具体见
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# f5 f' b& L9 A% D# \http://www.matrixgames.com/forums/tm.asp?m=3185062, x7 h/ s+ C; P" V
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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 i: i% ]# {% _8 q4 _+ V- MV1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17) K9 p/ A$ y6 S+ y3 w" V
1. Seventh Update – This release is a comprehensive release updating all previous
/ S( ]& X8 K) y, ?" n$ Iversions to v1.01.17 beta" l( M+ A* ^3 E" L4 d1 H2 W0 U8 D
2. Code Changes
" F- U* x/ @% _8 l: z9 ^! XFixed/ s. a% U9 u# \( _
1. Display of AF/Port icon between player saves based on player's intel
8 i" h& b2 I- t- T, q: H; ^2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when/ A) `/ K; w9 v6 b: h. y d8 j
weapon list updated7 C: u5 E* \6 ]2 z5 U8 S+ M2 Z" Z1 c! e
3. Reported cargo/troop safety values incorrect when no cargo/troop space
# P* K- D5 w3 \- ^4. Allow smaller 'reserve' space for small groups on ships
% p4 V5 z' }, p1 Q1 _4 Q' o4 O5. Preserve some more data when swapping fragment and parent to prevent lost of parent
+ ^* w }; D- \1 Z! z) [; t3 C6. Correct attacking plane count before final post-air combat4 M0 P" W/ C) D" ^3 w! x; E
7. Pilot promotion may have occured in error sometimes
6 ]4 t( U# f" F% \3 m8. Raid detect message sometimes dropped of the combat report/ l2 K& v5 G: }$ N
9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply: B6 I$ D2 [* z, `
generally
! Y6 R7 @# ]5 \2 L10. Some pilot-leader connections were being corrupted2 G |5 F$ W2 x! r2 h
11. Movement bug with following units due to incorrect move indicator. Seems to fix a few5 q* c( U# I. B4 z3 x* s! ?1 w2 Z
other move issues due to the incorrect indicator A+ b i2 K! F2 E9 I
12. Wrong ship sometimes reported in Ops report for TF movement which causes some7 K6 C4 r4 z* n7 |1 D6 Z' l, s
damage
" ^0 i* b8 i5 W% u3 A13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool/ u: e0 S3 b9 d! R
14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the
# r( P! r# D" H' Hdate sort
5 P5 _1 M' n0 w2 `+ ^15. ASW groups not allowed to attack sometimes
( j; x/ O- H4 Y1 M. K K16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing2 S" J4 N+ S1 n* Q
HQ/LCU to jump to reinforcement queue
5 @1 }8 Q' S, R) Q5 t7 a5 F17. Bug in bomber intercept if too many rounds of fighter v fighter combat
; A7 ]9 N6 d( B9 Y% I6 C: N18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed% f4 x' ^ D2 ~3 p) x# J5 v' _
at start of AE but crept back in sometime during updates
9 [8 L( e8 P. r: \, P9 ^19. Removed the fragment/parent swap during a TF unload as it could often orphan the+ X* B! Y- E8 }; e
fragment.
3 ~3 p1 j6 H9 | N20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade
) {. _: U# n" ?* X. O21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not3 c5 a. O0 w3 ]8 f* s
short scenario). This was fixed in a previous patch but only for one of the VCs, not the full: T! e6 c$ C6 Z5 Q4 p
set- Q* V/ L8 ?* z9 J S) y8 C
22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base6 \$ c. W% t' p" s% q) f
23. Enabled 'z' to speed up all animations; was commented out in a few animation replays
$ r' Z" h# @. \% C24. Bug caused F/FB to sometimes bomb at low altitude4 c7 e$ \) H3 h( R
25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not
7 j. A; H! c" A' `occurring properly.
7 G/ o; j _ V" S1 U26. Bug in Industry 'failed' indication not showing properly sometimes
5 `9 G6 G0 w& c* m5 f* H27. Location check at scenario load to include small map sceanrios
^! j2 U8 O: C* U" n2 ?28. Bug in air supply to fragments in a non-friendly base hex, X8 g" L/ @5 {* C- V4 ~
29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was
% x9 k5 R+ W A1 e3 w0 u$ a5 `" vbeing set to homebase before execution of the mission – ie was returning to base
: ~, G! e) J+ `3 d9 m% l" h; Limmediately( B! }% ?& U0 j
30. Error in Strategic map display: u- G5 U0 i( l6 t; T; u
31. Additional and stockpile options were not turned off when base was captured
7 t4 \% h! @0 ?- c# I$ M32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on; ^$ x! i0 C' d5 |2 V9 {
mouse over: V9 [5 Y5 _2 u* V
33. Army experience being gained when not 100% prepared as per manual; changed to allow
" X+ [$ `4 G+ X @. k. gchance to gain experience if >75% prepare and < 50% national exp level
- K* b& u2 [+ W5 R34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to7 N1 B! h5 _& y& o
alleviate the incorrect experience gaining happening while in reinforcement queue
0 v! G$ ~5 B# _# X35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –
: D- m6 G# A `: bcaused unit to jump “off-rail” and move overland
1 l# c! ?* s4 P5 m36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ
, Z/ ^2 @. d/ f37. Excessive accident messages on unload from TF reported
A. T ]9 @( G N a8 I: e- ^+ Z38. Reworked editor sub-unit merging as some devices could drop off the unit list when
+ X( W4 S( s/ b" _, l) Imerged causing smaller size unit than expected8 e5 A6 v" @2 P5 |
39. Corrected possible TOE error in scenario data load for inactive units
0 R& }9 M8 A+ ^: r0 V, [/ d40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can
2 G6 s: b6 O% t8 Vhowever be allowed to do this.6 s$ E! L, k% d7 y2 N5 J+ ~
41. Possible CTD if sinking ship's load was a group* ~, d6 @! t5 s* J6 B3 q; ]" }
42. Limit the number of devices built from resources per unit during LCU replacements; this8 e1 t5 Z8 ]/ D1 m
was causing an over production for that turn
- B. l: z5 c6 W9 J43. Retain day/night setting when creating group fragments9 @' }" a8 A& V0 |! _
44. Adjusted supply and fuel values in base list not to overrun the space
6 K+ @8 B9 U% f5 T0 L9 C6 N" u45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but9 ?0 j) S8 F! {8 Y
added YMS to Sweep TF in line with manual and code( Y# d) \ R' F
46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the
$ e9 g3 q( e2 q; Q7 }; S" N! Orule relates to the abundance of manpower and is not covered by replacement pool. Normal2 L; A" R) Y- _' Y! i: J
rebuilding of destroyed units is not affected by this.
; Y) x4 M2 K- Y% r3 a0 v47. Carrier capable and trained text not showing together on Group screen* D3 M" x, p1 Y. D7 d
48. Handle any blank re-name changes by ignoring them
% @* O! b u$ R# h/ S" ^: l49. Possible CTD when air fragments combine
' G5 Q. P+ [/ K/ d2 G0 v50. Unloading TF can freeze a LCU onto a ship under some conditions4 G4 r3 X0 ?6 Z8 {5 X& C
51. AI not behaving if main HQs missing (affects small map mainly)
2 `2 c+ m0 I# V0 v52. AI using AGC for normal land units – removed from TF if not needed
: j3 b: P# d! R F4 u/ x( G, v53. Soviet activation message not in Ops report
2 e# |/ v- E6 r' c/ ]54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range0 R2 n0 Q0 O# M) x$ j2 b
55. Clear Soviet air balance if not activated. Possible incorrect base switching
. {! Q1 d2 }6 M2 p5 k" C. J3 c56. Sub attack against docked TF not happening for port size <37 E# S' p& @1 v1 Z5 j. d2 q# f
57. Unit type changing unexpectantly
+ h4 f2 n1 ^" q Z8 N) G# Z6 p, S58. Torpedo replacement on plane sometimes is missed; s& q2 A# v/ o
59. Double handling of overstacked supply requirements
' d' e8 `! D* F5 u9 x60. Fixed alternate weapons for port attacks
/ I* j! s5 v P" o6 j61. Corrected weapon system damage to show after combat on ships in port rather than wait till
w* i/ y9 G% r' A6 isometimer in the ship repair cycle.
* O- |6 d% a2 O' h. F/ R; |$ k62. Ship tonnage over 32K could cause repairs to fail3 |2 @2 p5 b) Z# V
New, `. i+ M6 v5 Y6 j
1. Show Port re-arm level on ship list screens at base. Does not account for tenders, just the: V! p# f+ I! Z
port/ }* z; X! Q$ k" j4 k1 M7 a7 W% Q
2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.
9 I# x/ Z, w* HTenders not counted. B6 Q# l. s2 Q6 x; Y3 r
3. When showing mine device on ship, show '!' next to mine ammo if can reload at base
/ D- z* P% _, g' B0 E+ w0 x4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method
! I# \, Q- H3 r/ B% g! gto remove damaged ships from TF. i3 [5 p9 K" b7 _
5. New filter for “non-building” devices in Industry pool screen- c7 ?/ v' h. d& K3 n X
6. New filter for “non-building” aircraft in Air Replacement pool screen( P. [ L y8 m
7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy
" E) \2 P! n. N# { Gmines (^) detected. I; |. W9 T4 n c2 L& i0 m& q
8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the
, }6 ]& h; Q+ b‘button6..’ image files, then these will be shown. If not, by default there are shown as
$ ~; j6 ` t! y$ [" k& Vstandard parachute unit icons9 G" z1 Z6 Z# G. ?' p& X. t
9. Air/port damage and building is shown in base mouse over4 X+ W0 O/ _6 ~9 V/ m4 m
10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on; {3 g& A- R7 F9 H
11. TF can be routed to stay within coastal hexes as much as possible% O s4 v5 \+ Z* v# L2 @
12. On Top Pilot screen show the 'ace' cut-off value if more than 1# ]# ]- [: R1 _) L. x+ n
13. Added option on group and LCU reinforcement screen to turn off replacements; Y5 q- O- i+ c4 T+ [7 k
14. Current base can get supply returned to it when reserve planes returned which were
6 p; q' u! {+ O7 ioriginally supplied from another base, ^7 d N7 Z; h! H# c9 r
15. Unit type filter on Troop Loading screen
, P& [& r$ k) J; m. y16. Report killed ground units if not in combat report
& s/ ^) J: z$ ]+ fChanged
1 ]( G. ~1 @3 }0 C, [! p1. AF of 8+ have AV support doubled for purposes of determing support for air operations( ?+ G8 M; {# Z! m& P7 S' q1 _
(complements fix 18 above)7 T1 s- z" {" O. |0 Z& i, e
2. Permanently increased pilot array to 70K
/ I$ T! k4 x# s2 ]2 y6 N7 Y7 v6 ?3. Increased number of air combat rounds are a factor of total aircraft involved
! n: \; E( v- h7 D4. Allowed submap to submap movement if land connected for land units. Should have been
$ p2 u- i) w, q: x; D2 Fso as per Andrew Brown
3 w* Y1 W, G/ ?( R1 ~' g5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message# B) D; s! b7 n4 {" P
delay toggle instead
% j4 J1 y0 D! @2 y9 q* B* P: |6. Aircraft being grounded for maintenance factors in durability also. This will spread out the
2 D' F- b1 f0 b8 Fmaintenace a bit more
$ U k U) B0 F1 Q: v2 W7. Support device replacements won't decrease the overall experience of LCU units. This does) @' x. B% `0 r- X6 l% |8 ], c
not alter the overall EXP change due when any replacements are received./ G; i7 _# q$ F( O( j) r
8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction
3 L+ ]8 F8 M9 {0 z% r3 b" a; ibetween the two but could break current games.
6 | f( L/ A& T' K9. 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- M1 k. {& w% ]7 l4 ~( R6 }. J1 a
should not change player or HQ, even if not in play. These original HQs are used by the AI
! r |% h2 z$ g" b( d& m( rroutines so changing or deleting them can put the AI off. Changing other elements should
8 G8 X! _& H$ }- ] c8 mbe okay.+ w' h: u) S% W
2. Clarification to weapon filters for aircraft:- A" M. u) E% r j2 l. T
PM_NAVAL_ATTACK 2 // used for naval attacks @* ^: p6 n2 T- e2 U
PM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)
# Z, u- Q* |( X$ E5 f& D: b; DPM_LAND_ATTACK 8 // used for land (ground) attack
& B3 E% x7 Z% s, I' lPM_PORT_ATTACK 16 // used for port attack; ^0 M& ]6 m; D. n: B
PM_AF_ATTACK 32 // used for AF attack5 L. g3 b% O& ]* H; i y
Dropped any reference to secondary values for land and AF as they served no special use.- J2 A# \8 e& u m% ]2 w1 A
Clarification changes
! d. F6 x8 p" s O0 Y1. Some clarification and changes in regard to use of the Soviet Motherland bases. These" F; {, F; F& U N1 o4 ~
bases are those defined as having an original Soviet hex ownership of SOV_UNION (90),* R* x. W5 R) p% l$ x) m( G
MONGOLIA(91) or TANNU_TUVA(92)., r. { _! R& `* h. S3 G% n
a. Allied non-Soviet groups can't transfer to Soviet Motherland bases5 Z3 b, p) d) W, p D7 y. S
b. Allied non-Soviet LCUs can't move into Soviet Motherland hexes- `, [4 A5 O3 V R* v- C1 Q6 H
c. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases
3 Q' s6 ]* K# C% v6 e! Eafter Soviets are activated, but can’t move
) v3 h9 m) s; [' h0 Ed. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if
2 M: j% m1 y" u- Mdisbanded in port.: d/ a1 V }+ ?( F9 ^: V
e. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently3 A. _$ s1 |% j8 M/ o" D5 R
f. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |