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http://www.matrixgames.com/forums/tm.asp?m=3185062
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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:
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+ J+ t. E5 |8 u( t. MChange History:
+ {9 J0 ]5 a6 H4 h# ?7 G+ xV1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17)
3 A8 m+ x7 K+ | h7 }4 E1. Seventh Update – This release is a comprehensive release updating all previous, ~5 P; E; E, d- k7 x) Y; u
versions to v1.01.17 beta9 O, a/ M" m2 z7 p
2. Code Changes
( q9 g; D. y9 k- U _Fixed0 g: }3 c6 J+ H
1. Display of AF/Port icon between player saves based on player's intel# w2 x, z u$ O5 D( o" E
2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when4 C5 }7 E& K8 X2 H7 Z
weapon list updated* W5 Q$ y" o- }( g" i6 R8 i
3. Reported cargo/troop safety values incorrect when no cargo/troop space# G: C* @ p: Y! s7 }- S' r5 j8 y
4. Allow smaller 'reserve' space for small groups on ships
9 Z E% s7 D! Z5. Preserve some more data when swapping fragment and parent to prevent lost of parent
, @7 |/ l9 h/ K+ \" R0 N6. Correct attacking plane count before final post-air combat. ^) ~6 e& W w7 W
7. Pilot promotion may have occured in error sometimes
; i; S' ~4 [5 \; ~* }8. Raid detect message sometimes dropped of the combat report& p; K5 n) [0 o* y, |
9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply% X% V8 n* L5 b% {
generally) z# O* O1 w3 {1 @$ I* Z8 q8 l
10. Some pilot-leader connections were being corrupted9 N+ M( Z8 X. b8 d, A' i0 H. M+ f
11. Movement bug with following units due to incorrect move indicator. Seems to fix a few
/ b8 V) L! x; D% r iother move issues due to the incorrect indicator
2 X( p7 \0 w$ w0 `12. Wrong ship sometimes reported in Ops report for TF movement which causes some
7 g1 |: e D, @& A1 `: z( H, \damage
3 k- D% n4 z' s' o6 C13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool
" z, e/ _7 Y a% O' F14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the" A" ]8 b5 x4 f: O3 k3 Z/ }9 D
date sort
3 h; J; S4 {3 A* c; W1 K- W15. ASW groups not allowed to attack sometimes( }: \# r1 E, j z4 K2 I
16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing
; o$ B5 T y$ iHQ/LCU to jump to reinforcement queue% ^! N7 Z1 s. ?9 D, q! x* q* R
17. Bug in bomber intercept if too many rounds of fighter v fighter combat
6 G2 [/ X/ _/ O3 ^) X( o! ?18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed1 g1 s4 R' a$ r: ]. r
at start of AE but crept back in sometime during updates7 {5 ]! O, r% N8 Y8 ?' Z% U" k
19. Removed the fragment/parent swap during a TF unload as it could often orphan the7 `5 ]: q4 W: @# E7 S& X
fragment./ n9 Q& H2 U" \4 {
20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade
7 M2 y$ o p, Q& t21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not
- x& v( j6 g+ w' nshort scenario). This was fixed in a previous patch but only for one of the VCs, not the full/ s; N8 F# A9 o5 K5 `
set+ c" Q' o! F: b8 f
22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base% E2 |# F. G$ C, d
23. Enabled 'z' to speed up all animations; was commented out in a few animation replays
/ e; C7 z' ^- n$ \, f B24. Bug caused F/FB to sometimes bomb at low altitude: R0 ?" r- D. H1 G
25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not
) R- K% [. ]+ j" V8 z7 Zoccurring properly.
( U' H2 A: U8 K+ }; o2 `1 M( H26. Bug in Industry 'failed' indication not showing properly sometimes
. t4 M+ ]0 S* u, n27. Location check at scenario load to include small map sceanrios8 X, [0 Z9 |+ q' i0 w) Z
28. Bug in air supply to fragments in a non-friendly base hex
7 v! @& `: i& N1 Q0 i29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was
1 P6 N9 w" _( j# jbeing set to homebase before execution of the mission – ie was returning to base
& J Y0 y# G8 |' d |$ C" w, s) A( k) Eimmediately. B. j7 s( Y9 M3 {- R- x, }
30. Error in Strategic map display2 N R/ W8 s; M8 U
31. Additional and stockpile options were not turned off when base was captured r9 }* u1 J* f. u" S2 O
32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on; f, Q& Z4 Z0 }/ F- Y. h1 @
mouse over
. w) c) e2 W- \7 u3 R33. Army experience being gained when not 100% prepared as per manual; changed to allow7 F9 @ T% A2 z! }
chance to gain experience if >75% prepare and < 50% national exp level
& x9 ^1 n& u, f8 J! Q# O- ~, s6 _34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to0 ]3 X& S- }5 K$ X" n0 j
alleviate the incorrect experience gaining happening while in reinforcement queue
, A R- ]% M. q" o. N# b35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –2 x& G$ O7 W+ e- e- \
caused unit to jump “off-rail” and move overland
* a8 T! \( [) L, A$ h36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ, M+ S# z- g+ W6 i4 ^* V% F3 V& ?5 R
37. Excessive accident messages on unload from TF reported. l! G' m* v) A/ }( {
38. Reworked editor sub-unit merging as some devices could drop off the unit list when
/ _, f6 g+ J: Cmerged causing smaller size unit than expected
B x! L0 C, y. F6 {' F; n: |39. Corrected possible TOE error in scenario data load for inactive units6 }. [. m* [+ }. H. N
40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can
" D* D+ Q5 Y' Z/ d |7 E Ehowever be allowed to do this.
! R' u" D- {0 Y) T& D+ f41. Possible CTD if sinking ship's load was a group T) n, I" t* s& |) W
42. Limit the number of devices built from resources per unit during LCU replacements; this
( C/ h1 h9 U7 l$ E$ Awas causing an over production for that turn4 U0 X) J% \. ^- b
43. Retain day/night setting when creating group fragments
0 V$ c3 [# Y9 D5 j0 b X/ m, p; k44. Adjusted supply and fuel values in base list not to overrun the space+ }, Q" \8 U3 L
45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but5 s2 b7 ]4 e; Q) [/ Z0 M# Z
added YMS to Sweep TF in line with manual and code
* X- y4 O) o' a" n/ W: Q, p3 {46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the9 n. D# t' {9 ~+ c( y; _
rule relates to the abundance of manpower and is not covered by replacement pool. Normal
- M5 }" R& J) x) V0 m+ x$ yrebuilding of destroyed units is not affected by this.4 b) w* \' [! k
47. Carrier capable and trained text not showing together on Group screen4 Z. \, M3 C% o3 s
48. Handle any blank re-name changes by ignoring them) T' ]3 t2 K5 j6 V1 L2 L
49. Possible CTD when air fragments combine- \% ]. o& n& z; g1 Y, g/ s1 p% M
50. Unloading TF can freeze a LCU onto a ship under some conditions: A8 e, A2 D) F1 _3 F' k
51. AI not behaving if main HQs missing (affects small map mainly)( v' p- s5 f( \. A! u' G
52. AI using AGC for normal land units – removed from TF if not needed- g( I- t) A8 n6 Q. a2 }3 s
53. Soviet activation message not in Ops report
( A$ k) t1 [# g6 i+ K54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range% g7 }! C; L$ a8 _
55. Clear Soviet air balance if not activated. Possible incorrect base switching( _( M8 I1 Y% t7 c, d3 x
56. Sub attack against docked TF not happening for port size <3
; M0 l6 ?7 B$ C; h3 i# Z9 [57. Unit type changing unexpectantly
- M; P" g3 {, k9 U% F8 N0 R58. Torpedo replacement on plane sometimes is missed
; q% L6 @, |5 {2 A3 I- z0 q+ W59. Double handling of overstacked supply requirements
, E! L2 U) [2 h' l3 a. c# Y6 Y60. Fixed alternate weapons for port attacks
' u! P1 t; n2 I& `: s9 S61. Corrected weapon system damage to show after combat on ships in port rather than wait till% f' ^# h% c5 h2 x) S5 m* L' Y
sometimer in the ship repair cycle.! r o/ Z2 `2 _1 |4 f0 D4 j
62. Ship tonnage over 32K could cause repairs to fail8 y6 l; d; B' w
New: I; p+ i( H, y& A, }
1. Show Port re-arm level on ship list screens at base. Does not account for tenders, just the
9 D4 Y: t; ?; p- F1 u u9 Pport
8 P: y1 I' `; n1 i7 R& f2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.3 k! a- i' w" r* i& p7 f7 L& k( Z
Tenders not counted
8 \! r" ?0 F/ o# s/ [3 {% S3. When showing mine device on ship, show '!' next to mine ammo if can reload at base
# S; o% R: l9 y6 S& w; w: f4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method
0 H7 B6 ~1 }- ^" n# M; Yto remove damaged ships from TF0 S' J. K! \% v% ?( H6 e5 v( g4 M, ]
5. New filter for “non-building” devices in Industry pool screen
/ l6 @7 u# {+ _6. New filter for “non-building” aircraft in Air Replacement pool screen6 I% t) Z! b7 k8 Z7 G
7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy
& E8 f) e- ~% N5 W& Tmines (^) detected
4 {5 K& U% j7 z+ C8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the' _( z6 z2 `" s5 g- a( D4 i; L
‘button6..’ image files, then these will be shown. If not, by default there are shown as
' o$ K. t" ~3 cstandard parachute unit icons6 m! k+ ^4 o* z# X) a
9. Air/port damage and building is shown in base mouse over' E, @' j- g9 q7 g0 d/ x
10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on3 K2 G$ \4 l- [' M
11. TF can be routed to stay within coastal hexes as much as possible h+ ^! o) G& }0 D( F: F! k! k
12. On Top Pilot screen show the 'ace' cut-off value if more than 1
3 |! }- y5 D! M" Z1 i13. Added option on group and LCU reinforcement screen to turn off replacements
/ _4 C, t' Z% |" ^' Q# W4 n14. Current base can get supply returned to it when reserve planes returned which were$ I/ N7 x5 g2 B2 U7 F% h$ L+ _
originally supplied from another base$ F @6 ], Y/ I5 V" X, j$ d
15. Unit type filter on Troop Loading screen" ?2 W; v6 D2 a& o
16. Report killed ground units if not in combat report
0 c' c$ E4 D4 Y2 ~Changed K( a: [1 W/ n3 T3 h7 ?( O
1. AF of 8+ have AV support doubled for purposes of determing support for air operations* P' |5 W4 f: B' O8 g/ b
(complements fix 18 above)
* q! |: f$ K" x2. Permanently increased pilot array to 70K' L r5 u: i$ [: ~; K
3. Increased number of air combat rounds are a factor of total aircraft involved5 ]" Z5 Z* A) B# H" m/ C9 q7 a
4. Allowed submap to submap movement if land connected for land units. Should have been1 H9 K& ]3 t% P" K. G9 V( V# s0 C
so as per Andrew Brown/ F& I1 f8 ]+ a. }, r. h
5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message
1 G0 ?* g7 k/ H$ u: F0 Kdelay toggle instead
" i! w/ {& H+ S, q* t* m: q! x6. Aircraft being grounded for maintenance factors in durability also. This will spread out the
5 m8 @1 q5 v7 B+ v9 I/ J$ N$ umaintenace a bit more
9 c# k% _: R/ Z" |6 Q7. Support device replacements won't decrease the overall experience of LCU units. This does, |/ d/ ], r& a6 v2 R- C, a& T! b
not alter the overall EXP change due when any replacements are received.
2 y0 u3 L& F- I; W1 P6 i8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction9 I5 z4 x, L2 o9 x, s
between the two but could break current games.) E7 ~" x C; ~* z. D3 U# }
9. Some LCU Prep points may be retained if unit is experienced
! H' d, \2 b5 n9 {' {0 yNotes/ Y) \* V5 ?' T) H A q
1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario
# o+ o# c0 [$ t9 S) c. Wshould not change player or HQ, even if not in play. These original HQs are used by the AI! l' r( Y- ~. B; W" X$ y T
routines so changing or deleting them can put the AI off. Changing other elements should: J8 l3 S+ Q/ ]5 K! G; F
be okay.
" V) H, T9 H) Z/ i& v/ f2. Clarification to weapon filters for aircraft:
' k' X" D1 s! D; oPM_NAVAL_ATTACK 2 // used for naval attacks% x5 o0 w4 p5 J/ X& }; W7 r
PM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)
0 c* n5 [/ k$ H" m; H: C. ZPM_LAND_ATTACK 8 // used for land (ground) attack7 M, W s: a1 q" Z; W+ }4 v& R
PM_PORT_ATTACK 16 // used for port attack5 g% v/ Q# U7 V! m% V
PM_AF_ATTACK 32 // used for AF attack) Z/ D0 R7 B& z T; W1 B6 l
Dropped any reference to secondary values for land and AF as they served no special use.
8 Z. X0 D2 _" Z6 b+ A G; [% S+ eClarification changes
' c2 x) }' N3 q) X! G1. Some clarification and changes in regard to use of the Soviet Motherland bases. These
B( W6 ^; U1 m ?* Ybases are those defined as having an original Soviet hex ownership of SOV_UNION (90),
9 }6 L5 q2 m0 ]2 e( P/ cMONGOLIA(91) or TANNU_TUVA(92).; f9 Y3 }& p. o! P' }! U0 W
a. Allied non-Soviet groups can't transfer to Soviet Motherland bases( G0 _/ K2 d( L: }8 {
b. Allied non-Soviet LCUs can't move into Soviet Motherland hexes
' D8 Q5 _, E1 {c. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases
; `9 i0 D$ u* {' R# Tafter Soviets are activated, but can’t move* S3 ` {- y- k4 A
d. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if* V0 l5 ~0 y" z K
disbanded in port.9 m/ u1 S4 K* j3 f3 |
e. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently
) M4 Y+ k# m: B5 q4 W" kf. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |