具体见
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# j& o+ ?& a! M ~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3 W( [$ \- q% P9 d. {
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大量更新,详见列表:
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3 p2 E4 [2 ~3 s3 R1 H$ c. x. k; @Change History:
. H1 [! ~2 \2 Z8 P8 f( QV1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17)
: I& B- c) I* ~# u9 K: p1. Seventh Update – This release is a comprehensive release updating all previous: L# ^# R9 H1 N7 \
versions to v1.01.17 beta' E- L1 I- v# W2 z) w
2. Code Changes
1 G6 U7 e: I$ J. k, u% `Fixed0 A, F, k8 |, \( i) z" `' _+ e7 v& n
1. Display of AF/Port icon between player saves based on player's intel; n$ `5 x1 p1 @4 Y) v/ _7 }
2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when" A( t2 q( H( e: J
weapon list updated- p2 d8 y3 O; j. |3 W% h; o
3. Reported cargo/troop safety values incorrect when no cargo/troop space
- _4 Y) Z8 u( X$ x4. Allow smaller 'reserve' space for small groups on ships
]$ x9 D+ e3 J5. Preserve some more data when swapping fragment and parent to prevent lost of parent
; T/ Q6 V7 x) f) E) m6. Correct attacking plane count before final post-air combat
! G% o% j9 {. i# c; ]+ _' y( m8 u7. Pilot promotion may have occured in error sometimes+ N' @- D( N1 e6 E2 ]
8. Raid detect message sometimes dropped of the combat report
$ n! ~; B) B, P5 j) @% B9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply
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10. Some pilot-leader connections were being corrupted
+ j; | E' Y3 p$ y& c( r; j/ m11. Movement bug with following units due to incorrect move indicator. Seems to fix a few
1 U0 y7 r4 L7 w, k p; A" aother move issues due to the incorrect indicator9 d4 C6 e$ w: Y5 ?! f- p
12. Wrong ship sometimes reported in Ops report for TF movement which causes some
9 `/ Z9 O6 B2 ^% |" U I1 Ldamage6 ?2 x1 Z. x) Y7 I) D$ S
13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool5 |% k9 r8 F) z0 u0 ]1 U
14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the' L3 ^( b* e& C. F& e& Z
date sort
4 X: j _2 \1 d) t/ `15. ASW groups not allowed to attack sometimes; O7 L% q' F1 q# c1 y# s4 J& o
16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing, l% {' C: _) W8 q5 F
HQ/LCU to jump to reinforcement queue5 Y+ ^" b E+ p) T8 F, c& j4 P: |
17. Bug in bomber intercept if too many rounds of fighter v fighter combat3 M k: c% ~9 O% o8 I8 w: [, }# Y
18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed
) r* T( n% r0 A0 L6 l* L; {+ Rat start of AE but crept back in sometime during updates
3 U X& o" F4 I2 T8 J4 b) }- G19. Removed the fragment/parent swap during a TF unload as it could often orphan the; J- N: K1 f Y
fragment.
/ S; d4 u/ `. p2 o: l20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade
/ x2 @( y) C* \8 o21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not- {* p$ T9 r+ A9 l$ {# Z
short scenario). This was fixed in a previous patch but only for one of the VCs, not the full
) {( i5 M4 F, U" R7 F( `set
# \& U; L" f4 b' z# `: s3 z- [22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base) E& z5 ?& ]& I, ~
23. Enabled 'z' to speed up all animations; was commented out in a few animation replays, k! U( T5 m, [) Z% o* C" B
24. Bug caused F/FB to sometimes bomb at low altitude
* {! e k6 U8 T' V+ r25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not
9 K% M- H% i5 U1 D( @3 n6 Toccurring properly., c3 o [) A+ o; \
26. Bug in Industry 'failed' indication not showing properly sometimes
0 f3 T9 J' G' f27. Location check at scenario load to include small map sceanrios
3 r9 K4 _1 Z" v7 V/ v5 ]28. Bug in air supply to fragments in a non-friendly base hex
. y1 W0 E9 \0 c2 s29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was
$ v& z/ t. C+ v; L$ L% Abeing set to homebase before execution of the mission – ie was returning to base0 J p4 n. R+ q# ^( v, }
immediately
& S4 @; Z. ?; v' F4 w1 G30. Error in Strategic map display
3 M$ q3 {6 ~- m" a$ U1 p31. Additional and stockpile options were not turned off when base was captured
7 O+ B m$ H# X3 v5 W/ R32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on
3 E, N2 h8 D7 b1 a) Imouse over6 F3 y) L3 Y0 i5 [
33. Army experience being gained when not 100% prepared as per manual; changed to allow5 K! X- A' M7 ~3 s+ r) f* P
chance to gain experience if >75% prepare and < 50% national exp level
. x- C2 W8 }1 U0 \* |% g34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to
% ]1 m% v; X$ o! Ealleviate the incorrect experience gaining happening while in reinforcement queue
- m3 k3 m/ Z% x _35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –5 J) Q& ^7 H8 e& s. v# A
caused unit to jump “off-rail” and move overland( J- M3 a5 A9 h! y/ F# m
36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ
1 N" u+ A# y# L, n" U% c37. Excessive accident messages on unload from TF reported! h N; h7 c9 p2 W$ @; c3 z
38. Reworked editor sub-unit merging as some devices could drop off the unit list when+ @0 A# ?9 a( w* p( x6 b
merged causing smaller size unit than expected
7 ~/ A6 b6 Q7 M39. Corrected possible TOE error in scenario data load for inactive units4 Y- M$ L' r0 C- `% Q4 o ?
40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can
3 K% e# ^- C: qhowever be allowed to do this.
7 g) `% O8 o y# k1 q {3 V41. Possible CTD if sinking ship's load was a group$ ~5 w7 |% ~; A: w! h9 A. }
42. Limit the number of devices built from resources per unit during LCU replacements; this z2 Z. K! c& p4 C, ]7 g0 v$ i( L+ J
was causing an over production for that turn0 D! h1 Y6 ]/ p; N* d
43. Retain day/night setting when creating group fragments# c' t/ }# k9 ]- U$ H! l: {# a
44. Adjusted supply and fuel values in base list not to overrun the space5 M% q3 z! C! R
45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but
# K( e7 s3 k4 a$ X( Jadded YMS to Sweep TF in line with manual and code
8 M5 |" c# V, ^4 Z46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the& @4 \9 B0 i% X6 [
rule relates to the abundance of manpower and is not covered by replacement pool. Normal
7 ^/ q6 K! x j' jrebuilding of destroyed units is not affected by this.
0 R) Q% W8 |+ t2 R5 @0 E5 @47. Carrier capable and trained text not showing together on Group screen
- w* z4 n# R5 S+ s/ M% v" k48. Handle any blank re-name changes by ignoring them
, h& _% M; p2 z7 J n% [+ ^49. Possible CTD when air fragments combine" v& I6 h" l! ]' X) \) \% O
50. Unloading TF can freeze a LCU onto a ship under some conditions* {8 k7 s0 k* R
51. AI not behaving if main HQs missing (affects small map mainly). D" _9 [7 y; _
52. AI using AGC for normal land units – removed from TF if not needed
9 h4 b8 q7 S0 b: a53. Soviet activation message not in Ops report8 v; k# K3 @2 g% g8 E5 q8 v& n$ m
54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range7 T1 c1 L. X& n3 w( x- e' ?- O8 y
55. Clear Soviet air balance if not activated. Possible incorrect base switching
( X2 L8 ~6 \4 e3 S( a4 F56. Sub attack against docked TF not happening for port size <3
' f, z- ^8 ?! i3 d8 u- ]3 f4 C57. Unit type changing unexpectantly
; _9 }" t0 k7 _4 [58. Torpedo replacement on plane sometimes is missed
4 E" Z' h: w( {# L* R Z! z$ K59. Double handling of overstacked supply requirements
7 r4 h! ^6 F) H" @3 ?4 f7 ]- ?60. Fixed alternate weapons for port attacks' e4 t& Q& O! V `( J/ X
61. Corrected weapon system damage to show after combat on ships in port rather than wait till
' H7 _( v8 e3 K, g' j" ?( D' \' c8 a3 Ysometimer in the ship repair cycle.
7 v6 A) S- {2 N$ N62. Ship tonnage over 32K could cause repairs to fail
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1. Show Port re-arm level on ship list screens at base. Does not account for tenders, just the
- {) K( X& Z' p( ` ?# q' h, z7 ~6 @- Tport
F$ [$ {+ w. w8 X# }2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.( N8 a1 P" j4 c3 ?4 k
Tenders not counted6 P9 p' C/ m5 e3 C% n# Q+ U
3. When showing mine device on ship, show '!' next to mine ammo if can reload at base
: E5 U) s8 \ W( p, I6 E4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method( y% J0 k) z3 l- Q
to remove damaged ships from TF
3 W' s/ |1 f+ g# W+ O# ^5. New filter for “non-building” devices in Industry pool screen! _' l" X7 \; ?; d
6. New filter for “non-building” aircraft in Air Replacement pool screen+ a# P& U- u$ U! _
7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy& j. P6 e; f: { ?9 d' o/ r. q4 z
mines (^) detected
0 ^4 Z% D4 @5 z' S4 [: ?8 t8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the
7 v2 x6 g k! B, ?5 Q, y‘button6..’ image files, then these will be shown. If not, by default there are shown as
+ A, ?) B3 X2 A+ s% Y tstandard parachute unit icons$ g, |4 }) h7 _) V8 z% f; Y
9. Air/port damage and building is shown in base mouse over& R, N2 W3 k, E3 T
10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on
( U3 o1 w/ S& n' Q5 s" B, @. W11. TF can be routed to stay within coastal hexes as much as possible6 i9 r- ]' v3 t! X( ]
12. On Top Pilot screen show the 'ace' cut-off value if more than 1) l& p7 K F, F8 K) l* F) u) [$ S
13. Added option on group and LCU reinforcement screen to turn off replacements
% a8 k2 q( F- N) j8 h6 Z# w5 J14. Current base can get supply returned to it when reserve planes returned which were1 F3 [) H# R2 U+ R O
originally supplied from another base
" o7 t/ |' h, u7 s3 P) A15. Unit type filter on Troop Loading screen6 ~* E& k# d: H) |
16. Report killed ground units if not in combat report. P. B; Q4 O l+ y& U
Changed
9 O% m& k4 k0 J, w0 L1. AF of 8+ have AV support doubled for purposes of determing support for air operations+ s1 a" ~/ m6 C& }( h7 M
(complements fix 18 above)
# ]' d: o! \' J2 g2. Permanently increased pilot array to 70K
, k* k: F6 D0 e7 G& C* a+ `# t5 l3. Increased number of air combat rounds are a factor of total aircraft involved
. K- l* H1 x8 w4. Allowed submap to submap movement if land connected for land units. Should have been5 P/ p: O& K, G! Z. ]
so as per Andrew Brown5 a& F; ? U( R- ~! ]: W' H
5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message9 ?. H4 m" m# ]+ |7 }
delay toggle instead/ T D7 c. W9 b" v6 w
6. Aircraft being grounded for maintenance factors in durability also. This will spread out the0 ?- f* R* F$ u
maintenace a bit more
I6 O. p% O1 S+ ?- ]) d1 a7. Support device replacements won't decrease the overall experience of LCU units. This does- S( O7 v) j0 q0 \3 ^- O2 M
not alter the overall EXP change due when any replacements are received.6 g9 k# l& E' O v
8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction
0 D% o7 _) Y, {8 M8 I. p0 `% jbetween the two but could break current games.
! B& T' F* Y$ I4 N; c9. Some LCU Prep points may be retained if unit is experienced" ]1 `3 U! r+ {& G9 a
Notes
, K3 e' ^6 ?5 p5 [, T, q5 J2 J1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario
: s, m* ]! n8 r+ tshould not change player or HQ, even if not in play. These original HQs are used by the AI
1 ]6 ]" g, I. x" j: g1 l$ {routines so changing or deleting them can put the AI off. Changing other elements should9 E/ b2 L' g: b! V0 E" c& Q. m
be okay.
) J' j1 s$ v4 r2. Clarification to weapon filters for aircraft: p. p. n- g: v
PM_NAVAL_ATTACK 2 // used for naval attacks& v u |* M' C( k
PM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)$ }' H4 J! `$ k0 x+ Q, Y
PM_LAND_ATTACK 8 // used for land (ground) attack8 Z3 D& n2 x+ I( S
PM_PORT_ATTACK 16 // used for port attack- b2 K- n: i5 `( l* ~2 k) ~& g
PM_AF_ATTACK 32 // used for AF attack- d5 Z2 A$ I) i Y
Dropped any reference to secondary values for land and AF as they served no special use. u8 |; o4 D$ S4 c) K5 R
Clarification changes
~# B* z6 W7 s/ Y1. Some clarification and changes in regard to use of the Soviet Motherland bases. These% m7 F% t/ h3 u ? c5 j; ^
bases are those defined as having an original Soviet hex ownership of SOV_UNION (90),
# K# \6 ]9 [ i( ~1 ]" W0 y* RMONGOLIA(91) or TANNU_TUVA(92).
: U/ U& s7 e* ~' y# `% `, Ea. Allied non-Soviet groups can't transfer to Soviet Motherland bases
! F e! e4 p% f' V% Tb. Allied non-Soviet LCUs can't move into Soviet Motherland hexes
9 i3 b/ C& n, R9 o7 `6 `" g* gc. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases3 Q' N+ P7 F# W% q" u; o2 }
after Soviets are activated, but can’t move
. u, q" @: E8 fd. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if& T# l, O" s+ s1 r
disbanded in port.7 ~1 O( m- P7 l9 c3 o7 f
e. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently( y$ @9 t! @( Q% V7 E6 s
f. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |