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http://www.matrixgames.com/forums/tm.asp?m=3185062
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4 j6 a* Z9 ^% q& H已经共享到岛群QQ和本论坛置顶资源帖5 f4 I0 Q% ]) W( X; \4 U$ w5 X
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大量更新,详见列表:- j/ j5 k3 h. k$ s, X0 }9 G7 n
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( z+ o$ v" g& }( j( v" RChange History:
) R9 A' p' ]# i2 hV1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17)! H: D, p. ]5 _ b
1. Seventh Update – This release is a comprehensive release updating all previous% r3 d! a( ]0 o! p
versions to v1.01.17 beta5 X% B# ?5 A6 h
2. Code Changes
% @' W2 q ~/ k2 g$ `6 \Fixed
+ J0 {; W' [; k# a+ F1. Display of AF/Port icon between player saves based on player's intel0 p# W, K9 B& H
2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when
+ c! K9 e# F. h7 K0 ?weapon list updated( }+ @7 L+ W7 G' L: j
3. Reported cargo/troop safety values incorrect when no cargo/troop space9 B- d4 A9 A# V
4. Allow smaller 'reserve' space for small groups on ships
' X& ]! T8 y) ~) S9 s, U5. Preserve some more data when swapping fragment and parent to prevent lost of parent
2 ?3 Z0 g3 N4 T+ f$ X6. Correct attacking plane count before final post-air combat% ^+ x& y$ p/ n( R! ]8 H# d3 R
7. Pilot promotion may have occured in error sometimes
% m& w. z( C' @) G8. Raid detect message sometimes dropped of the combat report5 @! w5 c5 k* _ m) j
9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply
/ I& Y! r: A2 A9 c5 rgenerally
" a' F. r+ ]0 E) D. [, Q10. Some pilot-leader connections were being corrupted
" ^* \7 v8 `2 f9 c11. Movement bug with following units due to incorrect move indicator. Seems to fix a few/ {% F, k) g6 Q9 p- r0 W+ F J
other move issues due to the incorrect indicator
1 u+ s9 q9 T% d4 k7 x12. Wrong ship sometimes reported in Ops report for TF movement which causes some
& e5 Z5 u9 A; {$ p% G6 Jdamage
+ Q* [1 {. g% C+ _; q# p13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool
7 n. ~. {3 m6 M! `14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the; ~7 }3 S& p7 H) Z
date sort9 W. g9 b$ l! _5 `1 l1 X; J
15. ASW groups not allowed to attack sometimes4 X: \1 H& _6 e) D
16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing
# W( x* N) G$ Y" ^8 r2 fHQ/LCU to jump to reinforcement queue! l' m* g5 u/ N3 k, m1 y9 F9 ?+ [
17. Bug in bomber intercept if too many rounds of fighter v fighter combat
0 M+ f" w0 m4 K' F18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed
5 ~$ `+ A o' Z Lat start of AE but crept back in sometime during updates
i$ F* k0 K( V9 ]' [19. Removed the fragment/parent swap during a TF unload as it could often orphan the- c: F5 u2 e/ x" ^
fragment." f6 g4 i" U/ K/ |
20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade
2 |5 M% f+ a3 C( s$ x21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not+ L! s7 _- v7 d& H o, L2 A
short scenario). This was fixed in a previous patch but only for one of the VCs, not the full
% s: Q2 i5 i# G5 W. E; G) k5 ~. aset
0 w1 p( W. a) T; O6 _- v22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base
- ^* s5 t* ]; e, M+ H; ^0 E$ M; W23. Enabled 'z' to speed up all animations; was commented out in a few animation replays
$ o& c5 {. O( q ^( {% l& g24. Bug caused F/FB to sometimes bomb at low altitude
5 g3 n& J2 X7 ]/ ^1 a/ a" T7 a25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not
- [2 K* O' z8 ?% {. E6 P' b( \occurring properly.
( a, Z2 M, z7 S! h26. Bug in Industry 'failed' indication not showing properly sometimes
7 K1 k, `) m1 z* C M/ [8 o. |27. Location check at scenario load to include small map sceanrios, L) g% b3 R2 A" `' }
28. Bug in air supply to fragments in a non-friendly base hex
4 J3 I4 ]) @0 O29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was1 o7 I# u* ]& s
being set to homebase before execution of the mission – ie was returning to base% q7 h* @! f# V) V8 w, [
immediately; W! b8 K# v5 q( B3 O
30. Error in Strategic map display
8 B) i7 g& \* P: f$ n: E8 V5 D31. Additional and stockpile options were not turned off when base was captured
' |) l( J1 \1 d ?& ~2 [. t9 j32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on
P( g' T* I4 \4 _5 smouse over
5 z/ \; ^. _4 a3 H; l33. Army experience being gained when not 100% prepared as per manual; changed to allow
3 y* k8 L% w+ g" wchance to gain experience if >75% prepare and < 50% national exp level* z; U. }2 B" x; W* {: d
34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to" d- T; V' m+ z8 S% y
alleviate the incorrect experience gaining happening while in reinforcement queue
3 {# `7 j Q. o8 ~- w' d35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –
6 g2 s+ w" N* g3 c& pcaused unit to jump “off-rail” and move overland
3 d7 ?* \/ y, n. b/ F5 L36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ
( ?/ z8 n# E" \% r37. Excessive accident messages on unload from TF reported
% ^+ v2 B5 O. {0 ~8 S9 ]" L( Q38. Reworked editor sub-unit merging as some devices could drop off the unit list when# g$ a6 G2 k' S# T4 k. d
merged causing smaller size unit than expected1 `7 w3 r* ?1 r2 g4 ^& j& X) ^& `
39. Corrected possible TOE error in scenario data load for inactive units
0 C j2 r' `8 u7 u$ i2 ` N- } b40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can
0 ?, l3 B( K [" |0 O3 Hhowever be allowed to do this.
7 a# ?8 p; W9 j6 k. e) l41. Possible CTD if sinking ship's load was a group" D7 N: h3 F6 f. j! A4 a$ j
42. Limit the number of devices built from resources per unit during LCU replacements; this
! ~0 c* {! z# k. q v. l; Owas causing an over production for that turn( E W: D4 }% ~6 X% r% ~/ E" ?
43. Retain day/night setting when creating group fragments* U4 E% m" x7 o% G# h
44. Adjusted supply and fuel values in base list not to overrun the space) O! E+ Y+ E0 }. G& {( d' M! z
45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but+ g+ C6 e: d6 f* M R
added YMS to Sweep TF in line with manual and code
" T# v9 ^4 M' X6 \+ p/ E9 h; Z; Q46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the
1 u! K7 E" q1 ^/ N# ]/ `1 Grule relates to the abundance of manpower and is not covered by replacement pool. Normal9 b. `% f% Y7 Y( k3 x% @
rebuilding of destroyed units is not affected by this.' D9 j6 O9 ^8 V0 M6 V- e
47. Carrier capable and trained text not showing together on Group screen% s0 i3 s7 @' z9 V
48. Handle any blank re-name changes by ignoring them; M, G& l' g( o
49. Possible CTD when air fragments combine7 L3 G1 q; E _
50. Unloading TF can freeze a LCU onto a ship under some conditions7 k' g$ T. C2 f
51. AI not behaving if main HQs missing (affects small map mainly)
# p9 v, g1 o, t0 [/ B* t& A52. AI using AGC for normal land units – removed from TF if not needed% |; z$ Z! A! c5 l9 l- W
53. Soviet activation message not in Ops report
/ H6 P5 Q% _' J7 b9 x+ g54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range
. G0 P- {% {- N$ @; J% \# t2 k55. Clear Soviet air balance if not activated. Possible incorrect base switching8 R; }9 C) P5 V: y6 R, ]
56. Sub attack against docked TF not happening for port size <3 z# w) u) B" l5 t8 y* ]) ~
57. Unit type changing unexpectantly
+ Y1 H" z( a7 L- |9 u. M+ L58. Torpedo replacement on plane sometimes is missed
4 H( y0 O" t& T R J9 o59. Double handling of overstacked supply requirements* w, G* h& N1 Z# c: X& p6 E
60. Fixed alternate weapons for port attacks. A3 I! b7 l. w, }' M
61. Corrected weapon system damage to show after combat on ships in port rather than wait till1 v9 t0 h+ z' g& z, B: c, j' b
sometimer in the ship repair cycle.
+ K+ F+ _% w! B4 l62. Ship tonnage over 32K could cause repairs to fail( v. S7 z1 O' p5 y* R$ C
New
9 l& ]% Z7 g8 V7 Y6 e2 G/ t1. Show Port re-arm level on ship list screens at base. Does not account for tenders, just the0 {5 ^1 A- X) A9 a5 ^7 B
port/ {2 m, K; q1 f; f2 l1 _$ {
2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.8 g G6 R+ L/ j- _: a O
Tenders not counted! N! }* I$ j Q$ N% l! h
3. When showing mine device on ship, show '!' next to mine ammo if can reload at base
- U6 W# ]3 Z2 f& M4 } q. b4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method8 j7 B T) F" R9 H
to remove damaged ships from TF
. v3 _2 {& U& z" n7 [1 r+ X' t5. New filter for “non-building” devices in Industry pool screen
' J$ q8 d8 m% m E5 ]6. New filter for “non-building” aircraft in Air Replacement pool screen
% n- g0 r ^' F3 C( B& ] k' a7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy- b# }/ {( U* `5 L9 h
mines (^) detected+ K' w( {( R, @1 q
8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the
1 J) z2 ]6 T% Q6 i5 i‘button6..’ image files, then these will be shown. If not, by default there are shown as7 C5 }4 S' l4 s0 z
standard parachute unit icons
* Q2 \" J9 Y0 J7 d0 G9. Air/port damage and building is shown in base mouse over U# {. O8 N9 l4 S8 \, _
10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on
( z$ W1 v8 c1 c, j1 s# P1 d* c- [/ q11. TF can be routed to stay within coastal hexes as much as possible+ k9 K; o! d9 y- U0 X9 ~5 ~
12. On Top Pilot screen show the 'ace' cut-off value if more than 1: C5 ?) _2 t6 ^1 U! p
13. Added option on group and LCU reinforcement screen to turn off replacements v0 N" \/ D2 C0 }) a/ u' {
14. Current base can get supply returned to it when reserve planes returned which were
" e4 m8 R% Z0 [7 u Aoriginally supplied from another base
" E) T8 \5 C( {1 Q5 H- ?15. Unit type filter on Troop Loading screen0 u! I, Q, o$ C% x0 R9 G- D
16. Report killed ground units if not in combat report
" U" g/ }! P2 K, A" dChanged
/ Z0 y6 r' z9 F1 |2 `& U1. AF of 8+ have AV support doubled for purposes of determing support for air operations( s, H+ C! t( Z
(complements fix 18 above); E( @8 B7 n- X1 Y9 B( z
2. Permanently increased pilot array to 70K# S4 c) H- A. q; N( b* N5 @
3. Increased number of air combat rounds are a factor of total aircraft involved
, m3 [3 E( z0 T1 T! X4. Allowed submap to submap movement if land connected for land units. Should have been5 \0 b7 O9 s( V2 i
so as per Andrew Brown
0 s6 J7 ~$ ^& o, w: s( l/ ^& x0 ?5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message0 a; q, x% H7 D- X+ c& \0 w
delay toggle instead
2 ?5 d, c0 ~0 s& G4 }$ p y& `+ o6. Aircraft being grounded for maintenance factors in durability also. This will spread out the ?& A7 V( h4 W0 ]
maintenace a bit more
. w9 j1 o* Q; O' d5 b# Y7. Support device replacements won't decrease the overall experience of LCU units. This does
: I: V* [' N8 _+ U" anot alter the overall EXP change due when any replacements are received.
5 O* v9 h# ~6 J: t/ \! {) Q8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction
- c9 Q2 i- y& rbetween the two but could break current games.
9 H) P* \$ V6 I {4 [; G. `1 I1 d9. Some LCU Prep points may be retained if unit is experienced5 v0 ]0 \% r# X' S+ |) ?
Notes. s4 F2 \- S: X# q5 T
1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario8 l3 u, d1 U6 s1 [; \. z+ N% z3 m9 H
should not change player or HQ, even if not in play. These original HQs are used by the AI% L+ r6 a8 `8 C+ h: K) ^
routines so changing or deleting them can put the AI off. Changing other elements should
) n' |5 B+ k6 T0 B5 J4 ]1 A2 ^be okay.
$ B. W# \3 F4 g4 A/ q2. Clarification to weapon filters for aircraft:4 M k' v8 `' g: U
PM_NAVAL_ATTACK 2 // used for naval attacks
1 T* B \' Y- g. wPM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)
5 Q- O* J2 y7 S t+ c1 Q' EPM_LAND_ATTACK 8 // used for land (ground) attack" q. P4 |# q3 ]! X0 ]" O/ `+ R
PM_PORT_ATTACK 16 // used for port attack
0 O& J3 k! }" X1 v( {$ f8 fPM_AF_ATTACK 32 // used for AF attack
7 m: e: m6 B% i3 o& U( eDropped any reference to secondary values for land and AF as they served no special use.
1 ^' |) ^4 @8 @Clarification changes; r6 u' D) x2 \) U
1. Some clarification and changes in regard to use of the Soviet Motherland bases. These
" B' \* w& N3 k. obases are those defined as having an original Soviet hex ownership of SOV_UNION (90),
1 g' Y* V* ?- H- F, nMONGOLIA(91) or TANNU_TUVA(92).
& U8 f: a, [5 T) B, T2 L) ?a. Allied non-Soviet groups can't transfer to Soviet Motherland bases, x/ X2 n, d; v, h& p( T
b. Allied non-Soviet LCUs can't move into Soviet Motherland hexes
% c5 P# D* D- C+ Rc. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases
9 ]3 n) G x Oafter Soviets are activated, but can’t move: ~ U$ E3 y9 p2 ^
d. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if! h+ B" r, T. \3 g+ x" h+ z
disbanded in port.& E& ?9 N, ~9 k
e. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently" c8 p2 `4 C- s. G2 i; ?: E/ n# b* }! n
f. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |