具体见0 w; D0 d5 |/ Z* H* Q0 U
' p) F" W+ q, Q' {- Y% yhttp://www.matrixgames.com/forums/tm.asp?m=3185062
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5 m+ B. _3 v8 I0 H已经共享到岛群QQ和本论坛置顶资源帖) Y% i- D/ q5 D: y
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大量更新,详见列表:
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Change History:
9 u( V: D$ Y* A3 d1 [2 EV1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17)
5 K6 D1 k5 ?' u/ l7 E9 V1. Seventh Update – This release is a comprehensive release updating all previous9 n5 u. e$ W! h$ `2 x& N9 ^
versions to v1.01.17 beta
$ K8 ?5 O1 ~1 i6 G. M2. Code Changes: V2 T) q/ f/ ~6 m
Fixed
5 o0 R! r6 l- b- k8 g1. Display of AF/Port icon between player saves based on player's intel
, w+ K' ?; f$ x' L% {2 Y2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when- W6 X& {& _6 X; l
weapon list updated
) h7 S! x: v9 F" h9 M3. Reported cargo/troop safety values incorrect when no cargo/troop space# b! J o6 ?1 T7 |% q
4. Allow smaller 'reserve' space for small groups on ships, I4 t# K! o+ L
5. Preserve some more data when swapping fragment and parent to prevent lost of parent( ]/ y8 x0 Y& X0 w' f9 m& G
6. Correct attacking plane count before final post-air combat
4 C7 z; N, M2 I- ~: a7. Pilot promotion may have occured in error sometimes
/ M. X! a! @ y' [! j$ j8. Raid detect message sometimes dropped of the combat report
$ g( h, D( O# N5 L7 M6 `" V5 w9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply# j7 v; V2 ?3 e* z0 |; K+ a0 g
generally- h4 g4 Q" y+ G
10. Some pilot-leader connections were being corrupted8 o. Y/ V! M6 D9 g
11. Movement bug with following units due to incorrect move indicator. Seems to fix a few1 P1 X/ A$ l, c, X( E
other move issues due to the incorrect indicator
/ n$ y# m& K& `) D9 ?12. Wrong ship sometimes reported in Ops report for TF movement which causes some
' h* Z W6 y. T* Y$ kdamage
, A9 r. C9 p4 @& l7 v' D13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool
/ H; H$ \5 `: a5 b: f! }% u14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the
?7 X' J) A! V; F! |0 U" Rdate sort
: c& }: q% Z7 i) c6 h+ k15. ASW groups not allowed to attack sometimes
$ b; t; p! e1 E# e$ R7 d0 e% x) ]16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing
L" z/ N6 h# D- V9 h7 ?& t% VHQ/LCU to jump to reinforcement queue
5 ]' p w. }+ m% J w6 v( u17. Bug in bomber intercept if too many rounds of fighter v fighter combat
4 s# o! e! T5 n/ q2 y1 y3 o18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed
; x( P3 ^* ]# z9 i+ sat start of AE but crept back in sometime during updates
1 T, I; _3 f' J* k2 N( w19. Removed the fragment/parent swap during a TF unload as it could often orphan the
/ C, p/ z" Z: f" O4 Dfragment.
( l1 T5 Q$ J4 _, Y! o20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade
6 h/ s$ ^7 B1 ~( A, }% s21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not# `0 K. B3 J1 x, \1 J( ~
short scenario). This was fixed in a previous patch but only for one of the VCs, not the full
- Q, y& x: Y- t* U) @; qset
% O: l9 _' _8 R. }% c9 I22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base0 |0 K& k6 c! b
23. Enabled 'z' to speed up all animations; was commented out in a few animation replays( Z5 @/ I, L, F6 c7 c8 k
24. Bug caused F/FB to sometimes bomb at low altitude" U+ L. V" [* [8 B6 C0 |9 E
25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not
0 P- |( [' r% d" {1 eoccurring properly.
* y8 r1 q; U4 M2 y! X26. Bug in Industry 'failed' indication not showing properly sometimes
/ c* H1 s' X& a$ r27. Location check at scenario load to include small map sceanrios
* i/ ]+ q6 q% V28. Bug in air supply to fragments in a non-friendly base hex' M5 v- y9 V* \4 P9 O
29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was" k) W( C! B/ D8 S: _
being set to homebase before execution of the mission – ie was returning to base
/ J& | C) Q( K7 e- e; mimmediately: D2 @; y2 ]& _
30. Error in Strategic map display- g& a, j. H# G5 v2 K
31. Additional and stockpile options were not turned off when base was captured4 j5 @. J. M* G4 r. m
32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on* k3 {& ?) ~' P4 ]
mouse over
6 N, u* ^+ a: ^33. Army experience being gained when not 100% prepared as per manual; changed to allow
8 o6 t+ A- ^, y( o( Z' ^chance to gain experience if >75% prepare and < 50% national exp level
+ T5 S. Y! r4 _! n7 [* z34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to7 g* {+ ]( a* L9 M3 |1 ^
alleviate the incorrect experience gaining happening while in reinforcement queue4 s# a: a4 I1 w# F
35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –
, L4 s& {, `; ]# N2 e6 icaused unit to jump “off-rail” and move overland$ N/ B J$ `( g, m* X# s
36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ8 `; e( f1 |+ |% ]! d% L
37. Excessive accident messages on unload from TF reported
* M; x7 n2 F4 u& O38. Reworked editor sub-unit merging as some devices could drop off the unit list when" Z$ u2 M( I* w j. P3 @$ n
merged causing smaller size unit than expected
) ^- m3 P* X7 q5 j39. Corrected possible TOE error in scenario data load for inactive units
. v8 y1 E, M9 m8 s7 Z40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can
5 H+ t7 t$ c/ T& x* Ghowever be allowed to do this.
' |; v* H; j+ K41. Possible CTD if sinking ship's load was a group
- a8 z( Z6 M. F42. Limit the number of devices built from resources per unit during LCU replacements; this( s) u1 G: H! v
was causing an over production for that turn$ K/ u8 {* |$ D* j. d. j# ^
43. Retain day/night setting when creating group fragments' z }* Z g: a9 m- O
44. Adjusted supply and fuel values in base list not to overrun the space0 g9 T# _3 M6 }3 P4 \8 o( b
45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but+ N2 v* y0 L6 s3 U8 p+ M/ r' }
added YMS to Sweep TF in line with manual and code9 n {5 t* S9 l. ?; A4 Q
46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the
, |# d& V5 R& arule relates to the abundance of manpower and is not covered by replacement pool. Normal( T: ~4 M# b4 m% `/ U
rebuilding of destroyed units is not affected by this.8 d& V% g) i7 F; E
47. Carrier capable and trained text not showing together on Group screen& R& S* t+ [0 O: r4 i
48. Handle any blank re-name changes by ignoring them/ ^3 l2 R7 O b- d5 b6 d3 Q
49. Possible CTD when air fragments combine4 L4 @ X" o2 Y- O4 B( q
50. Unloading TF can freeze a LCU onto a ship under some conditions
+ s, f2 [% n- e51. AI not behaving if main HQs missing (affects small map mainly)! R' ~) c8 p, r2 ?, a
52. AI using AGC for normal land units – removed from TF if not needed
+ c* _6 U5 }* }1 j3 C9 H53. Soviet activation message not in Ops report
* g. u. y" b2 c% C4 I54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range; t" o. U1 W5 d
55. Clear Soviet air balance if not activated. Possible incorrect base switching
" N. O$ P& I+ l8 E9 } s5 {56. Sub attack against docked TF not happening for port size <3
/ T% M, }. y" h$ }9 S) h' v9 Q57. Unit type changing unexpectantly
' E* c/ Z0 z" z( X, X( p, v) t, G' k% c58. Torpedo replacement on plane sometimes is missed/ U- V5 M' ^4 Y1 L4 n% L8 S
59. Double handling of overstacked supply requirements. o7 R3 a6 V* K* [
60. Fixed alternate weapons for port attacks+ s% S& \$ [' I6 n% N
61. Corrected weapon system damage to show after combat on ships in port rather than wait till
) b9 l1 m5 I& J. h! B w, q% D9 Gsometimer in the ship repair cycle.: I C$ x3 L- M
62. Ship tonnage over 32K could cause repairs to fail
8 s. c1 S6 ^: g: r9 t J M/ N: hNew) C( i# g9 B/ \3 z: W
1. Show Port re-arm level on ship list screens at base. Does not account for tenders, just the0 ?4 b! R- L" C
port$ D8 a. {$ R1 h1 y1 c8 Z
2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.; N2 y9 A+ \$ H
Tenders not counted
- G( F. K) y' k1 Q2 i* z3. When showing mine device on ship, show '!' next to mine ammo if can reload at base
$ h0 u1 y4 H, ]' Q) r4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method
. A* c! I3 H t4 k% J5 k0 s- `: O. hto remove damaged ships from TF
+ p3 j! r/ S( H6 G6 W5 y. {8 L4 A5. New filter for “non-building” devices in Industry pool screen; d- g1 _$ q6 ^* X l
6. New filter for “non-building” aircraft in Air Replacement pool screen8 r1 ^, G4 u/ J z
7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy
: q3 t! ]+ ?2 h/ o! K! V: _2 x" @' fmines (^) detected
, m* ^) l' X0 X, e% l" R8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the
0 T7 F- b2 b( J3 D1 l5 Y‘button6..’ image files, then these will be shown. If not, by default there are shown as0 ?* c$ C# O4 q( v p
standard parachute unit icons1 B) W2 R7 v2 e U
9. Air/port damage and building is shown in base mouse over
+ x1 H) J* M7 A2 R) ~5 _, w10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on) h6 `/ t7 l/ H9 r8 `* }1 b/ V2 B
11. TF can be routed to stay within coastal hexes as much as possible. n* T- x- s& j: {
12. On Top Pilot screen show the 'ace' cut-off value if more than 1
- h/ y9 e4 o/ U& g13. Added option on group and LCU reinforcement screen to turn off replacements. l9 n, s6 q% J& s! w+ Q4 p! L' A
14. Current base can get supply returned to it when reserve planes returned which were' ~# d( `' f- L* l' d
originally supplied from another base
* `6 ]% k, C& {, @15. Unit type filter on Troop Loading screen
6 R! z* Y" Z/ A' P2 q& j16. Report killed ground units if not in combat report: b6 L) R/ K+ _; V; u* e% z" Y
Changed
1 s- s) e5 w1 _/ R4 g8 q1. AF of 8+ have AV support doubled for purposes of determing support for air operations7 ?) L# ]4 O, A8 \ L- f
(complements fix 18 above)
( j5 x0 D5 G+ l1 `/ r2. Permanently increased pilot array to 70K$ q; K" D* P" w! i& K
3. Increased number of air combat rounds are a factor of total aircraft involved
* Y5 n) j W) }9 L; u4 c5 g4. Allowed submap to submap movement if land connected for land units. Should have been
n) S. I* @4 tso as per Andrew Brown
4 X2 I3 o; z) K' ?+ I$ i5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message
" R! `& z$ B, a& j, n+ \delay toggle instead0 U! B/ k9 e! a3 M$ I# C7 N) a& h$ Q
6. Aircraft being grounded for maintenance factors in durability also. This will spread out the) X3 |* j8 ]' s1 E
maintenace a bit more3 m( x g: y% S, w( i' j3 F" M, V
7. Support device replacements won't decrease the overall experience of LCU units. This does
7 M& Z- x3 n3 X7 N' l# nnot alter the overall EXP change due when any replacements are received.
8 V, N0 g# z6 H3 f! l3 F8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction: M* y+ S( r- ^* F* ?4 c! b
between the two but could break current games.
. B. i+ d! |3 ~* s+ J5 @9. Some LCU Prep points may be retained if unit is experienced5 Y& V3 q' E! x: h' U4 x
Notes. |' H4 [' Z" J& X: |9 D: S+ I
1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario q6 a- y. s/ ~" R
should not change player or HQ, even if not in play. These original HQs are used by the AI2 D: @; l( h7 o) a# N3 m
routines so changing or deleting them can put the AI off. Changing other elements should& _5 m6 n" K/ H$ P. O% q% a+ Y
be okay.
% v9 x6 S" {; a: V/ e+ Z Y& `. S7 U2. Clarification to weapon filters for aircraft:
" H8 b0 {" N' X0 G' g4 _PM_NAVAL_ATTACK 2 // used for naval attacks2 K( I4 ]. H2 \3 J( ]+ B5 U
PM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)
4 [9 b9 x# w+ l8 F2 a" W0 `PM_LAND_ATTACK 8 // used for land (ground) attack
- O; Q8 }1 O* o% z! G: T! IPM_PORT_ATTACK 16 // used for port attack
; H7 L H5 s) Z+ w, FPM_AF_ATTACK 32 // used for AF attack" N+ I4 ?8 S \
Dropped any reference to secondary values for land and AF as they served no special use.
9 F; h! G5 ?! c* X: m! l# R# W$ QClarification changes
+ I- H" }5 u& ?. c- E ~: G1. Some clarification and changes in regard to use of the Soviet Motherland bases. These l0 m( b% J, y. B! y- z) _
bases are those defined as having an original Soviet hex ownership of SOV_UNION (90),
9 N. u* H( L$ S( PMONGOLIA(91) or TANNU_TUVA(92).5 Q. |# _6 } ?! e6 l
a. Allied non-Soviet groups can't transfer to Soviet Motherland bases( V3 K( F/ @" d1 a9 c
b. Allied non-Soviet LCUs can't move into Soviet Motherland hexes
; ~$ T; e6 z9 y1 {% [6 ?: qc. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases& H+ @# j* i$ P2 d6 x1 N8 p9 D
after Soviets are activated, but can’t move$ l# h% \3 E3 R
d. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if0 J$ ~& M/ R: p- r4 P. ]
disbanded in port.
) M v# {( o( Fe. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently. |; B0 A; V* S; `& C# ]3 w% g. e
f. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |