具体见
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http://www.matrixgames.com/forums/tm.asp?m=3185062
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' k4 z, m& Q$ w8 ~) p已经共享到岛群QQ和本论坛置顶资源帖/ W) z* P9 f. q
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大量更新,详见列表:3 z4 Y, u5 B+ G. l7 t
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Change History:6 u4 h" W2 c! m, _4 c( e5 b
V1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17)
9 J _" n+ E/ J B U- z, P2 U) [1. Seventh Update – This release is a comprehensive release updating all previous
4 O& |7 K+ [# h7 Yversions to v1.01.17 beta
8 _0 B2 a/ \; C) o2 c2. Code Changes
% }. P) H9 U, z- }" ?7 A0 `Fixed
" f8 I8 k5 `% L; s) h1. Display of AF/Port icon between player saves based on player's intel
7 r$ @" ^; x# K* ^8 X) d1 l3 c2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when2 d. W% P! x# L) D, f7 C! R9 r
weapon list updated
D: t& V: |: |7 u+ B2 @8 X3. Reported cargo/troop safety values incorrect when no cargo/troop space
4 _# ~& `9 Q2 z' C) K& T4. Allow smaller 'reserve' space for small groups on ships' n& n' H+ p$ z+ m- F- U# j
5. Preserve some more data when swapping fragment and parent to prevent lost of parent! o6 G' E3 g- N6 D' y+ i
6. Correct attacking plane count before final post-air combat8 @+ ?4 T) s- I$ o$ D) Q
7. Pilot promotion may have occured in error sometimes
( V7 E, u. p9 `6 H1 G3 q- h: N9 ~! Q. U8. Raid detect message sometimes dropped of the combat report( G! _& }% _( ~/ S7 }- _
9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply) ^4 W' p/ [2 e
generally0 d2 u5 [7 C$ A6 F
10. Some pilot-leader connections were being corrupted
) L5 @2 V" u+ D" Y7 H2 p1 f11. Movement bug with following units due to incorrect move indicator. Seems to fix a few5 n0 n# R: x% g8 U9 s4 V& i. o6 \
other move issues due to the incorrect indicator
, P2 i; n( o. v12. Wrong ship sometimes reported in Ops report for TF movement which causes some
" w0 n7 L; ]7 D9 O: S( V% }damage+ {# D$ _5 T: F" o3 _% a4 ~ R
13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool' b/ ~) R& Y! k% L0 i7 d% H! W
14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the
. P0 f& k' t' \1 y8 S: Q$ X+ Edate sort/ o) B: L; y3 x) M3 f J$ p \; D
15. ASW groups not allowed to attack sometimes3 M+ Y2 S7 M! M/ J
16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing* M+ U# o8 i3 a3 u, k. j0 ]" q6 u
HQ/LCU to jump to reinforcement queue6 t: s8 b- s! |( }
17. Bug in bomber intercept if too many rounds of fighter v fighter combat
+ v8 T! `/ U! S18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed
1 Y/ A% P( o! F, O8 Cat start of AE but crept back in sometime during updates
; e" Z6 k4 o' U2 l8 H19. Removed the fragment/parent swap during a TF unload as it could often orphan the! Z ~3 x% v5 W% Y/ o# V3 ?/ j
fragment.* v% o6 v( ?; W4 H' S
20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade
- L0 ?. t5 c5 q+ c- n# G7 E( @21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not
! x. K2 A$ w1 i, Z4 I: W% Jshort scenario). This was fixed in a previous patch but only for one of the VCs, not the full
1 T/ n, C; h- X/ F6 ]8 xset5 ~; }/ y! }# T$ i% b
22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base
$ v* j4 _. V1 ~, ?% _; d; f23. Enabled 'z' to speed up all animations; was commented out in a few animation replays
# L3 u2 |4 { D! _& X% F24. Bug caused F/FB to sometimes bomb at low altitude" m1 j& F: ]' ?7 H8 @; H) e
25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not
% a; J# e0 ]- J+ Poccurring properly.
' h4 w4 P" L+ s8 p* z26. Bug in Industry 'failed' indication not showing properly sometimes. g! @, S1 U( O" `0 X
27. Location check at scenario load to include small map sceanrios
- d, h F9 \7 y& G& w1 ?28. Bug in air supply to fragments in a non-friendly base hex0 a% ~1 _/ o' H
29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was
9 a% o3 M4 D; I f+ R5 Ybeing set to homebase before execution of the mission – ie was returning to base; v1 {4 E& I3 I! K( |
immediately6 z3 I/ g2 z- D5 w" O
30. Error in Strategic map display
2 c- i: X6 B% ^3 d, H; r! r1 }( R/ G31. Additional and stockpile options were not turned off when base was captured
4 c+ d4 t/ C3 P. h5 B; b; p& |6 z% a32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on" w7 \1 B; j3 N- ~
mouse over1 s( o" V) h9 Q: n. L$ d, |% m1 X
33. Army experience being gained when not 100% prepared as per manual; changed to allow
* r$ E( W& r* `( m$ }8 fchance to gain experience if >75% prepare and < 50% national exp level
" [: m" `1 X8 {' e$ o34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to
- Q* [+ ?2 ~+ ~% N- {alleviate the incorrect experience gaining happening while in reinforcement queue( F$ u$ q) v* Y1 B
35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –
$ a$ }& e2 ]) F \+ Zcaused unit to jump “off-rail” and move overland7 C) L7 C0 w) X; U
36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ2 V3 I" h% W. t# j7 k/ q* y
37. Excessive accident messages on unload from TF reported
% L$ w5 S, A7 D: u& s$ @38. Reworked editor sub-unit merging as some devices could drop off the unit list when0 H7 k, L) _1 l! e( w7 ]6 c
merged causing smaller size unit than expected# G/ }7 k3 ^1 u/ G9 T8 Y- s
39. Corrected possible TOE error in scenario data load for inactive units
6 A- E0 u2 a% Q9 ?7 h. H40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can
3 h% c) A7 [- Z, Uhowever be allowed to do this.
9 O- S: h. [" o: _9 D! w0 a% E41. Possible CTD if sinking ship's load was a group- W( R3 ^. H, a, Q: d
42. Limit the number of devices built from resources per unit during LCU replacements; this" o4 B6 M c9 [! @9 {1 e B; V5 c9 R. G
was causing an over production for that turn3 ^# ?/ ?* R) y4 l
43. Retain day/night setting when creating group fragments- ~. b5 x, r& ?7 i
44. Adjusted supply and fuel values in base list not to overrun the space* O% J) h! C2 H4 n+ t
45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but7 u: j2 w; s# L% a
added YMS to Sweep TF in line with manual and code
% K7 [0 R8 h! h4 D1 G8 o46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the
( m& {) T1 _3 d( i- a2 B) U4 }rule relates to the abundance of manpower and is not covered by replacement pool. Normal
: n# V6 B. l0 T) s( r, |rebuilding of destroyed units is not affected by this.
. ~+ k' M- q$ T+ o3 E/ o4 w47. Carrier capable and trained text not showing together on Group screen
* ]1 T4 G v9 ]( a48. Handle any blank re-name changes by ignoring them
/ Z' W6 r& e8 P49. Possible CTD when air fragments combine
" N# U8 n7 p p4 H+ l- y/ t, |( q50. Unloading TF can freeze a LCU onto a ship under some conditions
7 W! X+ w6 }3 w51. AI not behaving if main HQs missing (affects small map mainly)4 Y9 V/ B3 |5 B) }. o
52. AI using AGC for normal land units – removed from TF if not needed
M# P/ v- J0 C6 n q% [53. Soviet activation message not in Ops report
/ n" o7 C3 T& w3 L' g54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range
4 x1 j5 b- s7 \4 x, e& |* P55. Clear Soviet air balance if not activated. Possible incorrect base switching) T3 x- m- o4 I \- K# Y+ i
56. Sub attack against docked TF not happening for port size <35 g l8 }8 O7 D+ V7 j
57. Unit type changing unexpectantly
+ ~) F5 o8 I# ?3 T0 g/ T8 O58. Torpedo replacement on plane sometimes is missed
: o- V. v$ O0 b) [& m59. Double handling of overstacked supply requirements3 k: C. N4 m. W, W
60. Fixed alternate weapons for port attacks, Y {, ]* H$ Y$ B* ^! _) | l
61. Corrected weapon system damage to show after combat on ships in port rather than wait till: S* g* p: Y; u& Z9 L
sometimer in the ship repair cycle.
& t! q5 v, ?) a9 Y+ p" I$ `62. Ship tonnage over 32K could cause repairs to fail x" I4 ~! @( s, U7 I1 C
New' L7 H2 `" H- v$ v7 \
1. Show Port re-arm level on ship list screens at base. Does not account for tenders, just the
4 C% e" _6 ^* H) }' Vport, K5 t# T2 a! {1 n) k2 o3 j- n: y
2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.
6 ^* ~" ^( ^# \) Q4 V- ^Tenders not counted
! O$ K4 Q5 Y' s& f/ g3. When showing mine device on ship, show '!' next to mine ammo if can reload at base c! X& |( k8 _
4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method
8 Z1 I" W- @8 E0 Tto remove damaged ships from TF
6 u6 N8 a8 U) ^: J+ i. b, U. l# s5. New filter for “non-building” devices in Industry pool screen/ z( K# T4 C7 g" n
6. New filter for “non-building” aircraft in Air Replacement pool screen0 F" C/ ~$ C0 V7 K
7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy v: ?7 C1 K% z# I7 Q5 h1 Q. V8 J" N
mines (^) detected
3 v6 ~! v e7 C5 U- y2 E8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the
7 C# Z* o. g2 Y. ]5 Z- f9 @- e- I0 D‘button6..’ image files, then these will be shown. If not, by default there are shown as1 g" K- \' S4 q1 Y, O) u
standard parachute unit icons1 u0 u) Q6 U. a E) _0 I9 B
9. Air/port damage and building is shown in base mouse over
; }3 x# e4 t- e4 j) L/ j a3 L) S9 ]0 s0 }10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on% `) {+ ^& S1 P3 I& A0 g F# V. z
11. TF can be routed to stay within coastal hexes as much as possible; ]5 } J7 y* v5 S$ n; E3 c
12. On Top Pilot screen show the 'ace' cut-off value if more than 1
( g$ }+ W5 R2 n* \# f0 Z6 s13. Added option on group and LCU reinforcement screen to turn off replacements: \* d) G8 E! s- t6 X" i; u( e2 N8 O$ E
14. Current base can get supply returned to it when reserve planes returned which were
$ v( Y W' g8 r6 S- s: r6 A+ g- C. zoriginally supplied from another base
5 N' m1 s; F& X* A# V& y# d% E15. Unit type filter on Troop Loading screen
# M) D' s% I. K4 H1 x3 r* d8 [16. Report killed ground units if not in combat report* t6 `8 Q( R; b5 T& f4 [, O
Changed
! `5 ~! h) @* n6 `1. AF of 8+ have AV support doubled for purposes of determing support for air operations1 Y. B8 U# q9 E0 f S
(complements fix 18 above)7 Y) a6 x$ G3 l- I. M5 y' v
2. Permanently increased pilot array to 70K% Z8 b7 k5 ]8 J& {8 }+ U& i
3. Increased number of air combat rounds are a factor of total aircraft involved# I" W6 C' W B4 p6 p+ k# [3 c% N
4. Allowed submap to submap movement if land connected for land units. Should have been
3 ]6 A' n: z2 Z8 Mso as per Andrew Brown
5 X" L$ Y. ]0 n5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message
, }+ @5 E* p$ P5 |) Ydelay toggle instead
4 N4 G, k/ N) b. U6. Aircraft being grounded for maintenance factors in durability also. This will spread out the
0 H9 y5 Z- Y0 u5 E" K- hmaintenace a bit more+ ~: ~- `2 }! [5 @
7. Support device replacements won't decrease the overall experience of LCU units. This does8 `! Z9 `8 Q1 Y* {) x1 y
not alter the overall EXP change due when any replacements are received.
^# X5 H3 U3 g. j" ]6 z8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction. m; U* T* J b
between the two but could break current games.% G* o0 j9 e' F' w9 c$ q, ~- _1 Q
9. Some LCU Prep points may be retained if unit is experienced
) V1 Y, k# r) n+ K7 k8 d3 f3 FNotes* ]. h3 P7 Q8 u; v6 s: C
1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario- y% Y1 l% i% @/ t/ z( E/ s
should not change player or HQ, even if not in play. These original HQs are used by the AI
2 G; i7 E+ ^: g( H+ ]routines so changing or deleting them can put the AI off. Changing other elements should
- B' j7 u9 }: g% I/ { i8 v7 Sbe okay.
4 p" V3 C& M3 J' E- v2. Clarification to weapon filters for aircraft:
: \# r! v( Q/ Y a0 l4 W7 lPM_NAVAL_ATTACK 2 // used for naval attacks( S; W) M: t# x2 Q6 h2 `6 `
PM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)
& N, F: X( ^9 h3 l+ @, P' x6 CPM_LAND_ATTACK 8 // used for land (ground) attack# Q" r+ M- l" `
PM_PORT_ATTACK 16 // used for port attack" [% Q5 w: [! T! U X r: _* D+ i
PM_AF_ATTACK 32 // used for AF attack
9 A" @& K, t0 d: ?6 S7 O/ |1 T* {Dropped any reference to secondary values for land and AF as they served no special use.7 v( ~9 G3 V8 D4 r9 |
Clarification changes* M( R0 T5 K! b7 M" O
1. Some clarification and changes in regard to use of the Soviet Motherland bases. These
! [2 i5 S: l" R5 @ H& G4 a" xbases are those defined as having an original Soviet hex ownership of SOV_UNION (90),
* J/ _, W# V8 a# W2 IMONGOLIA(91) or TANNU_TUVA(92).6 z G0 \ N9 r6 O
a. Allied non-Soviet groups can't transfer to Soviet Motherland bases
& u" L. s5 N q4 Q2 s' Db. Allied non-Soviet LCUs can't move into Soviet Motherland hexes
( [: d1 }0 X) X8 l4 b$ F7 N( Gc. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases, g/ v6 M# y+ M" ]$ ]
after Soviets are activated, but can’t move/ M) P5 x' I2 j1 A4 g
d. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if
, E0 V2 q. m: h2 d# A- ]6 Ldisbanded in port.
$ D7 I1 P9 @* E+ T: N% f: [) he. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently
2 k8 T) d3 r# |: D: rf. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |