具体见 s! b E2 m. O
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http://www.matrixgames.com/forums/tm.asp?m=3185062! L& {* C, ~6 `' \2 J& U! v
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已经共享到岛群QQ和本论坛置顶资源帖) k4 U5 r, [( Y0 r
/ P, e1 I2 {& T, P5 y! Q9 r( @& T大量更新,详见列表:1 {1 d% a$ P4 f+ H5 L4 A
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Change History:
& u) a( I, x* F; mV1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17)
( P; L) o7 z" K' }3 i7 i3 A R1. Seventh Update – This release is a comprehensive release updating all previous1 Y6 }- G ?4 d$ {2 m6 w
versions to v1.01.17 beta+ c" O) `- W4 T7 }$ u
2. Code Changes
$ I0 o7 i8 ^8 FFixed7 [8 \6 G `, x7 V
1. Display of AF/Port icon between player saves based on player's intel f7 A9 X! i7 ]# A N2 K' q. M7 [; P
2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when: ]/ u l8 C! M8 G1 @
weapon list updated( j! R; t, {( p# J# u
3. Reported cargo/troop safety values incorrect when no cargo/troop space
, Y1 Q; c: ^7 H- Y3 L4 `; w& ?4. Allow smaller 'reserve' space for small groups on ships j3 `- {: G1 y. o$ J* {3 R" j& m
5. Preserve some more data when swapping fragment and parent to prevent lost of parent
9 O6 g. G! g- ^4 }) G6. Correct attacking plane count before final post-air combat
' }' H( _, ^# H* V& X+ `9 ^1 D8 t+ `7. Pilot promotion may have occured in error sometimes$ Z9 @9 r$ d6 H6 m9 E5 T
8. Raid detect message sometimes dropped of the combat report
$ |2 \! l( q2 F7 U6 P" T9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply0 v9 C1 W6 w) n7 L& R6 z/ S
generally0 ~8 U5 R5 c7 w* G( u
10. Some pilot-leader connections were being corrupted' H2 \% F3 `! a
11. Movement bug with following units due to incorrect move indicator. Seems to fix a few7 L& j: U8 V8 E/ |" d% q. n
other move issues due to the incorrect indicator7 L" ^" c8 e& O! o8 I" @
12. Wrong ship sometimes reported in Ops report for TF movement which causes some
7 |/ P; E/ ~$ s8 V& ?, Kdamage8 h- b3 }4 q: I5 s
13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool0 m' a" [- s! ]
14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the/ i' W+ {( I9 m4 p7 w
date sort0 d5 r* x: t% V1 u5 X) u* ^: L7 f
15. ASW groups not allowed to attack sometimes
4 g, y( `, t2 ^2 L+ V. W5 f" u16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing+ u0 y/ C' i( S( z2 }+ |$ T" {: M
HQ/LCU to jump to reinforcement queue) g7 \# p: @3 K2 r
17. Bug in bomber intercept if too many rounds of fighter v fighter combat
6 b f1 `7 P; |9 y5 |! e18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed
+ k% |+ U6 X8 u" C7 x* Wat start of AE but crept back in sometime during updates$ F1 B7 _4 f9 l; a2 b9 C
19. Removed the fragment/parent swap during a TF unload as it could often orphan the- e: x( ]9 r( L" ]0 o
fragment.' n! _# p% w" [
20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade$ i" x+ v, q9 r1 r& O
21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not( @* V7 b* l6 n* s1 h( B/ W
short scenario). This was fixed in a previous patch but only for one of the VCs, not the full6 T9 @1 R1 C4 P$ L% q! S
set) H4 S) T( I6 @
22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base$ f9 F/ @( k( [: [9 o0 }- n% u
23. Enabled 'z' to speed up all animations; was commented out in a few animation replays
+ Z9 B' k% D P$ U24. Bug caused F/FB to sometimes bomb at low altitude# c5 V' L# v$ u/ L
25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not: G0 x1 X6 Z! C4 S4 c3 r
occurring properly.
: t2 M1 w! {" c$ T. u7 l26. Bug in Industry 'failed' indication not showing properly sometimes
( G1 G7 E" d. d% P27. Location check at scenario load to include small map sceanrios2 R# y2 q& V. T% s6 u7 N, {0 f
28. Bug in air supply to fragments in a non-friendly base hex
# o* T' o/ S: y8 |29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was
& `5 e" \9 J) O( H6 W) a, Hbeing set to homebase before execution of the mission – ie was returning to base# z" i- G2 r( u( j
immediately
' `: L# D9 F& t# V: s- F# Y30. Error in Strategic map display' k. J& v H3 F" j
31. Additional and stockpile options were not turned off when base was captured
' B: t6 N% Z$ b6 U/ F32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on3 T) k2 z+ v& j+ `( @0 \; K
mouse over
5 a& s8 c+ o' J) A0 x8 S33. Army experience being gained when not 100% prepared as per manual; changed to allow
7 W) B) W& @8 y/ X Lchance to gain experience if >75% prepare and < 50% national exp level) x; e! m1 g9 X$ b! ]0 O4 ^7 N
34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to0 W) @ G+ L! U& G
alleviate the incorrect experience gaining happening while in reinforcement queue2 |( b& r' H7 w! q' h* f
35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –
3 o9 T' q/ ?6 Ocaused unit to jump “off-rail” and move overland
! g ^% Z4 P. d36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ
6 Q+ ]6 |8 \0 t37. Excessive accident messages on unload from TF reported
8 {; |9 G" u7 h( K38. Reworked editor sub-unit merging as some devices could drop off the unit list when
6 z6 e4 g& s' k, F7 P, C8 {- \merged causing smaller size unit than expected! e: Y, K1 z t: P- E
39. Corrected possible TOE error in scenario data load for inactive units, Y8 z. K) w8 k9 |
40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can" ^* Y9 s- c. y6 n" y5 O
however be allowed to do this.
1 B, A& ]9 R# f; e& ?41. Possible CTD if sinking ship's load was a group
/ f3 _6 O' E+ z/ O7 x42. Limit the number of devices built from resources per unit during LCU replacements; this0 I) Y y) m. A4 j
was causing an over production for that turn
) v- e. u# x0 u9 r43. Retain day/night setting when creating group fragments
. |! I1 I$ W2 V( n1 D44. Adjusted supply and fuel values in base list not to overrun the space4 ?+ Q4 v- V# i7 T$ K5 {! {0 N. Z
45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but% T j. o3 Q6 E1 k/ h& u: b) m
added YMS to Sweep TF in line with manual and code
$ {* d" C0 G3 l5 W* L46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the
0 {4 i. U' Z/ c- v% Trule relates to the abundance of manpower and is not covered by replacement pool. Normal$ Z2 n: C. @5 M' {2 u; ]( x
rebuilding of destroyed units is not affected by this.. |- Y6 K0 A/ k. s, {' T9 b# }& W
47. Carrier capable and trained text not showing together on Group screen" [+ I$ P4 b4 D# M6 N
48. Handle any blank re-name changes by ignoring them0 E. P; O1 D& h" g* c3 ~
49. Possible CTD when air fragments combine
! @& v" P$ K K50. Unloading TF can freeze a LCU onto a ship under some conditions
5 E! {! w: @! T, e0 o51. AI not behaving if main HQs missing (affects small map mainly)
]1 Y& W. J1 Z, h s5 |52. AI using AGC for normal land units – removed from TF if not needed
, x# y; O9 Z5 C' J n8 q53. Soviet activation message not in Ops report2 B/ v, k; B( z4 X, ^! K
54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range
" h+ v0 c6 ~& i; G8 \55. Clear Soviet air balance if not activated. Possible incorrect base switching8 G. B$ }2 L9 H
56. Sub attack against docked TF not happening for port size <3/ n3 d9 H& Y, E1 ~
57. Unit type changing unexpectantly
6 F, S* {- P: }- b9 M6 `' d3 z58. Torpedo replacement on plane sometimes is missed
4 I* }0 a1 h; N, P- y7 [59. Double handling of overstacked supply requirements
# Q9 u# o8 ?& n60. Fixed alternate weapons for port attacks3 ]/ s2 X* d# c# Z
61. Corrected weapon system damage to show after combat on ships in port rather than wait till
4 \- P$ j8 w! y* H& wsometimer in the ship repair cycle.
9 x# z7 u; N6 I62. Ship tonnage over 32K could cause repairs to fail
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1. Show Port re-arm level on ship list screens at base. Does not account for tenders, just the, z2 H" @$ p6 d# r8 g5 z, l
port1 I% W' X! @( d- y
2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.
: X( {# f+ T2 G! _Tenders not counted( ]6 [* R' w2 z/ {9 I) ^
3. When showing mine device on ship, show '!' next to mine ammo if can reload at base! a1 C, c. X, N
4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method4 ^6 C6 Q8 R2 y8 Y
to remove damaged ships from TF F8 y# @) j, H Z" f' F% n& z
5. New filter for “non-building” devices in Industry pool screen1 ^% v5 _, U( y
6. New filter for “non-building” aircraft in Air Replacement pool screen; O7 M3 W: L1 q' x" N9 w- U
7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy
) k& M, v' o2 S' ~. n0 m5 ~mines (^) detected
/ T2 E* F2 q+ L- K5 p9 b8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the: G$ C: x3 ]4 o9 `
‘button6..’ image files, then these will be shown. If not, by default there are shown as' S, y* p( r8 X5 }0 k5 k
standard parachute unit icons% i# o; T7 K% O8 F4 N
9. Air/port damage and building is shown in base mouse over
8 [; _ G6 O Y10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on: B% _' ^5 ~9 B3 \
11. TF can be routed to stay within coastal hexes as much as possible
5 t! S" \5 \6 Z" w7 S- X12. On Top Pilot screen show the 'ace' cut-off value if more than 1( G# }* c% d! V. ^( I+ g
13. Added option on group and LCU reinforcement screen to turn off replacements
8 X1 {; J* g2 L9 P& A5 U$ V4 A) t14. Current base can get supply returned to it when reserve planes returned which were: t0 E/ y0 G7 b/ `$ Q5 O5 |
originally supplied from another base
: \, ]' e1 {+ H4 Y7 P9 q15. Unit type filter on Troop Loading screen. L1 F1 a$ g8 h9 h. P
16. Report killed ground units if not in combat report. L7 D0 R: A) k( p% c
Changed8 N. J% U; m- O+ c, k
1. AF of 8+ have AV support doubled for purposes of determing support for air operations8 K4 z- J. X% h- F
(complements fix 18 above)
- ]9 E$ Y! i6 b" ?+ e2. Permanently increased pilot array to 70K0 o+ ]+ A, I7 Z( V- O; E
3. Increased number of air combat rounds are a factor of total aircraft involved4 e7 `9 Q% G: a# l( {
4. Allowed submap to submap movement if land connected for land units. Should have been& U/ T! g% J3 b" s9 o) [( e
so as per Andrew Brown3 p* X4 L: P) W9 \( l* G
5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message
8 B3 l* u) ^1 Gdelay toggle instead# {* j/ B) |! @: n5 g; R
6. Aircraft being grounded for maintenance factors in durability also. This will spread out the
0 T3 d/ k/ ^ B1 m& U! W, tmaintenace a bit more- |4 P) I/ `/ `! g
7. Support device replacements won't decrease the overall experience of LCU units. This does
% {# H7 h c4 V: C( Z: [# Inot alter the overall EXP change due when any replacements are received.) h9 l- \9 o9 Q% w& k _
8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction! m0 j# r$ s; C% S4 X& C
between the two but could break current games.
0 z: z/ `- B: S* v# }' O9. Some LCU Prep points may be retained if unit is experienced
6 ]2 l0 ?4 U) H# t, n( {Notes9 F. f$ @. k/ i
1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario0 |6 W: a3 Y0 s
should not change player or HQ, even if not in play. These original HQs are used by the AI
0 u- M* ^- o4 groutines so changing or deleting them can put the AI off. Changing other elements should" U: M/ S! C0 b2 u6 l8 ^5 w
be okay.
& \/ _4 h% g8 }3 A y2. Clarification to weapon filters for aircraft:* i! w9 \% f4 U1 f$ |+ V
PM_NAVAL_ATTACK 2 // used for naval attacks
$ d, a7 ^* E. _' r- k1 R6 G, APM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)* @) @) e2 g0 }+ r
PM_LAND_ATTACK 8 // used for land (ground) attack2 o$ ~0 P% S4 ]4 B/ A1 q
PM_PORT_ATTACK 16 // used for port attack
7 v- w- K& W& t2 J) \PM_AF_ATTACK 32 // used for AF attack
/ }; a, h: m( ]- t7 J' g0 VDropped any reference to secondary values for land and AF as they served no special use.; s+ Y& {: ~6 r5 r- K: i
Clarification changes" S7 r% w% n( j- c- [$ m: b/ Q
1. Some clarification and changes in regard to use of the Soviet Motherland bases. These
0 O" Q8 o$ Y; C H" c, E0 Dbases are those defined as having an original Soviet hex ownership of SOV_UNION (90),
5 @, `+ M9 ^+ fMONGOLIA(91) or TANNU_TUVA(92).5 k5 J" ~9 j! x$ \- J+ C4 e
a. Allied non-Soviet groups can't transfer to Soviet Motherland bases
4 V R; ^, [( d L" E) u- r. H% Xb. Allied non-Soviet LCUs can't move into Soviet Motherland hexes
, k; F, t6 ^' m+ y) E* M& Ac. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases( M- P L9 ?& B% r( J# q! ?, D* q) Y
after Soviets are activated, but can’t move
2 C" k( N8 M, v! L' h. G+ B+ z& n2 B. Cd. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if5 z! R3 O" g; Q4 o+ p1 c
disbanded in port.2 o. W$ K1 `2 q6 V2 g
e. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently2 V1 K1 r) ^! d+ Y
f. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |