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大量更新,详见列表:3 _$ c5 L( }7 ~/ T9 s3 v
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Change History:! I" Q( C- B6 ~
V1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17), x* O2 c9 s9 S7 q; a' L0 D! d: V
1. Seventh Update – This release is a comprehensive release updating all previous
6 ?& U! @1 R& ]versions to v1.01.17 beta
3 a4 ?6 w7 s- g. D5 ^$ ~7 k8 ~2. Code Changes+ x: R4 @- I7 I- r. t
Fixed
4 F5 C, R. Z% o' @7 y1. Display of AF/Port icon between player saves based on player's intel
- p% G7 M. Y' H$ U1 d5 D5 n. ]2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when
2 k& l/ u& Q5 f0 Z# ^weapon list updated% b3 p: i7 Y" u5 m3 w8 z
3. Reported cargo/troop safety values incorrect when no cargo/troop space
, ~ b' Y$ Q6 W& r$ t6 d* Y4. Allow smaller 'reserve' space for small groups on ships
8 @' y3 Y; m* R2 S5. Preserve some more data when swapping fragment and parent to prevent lost of parent
0 H; W4 F+ d, [# M4 S. I6. Correct attacking plane count before final post-air combat
+ H$ X' i4 e& F; N7. Pilot promotion may have occured in error sometimes1 ?7 t. f' \; E6 Z7 N: F
8. Raid detect message sometimes dropped of the combat report4 Y- l' I' ^! k/ z' B2 d. `
9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply
, f. R7 l- f' w0 h' T6 rgenerally0 N. e9 c) s6 c) m9 v
10. Some pilot-leader connections were being corrupted
6 s4 R$ a# U! ?2 ?, L11. Movement bug with following units due to incorrect move indicator. Seems to fix a few
& u- O$ s( I. r" U- ~# Jother move issues due to the incorrect indicator9 J# H5 h7 \" m
12. Wrong ship sometimes reported in Ops report for TF movement which causes some* N8 h" B7 O( l0 d! L2 J( |; |: R* I
damage+ a6 S& g9 W7 o3 V4 s
13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool
L8 G; S" G0 J14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the
! B3 P- _' v7 o# Zdate sort
y; I; G% d& u2 |# x8 e15. ASW groups not allowed to attack sometimes
! F' P& d* r' O" E7 k* D! V$ r16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing
1 _3 M7 R) X) a4 I( nHQ/LCU to jump to reinforcement queue$ D c0 @' W+ s
17. Bug in bomber intercept if too many rounds of fighter v fighter combat% R q9 M+ |3 j' S# I: g
18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed
$ Y+ l% u" f7 D! H ~at start of AE but crept back in sometime during updates
) c5 [) b. X) Z19. Removed the fragment/parent swap during a TF unload as it could often orphan the# K N0 ^& @: E/ z$ Q6 a
fragment.
8 {8 h; H! v" g) _/ g( A20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade p/ Y$ S: M2 \7 {
21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not: f, H4 I* N; ]; G% E: k
short scenario). This was fixed in a previous patch but only for one of the VCs, not the full9 F1 n* _; J* Y
set
6 p( d$ C# {$ V" U6 Q22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base
+ B; ~) s0 a+ Q. _' B7 p' Q1 ~23. Enabled 'z' to speed up all animations; was commented out in a few animation replays4 ^7 \% e; g/ ?
24. Bug caused F/FB to sometimes bomb at low altitude
! b% S% q6 |- {) j25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not& `. y' S/ `5 C( L' y
occurring properly.
9 ~; ]9 C& [' b4 m0 J/ A% V26. Bug in Industry 'failed' indication not showing properly sometimes4 S; O: |5 I$ F8 O, r1 K- j
27. Location check at scenario load to include small map sceanrios% H: W8 C3 t/ k4 K" {- `7 f _
28. Bug in air supply to fragments in a non-friendly base hex1 i% W7 ?& m- G+ L! y
29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was* ^' Z7 K4 l7 W- @
being set to homebase before execution of the mission – ie was returning to base
$ L4 S" D( k4 p1 simmediately8 v4 B3 N. C; l }
30. Error in Strategic map display
' i1 x9 F' E7 `$ y( U# @% X31. Additional and stockpile options were not turned off when base was captured
5 w' w) K% A; q& C" S! [ G5 O32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on% ~( H- a6 z0 w9 v3 s- |8 y( e
mouse over- C0 ~4 E5 s' H9 [ A
33. Army experience being gained when not 100% prepared as per manual; changed to allow" X* l5 i7 a5 u* v/ ?/ C
chance to gain experience if >75% prepare and < 50% national exp level
% C3 K1 t& R ?7 d: V& T# ?34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to/ y& [: z0 m' ]3 Y* z
alleviate the incorrect experience gaining happening while in reinforcement queue
* a$ `+ b! U& f35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –
' i, N9 m5 |8 {- h; ccaused unit to jump “off-rail” and move overland! ~" }* m! W9 j# ?- @( ~- Y1 V
36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ
7 ]# ~7 l. E3 `9 ?2 R( {7 Y, Z' u37. Excessive accident messages on unload from TF reported
0 W F. Q! h3 {# @- m9 j& E/ n, D38. Reworked editor sub-unit merging as some devices could drop off the unit list when* Y* p% k; t4 a% o
merged causing smaller size unit than expected% @! t4 }" j4 x9 q/ F* p. i
39. Corrected possible TOE error in scenario data load for inactive units
5 a: b6 h: O, ]( j- P% X! L+ C. m40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can) [- {* x9 [( j! E# M k
however be allowed to do this./ m9 ]/ M3 ?) v e" t7 o
41. Possible CTD if sinking ship's load was a group
- Y- H- j" b5 j, j9 c42. Limit the number of devices built from resources per unit during LCU replacements; this
# y' P% W+ |: ^! P1 |/ xwas causing an over production for that turn% a& B( V: R" O# l# H
43. Retain day/night setting when creating group fragments
6 {2 X1 G, b: y8 p6 C- c/ J( [# z44. Adjusted supply and fuel values in base list not to overrun the space
! O6 O' T Q& m3 a1 r4 B45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but
, V5 H6 c }' \' | s# [added YMS to Sweep TF in line with manual and code) g3 W( I8 a I e! {0 Y. L! \: M
46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the
2 e0 ^0 M0 C2 ]; U# C8 frule relates to the abundance of manpower and is not covered by replacement pool. Normal
, l5 U# K, F1 c) V5 _! G% Brebuilding of destroyed units is not affected by this.6 O9 ^$ i) B6 _ O, C' k2 }
47. Carrier capable and trained text not showing together on Group screen M- N; H, k4 n" D0 C
48. Handle any blank re-name changes by ignoring them% {1 |) B1 Q1 I3 z2 F' \3 a" N: D
49. Possible CTD when air fragments combine+ h6 ]$ a. X* Y, d, w, S- s' K* c, x
50. Unloading TF can freeze a LCU onto a ship under some conditions
8 H8 j g( O5 Q+ k: f51. AI not behaving if main HQs missing (affects small map mainly)
( n! g8 ^" I/ c4 w: @/ e52. AI using AGC for normal land units – removed from TF if not needed& o, }9 K- _3 G& d& W3 s' x v
53. Soviet activation message not in Ops report% b ^9 ^: B1 Y: K* `2 Q
54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range
1 f) V! o; i. d$ Y55. Clear Soviet air balance if not activated. Possible incorrect base switching
7 X6 r# ]' C& x* G- h56. Sub attack against docked TF not happening for port size <34 F+ }% f6 z+ P' Y
57. Unit type changing unexpectantly
: l4 `5 p2 ?, b- C. m& o58. Torpedo replacement on plane sometimes is missed- C6 b8 T" Z+ l' @
59. Double handling of overstacked supply requirements
& K+ n2 p! O1 L. }1 H# L60. Fixed alternate weapons for port attacks
8 N [- W! v& O8 m. J5 Z3 V61. Corrected weapon system damage to show after combat on ships in port rather than wait till, V: |: C1 A/ O! N5 ]
sometimer in the ship repair cycle.
& r/ J+ Z: G" d- p' T ~9 M62. Ship tonnage over 32K could cause repairs to fail- p0 { _7 i+ N) r) u3 v
New$ z8 n" B6 Z! [/ e4 ?" t0 [
1. Show Port re-arm level on ship list screens at base. Does not account for tenders, just the4 x$ V0 Q; f2 f# M0 [" a
port0 R4 K7 @, H5 z0 H1 U$ Y
2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.# ?* }" U* H( V
Tenders not counted
6 `0 m( ]0 x: S, k3. When showing mine device on ship, show '!' next to mine ammo if can reload at base
6 l6 |5 u4 Q2 i3 ]) L# d, K4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method- q8 F3 L4 q* i$ U) m4 k5 x# |
to remove damaged ships from TF
) ^: w4 E1 \- T5. New filter for “non-building” devices in Industry pool screen8 b- p2 u% x7 p* A
6. New filter for “non-building” aircraft in Air Replacement pool screen
5 O* W T' G$ Z5 Y7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy" `. `8 v( C- p: G9 o5 z
mines (^) detected- i6 Z0 w P# N) p
8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the$ l5 e+ n+ \' ? H5 _8 B
‘button6..’ image files, then these will be shown. If not, by default there are shown as# ?8 a0 R6 r" ^
standard parachute unit icons
' J* y% u- k$ d0 ?9. Air/port damage and building is shown in base mouse over
1 E$ _0 V c$ {10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on
* V% w1 [0 w" U2 I$ k+ h {11. TF can be routed to stay within coastal hexes as much as possible
7 {7 H g' M0 l* O& X4 g* p12. On Top Pilot screen show the 'ace' cut-off value if more than 1+ Y" j" H9 \2 s [; M
13. Added option on group and LCU reinforcement screen to turn off replacements
" r5 b* c- }# j" O, e: @; a* B14. Current base can get supply returned to it when reserve planes returned which were
/ r' ?0 S$ p; e8 `originally supplied from another base
. k7 l* {7 ^( n* R15. Unit type filter on Troop Loading screen3 H: C% {5 s `, z/ p: y/ B
16. Report killed ground units if not in combat report& T. i* J: H; A$ a g
Changed/ D% n! L- k# X$ J( @. i' b; \
1. AF of 8+ have AV support doubled for purposes of determing support for air operations( Z9 X' H9 L% m' P
(complements fix 18 above)
: `; f' z& a/ b2. Permanently increased pilot array to 70K
, L2 d/ r2 ~ v, s7 f. q2 W' q3. Increased number of air combat rounds are a factor of total aircraft involved1 b8 N& A$ \- f+ b$ Y+ A
4. Allowed submap to submap movement if land connected for land units. Should have been
3 n' o- c; S7 s' U/ ]; lso as per Andrew Brown2 P. S# f; I) h; r
5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message
$ ]9 j. f/ o, Z. idelay toggle instead
% D' A7 |4 f: c# J u6. Aircraft being grounded for maintenance factors in durability also. This will spread out the
! B# S8 x: F5 L9 P/ qmaintenace a bit more
2 _ `. |$ ~3 c& M: C) N7. Support device replacements won't decrease the overall experience of LCU units. This does
! U0 l! W! ^ P1 Inot alter the overall EXP change due when any replacements are received.
6 b, `" r0 f' _) y- n8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction8 g0 l4 o. I" w8 {( Y
between the two but could break current games.2 d [6 c( q- [1 L) |8 X
9. Some LCU Prep points may be retained if unit is experienced/ K7 r8 F- v7 N+ ?) S
Notes
$ _; ^) Q; [" A1 z1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario
3 H5 u" w+ R4 o5 }should not change player or HQ, even if not in play. These original HQs are used by the AI" m# h- D; X6 c! F- T J( R
routines so changing or deleting them can put the AI off. Changing other elements should
. Q' [. t; \: K) ~6 H' Gbe okay.
$ T3 P& u. a) ~, `2. Clarification to weapon filters for aircraft:" g7 o; j0 I, R0 z7 f2 O+ J3 Q2 }9 Y
PM_NAVAL_ATTACK 2 // used for naval attacks
& @* T8 C% t% K6 {: [7 vPM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)
+ }1 m; }1 c( ] c; z3 MPM_LAND_ATTACK 8 // used for land (ground) attack
: a4 b8 u* I$ A9 i. TPM_PORT_ATTACK 16 // used for port attack% e' m1 I( s5 y6 l" j
PM_AF_ATTACK 32 // used for AF attack5 C# i1 ]6 K9 a$ Y, `
Dropped any reference to secondary values for land and AF as they served no special use.
4 \* N9 Y; Z9 c, @4 G% j4 uClarification changes( d) _! S5 Z6 {5 W, j& d5 V, s2 d
1. Some clarification and changes in regard to use of the Soviet Motherland bases. These- _: n4 p) Y, Q
bases are those defined as having an original Soviet hex ownership of SOV_UNION (90),
; |4 O0 |; |5 s+ P3 u1 d, qMONGOLIA(91) or TANNU_TUVA(92).
6 l$ F* X4 a/ q7 ~" Ha. Allied non-Soviet groups can't transfer to Soviet Motherland bases3 v: S. X" ~6 a0 r9 d
b. Allied non-Soviet LCUs can't move into Soviet Motherland hexes) O" w% A. ^2 G: M
c. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases7 v$ r5 J" G: Z( Z
after Soviets are activated, but can’t move
( e \ b9 f+ j6 T4 O [$ ed. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if% p1 \3 o [# {8 O
disbanded in port.3 c: d7 H* }% N) t4 |. D
e. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently# { G8 \( Q6 S9 g
f. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |