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( Z. w% `2 {' k0 I8 i. Bhttp://www.matrixgames.com/forums/tm.asp?m=3185062
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7 |3 w u* E* R8 C7 e9 O大量更新,详见列表:: s4 o( x6 g* U8 {
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1 ^; n% N# L2 W% J0 x/ O2 @7 R3 iChange History:
8 l" T" w6 q/ M. a( o* VV1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17)' C+ x, q1 V) {8 r' C
1. Seventh Update – This release is a comprehensive release updating all previous
" z( P( I6 Y. o. G rversions to v1.01.17 beta
7 s, Z% D5 @6 v( |2. Code Changes
4 g$ _# ]5 k! zFixed
* d/ x6 F9 {2 C6 e- Q1. Display of AF/Port icon between player saves based on player's intel
9 l( ?; L8 e' w4 W4 K. A2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when6 w+ E$ v: Q1 v
weapon list updated5 P- e9 a# ~7 y5 h
3. Reported cargo/troop safety values incorrect when no cargo/troop space
. }. E& u5 }; }, T$ ?7 H4. Allow smaller 'reserve' space for small groups on ships
# r" p1 c" W F4 j6 ]1 Z5. Preserve some more data when swapping fragment and parent to prevent lost of parent5 a; Y; S/ S) O- T4 }( r- o
6. Correct attacking plane count before final post-air combat( V. N. F- t1 d( z0 _! B
7. Pilot promotion may have occured in error sometimes4 m" H. K9 L3 }( ]: Z1 K) a- o
8. Raid detect message sometimes dropped of the combat report( E' H% V7 E3 M2 w
9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply
7 D, y7 ? M9 ]) igenerally3 x1 O* R6 k% ~+ Q
10. Some pilot-leader connections were being corrupted
3 @& _( ]. n: L: o5 p1 Z6 n4 S11. Movement bug with following units due to incorrect move indicator. Seems to fix a few
# x+ I& H" D/ d1 @other move issues due to the incorrect indicator! e3 n% B/ q7 t
12. Wrong ship sometimes reported in Ops report for TF movement which causes some- \" d9 U6 g9 D0 m* v- P
damage
* Q' |( O$ L+ @+ G9 s: I13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool
4 K0 [) c: D, _8 M3 X, ^% f( d5 _14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the0 W% d4 k% Z$ d: I
date sort
3 P- h* x: k" T# ~15. ASW groups not allowed to attack sometimes
: S/ k; |2 f) H# F! B+ A16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing& c `- W! O6 S I4 z% n
HQ/LCU to jump to reinforcement queue/ e: q, E% F5 G7 W' F2 E
17. Bug in bomber intercept if too many rounds of fighter v fighter combat( q$ j6 [. z4 h+ t8 \
18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed, H& m, Q: h& [9 j' L
at start of AE but crept back in sometime during updates1 G$ A: F, i$ T5 @
19. Removed the fragment/parent swap during a TF unload as it could often orphan the4 a( i2 f# l, a
fragment.
0 ^2 }1 R' ], z4 ~) _20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade
/ R5 ?& j" M: Z- H; b7 }. u3 o21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not
5 ~0 k9 z+ D& K' @5 _$ l/ vshort scenario). This was fixed in a previous patch but only for one of the VCs, not the full8 R4 ~7 ]& J) L( P
set' e2 h3 u5 l" A4 B2 W
22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base
, ~) i% r' ^3 A5 n: Z23. Enabled 'z' to speed up all animations; was commented out in a few animation replays# V1 V; f6 ~* L" x
24. Bug caused F/FB to sometimes bomb at low altitude
?0 ]* j( [; |4 z25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not
$ B# g2 ~. U: L% r2 R Hoccurring properly.
) {/ R+ \: l# t3 Q$ [. T26. Bug in Industry 'failed' indication not showing properly sometimes b& B3 S8 y4 y5 @! q3 y8 \8 H/ D
27. Location check at scenario load to include small map sceanrios* d+ H0 I {: J; ~' J$ B
28. Bug in air supply to fragments in a non-friendly base hex
& B& P3 b- e' l z. j5 t29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was
' g. S# V7 E5 @# ]9 z1 Ybeing set to homebase before execution of the mission – ie was returning to base! k) |: l4 K# y# p' E8 f8 D
immediately: z$ |8 K# I- j3 K& l' }6 q
30. Error in Strategic map display
% V( h# H" K/ Y+ F& W1 g/ b% G31. Additional and stockpile options were not turned off when base was captured! N3 V3 \/ J! ^. W( B5 L# q
32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on
% {) l/ S u6 g |6 Q7 h; ^mouse over
/ p5 z# w4 [1 R33. Army experience being gained when not 100% prepared as per manual; changed to allow- r3 O j8 ?/ J! Y# _# a
chance to gain experience if >75% prepare and < 50% national exp level8 ]+ }- ]! h: z
34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to
/ S4 s# I! x% }alleviate the incorrect experience gaining happening while in reinforcement queue) A/ @' |; [! D/ e! q: j
35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –
4 }0 _$ p* l$ d9 ~! ?4 Z! Jcaused unit to jump “off-rail” and move overland
4 e& {- G: e4 k% E36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ
$ z" h; ]' {; ^( ?7 j37. Excessive accident messages on unload from TF reported
0 B% D- ?2 G4 B7 v% K# t) B' q38. Reworked editor sub-unit merging as some devices could drop off the unit list when
m" d" {3 d- H. q' F2 ?, Tmerged causing smaller size unit than expected3 e, L" f3 Z" b2 n! k8 Z- w# K
39. Corrected possible TOE error in scenario data load for inactive units
# G0 i9 ^3 r: F6 W40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can% y1 X2 c" `- N) z2 i
however be allowed to do this.
& v8 q x% E7 h% O1 N/ C) ]41. Possible CTD if sinking ship's load was a group
" N( S; m, {" n$ Q42. Limit the number of devices built from resources per unit during LCU replacements; this
0 F9 y3 @/ J/ e ^was causing an over production for that turn& @% {5 J% p9 ]! ^" D, ?- E( m
43. Retain day/night setting when creating group fragments* D4 Z1 Z3 v$ d8 `$ }
44. Adjusted supply and fuel values in base list not to overrun the space
% z0 z. h( ^: `45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but
( e, _8 O+ x1 g0 c; kadded YMS to Sweep TF in line with manual and code! x" c- e' c* w
46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the
* O1 H+ d% P; Q0 b, Grule relates to the abundance of manpower and is not covered by replacement pool. Normal+ P0 i. `" K8 } T
rebuilding of destroyed units is not affected by this.1 {9 m. \; E: e! A% E4 ~
47. Carrier capable and trained text not showing together on Group screen
9 {% u# T C% _0 L( u48. Handle any blank re-name changes by ignoring them+ {8 o' i3 v3 E
49. Possible CTD when air fragments combine) M) x* w' a" T( g d2 }, R
50. Unloading TF can freeze a LCU onto a ship under some conditions
7 E0 k0 J/ P8 E i, q3 C; k1 t' e0 e51. AI not behaving if main HQs missing (affects small map mainly)& q8 |: y/ f8 H! S
52. AI using AGC for normal land units – removed from TF if not needed
& c7 R3 `* ]8 H53. Soviet activation message not in Ops report4 i" G0 H! K+ G. ~: a1 c$ s: p
54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range
5 C: S1 J+ m+ ^3 y/ E55. Clear Soviet air balance if not activated. Possible incorrect base switching9 K0 q1 f) J X1 X
56. Sub attack against docked TF not happening for port size <3* w C2 H& d; ?& V! }7 I) _: Y
57. Unit type changing unexpectantly8 H; ?) y# `$ |! S% S& I7 O! a8 `
58. Torpedo replacement on plane sometimes is missed
; c/ J- J* H! j0 o1 P0 M1 {8 p59. Double handling of overstacked supply requirements( w! \0 a' v o4 ^) C
60. Fixed alternate weapons for port attacks9 K- V' }# ?1 g3 t3 b
61. Corrected weapon system damage to show after combat on ships in port rather than wait till
: T k* {5 h& C* g$ xsometimer in the ship repair cycle.
/ r" M! `2 r3 J( S62. Ship tonnage over 32K could cause repairs to fail
" d- u, o0 L8 O/ ENew
# z) l6 ?( G' O1. Show Port re-arm level on ship list screens at base. Does not account for tenders, just the# ?1 @5 f! B4 Y4 H' f8 I# q3 g" U
port$ w) T3 Q& W f! I9 z4 u
2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base. b9 r% N' ~+ n5 t7 W
Tenders not counted/ f" J3 U% m7 C, u# Y# s9 M
3. When showing mine device on ship, show '!' next to mine ammo if can reload at base
5 o* {9 D y/ I: [* L+ ]4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method
& h' M; K- B1 m$ I. I/ F5 Q4 Tto remove damaged ships from TF
$ S. E8 s% L9 j& y% [+ [5. New filter for “non-building” devices in Industry pool screen" V1 C& \, f n+ B" o
6. New filter for “non-building” aircraft in Air Replacement pool screen: I0 j; V" G6 C& n9 L/ Y1 Z3 b# b
7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy1 E0 M! a) [8 i6 Q% d: x
mines (^) detected
/ b. \& L% Q) A7 r8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the1 C) ~! i' o d
‘button6..’ image files, then these will be shown. If not, by default there are shown as( u/ L+ u, {4 Q1 c* o5 {
standard parachute unit icons
: b# A' u6 g: H" v9. Air/port damage and building is shown in base mouse over% j" L2 H% Y4 [. w, A2 [
10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on
% H) H, m$ w( [11. TF can be routed to stay within coastal hexes as much as possible
. U' P! r" O3 D5 [2 \# o+ r+ D% G12. On Top Pilot screen show the 'ace' cut-off value if more than 1
0 K. T h$ {5 O8 e4 m6 e% n13. Added option on group and LCU reinforcement screen to turn off replacements
9 E" V& S. ^1 }1 D( O14. Current base can get supply returned to it when reserve planes returned which were8 d2 l {. E% A' y; S' ?/ E
originally supplied from another base+ e! o# E* g% b! J3 E, S) T
15. Unit type filter on Troop Loading screen1 X3 `& E; _# k% F
16. Report killed ground units if not in combat report. O5 M1 u8 M5 G/ ^3 }$ Y: A) {
Changed! _& I: R7 p2 J; ^- E
1. AF of 8+ have AV support doubled for purposes of determing support for air operations0 ~( k. n6 `8 j; V/ b) z$ b
(complements fix 18 above)
: C. Z- ~8 P" N4 l! K& v8 R& S/ }5 p2. Permanently increased pilot array to 70K0 s9 u1 m5 v& I; P" @
3. Increased number of air combat rounds are a factor of total aircraft involved, e6 `) r8 ~+ A4 ~9 o
4. Allowed submap to submap movement if land connected for land units. Should have been
! L- m' X. S& O: M9 Xso as per Andrew Brown3 p) Y) Y% n$ l5 U
5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message: C/ j9 N' `4 C: h! ^
delay toggle instead
; \$ h! ~5 s( ]! ~) w/ _! w6. Aircraft being grounded for maintenance factors in durability also. This will spread out the4 W- h9 X4 d/ e1 k/ d2 Z
maintenace a bit more
9 S; p$ j) ?6 h. S7. Support device replacements won't decrease the overall experience of LCU units. This does" c# V) D+ }" P4 ]3 l, r
not alter the overall EXP change due when any replacements are received.
, u( t& z7 A5 l8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction
* P8 Q( i( Y, i; g/ W: Lbetween the two but could break current games.
& H# u% _/ Z2 ~; ]) \8 x t. D W9. Some LCU Prep points may be retained if unit is experienced( I2 r2 P( X- a4 u% B; I) n- y& _
Notes
& ~. J" g8 A n; _. ?' t, b4 ?1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario' J. f! C" w: x% g; |* O
should not change player or HQ, even if not in play. These original HQs are used by the AI4 p& B# Q `: }/ z& ^# Z, j) n* K" c
routines so changing or deleting them can put the AI off. Changing other elements should
% A/ g1 Y4 R, V) Sbe okay., V' l. @0 s; O
2. Clarification to weapon filters for aircraft:
# w9 T7 w, k' ]! NPM_NAVAL_ATTACK 2 // used for naval attacks: ~8 X4 f) C1 V+ D/ w9 k/ ?
PM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)
& N* m8 D& y- zPM_LAND_ATTACK 8 // used for land (ground) attack
* Q$ { j9 _( I5 R# ~8 W, XPM_PORT_ATTACK 16 // used for port attack
3 ~& t; }9 {6 |1 w2 h. C! P: \4 EPM_AF_ATTACK 32 // used for AF attack; T1 h0 v: t5 I' b. N5 r
Dropped any reference to secondary values for land and AF as they served no special use.
* F0 o9 o5 t4 h0 AClarification changes' H' `9 k O! t+ x! C# J
1. Some clarification and changes in regard to use of the Soviet Motherland bases. These& N M4 l1 L, [ T3 F& R+ g
bases are those defined as having an original Soviet hex ownership of SOV_UNION (90),! H4 G( g1 {( z
MONGOLIA(91) or TANNU_TUVA(92).. j s: e* }+ |
a. Allied non-Soviet groups can't transfer to Soviet Motherland bases0 V7 L) c9 [ R9 V8 X$ t
b. Allied non-Soviet LCUs can't move into Soviet Motherland hexes* q2 p7 l' d0 I! T2 p
c. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases
9 p. o6 O+ ]$ ~& |. Xafter Soviets are activated, but can’t move
1 ~2 n2 S, }6 o* Q! x! @d. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if
9 o; l2 F! ~* D2 xdisbanded in port.
& K# O4 j2 X+ o3 X: ye. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently j( j' p) Y; O l+ S$ {
f. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |