具体见
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http://www.matrixgames.com/forums/tm.asp?m=31850627 e5 Z* O4 |* N5 ?/ r! p0 _% ~
* s: _4 j4 h% ]- J" C- A# m已经共享到岛群QQ和本论坛置顶资源帖
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大量更新,详见列表:/ t8 m8 u/ L6 u4 G
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Change History:5 b9 ]* _$ J6 o! j
V1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17)
3 [& |9 \5 e# m( v1 t: n1. Seventh Update – This release is a comprehensive release updating all previous& x# H) `( J+ P& \
versions to v1.01.17 beta
0 N7 Q+ A2 ]! Y4 q) d% Q2. Code Changes. J) p% C; t+ n. i. t% ?7 O
Fixed) y, z: ^9 r7 a7 }! ?- R
1. Display of AF/Port icon between player saves based on player's intel
% Y" I d. e5 y* D) r, F+ N2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when
# L# ~+ K& @ s$ O7 S6 |8 t& h+ zweapon list updated6 P, k; P, M( M/ V; K7 h
3. Reported cargo/troop safety values incorrect when no cargo/troop space% g6 Q0 j' z3 g- a
4. Allow smaller 'reserve' space for small groups on ships
# ?8 O5 f# I( ^* M- w5. Preserve some more data when swapping fragment and parent to prevent lost of parent' E* J g- r$ Y ]7 r9 _& u' ^
6. Correct attacking plane count before final post-air combat
5 E0 d5 m# F5 n. P0 S: P7. Pilot promotion may have occured in error sometimes
/ _; {7 M; V+ l; G( w% y. n: c8. Raid detect message sometimes dropped of the combat report/ s# L- u% J$ q* B; N
9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply
9 M) w" i% ^! X% O3 {0 e: K$ I; Mgenerally
; y2 G c) Z8 B8 L6 V10. Some pilot-leader connections were being corrupted
* ^! n K6 U. C! i% o6 ?11. Movement bug with following units due to incorrect move indicator. Seems to fix a few
0 K, _" b4 z# Zother move issues due to the incorrect indicator
% D5 _) g% V; t- Z$ j& _1 Y12. Wrong ship sometimes reported in Ops report for TF movement which causes some. g6 V7 [+ _( t1 _6 i
damage
- ^- \6 e* v2 A- s2 i: u2 p7 ~13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool
' y% ?2 r7 U1 }/ p3 M14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the
p0 ^6 f, J8 m3 N3 Gdate sort0 B2 y! A; S! I9 Z5 H
15. ASW groups not allowed to attack sometimes' x7 t' ^0 ~% Z/ A
16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing
( X3 L( @# B5 P; M5 XHQ/LCU to jump to reinforcement queue$ R- \7 M# C8 c, d/ p1 c: y _+ m
17. Bug in bomber intercept if too many rounds of fighter v fighter combat
- X+ n9 g2 e- F# H' n4 I18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed" \ l0 u3 {1 R2 a2 J9 \0 ~3 @) Q
at start of AE but crept back in sometime during updates( H1 X. m% Q C9 Q3 c6 O
19. Removed the fragment/parent swap during a TF unload as it could often orphan the+ `7 m5 V" i+ K3 z; {9 H
fragment.
; Q' _9 P$ j$ y) v20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade' S1 X1 E: ?5 e( @$ `
21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not
- O2 I! v# h1 h6 F- S W) mshort scenario). This was fixed in a previous patch but only for one of the VCs, not the full) R- f6 b8 E7 D2 T+ N
set% d- ?: M) t& y1 G) E
22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base/ f. `0 |1 T1 m6 O: p
23. Enabled 'z' to speed up all animations; was commented out in a few animation replays
" g" w$ N8 W" r% m8 H& R24. Bug caused F/FB to sometimes bomb at low altitude
3 ~5 _' Q1 o) D* |. B1 Z25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not) @4 N6 ^$ g2 ]7 a+ k
occurring properly.4 i! L; E$ t6 f, M
26. Bug in Industry 'failed' indication not showing properly sometimes6 B- z* S; S- [9 M8 G
27. Location check at scenario load to include small map sceanrios$ t4 g9 ~5 G+ t# Q
28. Bug in air supply to fragments in a non-friendly base hex* q/ i N$ f& [" u
29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was
$ x$ T% V$ c/ @being set to homebase before execution of the mission – ie was returning to base5 O+ t+ ]3 I, z8 I6 l8 I+ d/ }. B
immediately
9 @& J, }; _# b30. Error in Strategic map display; q8 j) Y0 s+ t
31. Additional and stockpile options were not turned off when base was captured
2 _6 P! `4 {% ?' x5 E32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on+ T+ O: r. {, f! @& |0 g
mouse over, ?% R. {6 \/ B$ ~# a( i
33. Army experience being gained when not 100% prepared as per manual; changed to allow
" r- S9 G, E1 h6 J, i8 Schance to gain experience if >75% prepare and < 50% national exp level/ }2 n, R7 r( R& e
34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to4 e5 [5 K. ^! q$ x, F* J k' _' ]
alleviate the incorrect experience gaining happening while in reinforcement queue7 i. j9 a) H6 n4 r/ v$ x0 ~
35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –3 o' L; @3 L8 y2 u! i% ^
caused unit to jump “off-rail” and move overland
8 c" [" O% c* d' _36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ8 @" a8 l. B$ l* ^" M! R; v
37. Excessive accident messages on unload from TF reported
4 C" q" {5 l1 ^: x38. Reworked editor sub-unit merging as some devices could drop off the unit list when
/ |4 _: ^) ?& u5 i: c, B5 wmerged causing smaller size unit than expected/ C) o9 Q/ r7 q* ?8 a8 x2 z$ L
39. Corrected possible TOE error in scenario data load for inactive units d( N- \# U( B$ F4 R9 X
40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can
: u% M8 v$ p* ~/ [, q8 rhowever be allowed to do this.0 [# g, G0 ` E Q( I& q+ F& w2 n
41. Possible CTD if sinking ship's load was a group! S9 v) o# k2 h% _" S6 ^
42. Limit the number of devices built from resources per unit during LCU replacements; this- W, ]; H' z: n) F
was causing an over production for that turn7 X' K. J2 h, Y
43. Retain day/night setting when creating group fragments
( U- {. O5 B+ ?44. Adjusted supply and fuel values in base list not to overrun the space
+ }, N' ?; m& D" C# I45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but
5 n/ y0 |, @5 N- t" F, `added YMS to Sweep TF in line with manual and code% z/ V4 U T5 g( q+ n
46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the
; I3 Q+ k5 O# d/ W3 C& x2 m6 ]rule relates to the abundance of manpower and is not covered by replacement pool. Normal, D8 \* M/ t( N2 T2 V
rebuilding of destroyed units is not affected by this.
! D7 p5 b* j9 t47. Carrier capable and trained text not showing together on Group screen
: G# ]: o( z' {8 p( ]48. Handle any blank re-name changes by ignoring them
& P2 m1 l. O2 g0 C; P% z4 a& y49. Possible CTD when air fragments combine2 F/ D5 g2 C* P7 W1 E9 R
50. Unloading TF can freeze a LCU onto a ship under some conditions
( S% N; j/ t3 U |* |51. AI not behaving if main HQs missing (affects small map mainly)+ S8 z% t7 L0 l4 `2 p
52. AI using AGC for normal land units – removed from TF if not needed
/ N8 \8 Y$ d8 Z+ g53. Soviet activation message not in Ops report9 Z B5 ^6 Q, X) C
54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range
2 }+ V" t3 L8 d2 J$ {# c55. Clear Soviet air balance if not activated. Possible incorrect base switching
6 k3 o; M: d7 A+ |& m56. Sub attack against docked TF not happening for port size <3
) c/ ?8 v5 B4 `. g) W57. Unit type changing unexpectantly* G. i! o- c* }+ f5 H$ Z! ~5 r
58. Torpedo replacement on plane sometimes is missed; G; E" D0 B3 {1 x: S9 ?
59. Double handling of overstacked supply requirements1 N: Q- @$ n3 N6 R* {
60. Fixed alternate weapons for port attacks# k' P3 _2 c1 k/ t J [0 \
61. Corrected weapon system damage to show after combat on ships in port rather than wait till" B j0 E0 X* E1 u
sometimer in the ship repair cycle.
. o( R, K3 O* W9 M" d% A62. Ship tonnage over 32K could cause repairs to fail( |; v2 T; V4 j6 H x- X
New
/ n3 q- g& g1 l# T# g2 g1. Show Port re-arm level on ship list screens at base. Does not account for tenders, just the( H* @3 n h& p! M
port
6 A! {& n. t3 a5 H* ]2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.- x: q( W) y3 C$ W: s5 W
Tenders not counted# A+ J. D& T4 F, w {9 u6 l6 K
3. When showing mine device on ship, show '!' next to mine ammo if can reload at base8 Y# M" a: T/ h. U
4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method
i" O, F6 Z, Q1 ato remove damaged ships from TF
2 A( u) W4 j: n! M5. New filter for “non-building” devices in Industry pool screen$ C4 q6 i8 E+ i9 r6 z$ [: n6 J
6. New filter for “non-building” aircraft in Air Replacement pool screen
& I9 L/ s# Q% x: d: d, T: \7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy2 w$ f& y1 A2 C" b6 o Q) v$ g& p
mines (^) detected5 g) U0 D4 \4 l' Q6 T0 Q- v5 }
8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the! S6 r2 a1 Y, b' G2 @7 ~8 l
‘button6..’ image files, then these will be shown. If not, by default there are shown as0 M+ x" I8 B; z* k- o& v5 k
standard parachute unit icons
# E! @# P+ p( W$ s8 ~/ \9. Air/port damage and building is shown in base mouse over6 @2 X, p H+ O2 M& E& \+ W( t
10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on
D( L7 h% G3 O, v11. TF can be routed to stay within coastal hexes as much as possible$ z1 Z5 R4 p3 }+ N
12. On Top Pilot screen show the 'ace' cut-off value if more than 1
" |9 l7 ^( x3 x13. Added option on group and LCU reinforcement screen to turn off replacements
6 ^. m/ z- d* X' i$ K$ ?0 X14. Current base can get supply returned to it when reserve planes returned which were
# F' |6 P' Q$ Loriginally supplied from another base
" d3 G' D6 r! p1 |6 u; p15. Unit type filter on Troop Loading screen
8 \( l; }2 A2 I( T% V16. Report killed ground units if not in combat report) L, z$ g& b- j: u# q
Changed
* y$ A" b1 E- v1. AF of 8+ have AV support doubled for purposes of determing support for air operations
4 ]* O& i, X+ W/ _/ P(complements fix 18 above)+ U9 G4 R* ?6 o
2. Permanently increased pilot array to 70K L. [$ P; U- v& O; p( v+ @1 x
3. Increased number of air combat rounds are a factor of total aircraft involved
8 U- ^7 B0 i7 @6 s5 U/ h8 x4. Allowed submap to submap movement if land connected for land units. Should have been
* c- V8 t# P& K& u) i( Aso as per Andrew Brown
+ K0 O" S3 Q; O5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message
3 t$ K2 y9 f- l% e8 w0 r1 T3 Q. C/ rdelay toggle instead1 @2 A! s, `% E, z/ Z1 A1 V1 U
6. Aircraft being grounded for maintenance factors in durability also. This will spread out the
5 ^$ x6 ]' i9 @3 v) P( x0 Emaintenace a bit more+ Z' L# P0 k7 G) A
7. Support device replacements won't decrease the overall experience of LCU units. This does
: I! G K& e4 d+ y5 Ynot alter the overall EXP change due when any replacements are received.9 e) S7 e2 J( Z6 R6 F
8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction
" ~- O; j* g* ?0 i4 J5 f) _# J, obetween the two but could break current games.
- p; q# _0 y7 i) j, h) w4 D: N2 _9. Some LCU Prep points may be retained if unit is experienced
# d* [' S: O6 c& e% ?& ^, iNotes
3 ]' _/ ?3 x6 s t5 N( `1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario7 v4 {: K' Q& S
should not change player or HQ, even if not in play. These original HQs are used by the AI& Z+ u( Y/ H9 x/ O5 H
routines so changing or deleting them can put the AI off. Changing other elements should
# ?) e. s1 U- |& j9 f! g$ `be okay.
" ?5 D8 a" g' V! H: H2. Clarification to weapon filters for aircraft:
1 D% \- H3 K1 O2 X$ u c, K; {PM_NAVAL_ATTACK 2 // used for naval attacks
: t& r: d# G3 e: tPM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)
: | h) r4 {& T7 MPM_LAND_ATTACK 8 // used for land (ground) attack
6 r- e5 q, W+ K( |PM_PORT_ATTACK 16 // used for port attack
; C: F( Z5 y7 q/ O7 P jPM_AF_ATTACK 32 // used for AF attack2 A0 C, m7 w$ X% i" n
Dropped any reference to secondary values for land and AF as they served no special use.
+ j+ f' e& ]# U# E& e( WClarification changes
3 c. h! H+ e7 _' r) }) E7 m( J1. Some clarification and changes in regard to use of the Soviet Motherland bases. These
8 K. V, h5 f9 o6 qbases are those defined as having an original Soviet hex ownership of SOV_UNION (90),
9 p1 K2 U7 l/ m- K) W- cMONGOLIA(91) or TANNU_TUVA(92).
, A9 K4 X F0 N% ta. Allied non-Soviet groups can't transfer to Soviet Motherland bases' C" d# B9 T- b/ x# B& k3 @6 C+ M0 l
b. Allied non-Soviet LCUs can't move into Soviet Motherland hexes6 |1 @3 O% j5 q" T" I0 G$ f
c. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases
' E. O- y3 R0 S; I ^3 tafter Soviets are activated, but can’t move) @& g0 l. ]6 n* h
d. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if
7 A% y d6 ^! e1 fdisbanded in port.6 {- d+ V4 E. h% y( t
e. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently# Z: L1 Z! O4 ]- O' D' D, w2 G
f. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |