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http://www.matrixgames.com/forums/tm.asp?m=3185062* [2 {7 A& z v" ?* v2 q" b
* L/ U4 x% V8 F4 H$ ?/ e已经共享到岛群QQ和本论坛置顶资源帖
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" D* G' X2 T8 r大量更新,详见列表:, k# s+ |! G5 C2 y
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* k/ n$ u! N: ~. w2 Z* X- V) j+ Q0 SChange History:
+ z) e7 _( W$ i9 D) p7 h6 ~/ FV1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17)
* w. I1 S* _% w1 a& C H& q1. Seventh Update – This release is a comprehensive release updating all previous
+ p" ]+ r0 u1 Bversions to v1.01.17 beta
- Y* r: Y2 W C4 g2. Code Changes" y4 T" o) w1 |
Fixed
6 C& O; _+ ~1 h: T: |1. Display of AF/Port icon between player saves based on player's intel3 P5 w _- E/ M5 A8 Y" ^& m9 e3 e
2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when
) Q- p& ^9 j2 o4 q/ y# D/ |8 `$ `weapon list updated
0 W$ [- i* r8 w' `0 v( O3. Reported cargo/troop safety values incorrect when no cargo/troop space
3 Y c$ @0 P5 R4. Allow smaller 'reserve' space for small groups on ships1 M' E5 u7 B4 b3 _
5. Preserve some more data when swapping fragment and parent to prevent lost of parent
/ W9 Z0 D1 Q+ p( f: v! }6. Correct attacking plane count before final post-air combat
* N, W( u8 N7 ?4 |% h5 [* Y& W7. Pilot promotion may have occured in error sometimes
# V& K4 L8 Y, V, ]2 w& |3 C& u; Y8. Raid detect message sometimes dropped of the combat report
$ E# K4 m3 y. v) X, g9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply. a; G x. @! p4 `
generally8 s: p9 S4 |! t9 ~2 i( `* O
10. Some pilot-leader connections were being corrupted
, S/ V$ X* k2 B( G) ?11. Movement bug with following units due to incorrect move indicator. Seems to fix a few' n7 P) ]: M; n5 ]9 f
other move issues due to the incorrect indicator
7 r3 c6 o) R9 G$ V; t4 X! r3 O12. Wrong ship sometimes reported in Ops report for TF movement which causes some3 r O: u# G. A0 D/ {5 ^
damage
6 t6 o! i( J4 p. L8 d13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool; q `9 u3 I* R+ l' d x
14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the4 x1 E% p5 v3 m9 w
date sort
) l* s7 h8 V0 `/ B/ V/ d# m' p6 O15. ASW groups not allowed to attack sometimes
6 g6 F8 Q8 f+ x+ v# _16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing2 s; M7 H' m" _# M: D4 [
HQ/LCU to jump to reinforcement queue
: C* A8 K6 R8 E1 k% A2 C17. Bug in bomber intercept if too many rounds of fighter v fighter combat6 K! p; f8 G' R& M
18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed, i- ?& P$ C ~4 V& K
at start of AE but crept back in sometime during updates- N* S3 @# v- E- _! N) _$ ?
19. Removed the fragment/parent swap during a TF unload as it could often orphan the
; D7 o$ _) y! h* X9 q9 wfragment.
' f0 n& G& i) d7 H20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade
V# W2 [ R" l- y* H# S8 ?6 |, {21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not
" d* b7 S( O: ~, Yshort scenario). This was fixed in a previous patch but only for one of the VCs, not the full+ x4 [+ L( N! O4 i( P
set
0 V( _+ h9 I6 O- {22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base
; }& \# t4 A b* M# T) x23. Enabled 'z' to speed up all animations; was commented out in a few animation replays
- j" ^1 _2 [* {6 x( n1 C+ S24. Bug caused F/FB to sometimes bomb at low altitude, C' A: U* A7 W( T* x
25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not8 o1 S5 X! E) U# u; t* r
occurring properly.9 R4 i4 {' D% I2 h, M9 ?7 K
26. Bug in Industry 'failed' indication not showing properly sometimes
6 `/ e5 u- ^/ O/ G' T8 ~9 ~27. Location check at scenario load to include small map sceanrios
3 g9 k) [; e% m* o" R28. Bug in air supply to fragments in a non-friendly base hex( w1 `8 x1 V6 ?3 I/ [7 {
29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was
) e; i7 e' F$ s$ Vbeing set to homebase before execution of the mission – ie was returning to base
: l# V6 S# V6 H9 F. Jimmediately: R( w4 D( ]2 C- X
30. Error in Strategic map display; _" T/ X+ R x9 P8 h- X. r
31. Additional and stockpile options were not turned off when base was captured
$ j. P1 b9 D' M1 W5 d- \5 z32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on
' S( |# F$ W& [: A8 `' nmouse over0 p9 q F! }" {3 Q2 X
33. Army experience being gained when not 100% prepared as per manual; changed to allow9 w# \8 P$ I( m7 {- L
chance to gain experience if >75% prepare and < 50% national exp level& u- J: x- s/ y8 \# f
34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to
' ]5 m! a& b5 z% l. ?1 ]$ Halleviate the incorrect experience gaining happening while in reinforcement queue
+ q* X7 s' n0 T35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –
" E+ }( L- w9 K4 t5 a' R( Dcaused unit to jump “off-rail” and move overland
* J# O% r$ h7 y36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ% F- ^4 M3 g, ?/ \# j' `
37. Excessive accident messages on unload from TF reported5 e+ H- Y3 A7 K0 a
38. Reworked editor sub-unit merging as some devices could drop off the unit list when
) Z" c K! P) k: j9 b% _merged causing smaller size unit than expected. f$ ], |0 A& {2 q
39. Corrected possible TOE error in scenario data load for inactive units ~7 w% b8 H$ D9 _, }1 a/ V
40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can
, }( o, C9 ~& F7 k* |6 O& Jhowever be allowed to do this.
, `% i, m9 c. p1 x) h8 j41. Possible CTD if sinking ship's load was a group
. A$ k) z5 r2 H- x6 {$ G7 u42. Limit the number of devices built from resources per unit during LCU replacements; this
. V' R% W8 v: m: Jwas causing an over production for that turn5 X% T5 Q2 Y1 U" D" e1 `" Y' X
43. Retain day/night setting when creating group fragments
, g x6 u- o6 f+ F44. Adjusted supply and fuel values in base list not to overrun the space
% u( ]) O* M, g2 q' Z' } B45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but
! g) j* V: \. i) _, _( nadded YMS to Sweep TF in line with manual and code5 R4 E3 n: r& }
46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the
# x9 r3 u$ r! v; z% C2 t$ \rule relates to the abundance of manpower and is not covered by replacement pool. Normal: _# }3 h- Y( B1 O d# l
rebuilding of destroyed units is not affected by this.
; W" S# A3 y+ V47. Carrier capable and trained text not showing together on Group screen- C" a* K- c6 _
48. Handle any blank re-name changes by ignoring them6 K, {9 e) k, `. q& _: e6 }
49. Possible CTD when air fragments combine
6 ^3 g% {! r0 z50. Unloading TF can freeze a LCU onto a ship under some conditions
& l! B# M) i4 t; _51. AI not behaving if main HQs missing (affects small map mainly)+ Q# V! @- b; w# O8 ^1 D
52. AI using AGC for normal land units – removed from TF if not needed
3 p6 `6 |! m) W3 q; I1 V53. Soviet activation message not in Ops report
8 W$ }/ ^( h% R0 T+ d' n3 z) c0 t" `54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range7 w5 I0 V% S0 L8 O" F: E5 t
55. Clear Soviet air balance if not activated. Possible incorrect base switching
6 _% ?2 m+ C* Q/ w6 S56. Sub attack against docked TF not happening for port size <39 Y# n' j0 @% ~* T0 `9 P; A
57. Unit type changing unexpectantly
% J% o% W' V; i9 |$ W' J58. Torpedo replacement on plane sometimes is missed; }! M, b" b% H5 R
59. Double handling of overstacked supply requirements* @! m5 O& i. y. t; B
60. Fixed alternate weapons for port attacks- ]1 o: }8 ?" F# G
61. Corrected weapon system damage to show after combat on ships in port rather than wait till
' z* H: h5 y0 y, z/ x4 Rsometimer in the ship repair cycle.2 x1 q2 j+ b8 O* J& u' `3 a' D2 x
62. Ship tonnage over 32K could cause repairs to fail
: W6 w. C t5 X; VNew
0 R4 I% v7 f1 q2 n1. Show Port re-arm level on ship list screens at base. Does not account for tenders, just the
2 } V' s1 r" T: Kport
* {/ t2 c8 V3 {4 r& y+ A5 a2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.# R3 \* P: H6 M, w+ s( ^
Tenders not counted
( o. } k! E( Y2 l) B, U3. When showing mine device on ship, show '!' next to mine ammo if can reload at base2 h& Y4 n9 e" v$ i
4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method
. r4 R9 w. H7 A e9 V9 R9 S3 F& j; tto remove damaged ships from TF
& i- t! \' d+ ?5. New filter for “non-building” devices in Industry pool screen. g/ s: g4 S) b- L8 m
6. New filter for “non-building” aircraft in Air Replacement pool screen# q" o h7 P* V }" u
7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy5 H' S6 k9 ?9 D# L
mines (^) detected/ r( a0 j# M; z/ m: n3 z
8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the
0 K/ Z x" t: b' w. @& O/ j‘button6..’ image files, then these will be shown. If not, by default there are shown as C7 I9 l9 @. |/ e3 \1 O, Z! n
standard parachute unit icons' J' _- ~! K% n" g6 I* X* e
9. Air/port damage and building is shown in base mouse over3 @$ g8 T. E4 v1 w. n) U
10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on) h" V& `! d6 c- R2 E
11. TF can be routed to stay within coastal hexes as much as possible2 V/ D! j0 J1 a6 |( k0 p
12. On Top Pilot screen show the 'ace' cut-off value if more than 1: G+ r N* f9 R7 w
13. Added option on group and LCU reinforcement screen to turn off replacements
" e+ U) @$ k" E9 m9 z9 L14. Current base can get supply returned to it when reserve planes returned which were
8 X$ a% b5 q* m; loriginally supplied from another base
5 N8 [- H' W) M9 q$ O15. Unit type filter on Troop Loading screen1 A6 w3 h6 N; Y/ ?) M1 Q' @6 ~
16. Report killed ground units if not in combat report
/ b/ H" ^1 B7 Y9 {# I$ L1 d3 DChanged5 Q7 B& J6 A1 ~
1. AF of 8+ have AV support doubled for purposes of determing support for air operations' a9 g- r: I m* y A% s P
(complements fix 18 above): J# D% ]; t7 M0 R
2. Permanently increased pilot array to 70K
" A0 \5 h4 Y/ [% C5 M J3. Increased number of air combat rounds are a factor of total aircraft involved
: Z. z9 |5 b7 B* s4. Allowed submap to submap movement if land connected for land units. Should have been
8 u- f4 y. Q( v: L7 hso as per Andrew Brown
5 D5 B* }0 l* G( t" p5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message
7 a) {3 @# j% }9 L9 H3 j! H e8 B8 qdelay toggle instead. h$ ]9 m# C! _
6. Aircraft being grounded for maintenance factors in durability also. This will spread out the# x7 |& U3 ~- ]0 z9 {0 e
maintenace a bit more+ X+ q& i! Y" |# \# b+ K$ F. ?
7. Support device replacements won't decrease the overall experience of LCU units. This does
0 Y7 t" |) W/ Enot alter the overall EXP change due when any replacements are received.
( A1 x0 A* f4 n8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction
; U/ |: A8 R* \8 Vbetween the two but could break current games.% J4 c. V# s# a; f/ ?$ f
9. Some LCU Prep points may be retained if unit is experienced( s) T3 s! R- M) t# M
Notes% W# c6 C& ^) r" M
1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario
' P6 j8 F O7 i( Y/ X" Fshould not change player or HQ, even if not in play. These original HQs are used by the AI4 F; N& h$ B6 J% w9 P+ {
routines so changing or deleting them can put the AI off. Changing other elements should
. N" j' }( d1 F }2 Jbe okay.; l/ L6 J0 l) j" K- q3 [
2. Clarification to weapon filters for aircraft:
. ^8 L) @4 s( E3 cPM_NAVAL_ATTACK 2 // used for naval attacks# H: T! }: \- C h2 \: b
PM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)/ L: A, I4 ]5 c; N9 H8 k) U
PM_LAND_ATTACK 8 // used for land (ground) attack; q; v) F1 G/ T7 w6 k& B
PM_PORT_ATTACK 16 // used for port attack0 o9 e/ A0 a; ], Q8 U/ ?/ [
PM_AF_ATTACK 32 // used for AF attack
& [/ y% r) O6 ^% X8 o H$ j, WDropped any reference to secondary values for land and AF as they served no special use.
+ N4 {0 K b5 U$ d: m- a; T; H' O8 bClarification changes
" [9 A" x5 C! p7 ^* z1 a, \1. Some clarification and changes in regard to use of the Soviet Motherland bases. These$ p0 T' h0 L& B8 V6 s7 l9 T
bases are those defined as having an original Soviet hex ownership of SOV_UNION (90),# |0 x% R" F- G. ?
MONGOLIA(91) or TANNU_TUVA(92).
4 o5 h& H8 W0 `) e! O$ }7 Na. Allied non-Soviet groups can't transfer to Soviet Motherland bases, v; H. L& }" v
b. Allied non-Soviet LCUs can't move into Soviet Motherland hexes7 E6 z+ q* F) E
c. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases! \4 G, F) H! n& V% j5 j1 N- u, H- l
after Soviets are activated, but can’t move' ?: e6 `/ \) t( ?
d. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if
) v9 x. ]3 e0 S; h0 Fdisbanded in port.
/ o" ?4 ~8 @, e T" R6 z4 G- Ie. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently" o6 {8 ?. A& f1 F: o
f. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |