \& J4 S14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the
1 O, O4 E/ J5 X1 rdate sort2 B* K$ C9 U' F& C c
15. ASW groups not allowed to attack sometimes
" ^9 w' v/ ]! l, u5 }6 i16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing
0 r4 ~( m! Q) K1 v& K0 r) k2 ^HQ/LCU to jump to reinforcement queue" }" ^9 F1 s: d% h
17. Bug in bomber intercept if too many rounds of fighter v fighter combat
! q' f' v$ `( d18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed
0 q- x+ _/ q/ i" Bat start of AE but crept back in sometime during updates9 i7 b' ~) h0 V1 p o2 {
19. Removed the fragment/parent swap during a TF unload as it could often orphan the. I9 W% v7 e+ J( J7 a4 c: P. ^
fragment.
. G1 n! j* c+ \: \% [20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade
5 Y/ v6 B8 F5 j9 H' W21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not, E4 z$ S/ m! u$ t
short scenario). This was fixed in a previous patch but only for one of the VCs, not the full
: p* V* d g0 s! {: o9 oset& M9 x% G4 M( F6 }" `( _
22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base
7 g" p& ^9 q6 K9 z23. Enabled 'z' to speed up all animations; was commented out in a few animation replays
/ X" M/ y) Z1 g3 O$ n24. Bug caused F/FB to sometimes bomb at low altitude
9 a3 s4 h, H0 b' I25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not
3 J) L5 b( d& \1 }/ O3 m" ooccurring properly.
$ G& _# x- ~6 x' S26. Bug in Industry 'failed' indication not showing properly sometimes
. z5 p& r0 P+ @& u27. Location check at scenario load to include small map sceanrios
6 y! _" `2 q2 s5 [2 T28. Bug in air supply to fragments in a non-friendly base hex2 k6 L% f: G3 D: O6 [
29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was
% |8 p% ^7 X1 `) k5 lbeing set to homebase before execution of the mission – ie was returning to base/ S7 c6 N( w7 s
immediately* y6 z2 m7 t9 o( y( P
30. Error in Strategic map display
^$ ~% G. [' T0 t$ l9 k31. Additional and stockpile options were not turned off when base was captured& Z0 i( K: t5 h. H" U! a
32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on9 L" ? K4 k+ n& P1 s- n s
mouse over: P- ^/ u7 u5 v1 M; h
33. Army experience being gained when not 100% prepared as per manual; changed to allow; P3 M: J% K5 L! X
chance to gain experience if >75% prepare and < 50% national exp level; d; ]" U P. v: g( p: m2 G& L1 Z
34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to" S: D' D' R B- n1 |! z5 H1 J
alleviate the incorrect experience gaining happening while in reinforcement queue1 C8 W m: B9 z, ^6 ^/ T2 N9 [+ l
35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –3 N/ N1 C2 y: V) {" q/ [
caused unit to jump “off-rail” and move overland7 a& y5 `" f0 T; s+ @( |- D* s: I7 s
36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ
3 b+ n; w0 f, o. M2 `# O# l37. Excessive accident messages on unload from TF reported5 I- y8 V$ E4 K' s7 |$ o- S' [
38. Reworked editor sub-unit merging as some devices could drop off the unit list when6 C. S7 @9 k9 d7 z0 p* M$ J! K
merged causing smaller size unit than expected- ]8 l) x( f3 C B
39. Corrected possible TOE error in scenario data load for inactive units
/ z3 I; u* r3 ^40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can# W2 i: c+ F9 Z: M3 L
however be allowed to do this.
, Q" p8 l7 W; f0 r# E) J41. Possible CTD if sinking ship's load was a group: | \% b) L" w9 j! Z
42. Limit the number of devices built from resources per unit during LCU replacements; this) O. \- H+ D5 r: x. Y' k( H
was causing an over production for that turn' W- ~( n H1 t' t8 K
43. Retain day/night setting when creating group fragments/ d+ }) r5 j$ ]* @$ @0 R4 v
44. Adjusted supply and fuel values in base list not to overrun the space1 v, S5 [! J) o& A7 G$ Z- j+ f
45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but
" {& E. u0 ]1 [1 q) Tadded YMS to Sweep TF in line with manual and code
2 Z! ^4 T8 A" T7 b2 L46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the: d/ R( W& b5 ^$ l2 d6 s. C$ G3 G9 I
rule relates to the abundance of manpower and is not covered by replacement pool. Normal
& k9 k- t; j: i$ @1 c1 g1 Qrebuilding of destroyed units is not affected by this.
& f0 a" j! x- Y- D47. Carrier capable and trained text not showing together on Group screen# O) R. ^2 U, d9 J
48. Handle any blank re-name changes by ignoring them+ B6 L; W" H9 Z6 Z$ h3 g, `
49. Possible CTD when air fragments combine) h# U. D9 h, ]! w3 R
50. Unloading TF can freeze a LCU onto a ship under some conditions5 F/ M- Z% _, G' ]) |
51. AI not behaving if main HQs missing (affects small map mainly)+ o) h) t9 a2 O# ]: M$ o
52. AI using AGC for normal land units – removed from TF if not needed& L& o& {3 {9 D; a& @ F9 o( [/ u
53. Soviet activation message not in Ops report
; B6 r/ S& C, B54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range
6 q5 k& y2 P) ^1 @$ u- F% R55. Clear Soviet air balance if not activated. Possible incorrect base switching
/ A* d" i) k9 H56. Sub attack against docked TF not happening for port size <3
% ]& q9 r" _9 ~' B57. Unit type changing unexpectantly$ q* T7 w% ?( I
58. Torpedo replacement on plane sometimes is missed
9 Z8 i/ P4 T! a$ k" P( I) R H3 t59. Double handling of overstacked supply requirements
, z. q, h: x3 t( A60. Fixed alternate weapons for port attacks
5 \& L. M* \0 j* F61. Corrected weapon system damage to show after combat on ships in port rather than wait till9 X! ~( v* b# N$ C
sometimer in the ship repair cycle.
0 w) [2 R; d' h! M, k62. Ship tonnage over 32K could cause repairs to fail
7 X9 n( n4 h: h) P: ]New
1 m2 a8 ~0 Z0 r# K1. Show Port re-arm level on ship list screens at base. Does not account for tenders, just the
: G2 R! |$ P4 M* Kport
' x. J1 X- H ]; O [* Q2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.; I3 L+ s/ P1 N' O# P
Tenders not counted
7 `, q" D. H) a; o: M) j3. When showing mine device on ship, show '!' next to mine ammo if can reload at base
2 b7 T. U% W$ B2 I! {4 x$ @4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method
* @& U9 }) N5 V0 sto remove damaged ships from TF9 U+ @6 q" d" q2 ]# j! R
5. New filter for “non-building” devices in Industry pool screen
' Z; v: l n' c+ K2 y/ @6. New filter for “non-building” aircraft in Air Replacement pool screen" L% l! a; s& r, c
7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy2 S/ P5 J8 p. m: Z D) _
mines (^) detected* l/ W' ?! T/ p) R$ N3 O
8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the4 p2 \+ u) ^; L! v1 {: L0 A
‘button6..’ image files, then these will be shown. If not, by default there are shown as/ L+ _5 W1 ]2 i5 w. @ U0 B! _: t
standard parachute unit icons
- v1 }5 v8 ]$ f* j9. Air/port damage and building is shown in base mouse over/ R" L. B9 G4 T1 k
10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on
/ g- j. z- s' S X9 p. d' x; h11. TF can be routed to stay within coastal hexes as much as possible6 ~" S& y* k0 @7 V- z% a* h& w; ^ X
12. On Top Pilot screen show the 'ace' cut-off value if more than 1) t4 m$ T6 L% L# a6 I
13. Added option on group and LCU reinforcement screen to turn off replacements. Q! {0 _5 x: l7 @; e" s! i
14. Current base can get supply returned to it when reserve planes returned which were
' Z! k) i8 x2 ]6 E; y$ }originally supplied from another base
8 V4 n# F( O" {15. Unit type filter on Troop Loading screen
) u# e' F' Z! d* Q3 C) A) R16. Report killed ground units if not in combat report
, g3 |, w s% O/ g2 d5 e2 q8 eChanged
" a$ J) ]1 x- D( E5 ~2 c3 R& B1. AF of 8+ have AV support doubled for purposes of determing support for air operations
% C) H& a, i% C9 I(complements fix 18 above)
1 }' Y" v; _& a2. Permanently increased pilot array to 70K1 z Q7 I+ @2 ~9 ?1 [2 B. n
3. Increased number of air combat rounds are a factor of total aircraft involved
2 x: R S* T; k4 r* E4. Allowed submap to submap movement if land connected for land units. Should have been
1 _. q. F# d( @7 C: b0 _ V: Wso as per Andrew Brown* B1 ^+ S$ m5 u, s. n
5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message
5 n3 ^" x- Q6 Q9 [% ^9 adelay toggle instead5 x7 c2 [ k! M- W+ P9 r
6. Aircraft being grounded for maintenance factors in durability also. This will spread out the
+ S" H" ~5 j ]$ L N9 g* r# hmaintenace a bit more, }, D; O$ p e& ?) a
7. Support device replacements won't decrease the overall experience of LCU units. This does
0 |: X4 {, f7 b: J2 Z' H7 ^0 Nnot alter the overall EXP change due when any replacements are received.
, @) \0 \8 k/ `8 v/ D" S6 H7 h2 H4 H8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction, j4 L9 s, e; a" P
between the two but could break current games.) x# T, L# `( K) S1 l% u
9. 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
~ E4 h3 j3 J w: z/ \1 ~- \1 oshould not change player or HQ, even if not in play. These original HQs are used by the AI7 t' R# r: y2 C0 a" w# {9 y( {3 [' s
routines so changing or deleting them can put the AI off. Changing other elements should5 o: l- q! A# K5 |; J8 {" i
be okay.
6 \# J! F3 ^0 _: g7 \2. Clarification to weapon filters for aircraft:5 ~1 {) o1 o8 b# \0 [3 n: x0 M
PM_NAVAL_ATTACK 2 // used for naval attacks4 \: s a" [5 K& z
PM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)
+ L7 V8 n( h: C# kPM_LAND_ATTACK 8 // used for land (ground) attack
" I$ B) s9 U* v1 H- r! G/ \1 D2 QPM_PORT_ATTACK 16 // used for port attack; s; |+ Z! s+ y! x
PM_AF_ATTACK 32 // used for AF attack
/ c" T! a! w2 t7 h |Dropped any reference to secondary values for land and AF as they served no special use.
& J" X3 C8 F0 a" OClarification changes2 m) E5 } X) E( u& f
1. Some clarification and changes in regard to use of the Soviet Motherland bases. These
4 ~; M, o2 T* ^3 n* mbases are those defined as having an original Soviet hex ownership of SOV_UNION (90),7 y; ?5 g$ g1 M
MONGOLIA(91) or TANNU_TUVA(92).6 R( c9 N5 |2 n9 |+ H$ w( b% Y
a. Allied non-Soviet groups can't transfer to Soviet Motherland bases0 ]8 D8 `& z. G, w
b. Allied non-Soviet LCUs can't move into Soviet Motherland hexes# Y9 V$ X: C; R: V
c. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases
7 D3 M$ ~0 z! u% @! Gafter Soviets are activated, but can’t move
8 i1 M, B7 K3 @) u) ]d. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if
; Q2 ?8 f" r; w/ \: \3 |disbanded in port.
9 r, u6 b+ C. q: Te. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently
4 N) }! x* x0 \( B2 e+ c" Pf. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |