具体见
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http://www.matrixgames.com/forums/tm.asp?m=3185062; v6 R( E7 |( Y: m- F7 r' o$ l
) }2 {( ?) m+ i, f- h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:' h9 W2 A5 h8 {9 z
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Change History:
; O$ Z$ v! m4 e7 lV1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17)1 h3 d; a( A9 F# y6 h
1. Seventh Update – This release is a comprehensive release updating all previous
) h. ^( l6 n1 J) u9 kversions to v1.01.17 beta
+ h/ _5 m' \1 X4 l9 M2. Code Changes) Y; @8 r e+ f% Z
Fixed+ V6 V! q! X6 z. i+ a+ {
1. Display of AF/Port icon between player saves based on player's intel
! r! V8 d* Q: r @4 A! T* G' V2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when( h8 X( f* X3 m3 K9 z& X/ e& a; e3 {" ]
weapon list updated
4 |% C x8 f5 }0 ^4 p N8 _3. Reported cargo/troop safety values incorrect when no cargo/troop space
6 {: E p: Q5 J e$ j% @4. Allow smaller 'reserve' space for small groups on ships# R& f" T2 W7 a& C5 x/ F: X
5. Preserve some more data when swapping fragment and parent to prevent lost of parent
" E' }2 k, A# n3 i+ ^% }: S6. Correct attacking plane count before final post-air combat
# ]% E0 t8 @/ H9 b. f7. Pilot promotion may have occured in error sometimes2 h0 B- Q8 [, D6 l' P2 f4 T
8. Raid detect message sometimes dropped of the combat report
& E7 E" u0 o$ `- T3 \: K7 ?' m9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply$ c( ~/ X/ [/ Q
generally
0 P$ o( i# R6 C& d0 X, Q10. Some pilot-leader connections were being corrupted
+ Q0 K4 `3 C4 k" h' y, B11. Movement bug with following units due to incorrect move indicator. Seems to fix a few$ z( A; f% ~$ O
other move issues due to the incorrect indicator3 ^9 R) B, U/ [# K6 J+ a$ j" `- _
12. Wrong ship sometimes reported in Ops report for TF movement which causes some
- n. p& k4 h$ K" E$ H. O8 Q* pdamage
4 x) |/ ~+ j- N- B- G9 r13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool
% ?( X$ v ?' ]' D5 X- X( [14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the/ y ^" Q8 p B c9 C( f
date sort! @9 X8 [( b: S8 Q1 A9 f
15. ASW groups not allowed to attack sometimes
; V4 d. r, ?4 C16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing7 E+ d0 e( z; f
HQ/LCU to jump to reinforcement queue
" X* r7 \; X) P17. Bug in bomber intercept if too many rounds of fighter v fighter combat l0 b, n$ k+ j! b5 i
18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed
& c/ C8 u# M0 c$ Uat start of AE but crept back in sometime during updates
% d4 V7 m: {* l: ~2 |19. Removed the fragment/parent swap during a TF unload as it could often orphan the/ d, v) e8 P5 l9 H2 Q" t
fragment.
, }, x; b% B* L6 \; d7 c20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade N% o3 ~7 f; j" P1 x7 S& {* h2 P3 F
21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not
6 [( ~6 ^/ Z- [. y, f% Y0 z4 ~short scenario). This was fixed in a previous patch but only for one of the VCs, not the full$ b+ L+ F; i, S
set# s+ s$ r- p7 _. D- ]' s
22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base! ?2 K Q' S4 ^- R% J& u+ ~
23. Enabled 'z' to speed up all animations; was commented out in a few animation replays+ |! o+ l4 n* v
24. Bug caused F/FB to sometimes bomb at low altitude3 O* v4 U4 \2 p/ `; d' w, G
25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not p$ N. q7 e1 i
occurring properly.! w1 N5 H ]" N
26. Bug in Industry 'failed' indication not showing properly sometimes6 l: H' S" b I, p7 B9 h; U
27. Location check at scenario load to include small map sceanrios
+ x$ E) z( t% [7 l% I28. Bug in air supply to fragments in a non-friendly base hex
4 \: k& Y1 N, k. @' P0 L4 h29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was
! c6 }% g% o: i: G7 jbeing set to homebase before execution of the mission – ie was returning to base
. g5 Q1 Z8 D1 y$ ^immediately
- ]) z, h2 e, j30. Error in Strategic map display
2 a, n7 O7 {) S0 @$ x! F31. Additional and stockpile options were not turned off when base was captured9 F6 |5 q* X7 Q/ U" C
32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on0 k8 ]( e3 |# H. R2 d% n" _- i
mouse over( J3 G( U B4 i4 E8 f
33. Army experience being gained when not 100% prepared as per manual; changed to allow
8 x# @* v3 ]* l5 Cchance to gain experience if >75% prepare and < 50% national exp level0 q# {/ b0 g! E( @# F! U {/ E
34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to
9 q: M5 C% d& }' ]$ B( h/ ?6 malleviate the incorrect experience gaining happening while in reinforcement queue8 K, ~, a( p( X I% u
35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –3 g7 V' z- G$ G' ]: g, K
caused unit to jump “off-rail” and move overland
) b: K1 K& G( Y+ P9 A9 _9 L' u36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ
k9 h2 {4 h- {: N' y37. Excessive accident messages on unload from TF reported
) l( l3 A# g* r g6 f( }38. Reworked editor sub-unit merging as some devices could drop off the unit list when" u2 j5 L7 y( c ~1 }1 _9 k; W
merged causing smaller size unit than expected; H+ O, r4 A0 |4 c
39. Corrected possible TOE error in scenario data load for inactive units% j" V! }' H! X% a
40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can
% J4 u9 g, W# o* ?; m4 D0 fhowever be allowed to do this.: _3 C1 }; n6 \2 ^
41. Possible CTD if sinking ship's load was a group
6 K9 P% b( K# o' }4 ?" [42. Limit the number of devices built from resources per unit during LCU replacements; this
' @, `, C/ x ?was causing an over production for that turn
! b4 m" ~# m$ b p; ^0 Z: ~+ D1 C43. Retain day/night setting when creating group fragments
: R5 D6 b- b0 l+ h44. Adjusted supply and fuel values in base list not to overrun the space2 o8 i+ b# N# m- J* ^! h
45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but
2 ]6 q8 @1 Y# C: |. Nadded YMS to Sweep TF in line with manual and code( [5 Y, @- I9 g- a3 k
46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the
% h; q8 k% h1 D3 ^. \rule relates to the abundance of manpower and is not covered by replacement pool. Normal
9 `6 }2 M, f. ~0 w6 \, U( crebuilding of destroyed units is not affected by this.
+ _1 A" E' E4 `1 \) D( F, f47. Carrier capable and trained text not showing together on Group screen/ W+ h! ^% |( y
48. Handle any blank re-name changes by ignoring them
, ?/ n3 R% R# K: }49. Possible CTD when air fragments combine/ m0 {1 s' O" z7 w2 o8 [- u
50. Unloading TF can freeze a LCU onto a ship under some conditions. K5 @) X" e: O, c, L8 T
51. AI not behaving if main HQs missing (affects small map mainly)
- q& P4 o4 a y0 m# R52. AI using AGC for normal land units – removed from TF if not needed3 s) E) z5 K* v7 \" X( [
53. Soviet activation message not in Ops report2 w1 N% U, L1 d+ @: T: I
54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range& p/ N$ D/ d$ K4 v4 S) x) }
55. Clear Soviet air balance if not activated. Possible incorrect base switching
( [0 _- [: z3 c1 _9 i; ^56. Sub attack against docked TF not happening for port size <3! z- i3 [7 g3 @) |) f; A/ B7 a, J
57. Unit type changing unexpectantly
+ O' v! q- r! G& }3 W( L g0 X# X' v58. Torpedo replacement on plane sometimes is missed( x$ J: g8 U/ ^, J9 l" C/ e$ N
59. Double handling of overstacked supply requirements* |2 d! s& R8 o J0 ^
60. Fixed alternate weapons for port attacks
& r1 o( P: f( k) A" |- o& u+ R' j2 K61. Corrected weapon system damage to show after combat on ships in port rather than wait till
. l- l% _9 x' h4 nsometimer in the ship repair cycle.
7 i3 @& q5 N9 W; U1 @6 o4 Q62. Ship tonnage over 32K could cause repairs to fail' J2 t4 }# L7 r1 t
New
& _% |. N/ X# G2 O5 ^3 h* W1. Show Port re-arm level on ship list screens at base. Does not account for tenders, just the" [: t5 x/ s" ?$ l e
port
/ W0 r6 b8 ?* Q z- o& |/ x m2 i2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.
4 F/ ^8 A4 Y: C. {5 k- b+ aTenders not counted
+ w% M/ r5 M" ]& }3. When showing mine device on ship, show '!' next to mine ammo if can reload at base
+ Z- m2 \& M% ?4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method' R& ^1 a5 e/ h" E% e! r- J
to remove damaged ships from TF2 ~- Z$ @$ w- ^' o) ^6 {, ]
5. New filter for “non-building” devices in Industry pool screen
# a, G5 B9 T8 ^" p7 S! L* X1 j6. New filter for “non-building” aircraft in Air Replacement pool screen
' U! B# m" R( D3 i7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy
7 k4 w- O" V$ {' ?mines (^) detected
^/ e% O4 i: |. }8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the
# J$ R9 j7 U, l& Y/ d! i& n1 Q‘button6..’ image files, then these will be shown. If not, by default there are shown as
+ o7 V; J9 H1 h6 q, N% p Mstandard parachute unit icons
+ }) ^: r2 A& k2 U. [9. Air/port damage and building is shown in base mouse over7 F( v$ x6 |; E" c! T Q
10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on& c$ y3 ~0 b% w: S/ T' B. S" N
11. TF can be routed to stay within coastal hexes as much as possible+ v, x5 a$ Q' F
12. On Top Pilot screen show the 'ace' cut-off value if more than 1
) I: p4 c% R) d J5 f' D& ^13. Added option on group and LCU reinforcement screen to turn off replacements
/ V. Q$ E3 F& Y' m* K9 R14. Current base can get supply returned to it when reserve planes returned which were
+ C# `8 t7 n1 y& _2 Q. _ |originally supplied from another base D$ [" Y% r+ }) {4 [7 g/ y8 L5 C
15. Unit type filter on Troop Loading screen
& X5 G6 ]1 b" j! M, T16. Report killed ground units if not in combat report' v' M- ~0 X& R9 V$ k$ x
Changed' G7 |5 Y2 P0 B: f3 u& q; O5 y
1. AF of 8+ have AV support doubled for purposes of determing support for air operations
6 U& t& U7 k. C7 i(complements fix 18 above)
5 N6 _. E. q8 m( A3 y3 f: j' n! S2. Permanently increased pilot array to 70K2 B3 A+ d- k$ d: f( W0 R* w$ \3 i
3. Increased number of air combat rounds are a factor of total aircraft involved
; d! {. f1 p# U" D1 N2 o x9 J4. Allowed submap to submap movement if land connected for land units. Should have been' }, C5 @1 D' P5 T
so as per Andrew Brown* E9 W, Z9 l4 @2 M9 d
5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message- t; S! V0 q8 }/ D9 m, G* d+ R
delay toggle instead
* d2 }8 C2 z+ M2 V7 ^1 t6. Aircraft being grounded for maintenance factors in durability also. This will spread out the/ K. y* s8 W) A3 E% ?3 x& \
maintenace a bit more
2 C l3 o: m% l0 [7. Support device replacements won't decrease the overall experience of LCU units. This does
: I2 L; D3 O" Q5 `: Bnot alter the overall EXP change due when any replacements are received.. q/ ]( \+ d* A. c, x- T
8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction' ?3 u' @& I" K# @) e4 M
between the two but could break current games.2 [6 l9 o! _7 R1 }- w0 R$ L
9. Some LCU Prep points may be retained if unit is experienced1 y9 m. @& y/ J0 O( Z( d
Notes. E/ x9 W1 N/ k/ g u; S% B
1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario
2 o# ^& P) ^# o! ~! Wshould not change player or HQ, even if not in play. These original HQs are used by the AI
) D m5 P4 ~3 a& [( v8 z* ~routines so changing or deleting them can put the AI off. Changing other elements should
/ }6 r: H8 d% V/ Z: lbe okay.3 D" e) x& B: ~7 B$ o* e
2. Clarification to weapon filters for aircraft:4 p8 d# p2 v9 |. ~+ ^* b/ y
PM_NAVAL_ATTACK 2 // used for naval attacks
, ^* y0 n5 p* ~PM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)0 {5 O: Y# V* f- P& `; U+ d
PM_LAND_ATTACK 8 // used for land (ground) attack4 s& Z8 u1 m i( y
PM_PORT_ATTACK 16 // used for port attack
# E; P2 O+ m0 ]' n; rPM_AF_ATTACK 32 // used for AF attack# |0 c ?8 s3 l$ J* ^
Dropped any reference to secondary values for land and AF as they served no special use.
/ |% \1 r6 S& O! l% KClarification changes
/ n. x7 A9 Q2 ^7 a+ D6 \! T$ z; \1. Some clarification and changes in regard to use of the Soviet Motherland bases. These! t2 S$ |- `; h, H" ~) H1 [5 b
bases are those defined as having an original Soviet hex ownership of SOV_UNION (90),! p) D+ R3 I0 J I6 ]0 ~4 R
MONGOLIA(91) or TANNU_TUVA(92).. v Y( p/ k( ~( {# o7 z& ^
a. Allied non-Soviet groups can't transfer to Soviet Motherland bases" t( I% v9 r: r' Z$ H# [ ^, ?$ \8 Q
b. Allied non-Soviet LCUs can't move into Soviet Motherland hexes
: y% T; ?9 q% |" K2 ^$ U7 P9 Y0 dc. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases Y5 \7 t" [! _* i
after Soviets are activated, but can’t move2 U5 L; F$ `: ^
d. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if
# A6 c7 W# N6 H+ bdisbanded in port.
& ~! u; N3 V. V1 Re. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently: o6 e$ x* O7 O0 u9 L" k
f. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |