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http://www.matrixgames.com/forums/tm.asp?m=3185062
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3 F4 Q( o7 X h/ x* V已经共享到岛群QQ和本论坛置顶资源帖+ y6 L! X3 H" A5 M# g
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大量更新,详见列表:8 [$ ]; Z6 N+ S" i' W
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Change History:
5 u5 X( ~5 f/ p, X i; n8 l9 KV1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17)' d( u' H) [# c+ x1 v2 A9 I
1. Seventh Update – This release is a comprehensive release updating all previous
9 n1 E& z- e; r3 u7 F/ aversions to v1.01.17 beta+ [! F9 s; i: ~" e5 |+ O
2. Code Changes
2 k+ L3 S* i* x8 MFixed
d9 b' n% `! C$ N1. Display of AF/Port icon between player saves based on player's intel
: j M: `4 I% z0 v7 p* w6 H2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when5 h7 b% e9 j9 N
weapon list updated
4 E+ J+ j1 S, q4 `: m+ p4 D3. Reported cargo/troop safety values incorrect when no cargo/troop space: Z# O8 Y% }6 _) h; g* d
4. Allow smaller 'reserve' space for small groups on ships: p0 S' ^ \! R) O' {4 X
5. Preserve some more data when swapping fragment and parent to prevent lost of parent
5 H0 ` \! o8 r) w% R) [6. Correct attacking plane count before final post-air combat
K- z% R; V D& ]+ c+ J1 p7. Pilot promotion may have occured in error sometimes! v; V% h8 i" [- z/ g
8. Raid detect message sometimes dropped of the combat report
+ m+ r' b$ @( u. q& i6 E9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply3 k: X. N% c9 ~9 Q
generally
. i8 P! [9 `) J1 L' p6 F# o10. Some pilot-leader connections were being corrupted9 r) s9 E8 f5 Y, g/ y" ]5 O6 F
11. Movement bug with following units due to incorrect move indicator. Seems to fix a few' n/ p: V* v( q1 A2 Q" r G
other move issues due to the incorrect indicator \ Z# h C- @
12. Wrong ship sometimes reported in Ops report for TF movement which causes some! _) s! L, N; d' ?! Z! K0 {# c
damage
& S& Y; \$ U6 G9 w. l- j' Z/ t13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool/ @% I2 d) r4 |" z& c# _
14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the
; a/ j" Z* d1 s! s8 e3 gdate sort
* \8 E3 B" @0 z5 t9 |) n15. ASW groups not allowed to attack sometimes+ T$ o( W5 Q: Y( I+ ~7 |9 y
16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing
6 }% s7 j; x( |8 [' U5 f0 K) O# K# S% {HQ/LCU to jump to reinforcement queue
" |7 R8 r5 n; B9 F17. Bug in bomber intercept if too many rounds of fighter v fighter combat
1 a$ @; L. H* A4 v# R0 _# m18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed
: w F5 J5 q9 b* pat start of AE but crept back in sometime during updates
7 K D2 g3 i2 d. ]0 b19. Removed the fragment/parent swap during a TF unload as it could often orphan the3 \# z$ j) k$ d* t# }
fragment.6 c! _; F' N, P/ f6 \7 z( F
20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade
; q8 g. X4 y3 G21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not# @' [3 ~; s7 L: F
short scenario). This was fixed in a previous patch but only for one of the VCs, not the full5 o% M- H. D' z$ \- Z5 ^9 \- T
set: I& q# |5 a( h/ r
22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base3 n7 t( r) \' ~$ C- s
23. Enabled 'z' to speed up all animations; was commented out in a few animation replays
* e. I5 ?7 k: q( T. g; ]24. Bug caused F/FB to sometimes bomb at low altitude: }( n/ E2 p c! i
25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not8 |, W$ d8 j& u) o7 W$ Q& l
occurring properly.
# J- C. v( P: G7 C9 E) f9 w! U- y26. Bug in Industry 'failed' indication not showing properly sometimes) R' I- I' q8 ?6 T' N: c
27. Location check at scenario load to include small map sceanrios6 ?- b- V$ O1 r9 h8 S, x( F2 Z9 c# R
28. Bug in air supply to fragments in a non-friendly base hex8 t+ ~; F |( n: S1 V& e, c
29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was
1 ^$ C, y1 n! \ z ]- } Y) l2 Mbeing set to homebase before execution of the mission – ie was returning to base/ @! i% c, p- I/ G z3 A# B
immediately
3 u& d/ p! e& K) a30. Error in Strategic map display) ^* g9 u- ?% v( T" u
31. Additional and stockpile options were not turned off when base was captured: S0 T1 D. u, B6 o V% } s: X2 `
32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on
8 o" b- O1 e1 |, rmouse over
8 W: l" [8 n1 g/ K4 ?, o33. Army experience being gained when not 100% prepared as per manual; changed to allow* F+ Q, Z& b* E4 g7 {& K" }
chance to gain experience if >75% prepare and < 50% national exp level( _! F& V; _0 [
34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to
7 P) @3 i. ]/ g- Q e$ Z8 Calleviate the incorrect experience gaining happening while in reinforcement queue
" z( ]. O% }& l7 r% ^' e9 `35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –1 n8 U f. s9 e& g |- |$ O
caused unit to jump “off-rail” and move overland# q3 V% M% x. J$ U
36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ
* x0 r4 V7 e m5 v6 T37. Excessive accident messages on unload from TF reported
& R% H3 e! S. G! K7 U38. Reworked editor sub-unit merging as some devices could drop off the unit list when/ p" \8 [- [0 _
merged causing smaller size unit than expected
: x" O/ L! b( b# ?; o39. Corrected possible TOE error in scenario data load for inactive units
' P" a- p3 B; ^8 h+ a. D7 r; S8 J40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can# k0 g: c0 |5 [$ V2 Q+ B% w
however be allowed to do this.# a% r$ b) @/ u; e7 Y8 c; v& q" t
41. Possible CTD if sinking ship's load was a group
! Y- }/ x$ [1 P8 u$ X1 j" i42. Limit the number of devices built from resources per unit during LCU replacements; this
" ], w4 y X6 ~6 \+ V- n- rwas causing an over production for that turn. k0 v/ l7 u8 w% ~2 Q4 k+ d# ^. `
43. Retain day/night setting when creating group fragments- [9 [: p* O) f6 g5 b: F- X d3 n
44. Adjusted supply and fuel values in base list not to overrun the space
2 o' o0 S3 ~4 Y% H$ ~* S45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but- C9 h5 o- h+ j7 Q& P# `
added YMS to Sweep TF in line with manual and code7 m6 ] e) @" f1 E* Z( u: o
46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the
- E" K& q$ \2 Brule relates to the abundance of manpower and is not covered by replacement pool. Normal8 A& [( r. {3 z; s' W8 \$ d5 C6 H% h: [
rebuilding of destroyed units is not affected by this.% d- g+ G% C% w& H: q+ X( Q$ X9 s% }
47. Carrier capable and trained text not showing together on Group screen
: a3 o+ I, q/ L& x% {9 C/ m- |48. Handle any blank re-name changes by ignoring them" \* K: h; f7 p: X
49. Possible CTD when air fragments combine6 B0 _ U# R$ S9 y$ M0 p
50. Unloading TF can freeze a LCU onto a ship under some conditions2 b' c8 D7 h2 X/ u9 Q* ?8 k4 T* m
51. AI not behaving if main HQs missing (affects small map mainly)8 \, w( i2 S. v9 R4 C; {1 H
52. AI using AGC for normal land units – removed from TF if not needed8 X' K% A% X& F. o
53. Soviet activation message not in Ops report
$ j( f t9 d2 K8 }4 C; P% X54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range
1 a# |8 q7 E1 \+ r2 f' m55. Clear Soviet air balance if not activated. Possible incorrect base switching
2 Z3 F) |+ b6 _9 H0 K; X8 c& u56. Sub attack against docked TF not happening for port size <30 l* F8 Y$ {3 Q o0 y _
57. Unit type changing unexpectantly& o5 z6 V5 [' v5 s/ N3 v" ^# o
58. Torpedo replacement on plane sometimes is missed
* `- x0 D, ^0 f6 B59. Double handling of overstacked supply requirements0 G9 _% J: M8 G! v& T$ R0 v g, `
60. Fixed alternate weapons for port attacks
- J0 d$ s# M5 V/ }7 c2 A61. Corrected weapon system damage to show after combat on ships in port rather than wait till2 k! e$ I9 w% z" {( y% \1 u$ b6 Q6 C
sometimer in the ship repair cycle.
, k& c3 V( x; {- D4 c# c9 c2 K, I/ B8 a62. Ship tonnage over 32K could cause repairs to fail" {& ]; \9 E; q: U% f9 e2 k* j
New. n7 p* b A9 K; v) w6 ~: ^# t9 M
1. Show Port re-arm level on ship list screens at base. Does not account for tenders, just the
5 q6 Q3 s6 g* a' ^7 ^port: E8 K7 r2 o: R; [& {1 E
2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.
i, G/ ~1 }) w; k# {1 tTenders not counted. c+ [- ?& L; S; I
3. When showing mine device on ship, show '!' next to mine ammo if can reload at base" Q7 X) j8 B, d2 R' p
4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method
" g" c* k1 Y' gto remove damaged ships from TF
: x% i! a! s k; l2 ?$ q5. New filter for “non-building” devices in Industry pool screen
/ q! f$ P8 {! G/ S6 E$ D6. New filter for “non-building” aircraft in Air Replacement pool screen
' T0 X* K4 G8 [2 {( F. l7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy
8 x% d0 R, R" j3 `% S# ?mines (^) detected
3 U2 B5 K* I8 V; P# H8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the
7 Q) D0 x# ^& v5 C1 F# ]1 Q6 q‘button6..’ image files, then these will be shown. If not, by default there are shown as) ?- ^& f: W9 c4 L. c
standard parachute unit icons
% Z. b# S1 ^7 _0 q: m- q9. Air/port damage and building is shown in base mouse over& z# ?8 G* ?# P3 d) T7 `# t; i
10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on
$ ~' T4 J3 B+ o# A3 W) o& }8 @11. TF can be routed to stay within coastal hexes as much as possible3 q& V1 F3 S u4 z$ t5 Z ]
12. On Top Pilot screen show the 'ace' cut-off value if more than 1
- p4 d1 Z, ~ k: h6 t& a7 `- Y$ k13. Added option on group and LCU reinforcement screen to turn off replacements. x! X/ b: J& D- V* s1 b
14. Current base can get supply returned to it when reserve planes returned which were
6 a0 Y9 I0 N; |- X+ {" noriginally supplied from another base
/ D( O% T4 `9 v15. Unit type filter on Troop Loading screen
5 d s" y# z2 E: V# [5 d8 P) F16. Report killed ground units if not in combat report+ \7 |; S7 x8 _$ I2 B, A& ~
Changed- T5 i9 N! u; c6 |
1. AF of 8+ have AV support doubled for purposes of determing support for air operations
: i2 G9 i3 ?5 U- w, C(complements fix 18 above), A( T9 n/ }+ Q5 t% z9 j1 r H: T
2. Permanently increased pilot array to 70K6 Y$ J! M/ o. |6 a, m! }0 x
3. Increased number of air combat rounds are a factor of total aircraft involved
+ T8 c0 ?8 U$ R# O' b. b4. Allowed submap to submap movement if land connected for land units. Should have been6 [: K5 d2 Y i# ~
so as per Andrew Brown
7 w' O% r2 Z, z8 b5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message" f: K( _( e, Y* W% r2 T
delay toggle instead
+ _5 @! `) X$ b$ c& n! ^9 Y6 ~+ g6. Aircraft being grounded for maintenance factors in durability also. This will spread out the
2 {4 i* M' i6 i& y. cmaintenace a bit more. X3 N5 w3 ^" U9 g) J
7. Support device replacements won't decrease the overall experience of LCU units. This does
6 `5 |4 Q1 d; i5 ~$ rnot alter the overall EXP change due when any replacements are received.
- W( Y( S+ }5 R& w/ R/ l& M8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction4 w. Z0 g0 E) t" @, h6 J6 N/ s7 U G1 E+ F
between the two but could break current games.0 C: }4 X" z3 x6 N6 o
9. Some LCU Prep points may be retained if unit is experienced
2 Z/ T8 x. Y4 _0 o2 o( mNotes/ R$ L* z5 G Z: ], K4 ~/ n
1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario
5 ^# X, Q% J7 [/ p3 Nshould not change player or HQ, even if not in play. These original HQs are used by the AI+ \! e0 F4 T1 D6 D" ^
routines so changing or deleting them can put the AI off. Changing other elements should! ?! J, t3 e/ [, b, g0 K% Y' r
be okay.
. j1 Z; M' c- p) W2 S2. Clarification to weapon filters for aircraft:
! u7 R- _/ y. q9 \4 x4 \PM_NAVAL_ATTACK 2 // used for naval attacks
+ L$ I: x8 z9 D4 K5 y- L5 c# {PM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)$ ^1 G2 m" z( |1 J
PM_LAND_ATTACK 8 // used for land (ground) attack
* O/ p3 n7 x" A4 ?9 `7 n9 _* H$ E0 T! yPM_PORT_ATTACK 16 // used for port attack
# n! w3 }2 A& A5 z7 l0 C2 LPM_AF_ATTACK 32 // used for AF attack* W/ y9 O8 ^" _ o0 {# ^. y
Dropped any reference to secondary values for land and AF as they served no special use.
5 y" V7 ^: i; C4 M7 L/ s8 s: J( JClarification changes+ i7 ^. a, A! ^& `( _0 Y+ q
1. Some clarification and changes in regard to use of the Soviet Motherland bases. These
$ a+ a ?; j% _% R. t( v1 `8 zbases are those defined as having an original Soviet hex ownership of SOV_UNION (90),
5 l% X* N' _7 |' i3 [: lMONGOLIA(91) or TANNU_TUVA(92).
# _8 k9 K1 r* c0 Ka. Allied non-Soviet groups can't transfer to Soviet Motherland bases
3 z9 ], i- h7 O% O% S+ a; x+ a, zb. Allied non-Soviet LCUs can't move into Soviet Motherland hexes
% S, L+ D: U" r3 k* o4 a- z/ xc. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases
7 d. C* d* x$ g+ Q) Eafter Soviets are activated, but can’t move
3 Z- i3 Y$ v, g( d8 gd. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if: G& p- w2 S# N: h
disbanded in port.
5 k" ~" ^3 s- G2 c1 X" E+ D. q: Pe. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently
) b$ e, C1 l; a- Sf. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |