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http://www.matrixgames.com/forums/tm.asp?m=3185062
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已经共享到岛群QQ和本论坛置顶资源帖- \2 u) j7 }8 f
: a, [7 ~- Y. D2 Q2 \& a3 o大量更新,详见列表:, C2 A" n# l* y: R6 E) `
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# d' f' [7 F M0 W. e( C: j5 ^) k9 v! o8 fChange History:* c. `7 W3 a) c5 T# o
V1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17). a; l7 n5 q# I( h
1. Seventh Update – This release is a comprehensive release updating all previous! x, [2 h, p7 y6 F2 _2 |* @* q
versions to v1.01.17 beta
& |, ~* {- h5 j3 w8 p2. Code Changes' e4 D, G0 r7 T
Fixed8 D0 [" r' w/ p0 Z
1. Display of AF/Port icon between player saves based on player's intel. I' i( A: ^; N4 l0 V2 B
2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when
/ R! C8 K/ I. |3 pweapon list updated
7 i; C& L) m- [1 H$ N4 v3. Reported cargo/troop safety values incorrect when no cargo/troop space, h5 J Q6 @, T( b/ n# Z3 ~! s
4. Allow smaller 'reserve' space for small groups on ships) F' G' |$ Y; w7 r! K$ D
5. Preserve some more data when swapping fragment and parent to prevent lost of parent0 s2 M* F" B, {6 `* b2 Q0 t
6. Correct attacking plane count before final post-air combat9 N/ w/ P0 n% v! f$ Q5 Y7 }
7. Pilot promotion may have occured in error sometimes! K r5 Z! ]2 |) R2 j$ I
8. Raid detect message sometimes dropped of the combat report& j8 ]% K* v9 t1 d) m
9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply, ?( P. N- @0 e0 g2 m1 y6 D9 L
generally
) h8 l8 I* e, x* i$ S% S9 r10. Some pilot-leader connections were being corrupted% {# t! p8 \1 K& \
11. Movement bug with following units due to incorrect move indicator. Seems to fix a few% e B! [9 m5 _; @3 u6 a
other move issues due to the incorrect indicator
6 p- k, t# i8 p12. Wrong ship sometimes reported in Ops report for TF movement which causes some" t* i' i6 y" Z* z6 g
damage
2 }' b: w" n, r" h) {, Z13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool- d, z' d) _0 a! Z
14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the
" l/ V& I$ T {( a0 p- Z7 Zdate sort
, }# P% J' @6 i15. ASW groups not allowed to attack sometimes
I8 p6 F# e) v8 r+ R) @. a16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing: ]+ }. ?& X: D: {+ y, {/ Z
HQ/LCU to jump to reinforcement queue) Y0 |7 M0 M3 o5 s- k
17. Bug in bomber intercept if too many rounds of fighter v fighter combat
% }% t! j$ Z& o. f1 r18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed5 A$ D( w" N: J4 b: a
at start of AE but crept back in sometime during updates1 v, ]/ h2 ^0 [4 W9 ^3 q
19. Removed the fragment/parent swap during a TF unload as it could often orphan the& A% \( h2 A& i& B
fragment.
* q/ B( ]9 s* Z5 p3 L' b1 j7 z20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade3 P. v% h! c$ { w
21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not4 Z9 k$ c+ c8 l1 ]; o
short scenario). This was fixed in a previous patch but only for one of the VCs, not the full
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22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base
2 J7 n) {6 A, }23. Enabled 'z' to speed up all animations; was commented out in a few animation replays
! n, F r1 S# n3 Y6 j7 m R; N24. Bug caused F/FB to sometimes bomb at low altitude
H3 P/ i A7 z4 N6 W u$ d* y25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not
( m3 Z( k# a. T8 k; O& n! Ioccurring properly.
0 A( i3 T$ |; N; \ K* @# |0 p8 @26. Bug in Industry 'failed' indication not showing properly sometimes! q# }. g/ ^% ~3 {
27. Location check at scenario load to include small map sceanrios
" ]2 k$ y$ C2 V% }% ^28. Bug in air supply to fragments in a non-friendly base hex
- I. E& x" Z2 c29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was
8 F% J6 h: R) ]' X- kbeing set to homebase before execution of the mission – ie was returning to base* I A6 H) H& {" W4 W8 g) |
immediately
+ f; M2 R; V; [0 w9 C30. Error in Strategic map display
9 K ]* R/ m/ i7 f3 x O31. Additional and stockpile options were not turned off when base was captured+ S: y/ G# y' m* h( A3 C- u% T3 j
32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on- S# e( D) D- {8 L ~
mouse over1 l6 Y9 i% h# r2 m/ [
33. Army experience being gained when not 100% prepared as per manual; changed to allow7 ?2 m( T' p% |* A5 z( c1 ~2 Z
chance to gain experience if >75% prepare and < 50% national exp level# i5 O* F' j) P6 f {
34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to' l6 x: |* n2 L( r. A* H! D* u
alleviate the incorrect experience gaining happening while in reinforcement queue( } G& @0 l. M# V6 j# z
35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –
8 c2 L: Y5 V' j# Fcaused unit to jump “off-rail” and move overland: S5 D+ t+ m) p y
36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ. D) J+ g r9 T% M& ?: e
37. Excessive accident messages on unload from TF reported' |! h( K# N+ p* e# g! c/ A5 a
38. Reworked editor sub-unit merging as some devices could drop off the unit list when
6 F0 x7 u' Z6 h2 jmerged causing smaller size unit than expected" C; J/ ?, E* }
39. Corrected possible TOE error in scenario data load for inactive units
9 R* h8 S6 D7 g1 \, X5 ], u- B40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can6 r# [* ]7 @4 @1 I3 D. X
however be allowed to do this.! ^9 \, ? J+ i" y B |
41. Possible CTD if sinking ship's load was a group
# e4 X- J2 K7 Q0 D1 |( l4 V: _42. Limit the number of devices built from resources per unit during LCU replacements; this
: G, r/ T" N, U7 c' U6 ^7 |was causing an over production for that turn
4 A; R! w/ L+ @2 d! p) \43. Retain day/night setting when creating group fragments
( e! l/ S9 N, m/ B2 n# @44. Adjusted supply and fuel values in base list not to overrun the space" e' L! |. g7 P9 M
45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but2 |2 o( M$ N# m5 \. G( e# c' { p
added YMS to Sweep TF in line with manual and code& t m: }% |2 @! W0 b) c5 g
46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the2 D$ F# Q3 I a$ e! p2 o$ }
rule relates to the abundance of manpower and is not covered by replacement pool. Normal, M" m; _! ^0 {$ @4 i. I" N
rebuilding of destroyed units is not affected by this.6 V! R( d8 x% E; g4 N/ d
47. Carrier capable and trained text not showing together on Group screen
, H" P9 i2 ?/ O48. Handle any blank re-name changes by ignoring them
+ s F I5 z5 ?( g; U4 L49. Possible CTD when air fragments combine
3 t+ [3 _/ \8 K50. Unloading TF can freeze a LCU onto a ship under some conditions ]* M8 J8 E3 t- c
51. AI not behaving if main HQs missing (affects small map mainly)' D1 ~: j S6 p2 K' S
52. AI using AGC for normal land units – removed from TF if not needed$ N+ S; u; F( d; g: i$ M
53. Soviet activation message not in Ops report, |/ m8 g$ ^# J
54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range3 p2 {/ s ^3 a# S+ N
55. Clear Soviet air balance if not activated. Possible incorrect base switching
& Y+ Z# e; T+ D' S. u, c; j56. Sub attack against docked TF not happening for port size <3+ p4 i6 n; n7 I- U! F* [/ B
57. Unit type changing unexpectantly
' ^$ ] X9 k h58. Torpedo replacement on plane sometimes is missed$ x2 {+ h1 ?; S4 `* }
59. Double handling of overstacked supply requirements
0 \1 \) A# D$ N5 W( c60. Fixed alternate weapons for port attacks1 e8 e/ K& H) n+ s
61. Corrected weapon system damage to show after combat on ships in port rather than wait till
& f, _) O- N" Y1 q! Q9 Ksometimer in the ship repair cycle.
# m/ s' G! [$ }# w0 K62. Ship tonnage over 32K could cause repairs to fail5 V, e& `# e1 w6 i" n; T' O A' y
New3 o; X% V* X, K& I
1. Show Port re-arm level on ship list screens at base. Does not account for tenders, just the
' X# c3 B9 y5 q# |( iport
" k% S+ T* h e5 O8 T# C2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.
# x* t3 s: |2 jTenders not counted
; m. E! N* V* h3. When showing mine device on ship, show '!' next to mine ammo if can reload at base
: x. q- w# F6 E' U3 Q8 U" n! V4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method5 P+ V7 g5 U2 H$ I
to remove damaged ships from TF
; a$ |( T9 b/ V6 N; h5. New filter for “non-building” devices in Industry pool screen. Z. R+ ^% F% j5 d; b- t
6. New filter for “non-building” aircraft in Air Replacement pool screen9 ~ X" y8 H+ G3 ?( B3 i
7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy6 u8 U1 P2 S) F b) o$ c2 [
mines (^) detected
y* G6 [2 {, b3 r* |; O8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the; \% G& p$ `: q+ \, e8 N' v
‘button6..’ image files, then these will be shown. If not, by default there are shown as2 I% H* ^4 m* v: v: B1 `
standard parachute unit icons( G" ~1 ^6 A! L, O( Y1 }
9. Air/port damage and building is shown in base mouse over
! P8 T4 Z4 c/ F1 R10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on
% _/ l* w' ~, k. C0 K; X3 [11. TF can be routed to stay within coastal hexes as much as possible/ ]$ S5 J9 ]# a$ F6 F8 K; q
12. On Top Pilot screen show the 'ace' cut-off value if more than 12 B8 |' D) ]' p, T1 W
13. Added option on group and LCU reinforcement screen to turn off replacements+ N) X# |! q5 o* {# ^, ^
14. Current base can get supply returned to it when reserve planes returned which were
% C8 @/ n) U. m( [" uoriginally supplied from another base9 `8 o9 P. i* C) S! O( d
15. Unit type filter on Troop Loading screen4 P. `: K! ~! n/ ^
16. Report killed ground units if not in combat report
; d G/ G, o5 U3 k* q$ LChanged
9 @4 X% S: k6 z; \$ x2 @1. AF of 8+ have AV support doubled for purposes of determing support for air operations1 v2 D! g ?4 R
(complements fix 18 above)& d3 V' V7 X; p, Q7 a* W: L
2. Permanently increased pilot array to 70K8 s0 \" s3 b8 \- J: o& @
3. Increased number of air combat rounds are a factor of total aircraft involved
o4 @4 J2 ^* ~0 T! {$ W7 {4. Allowed submap to submap movement if land connected for land units. Should have been7 F7 ]+ M8 a8 X: k4 R: D
so as per Andrew Brown7 s! U" g+ Z5 v F& w7 ^$ B
5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message
5 v$ C+ {" h/ C7 m3 V+ J3 ddelay toggle instead, F* f- y B# q5 N1 b
6. Aircraft being grounded for maintenance factors in durability also. This will spread out the6 A" i, x+ I8 h4 o7 o5 ^4 B ]
maintenace a bit more
2 d; N# r+ r9 f) S; k7. Support device replacements won't decrease the overall experience of LCU units. This does
& F5 Z; E I# Q6 P5 w( n7 qnot alter the overall EXP change due when any replacements are received.; r0 K) X' p8 @8 b& R
8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction
, ?7 F- s, F; K4 ~between the two but could break current games.
5 i+ b5 t) k" E9. 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
) y/ A1 C) B0 x0 E0 qshould not change player or HQ, even if not in play. These original HQs are used by the AI8 y# ~+ |- f1 z) d. r! }* v7 L6 Q" J
routines so changing or deleting them can put the AI off. Changing other elements should3 a! m# H/ G2 Y, p) O, v; [! w6 h
be okay.' R4 `$ I5 N T5 h( v5 Z" @9 _) p
2. Clarification to weapon filters for aircraft:
$ w& q. o& Z1 \4 H* R" ~+ vPM_NAVAL_ATTACK 2 // used for naval attacks* V4 G. g( N8 g* q! r
PM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)" G2 @8 u" n2 _! V
PM_LAND_ATTACK 8 // used for land (ground) attack+ W7 ]' Z3 R* Y5 b" }/ x
PM_PORT_ATTACK 16 // used for port attack
( G7 q$ R# b) e- a( ~/ FPM_AF_ATTACK 32 // used for AF attack* k0 ?2 @, u' i& D# \3 t$ v
Dropped any reference to secondary values for land and AF as they served no special use.( e( f, t. V0 f1 q. R, X
Clarification changes
% v" D+ f8 p6 g6 s3 ~1. Some clarification and changes in regard to use of the Soviet Motherland bases. These
/ A+ i( F& F; H7 d8 h& H' q# Ebases are those defined as having an original Soviet hex ownership of SOV_UNION (90),% S! r, v" J3 g( x6 O! n7 q! `% Y
MONGOLIA(91) or TANNU_TUVA(92).; T5 V( I. ^" n! d$ N
a. Allied non-Soviet groups can't transfer to Soviet Motherland bases
" B5 p# W* m# P# }1 gb. Allied non-Soviet LCUs can't move into Soviet Motherland hexes/ U" V4 Q6 K/ f4 O. x- n- M) P
c. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases
0 W) i7 b& `( Yafter Soviets are activated, but can’t move
% e6 E2 @ M+ U, Nd. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if/ b/ M8 K P5 u" X( [7 g. z
disbanded in port.% d- _# H4 A, o0 l
e. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently
/ h* e$ ?& B7 Af. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |