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http://www.matrixgames.com/forums/tm.asp?m=3185062
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9 H' \$ M4 x/ {/ n2 Y8 u5 a大量更新,详见列表:
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% ?9 T% P+ a. O% @" s# f4 m wChange History:: d! U3 \8 F' J2 s0 \) P
V1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17)6 K. b6 V' B w
1. Seventh Update – This release is a comprehensive release updating all previous |2 E/ q# B( {- {+ T2 }
versions to v1.01.17 beta" O" J/ j6 H" _7 T) {% l
2. Code Changes" }" G! [; S7 |+ b# l0 a/ \4 A
Fixed( b$ [: |1 u9 X) y+ P6 H
1. Display of AF/Port icon between player saves based on player's intel6 I; _ _ }3 {2 p; Q9 K0 x9 ?
2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when2 N5 J, F/ @% q' Z/ L
weapon list updated# _0 C8 ?4 }; o: j
3. Reported cargo/troop safety values incorrect when no cargo/troop space
! N) c/ u. v$ Z1 h2 R s7 a$ V4. Allow smaller 'reserve' space for small groups on ships
3 B; v+ M8 H' w+ }9 N% |5. Preserve some more data when swapping fragment and parent to prevent lost of parent
1 w$ c( ]* i3 R6. Correct attacking plane count before final post-air combat* n$ y$ ]# p D: w5 D1 _( t6 Y# D
7. Pilot promotion may have occured in error sometimes4 P, a r0 ?- B8 `% W: _
8. Raid detect message sometimes dropped of the combat report9 t) S" k3 {4 H" T
9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply {! \0 L7 y9 \4 G$ [6 |
generally
: e2 d3 Q& ?/ Q10. Some pilot-leader connections were being corrupted
$ W3 g/ X8 m7 C11. Movement bug with following units due to incorrect move indicator. Seems to fix a few
0 d0 S4 z6 e- a* t* Q" W& pother move issues due to the incorrect indicator
5 ~7 @. h4 O8 z% l- Z% |12. Wrong ship sometimes reported in Ops report for TF movement which causes some0 x3 q1 X7 I+ U1 U/ p
damage) m9 w- g- } V2 d" w) l$ J6 \
13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool
* C8 O! |+ b, O# @14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the
. c/ Z0 k1 l$ P& Adate sort
g% U \9 G% v4 }6 j15. ASW groups not allowed to attack sometimes
- {$ F2 ~/ O) u/ n2 x+ Z4 h16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing
4 k* `, l) G3 s9 Y) V5 T- lHQ/LCU to jump to reinforcement queue% `2 d' v9 t8 ?( b/ m
17. Bug in bomber intercept if too many rounds of fighter v fighter combat' |7 z! Z( d8 Q& X+ x* N
18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed1 K0 i# k" P' ], `/ Z8 C- J
at start of AE but crept back in sometime during updates. i/ R# ~( l8 H, G! p' ^- W
19. Removed the fragment/parent swap during a TF unload as it could often orphan the' d* _: T% n' q5 T- T& M
fragment.2 F% @0 ^2 C3 ^. A, Y U* q
20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade4 N0 Z: `# j) W
21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not# @& s9 g. k5 r2 ~$ n. f
short scenario). This was fixed in a previous patch but only for one of the VCs, not the full1 n7 P. S7 h) f0 o' L
set
+ c' Z4 J# I, g" s7 [0 }, q9 ~9 H22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base
" k* ^/ S. w3 `: T. j: {: Q% F$ ~23. Enabled 'z' to speed up all animations; was commented out in a few animation replays% d! E" T( f2 i6 T
24. Bug caused F/FB to sometimes bomb at low altitude# F8 K5 V5 f e" ~8 F) U
25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not
6 z- d7 @+ J$ M6 Y6 m" Noccurring properly.
* |& |; X5 U2 M4 J5 S1 }26. Bug in Industry 'failed' indication not showing properly sometimes" R5 d3 f9 W. D& L2 T
27. Location check at scenario load to include small map sceanrios2 V) v* k6 o' @1 X
28. Bug in air supply to fragments in a non-friendly base hex$ z% |5 u! ]" T" `9 @; n8 O
29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was% a' y& J0 ^. y. m2 }/ G/ F
being set to homebase before execution of the mission – ie was returning to base" t6 R% H0 n' j# L) K9 w1 H8 {4 B# h: P1 ]
immediately
- e* B" D/ ]. ^: ~1 e30. Error in Strategic map display( z5 o0 z7 c$ D3 k- C- j5 ~) S
31. Additional and stockpile options were not turned off when base was captured
u) l" g9 I, k32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on4 Z4 v+ P7 w, N, `0 A: h8 F4 B
mouse over
! b* U5 a" ~% P8 u, N9 L9 D33. Army experience being gained when not 100% prepared as per manual; changed to allow
0 }2 R C/ l6 j: h( A2 | _" jchance to gain experience if >75% prepare and < 50% national exp level3 N8 A6 B' }' n, s. S' ]' b
34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to
+ A$ C2 X6 o# h, K2 X) balleviate the incorrect experience gaining happening while in reinforcement queue" o* R! j; i4 ?% g, M
35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –
2 X" q- S" d9 L+ {) n9 T# Zcaused unit to jump “off-rail” and move overland) x X$ u; g$ k# n F" g% r
36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ
; N: Z0 S/ B+ d37. Excessive accident messages on unload from TF reported
6 _$ F! j R1 ?1 [4 }8 X% Q38. Reworked editor sub-unit merging as some devices could drop off the unit list when
0 |% K# H; e4 ^4 u- z3 Vmerged causing smaller size unit than expected
; F$ j* _. b; _# B. Y ]39. Corrected possible TOE error in scenario data load for inactive units0 b; [) ~) {# Q$ n/ ]/ s3 X* b# g
40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can
% o& }: ]3 B. m2 X5 mhowever be allowed to do this.3 T" u' h9 @; Z2 r. L. K; M
41. Possible CTD if sinking ship's load was a group+ x% u0 j+ x! Y
42. Limit the number of devices built from resources per unit during LCU replacements; this
. x u& T$ f. u2 Z1 {was causing an over production for that turn
( L1 y" _' c/ q. e; B& ?43. Retain day/night setting when creating group fragments
1 v* U! H" J4 s ]9 E44. Adjusted supply and fuel values in base list not to overrun the space+ m, T3 P+ g& |& L' F0 h+ D+ C
45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but$ {% A7 z7 [; [
added YMS to Sweep TF in line with manual and code! R0 [! j- b" V2 I( z$ d A
46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the
( y% ]8 l& z) K T' `% N, s: ^rule relates to the abundance of manpower and is not covered by replacement pool. Normal
6 N( {- ?* k) }3 T8 g; u, a0 yrebuilding of destroyed units is not affected by this.% E4 {! Z; [; h9 i: m/ D n4 N
47. Carrier capable and trained text not showing together on Group screen" c* O J3 n+ K2 u, n- l
48. Handle any blank re-name changes by ignoring them
" N% h( A9 {- ^7 g" F, V49. Possible CTD when air fragments combine( ]5 D7 E# } i# ?
50. Unloading TF can freeze a LCU onto a ship under some conditions7 v" ]; u4 s6 s! r0 C, c, ?% j
51. AI not behaving if main HQs missing (affects small map mainly)
3 Y, T' x5 k. S52. AI using AGC for normal land units – removed from TF if not needed8 l% t& U! G. E6 \. `
53. Soviet activation message not in Ops report
+ b" u8 N" P/ _. e* f4 E54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range
9 g$ t: Q) ^, n! f1 P( v55. Clear Soviet air balance if not activated. Possible incorrect base switching
! ^0 O0 V/ i/ M/ n# M M, O3 q J56. Sub attack against docked TF not happening for port size <3
+ W6 R& P8 S0 x `0 D57. Unit type changing unexpectantly: T9 y( N! ~2 L/ h e2 a
58. Torpedo replacement on plane sometimes is missed
/ r$ t! x( A& C3 H; H59. Double handling of overstacked supply requirements
3 D& \! q/ k+ ?! {' u" E60. Fixed alternate weapons for port attacks4 r, d+ x% c8 r8 ~! ^; s
61. Corrected weapon system damage to show after combat on ships in port rather than wait till
{# u5 E: s& w8 n6 Bsometimer in the ship repair cycle.& e7 ]5 |8 H! v' m! t M: P! H7 E6 r
62. Ship tonnage over 32K could cause repairs to fail
9 \5 Z& X; S @# CNew
; i0 [3 Q# s" K1 X" p9 z1. Show Port re-arm level on ship list screens at base. Does not account for tenders, just the7 U% Q( N1 s! r4 P! `
port
$ ~, x2 Z. \. C) y7 t ?2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.
, m5 M+ n, l3 U! M4 bTenders not counted
* w6 x8 d Y) I7 B3. When showing mine device on ship, show '!' next to mine ammo if can reload at base
& C7 ~) c8 `8 K: p y4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method
- `7 v7 {+ u6 X3 k, X9 S. w; K' Tto remove damaged ships from TF5 G1 t( |. b: G' Q+ t
5. New filter for “non-building” devices in Industry pool screen4 [1 T. P/ n" u' a
6. New filter for “non-building” aircraft in Air Replacement pool screen2 m0 u) a% w" k7 h4 n; ^
7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy
j$ ?4 D2 P0 w! G/ |( F( nmines (^) detected. h8 R5 D! x! |) Z% _ }5 H
8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the' g4 U d, s( `* J- Q+ p. b( ?
‘button6..’ image files, then these will be shown. If not, by default there are shown as: }' ~ {& W+ o& n, O, \0 C
standard parachute unit icons
6 f0 M( e7 Q' p) p1 l; ~: d9. Air/port damage and building is shown in base mouse over+ y+ T3 f7 i* v3 q0 y1 q! k
10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on
: ` s: s3 a9 l4 U11. TF can be routed to stay within coastal hexes as much as possible
# B& Y4 f3 @) v) ?: S: i r12. On Top Pilot screen show the 'ace' cut-off value if more than 1
! h, ~' w1 o$ a4 Y+ s; ^+ i13. Added option on group and LCU reinforcement screen to turn off replacements
9 `4 g$ I% n- r' G14. Current base can get supply returned to it when reserve planes returned which were# e/ j% o- e0 M
originally supplied from another base; o- Z% |( y& ]9 r% }# U- e _
15. Unit type filter on Troop Loading screen
5 x8 O r9 ^* s* G& a+ E: D16. Report killed ground units if not in combat report0 d2 E: L# @1 Z9 _9 j8 o
Changed) W$ x4 D% i( _) z3 n
1. AF of 8+ have AV support doubled for purposes of determing support for air operations
5 E/ O" G2 ^+ |5 J3 D- c& T(complements fix 18 above). p4 j9 e% w E. Q) a% j3 W
2. Permanently increased pilot array to 70K
6 F3 w1 T% T0 ~/ `7 y3. Increased number of air combat rounds are a factor of total aircraft involved# W7 O8 J8 C A( r+ m2 o3 [ ?
4. Allowed submap to submap movement if land connected for land units. Should have been/ E1 T, @/ r- Z1 H
so as per Andrew Brown9 {" O6 J2 [* o
5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message
7 H# P1 s) l; U( j0 c# Mdelay toggle instead( ~! r# z/ L# }/ H# J9 j; Z
6. Aircraft being grounded for maintenance factors in durability also. This will spread out the: m: t) o" n$ F+ f+ N7 |, {
maintenace a bit more3 z- t3 Q" d0 x2 m0 I# p; D3 [
7. Support device replacements won't decrease the overall experience of LCU units. This does" d" Z( a" S6 N9 o
not alter the overall EXP change due when any replacements are received./ `) @1 p1 m# @4 l+ V" J- T0 k
8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction# ?6 ?9 H4 x8 m+ g. P# s: ^8 P
between the two but could break current games.
( n; }/ P4 i- X6 t2 X3 t* M* h9. Some LCU Prep points may be retained if unit is experienced
8 _7 H% m! m, C, Y+ H6 o( zNotes
" l7 O4 ^; R: @/ n1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario$ c D( X U: U' m% a
should not change player or HQ, even if not in play. These original HQs are used by the AI
1 i& R/ C1 X. i$ L, Rroutines so changing or deleting them can put the AI off. Changing other elements should
/ m% a$ `9 Y7 Y; a2 W8 Zbe okay.
) z. [1 P# M/ J! t! j2. Clarification to weapon filters for aircraft:% K7 p2 n% y v7 w7 P
PM_NAVAL_ATTACK 2 // used for naval attacks) h. M$ b& W, n' a
PM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)# l" \5 K2 j& \% |, y
PM_LAND_ATTACK 8 // used for land (ground) attack) ?- b' E5 q# S' s# B- {3 ?$ {
PM_PORT_ATTACK 16 // used for port attack/ X- C3 D" o2 j5 z- j `
PM_AF_ATTACK 32 // used for AF attack
' B( Q9 m2 J- n: c, F$ {Dropped any reference to secondary values for land and AF as they served no special use.
3 ^* U. K4 E' ~5 Z! W# EClarification changes
I; R# q7 T* Q5 e1. Some clarification and changes in regard to use of the Soviet Motherland bases. These
$ |$ w, A: P) V: m! Wbases are those defined as having an original Soviet hex ownership of SOV_UNION (90),
s! o( d1 K* g0 h) L; u0 d% [" F5 ~MONGOLIA(91) or TANNU_TUVA(92).$ I- N" g, I# s, r" f
a. Allied non-Soviet groups can't transfer to Soviet Motherland bases+ Z' e# {: E5 c1 D2 D, |; d: P- Q
b. Allied non-Soviet LCUs can't move into Soviet Motherland hexes
- h- y& Q& K" ]; Zc. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases* X" E' M7 [9 a1 t
after Soviets are activated, but can’t move6 C3 R5 Z2 V+ T1 n" y
d. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if7 R7 {9 R8 y: {4 Q# E9 A* {. y# d
disbanded in port.
9 W6 N: i0 A4 ?9 b. W5 me. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently8 v3 o: T; \2 u8 ^( k/ D' H3 {
f. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |