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( [$ Y1 [5 g* c1 _1 Dhttp://www.matrixgames.com/forums/tm.asp?m=3185062$ v, j6 [! g- T$ N* F8 ~
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已经共享到岛群QQ和本论坛置顶资源帖9 b1 S+ ~4 A# g8 f. m: }% G( e
. v: R: w" Y2 _大量更新,详见列表:
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Change History:
_6 E/ n7 U4 lV1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17)! B- I: M7 D/ k
1. Seventh Update – This release is a comprehensive release updating all previous
M6 _5 `5 ~% Y! k9 \versions to v1.01.17 beta
! M# p4 j, g4 y8 R; M Z8 q$ j2. Code Changes0 X. k5 x& L" ?1 b
Fixed
) w& F1 L7 {1 t9 i m0 {1. Display of AF/Port icon between player saves based on player's intel: X; H2 N6 v3 `9 G6 r% u" K$ U3 D& _
2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when
2 H2 S+ Z7 n* r1 S; Wweapon list updated
- {6 a [ A" y* s) y% }3 B/ b3. Reported cargo/troop safety values incorrect when no cargo/troop space) ~! w7 ~6 R, ?; } \( d' x2 k' j
4. Allow smaller 'reserve' space for small groups on ships
* E9 |2 k7 [& v( _# |5. Preserve some more data when swapping fragment and parent to prevent lost of parent
4 L# _8 j1 e* l4 W* d6. Correct attacking plane count before final post-air combat6 v7 ^4 n- q* v0 j
7. Pilot promotion may have occured in error sometimes# }+ b4 [7 b% o$ @
8. Raid detect message sometimes dropped of the combat report- n4 B0 G# ?; U1 X
9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply: T+ @. ?4 U2 L( D1 z
generally
+ B; H2 m1 I% W' d: i/ }10. Some pilot-leader connections were being corrupted
4 {8 v( M; d, e& K3 I3 M+ T11. Movement bug with following units due to incorrect move indicator. Seems to fix a few; ?5 w4 ~, e* u- K' r3 l8 V/ \
other move issues due to the incorrect indicator6 B* c/ B. q% r9 R4 J7 F
12. Wrong ship sometimes reported in Ops report for TF movement which causes some J$ t8 P/ b" J+ [: b0 l! J
damage( A3 U( j5 u) |7 ~; [
13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool
5 M5 e* p* H. ^" |7 l0 O14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the ^# a; g3 Z3 A0 I5 C, I
date sort& C5 _6 ?* X) q- \+ k$ K } ]. D* d
15. ASW groups not allowed to attack sometimes( c/ P( i# R \' V. G+ [2 V O- e1 [
16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing
/ s0 ?% u! j7 u0 B, R5 FHQ/LCU to jump to reinforcement queue& f3 b5 O- y! f
17. Bug in bomber intercept if too many rounds of fighter v fighter combat
! q1 z: |* P, l6 i$ I18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed5 K) u8 ?# O0 \2 O5 Q% C: i3 B# _8 J
at start of AE but crept back in sometime during updates) S; ~/ |5 z6 f* T7 g- c) Y
19. Removed the fragment/parent swap during a TF unload as it could often orphan the7 X$ W8 J. J; m6 P( t% r
fragment.
) l% O q) w/ o$ J3 H/ N( ~20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade
2 |$ Y3 E" q% {: d6 d2 L9 ~) z$ {- g21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not3 V0 S7 g) q! [! Q& b
short scenario). This was fixed in a previous patch but only for one of the VCs, not the full
% Q* k' h; W$ \* H( T' J( ^8 D+ nset
) t9 H0 B6 M: f4 ^8 M) b, k22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base- T( j) ]# w$ ~6 D+ I5 g( Z( A
23. Enabled 'z' to speed up all animations; was commented out in a few animation replays
: t) u5 ~2 [% [8 K, u24. Bug caused F/FB to sometimes bomb at low altitude
. U& v3 w7 n8 m) X" `' \+ W25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not; A1 M5 E# l: o4 t( x7 ~
occurring properly.4 E& x# @( F: {
26. Bug in Industry 'failed' indication not showing properly sometimes6 t5 K3 z+ v) G* y; y1 L
27. Location check at scenario load to include small map sceanrios
- L% z# h- {. i28. Bug in air supply to fragments in a non-friendly base hex
0 ^- o+ i8 e/ K5 x9 \9 _1 O29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was
, r- T6 M v9 p1 q; jbeing set to homebase before execution of the mission – ie was returning to base
4 J2 S7 Z- T3 aimmediately! t* l' n! Q+ P" E x' H. L! I+ H
30. Error in Strategic map display
, ]& {8 H, G7 b0 f' H31. Additional and stockpile options were not turned off when base was captured
# Z5 | V; o1 r/ r' [8 Y32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on
3 n' C% f! V- G- b' dmouse over5 L6 S9 u- \0 j
33. Army experience being gained when not 100% prepared as per manual; changed to allow
8 A0 [) g- @- Dchance to gain experience if >75% prepare and < 50% national exp level: d: J' v% {* v: a$ H' P
34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to
8 P+ i! ~% n, z/ s [( l, K. xalleviate the incorrect experience gaining happening while in reinforcement queue
$ U, |, g2 n! _8 Y8 s35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –' {2 ~4 z& l# T; O: A
caused unit to jump “off-rail” and move overland7 b2 Q( \8 t4 U/ B4 g9 T0 n
36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ5 }4 J5 }. ?7 h" Y, k9 N& f
37. Excessive accident messages on unload from TF reported
3 w; K" f" ?0 _0 V4 L+ f; m38. Reworked editor sub-unit merging as some devices could drop off the unit list when
4 M( b }, }" J" o8 }7 ~$ k( d3 C: h4 kmerged causing smaller size unit than expected; b5 o; p a2 X7 T9 O5 o
39. Corrected possible TOE error in scenario data load for inactive units5 d" W0 y9 J7 s# j3 ~' R, F" I
40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can$ T+ S* j. _8 V9 l0 v6 \/ b/ }
however be allowed to do this.
/ y/ l- |) m" k g41. Possible CTD if sinking ship's load was a group( ^9 o( |( T" S2 C& } s) M- t
42. Limit the number of devices built from resources per unit during LCU replacements; this
- U7 U1 R* ]7 kwas causing an over production for that turn. s* h ^4 Y! x' j- w2 Q+ E/ E
43. Retain day/night setting when creating group fragments4 H2 e0 F5 [3 y, B0 L( U/ I
44. Adjusted supply and fuel values in base list not to overrun the space
4 Q5 V/ s9 V) e) J45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but* [! e( F9 z1 e
added YMS to Sweep TF in line with manual and code# ~( d7 [, v+ Q+ i* t8 q1 U( ?1 ?$ R
46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the
3 f9 @4 p( C0 M; nrule relates to the abundance of manpower and is not covered by replacement pool. Normal
$ A+ b" m1 g- _rebuilding of destroyed units is not affected by this.7 A( j, l9 v" `, u$ a
47. Carrier capable and trained text not showing together on Group screen
2 v3 q# i' J& \- ]% H5 z48. Handle any blank re-name changes by ignoring them" I, _2 I( i, n
49. Possible CTD when air fragments combine x6 ~0 g: k* @2 L$ B: T* r/ ]' L
50. Unloading TF can freeze a LCU onto a ship under some conditions, O9 `. [1 D# F2 {$ J. R5 X C
51. AI not behaving if main HQs missing (affects small map mainly). i, c4 ], x0 T m6 |& F! {
52. AI using AGC for normal land units – removed from TF if not needed
# X( L' {! c, }7 @53. Soviet activation message not in Ops report* J1 j( I5 X4 X+ R2 I1 P
54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range
5 a: h3 d' k$ h/ O* V55. Clear Soviet air balance if not activated. Possible incorrect base switching' w3 [+ Q- {+ L5 ^* K
56. Sub attack against docked TF not happening for port size <34 F5 \8 t+ H4 G* E9 F( f
57. Unit type changing unexpectantly
4 ~+ [8 M: w6 m8 ], \58. Torpedo replacement on plane sometimes is missed
' J# S; V+ X& L2 ~$ O: e59. Double handling of overstacked supply requirements2 m5 \5 w4 Y2 g
60. Fixed alternate weapons for port attacks
: t/ u, a/ I$ }; e# [3 `61. Corrected weapon system damage to show after combat on ships in port rather than wait till! S. F* U1 i; A$ r
sometimer in the ship repair cycle.8 U7 S+ _9 C( c, O, Y) K- r
62. 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
- U# i- v& w K ]port
' j8 ?# Z) r9 p, i* L. @ D2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base." W/ k! p. z- n; f, @
Tenders not counted
8 T& H6 W- |4 V3. When showing mine device on ship, show '!' next to mine ammo if can reload at base1 ` @ V4 y" M& {
4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method
& \9 A. h1 b9 c$ p' i: dto remove damaged ships from TF
7 H* e& d) b0 y, o5 v- w- w; ]5. New filter for “non-building” devices in Industry pool screen
. |- B9 C2 j) X( B" q6. New filter for “non-building” aircraft in Air Replacement pool screen' v7 \4 e! c' n; L/ y. \; e
7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy
/ i0 }+ l, ~& C7 c# |. _mines (^) detected' h. z# o! K# d! V: y; } [9 a
8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the1 q5 x3 {# i$ W" [' W' J' e7 X* f
‘button6..’ image files, then these will be shown. If not, by default there are shown as6 \/ K2 b* n' X- L" l
standard parachute unit icons
) f/ l/ j) O6 h5 C) q9. Air/port damage and building is shown in base mouse over0 T$ h5 y b5 G" ]. R9 V: n
10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on8 b# L& N; a( N" u- r8 u
11. TF can be routed to stay within coastal hexes as much as possible
0 f$ Z8 A) R& d8 k; m* o) |12. On Top Pilot screen show the 'ace' cut-off value if more than 1
6 O! W, v7 h: r7 ~13. Added option on group and LCU reinforcement screen to turn off replacements
/ G- i, J4 `2 x$ s14. Current base can get supply returned to it when reserve planes returned which were
. a8 v4 y7 [! X) k7 T y9 k- poriginally supplied from another base% g5 f- h1 T+ N+ _+ i, Y: E) w7 w
15. Unit type filter on Troop Loading screen. a- G& q6 r! D2 B+ M- @
16. Report killed ground units if not in combat report
% ?( W9 \. W F& H, @Changed. y+ o1 E, ^' z& v3 o; V/ p) L0 r
1. AF of 8+ have AV support doubled for purposes of determing support for air operations
. L% S- w+ A# q* c(complements fix 18 above)- K) S; h9 S: }- r
2. Permanently increased pilot array to 70K- k' W/ F3 v# s, n! v% k. T
3. Increased number of air combat rounds are a factor of total aircraft involved
- j" e2 ?- u9 F2 w T0 O/ Z4. Allowed submap to submap movement if land connected for land units. Should have been+ m; k: N0 r$ Z: }+ \
so as per Andrew Brown
' a7 S3 l6 l/ z0 N' G& I5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message
) ~& I q2 J( e8 m3 P* X! l9 bdelay toggle instead
' L' v' ?. {7 [/ Q c( M; `/ q6. Aircraft being grounded for maintenance factors in durability also. This will spread out the
8 g" p6 I7 i+ U5 Z; ]& P, d9 Q: cmaintenace a bit more
1 {: ~# v& F2 n/ o7. Support device replacements won't decrease the overall experience of LCU units. This does6 {# H) x- s5 i% L |
not alter the overall EXP change due when any replacements are received.! P7 ]0 U- Q# d- K
8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction* [. k! o9 N. G" @
between the two but could break current games.
0 Q3 U, G0 I. V! P9. Some LCU Prep points may be retained if unit is experienced
0 i( D+ b1 ]( y. Y& g$ aNotes
4 {% C3 W* N6 [" j" g' U1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario
5 R3 q- Z* ?4 F2 ?& N/ u# X0 Yshould not change player or HQ, even if not in play. These original HQs are used by the AI
% r! {2 X7 m- d! Broutines so changing or deleting them can put the AI off. Changing other elements should3 Y( S \# c- D0 u
be okay.
% C4 O0 V) P/ y4 e+ {* G/ A5 I2. Clarification to weapon filters for aircraft:$ e; i! ]: r c8 k
PM_NAVAL_ATTACK 2 // used for naval attacks4 b3 `6 K- \4 y% S2 G9 p
PM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)
4 g- U7 |& e b% N% u. nPM_LAND_ATTACK 8 // used for land (ground) attack/ }+ r' P. G6 _% C" D3 K" ~' R
PM_PORT_ATTACK 16 // used for port attack
* k; `8 h6 y% a1 _PM_AF_ATTACK 32 // used for AF attack
2 h% @8 ?5 Z- y" ?+ IDropped any reference to secondary values for land and AF as they served no special use.1 T8 K: G- T: a( Z
Clarification changes
& I! e4 [0 t/ P- @3 T1. Some clarification and changes in regard to use of the Soviet Motherland bases. These5 P- a. m1 y; s& {
bases are those defined as having an original Soviet hex ownership of SOV_UNION (90),! M0 H% s2 B& ^. H
MONGOLIA(91) or TANNU_TUVA(92).
- W0 |. l0 a$ s! `a. Allied non-Soviet groups can't transfer to Soviet Motherland bases
6 H+ L% a' E; i eb. Allied non-Soviet LCUs can't move into Soviet Motherland hexes
& H1 x2 f; x1 c$ _* h; h, Dc. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases. l6 S: _7 M- M: C/ @
after Soviets are activated, but can’t move% I' x" O& m: _6 l
d. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if1 l$ B) P) d2 I1 f, k
disbanded in port.
& A4 h" M" @* } G: E: l' ie. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently& f9 K* N: L" N# v
f. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |