具体见- |+ m/ x5 |2 v' B
5 ]- L( L" |" M; j0 {9 Y* nhttp://www.matrixgames.com/forums/tm.asp?m=3185062
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/ }" ]$ X+ |& A" i; `4 ^已经共享到岛群QQ和本论坛置顶资源帖5 T' ~, T# j: p' K3 D1 D+ q7 V
9 Z5 ^, t' Q$ r7 T大量更新,详见列表:6 P+ D' V2 y3 r8 s& q6 I8 b' T
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Change History:/ p; m& i8 g3 r: C
V1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17)6 z* P5 E, M" @' [+ j
1. Seventh Update – This release is a comprehensive release updating all previous% F& X0 h0 d- b; k) M( N- z
versions to v1.01.17 beta
+ X9 o; S. v7 Z4 f0 @ M' _3 P. {: K2. Code Changes
# Z5 ]8 J$ o0 w# |* mFixed& b* D3 C8 y: I9 ^* s
1. Display of AF/Port icon between player saves based on player's intel ?! G6 J9 G( ]
2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when6 X8 S" `% |! T
weapon list updated4 T( k+ H* y: ?" O8 m- e
3. Reported cargo/troop safety values incorrect when no cargo/troop space; s6 m4 `1 g1 Z5 c% O: c8 O9 k' `
4. Allow smaller 'reserve' space for small groups on ships" s4 j$ B& r! Z" H" k5 O
5. Preserve some more data when swapping fragment and parent to prevent lost of parent
# @. Y( J0 H' c6. Correct attacking plane count before final post-air combat/ [, {3 ?4 Y) E6 i
7. Pilot promotion may have occured in error sometimes- O8 r3 J# k3 H' V% M
8. Raid detect message sometimes dropped of the combat report
3 v7 \8 ?% f: [* v/ k( p. |! R9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply: ?5 s8 P, q6 G ^% q
generally! b8 C$ |& K- E" X& H x# L
10. Some pilot-leader connections were being corrupted
# L6 X' Q9 p1 e k* F( @0 P8 M( B% O11. Movement bug with following units due to incorrect move indicator. Seems to fix a few: Y5 w; ^+ F$ A. `' [0 |# a O
other move issues due to the incorrect indicator
, n$ K# b* D0 [; q12. Wrong ship sometimes reported in Ops report for TF movement which causes some' G' H# w6 U3 ^" Y
damage
! P5 H0 |2 g- L9 _8 f$ j- K13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool
8 x/ b2 M! T1 q: ]14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the
5 F; F2 X1 c. t. G. m( odate sort0 |8 p& m$ ?' [* ^
15. ASW groups not allowed to attack sometimes
. X! l6 k, B4 Y/ W [+ Y# g0 J16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing
4 M' u5 N" \5 A! |' Q) AHQ/LCU to jump to reinforcement queue. i' b& G% | e6 ]
17. Bug in bomber intercept if too many rounds of fighter v fighter combat
/ \8 H* S+ v. {! M18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed
5 i5 l& |5 L" Y! Mat start of AE but crept back in sometime during updates7 {& K1 M- o6 b" f7 {2 A8 R7 u9 \" H
19. Removed the fragment/parent swap during a TF unload as it could often orphan the
0 Y: f) Q6 i2 S6 w; q' l1 v9 Zfragment.1 |+ V9 Y$ [6 l/ i4 k' R7 d
20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade
+ N! F7 L9 Y2 }. Y; ^21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not
# l5 T0 F0 D- t( @ J( b" oshort scenario). This was fixed in a previous patch but only for one of the VCs, not the full
+ o, f) X! [, h7 P) B; }set2 n8 q* d1 F( d" H+ S: n
22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base/ e4 n: l" M5 e8 ^6 d
23. Enabled 'z' to speed up all animations; was commented out in a few animation replays
1 D' b7 b( }7 U( N; N! ^24. Bug caused F/FB to sometimes bomb at low altitude% H' Q9 d& e$ `# R
25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not+ e8 f' d: k4 ^# q0 m% @
occurring properly.
y3 ?5 {/ R! p26. Bug in Industry 'failed' indication not showing properly sometimes
: P6 t9 t- `( `8 L! h27. Location check at scenario load to include small map sceanrios; g) }, {/ f/ @" A+ k( @7 E" G
28. Bug in air supply to fragments in a non-friendly base hex
" E% J) X8 {6 j29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was+ C5 s' p6 L1 I; Z2 X) W
being set to homebase before execution of the mission – ie was returning to base
$ e* t+ I1 P: f8 |: zimmediately, Y* ?0 ^8 |. _! C
30. Error in Strategic map display; o: q( K/ c; j" R( u2 I4 r. H
31. Additional and stockpile options were not turned off when base was captured9 G- R4 H3 e$ H! E5 X
32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on
) z! T, s c5 Q9 j4 e, n0 u( zmouse over
: Z" b U9 P' X33. Army experience being gained when not 100% prepared as per manual; changed to allow! L( z; m* M' g' l1 k, i0 R% _+ x
chance to gain experience if >75% prepare and < 50% national exp level
3 X0 t- z% C+ s34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to
Q, m+ l9 y3 Halleviate the incorrect experience gaining happening while in reinforcement queue% c& n2 |+ e: N' C8 f$ Y' J" w
35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –
2 K+ I/ Z+ r! V) N" P2 E- h; P! s. {caused unit to jump “off-rail” and move overland
& i/ [8 X/ t' r& y V) ^, o% o36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ0 J7 j+ _" K, E/ M" M) }, I, t" ]
37. Excessive accident messages on unload from TF reported
y; @" q% I/ V, p' U) J* j0 Q1 p38. Reworked editor sub-unit merging as some devices could drop off the unit list when
% U) H; L7 y% o+ N' G, v& e- ~merged causing smaller size unit than expected& C% z( x5 @/ j1 W" v2 |6 T0 l& G
39. Corrected possible TOE error in scenario data load for inactive units8 B9 r& V0 v c& T M% W; I
40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can
, G3 |5 V% F2 U! Y1 thowever be allowed to do this.
' H7 J4 h2 T+ a. `41. Possible CTD if sinking ship's load was a group; z- x. b) z1 A* c% i
42. Limit the number of devices built from resources per unit during LCU replacements; this- M6 |* \" \! D' ] M
was causing an over production for that turn% R. @6 H1 L$ W1 r/ J
43. Retain day/night setting when creating group fragments9 c. X# j$ R, g f" H7 ?& S$ {1 _
44. Adjusted supply and fuel values in base list not to overrun the space; e8 L: q' O/ A' s) U
45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but0 S2 y2 l6 m: T) Z# L( h
added YMS to Sweep TF in line with manual and code
) |+ F: q( K6 D& S: P4 \4 F46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the9 O, j# `! V) q; h/ r& k1 x( B
rule relates to the abundance of manpower and is not covered by replacement pool. Normal
( B" e$ H2 f! c9 Z" G& l- s" `rebuilding of destroyed units is not affected by this.
0 s* j5 m8 Q' t1 i47. Carrier capable and trained text not showing together on Group screen
/ I- ?3 g7 v# T' M48. Handle any blank re-name changes by ignoring them
3 A+ J8 ^& F6 @# j6 | M; J49. Possible CTD when air fragments combine
5 T7 y0 b2 N7 R4 l' T; w50. Unloading TF can freeze a LCU onto a ship under some conditions
, [ `# V$ Q, P: c7 Q51. AI not behaving if main HQs missing (affects small map mainly)
( ^4 {7 V% W' R: A52. AI using AGC for normal land units – removed from TF if not needed
6 h1 T4 |) b& L' X3 y53. Soviet activation message not in Ops report
% I/ M% C! h% `9 a4 W" G54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range4 i& w$ s* t# d6 a& R; x/ }- o
55. Clear Soviet air balance if not activated. Possible incorrect base switching! |: c& Z3 c3 J5 {
56. Sub attack against docked TF not happening for port size <3
( ^8 r/ J& t' P- g7 ~: I57. Unit type changing unexpectantly* _( j: s: `4 _3 T
58. Torpedo replacement on plane sometimes is missed+ e6 q; B B8 N3 r. h
59. Double handling of overstacked supply requirements" Y5 c2 G2 C: v- P! ?# U; g8 c$ h2 H* K
60. Fixed alternate weapons for port attacks
, h& V2 D/ G7 V, L! u% Q61. Corrected weapon system damage to show after combat on ships in port rather than wait till" T# W0 g- n( \
sometimer in the ship repair cycle.
4 g# u$ t8 K$ g0 e62. Ship tonnage over 32K could cause repairs to fail
- l! v) q% b8 d: Z: BNew
4 M6 Y8 |: h( _) c1. Show Port re-arm level on ship list screens at base. Does not account for tenders, just the
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2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.* j0 D1 Q' C1 Z+ p ~) S
Tenders not counted
4 [9 O" X$ ?, T1 q' \& G3. When showing mine device on ship, show '!' next to mine ammo if can reload at base8 T6 F/ E2 h4 U0 k3 v( R
4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method
# H; ]7 k! J- N- ito remove damaged ships from TF" q6 c: }" i( d4 t9 W9 r
5. New filter for “non-building” devices in Industry pool screen
N/ [, @% H6 O/ D* Q6 P5 @6. New filter for “non-building” aircraft in Air Replacement pool screen, s; `1 e7 g$ J
7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy
2 r1 L0 H1 T. k8 A: w2 {mines (^) detected
/ ? ^) k6 s( h& O* }8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the% j1 ]- k) i! P* m
‘button6..’ image files, then these will be shown. If not, by default there are shown as
6 s" b0 c/ ~& o, x3 j2 T0 y! I: Dstandard parachute unit icons
5 n: h5 y- a2 v W9. Air/port damage and building is shown in base mouse over% o% @; M! S. u5 H
10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on
% \- B* G2 D& [1 \" ]) `11. TF can be routed to stay within coastal hexes as much as possible
4 O- j5 n9 \% C& e D12. On Top Pilot screen show the 'ace' cut-off value if more than 1( f/ g G7 D3 i$ O) u5 K2 t: b
13. Added option on group and LCU reinforcement screen to turn off replacements
$ p) j+ l7 N# h: v/ P9 _14. Current base can get supply returned to it when reserve planes returned which were
! l6 U* c% E4 n4 horiginally supplied from another base, V. D2 j# r$ b! ]* X: Q; @
15. Unit type filter on Troop Loading screen
, L8 x" S1 s+ \/ y. ^( J- H$ X16. Report killed ground units if not in combat report
( l: D% b. Q$ f0 g+ F9 ?% k: QChanged
% m$ t# @3 V0 {" h8 R! S! g4 s1. AF of 8+ have AV support doubled for purposes of determing support for air operations
( u7 G; Z% Y. Q$ B: g2 L# r(complements fix 18 above) P2 p0 R1 t6 U4 a9 s
2. Permanently increased pilot array to 70K8 R! R& E v' J5 g) I/ n
3. Increased number of air combat rounds are a factor of total aircraft involved
5 T! N' \2 V3 J3 ~7 `# c3 @) v9 a4. Allowed submap to submap movement if land connected for land units. Should have been
6 f: e5 C5 y2 b' B# e0 dso as per Andrew Brown
A* e# o% d, t+ }- M* P3 \5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message& e' [( T" c, N* Q
delay toggle instead
4 c4 V6 O, D4 @6. Aircraft being grounded for maintenance factors in durability also. This will spread out the; Y8 p# T: [2 T, i D9 a
maintenace a bit more- S# M3 i- _; l4 _0 J5 T7 s( F
7. Support device replacements won't decrease the overall experience of LCU units. This does, P: L2 }: R5 e/ b- e, `
not alter the overall EXP change due when any replacements are received.
: y* L( u* O( p+ a8 j8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction
; K A2 J, E {& u6 V2 Z& sbetween the two but could break current games.9 C0 {; h( r. A+ j8 s% A6 }
9. Some LCU Prep points may be retained if unit is experienced; P" W& h6 F o9 c; o- l
Notes
% x% t7 v# w7 m5 @1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario
) e( e) |$ H2 O% w6 d9 Bshould not change player or HQ, even if not in play. These original HQs are used by the AI/ ?4 ]9 F/ K7 O, W* [
routines so changing or deleting them can put the AI off. Changing other elements should: U9 T/ g, |% K" p; g2 V1 c6 L
be okay.5 L+ d, ] d" n) f- T+ X6 R. O' f
2. Clarification to weapon filters for aircraft:
. T P$ S/ {6 I0 o$ J7 Q* dPM_NAVAL_ATTACK 2 // used for naval attacks' @4 k, y9 k9 s! i; j* z( i& @% ^" f
PM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)9 Q1 f+ [* R% O* f1 @# N$ D' g( S$ K
PM_LAND_ATTACK 8 // used for land (ground) attack
* l4 S- H5 d9 E2 M( Z& }PM_PORT_ATTACK 16 // used for port attack9 ]- b$ C; a) X M( W
PM_AF_ATTACK 32 // used for AF attack
- v( }/ X6 d1 rDropped any reference to secondary values for land and AF as they served no special use.4 i& F; n1 ^- E1 P* S* G7 d
Clarification changes
/ Q |' L( b. ~9 S& q1. Some clarification and changes in regard to use of the Soviet Motherland bases. These
7 p8 A& ?( H4 w+ e- fbases are those defined as having an original Soviet hex ownership of SOV_UNION (90),8 v H0 w. E6 Y1 P; }$ U* c$ v7 |! d3 d
MONGOLIA(91) or TANNU_TUVA(92)." o# }" T |- y% r Z: X
a. Allied non-Soviet groups can't transfer to Soviet Motherland bases
5 G+ L1 A8 {. E6 t- M4 xb. Allied non-Soviet LCUs can't move into Soviet Motherland hexes
7 T. G$ V9 p9 ^ u7 w8 L" d$ Y, oc. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases
, p7 o9 U ]& [& R$ x L: a5 qafter Soviets are activated, but can’t move( Z3 A' f4 c6 g9 C4 W8 y
d. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if, r7 s" ]* [; D R
disbanded in port.3 A5 L i5 O& L& S2 C- a2 h% M- A
e. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently& q) n: ]1 A& F8 Q" ?: {: e# F
f. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |