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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8 e7 m; G H5 A
% N- r) ^" A8 D& L大量更新,详见列表:
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" b& A/ T- l! _( aChange History:
. {% m" y7 a9 t" o3 J* NV1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17)5 a# D" m/ y& P
1. Seventh Update – This release is a comprehensive release updating all previous& ~/ H6 z0 `/ R, Q0 u% B# T
versions to v1.01.17 beta/ Q4 \0 E) K+ c2 s# w
2. Code Changes
5 V6 J& \# K+ y; R1 @* K' }6 r* HFixed
7 U w# S* t3 I6 H8 q2 J1. Display of AF/Port icon between player saves based on player's intel
9 a- D2 m2 o& i7 D2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when% K: [- K3 Y$ k
weapon list updated3 Y* M! W/ @8 F
3. Reported cargo/troop safety values incorrect when no cargo/troop space3 |* D4 g! g4 E. h0 Q! F" G
4. Allow smaller 'reserve' space for small groups on ships5 j6 @0 S; t* N' k9 Q2 E
5. Preserve some more data when swapping fragment and parent to prevent lost of parent/ {; Q8 `! w: q# X' ]0 H% o
6. Correct attacking plane count before final post-air combat0 t3 ]0 P. W/ h F9 k
7. Pilot promotion may have occured in error sometimes( H( n- k7 [/ C. l7 ?. g; I
8. Raid detect message sometimes dropped of the combat report1 V/ q2 N3 g4 |9 g0 A. f
9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply
6 A* R0 A2 v" U; _; V1 ?; `4 K/ Pgenerally
0 Z8 ~' j5 j; i {& |( _10. Some pilot-leader connections were being corrupted3 n! d& a2 B/ d# R: d* v. v
11. Movement bug with following units due to incorrect move indicator. Seems to fix a few
3 }9 |3 P. A- q% O2 tother move issues due to the incorrect indicator: F; V# d- z& a( q
12. Wrong ship sometimes reported in Ops report for TF movement which causes some& c6 x; N/ \; Q, n1 h6 F% t9 H0 `( E
damage
6 D4 `" c* Q2 R3 X: X G13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool
# n" c2 ?! ~0 p$ g/ @: Z14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the. o1 j6 w% T1 V0 K/ S8 e# W4 v2 t
date sort0 q4 d, n$ y( z4 O
15. ASW groups not allowed to attack sometimes8 t# y4 D/ D8 F* i
16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing; ^' C# ~, c, E3 \3 b$ p, Q
HQ/LCU to jump to reinforcement queue' e ^& i$ b! E
17. Bug in bomber intercept if too many rounds of fighter v fighter combat3 u: s* ^6 E/ q' S
18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed, `& H1 M1 n4 k4 F
at start of AE but crept back in sometime during updates- J6 x3 i; G0 z4 ^) [6 U* L
19. Removed the fragment/parent swap during a TF unload as it could often orphan the8 I5 u: K' L4 B1 L- l" i* G
fragment.
" ?" S* r$ k6 h6 V7 o- p4 U/ @20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade# o2 j' m9 [0 J
21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not4 d# s$ _0 ], {6 z+ o
short scenario). This was fixed in a previous patch but only for one of the VCs, not the full: r9 w6 }! p( K7 ^0 i, W% t
set" X% w! X# m# S3 I, ?# V
22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base
. P7 T% w7 b4 s' _, I7 l/ H: z23. Enabled 'z' to speed up all animations; was commented out in a few animation replays* Z2 u U$ [; Y& U
24. Bug caused F/FB to sometimes bomb at low altitude: b w5 Y- h* `
25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not+ [: Z/ x- R4 n3 L! Z
occurring properly.
6 ^' t% H) x) R$ K+ G# ^# O26. Bug in Industry 'failed' indication not showing properly sometimes# }) w( I' Q4 w0 k: _5 f
27. Location check at scenario load to include small map sceanrios
8 h* W. P U) _ b' Z+ S: R8 I28. Bug in air supply to fragments in a non-friendly base hex
1 h1 C/ L" [+ l1 X4 C' n3 q29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was" y0 d a9 l. u
being set to homebase before execution of the mission – ie was returning to base. @/ f9 G5 D6 q3 d, X4 W/ v& `6 t
immediately
: w: u' V# ?1 ?$ ?" Q30. Error in Strategic map display
' X$ v; N$ e# @" L* U31. Additional and stockpile options were not turned off when base was captured& \- |; n$ z) t" g- G
32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on9 G. z6 E8 o+ Q
mouse over! R5 l) U2 H$ g. V) Z$ x4 h
33. Army experience being gained when not 100% prepared as per manual; changed to allow8 N. @% V: M( m! q
chance to gain experience if >75% prepare and < 50% national exp level
( p) ~; E# g& l0 o/ e. ^34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to
: k' l7 l/ {( h' Malleviate the incorrect experience gaining happening while in reinforcement queue* `$ C/ t' X4 \0 X5 ~4 [. v- O
35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –
% ]+ ^& w' l* B* mcaused unit to jump “off-rail” and move overland
' b0 x- y/ _" B$ z7 y) L5 }8 b) S36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ
& |$ g9 m- J$ ?: Y! v2 [37. Excessive accident messages on unload from TF reported
# A+ [ E* {, F6 k) ]38. Reworked editor sub-unit merging as some devices could drop off the unit list when: L* a3 g3 m9 e' T# L5 b8 s
merged causing smaller size unit than expected4 z$ r: I! D$ V0 R% o1 G
39. Corrected possible TOE error in scenario data load for inactive units
) s' s. J" j4 e+ ?+ K( r' H40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can8 W9 t8 g* D$ k" o
however be allowed to do this.
3 L6 l c l) N I+ O, Y$ T, O41. Possible CTD if sinking ship's load was a group/ i( R; C' k+ ?, _3 o( t
42. Limit the number of devices built from resources per unit during LCU replacements; this; ]5 R: W+ O* r! _* q3 K
was causing an over production for that turn' `. w& m( ~) H8 j! v3 F* N# \
43. Retain day/night setting when creating group fragments% G. |0 N6 D0 Z1 S$ G5 Z/ P2 {: u( D
44. Adjusted supply and fuel values in base list not to overrun the space; }7 O& v0 W3 k s
45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but& w% Y4 B! n5 j5 @% y
added YMS to Sweep TF in line with manual and code
2 x p1 S: Z8 p2 f9 Z7 D# J46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the% ?2 k' l/ d6 {3 B
rule relates to the abundance of manpower and is not covered by replacement pool. Normal
4 W3 N4 o; s7 P0 nrebuilding of destroyed units is not affected by this.- ]; q( H+ s9 P% v, Q
47. Carrier capable and trained text not showing together on Group screen
% l! {" M, C; o2 J4 _5 ] O8 y48. Handle any blank re-name changes by ignoring them& C% I6 M" K3 w. ~ \/ N* R* H
49. Possible CTD when air fragments combine( S5 G& z' @% O6 C; p. s+ ^" B
50. Unloading TF can freeze a LCU onto a ship under some conditions
) n& h2 k0 `! ?2 k- M51. AI not behaving if main HQs missing (affects small map mainly)
- F( g, z/ n7 M52. AI using AGC for normal land units – removed from TF if not needed. p3 k K6 K* _5 d" v
53. Soviet activation message not in Ops report8 K) N; ]1 I% U4 C5 U, j5 S
54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range3 U' G0 \% m2 J0 ~
55. Clear Soviet air balance if not activated. Possible incorrect base switching. e' W9 o$ k7 S$ i
56. Sub attack against docked TF not happening for port size <37 E) S5 C% \& S& p* z: ^$ C: m
57. Unit type changing unexpectantly8 O4 F5 Z& I9 q( G/ i
58. Torpedo replacement on plane sometimes is missed2 t& Z6 u0 ~+ G# ]. z1 ^
59. Double handling of overstacked supply requirements3 o4 n( h7 ?# D" {2 ^
60. Fixed alternate weapons for port attacks
/ }6 Y- a( x, B4 K5 W5 @' b61. Corrected weapon system damage to show after combat on ships in port rather than wait till7 y* d k4 b) r5 I T4 Z- E0 [ W9 g
sometimer in the ship repair cycle., C+ D4 x: v7 h0 D6 D* j
62. 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
: E) }* F" }8 y9 A9 Dport
$ [! p" S( ^3 j, J, Q; ~- L2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base." Z5 G- H$ f2 t( K
Tenders not counted2 N M3 d+ O' I( i
3. When showing mine device on ship, show '!' next to mine ammo if can reload at base
3 c0 m n7 y0 y% I/ K: ~* t' h5 X4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method. ~% B+ k( w( E. p# v/ o
to remove damaged ships from TF
- W6 Z" Z! ?0 w0 _' T! Z5. New filter for “non-building” devices in Industry pool screen
. N& C/ w8 T" m- l3 N, r6. New filter for “non-building” aircraft in Air Replacement pool screen
- O% K3 ]* m4 v/ B! Z7 e4 d- t7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy; x8 z( M6 b: [* _3 d0 o, C: M: Q( D
mines (^) detected
" D& m' Y5 f( @8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the% L& j5 w }- M+ S2 s: u( h2 Y8 v
‘button6..’ image files, then these will be shown. If not, by default there are shown as
! K* z# A1 \( Cstandard parachute unit icons
+ A+ a7 r1 V0 ~9. Air/port damage and building is shown in base mouse over
7 n5 I# D( E$ a" {10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on
$ A }0 S3 V5 }) \# g11. TF can be routed to stay within coastal hexes as much as possible( z* H. p* b# o/ d
12. On Top Pilot screen show the 'ace' cut-off value if more than 1
& L5 E3 M7 x3 @% L% a3 ~+ \3 v* m13. Added option on group and LCU reinforcement screen to turn off replacements/ v& T7 j/ d/ N$ j8 R0 I) s+ m- P
14. Current base can get supply returned to it when reserve planes returned which were
$ L g9 r0 |$ \( l$ C3 Ooriginally supplied from another base+ u3 |* x( Q, X( p7 N
15. Unit type filter on Troop Loading screen
4 L" W- n( ~, R7 P16. Report killed ground units if not in combat report
X i' F+ D' v* L6 y/ K- LChanged: L- \0 I; I6 ?, p
1. AF of 8+ have AV support doubled for purposes of determing support for air operations
5 `, K) L- c/ z9 D1 Z. G(complements fix 18 above)' e/ j2 _; ]. ~ Y- M6 D9 O# Z
2. Permanently increased pilot array to 70K- u4 n+ d5 b9 o/ o2 D8 [. `
3. Increased number of air combat rounds are a factor of total aircraft involved
: O: Q1 O' x$ Y3 ^0 u) X4. Allowed submap to submap movement if land connected for land units. Should have been
, N O& w. D0 q: Sso as per Andrew Brown: J5 N' \) w3 i
5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message
! P$ x1 ~9 T8 K" H7 j& h7 L, X% N0 tdelay toggle instead) `, t& j% ?! G2 q/ k2 f" T
6. Aircraft being grounded for maintenance factors in durability also. This will spread out the8 U9 H$ o# n" d i
maintenace a bit more
3 z; B: P( j) h7. Support device replacements won't decrease the overall experience of LCU units. This does: c) n+ o- f* i; n! M+ ?
not alter the overall EXP change due when any replacements are received.% }( \1 c8 R- X
8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction
: s. V3 v2 {! F& M; P; c! y( Ybetween the two but could break current games.
, \4 T- m/ P1 f: I" S9 |; j9. Some LCU Prep points may be retained if unit is experienced2 o8 L8 `# `! J% H1 j
Notes
- P1 Y- h+ U O0 ~5 c1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario2 b- Q" Q" G4 F# c: I) ~, j* A
should not change player or HQ, even if not in play. These original HQs are used by the AI; y) v1 M! e- w) C, G
routines so changing or deleting them can put the AI off. Changing other elements should
8 Y0 J; N0 i/ _: M4 p4 }9 j, q3 `be okay.0 ~- T5 r& u- L4 |& c
2. Clarification to weapon filters for aircraft:
7 Q' n) y$ G/ }, Z: I* |; h0 YPM_NAVAL_ATTACK 2 // used for naval attacks7 W2 ^, b' o1 h) H6 s4 A
PM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)) ?0 o1 F- V2 e, g
PM_LAND_ATTACK 8 // used for land (ground) attack
8 B2 `$ d9 x. H8 x% j% X! \PM_PORT_ATTACK 16 // used for port attack
+ v; @* w2 v! Q- {PM_AF_ATTACK 32 // used for AF attack) j: j+ O1 O* h0 A
Dropped any reference to secondary values for land and AF as they served no special use.
$ k) l. ]4 h; E: R6 u+ q+ UClarification changes$ J" K6 p( Q9 R% e; D6 I
1. Some clarification and changes in regard to use of the Soviet Motherland bases. These
# P ?* E+ ]% A' [( O) \- Ibases are those defined as having an original Soviet hex ownership of SOV_UNION (90),$ {9 u0 ]/ Q* \+ z
MONGOLIA(91) or TANNU_TUVA(92).
' |1 N k. J4 M# Ea. Allied non-Soviet groups can't transfer to Soviet Motherland bases5 `3 L/ E1 h) z6 e2 [% ~( b
b. Allied non-Soviet LCUs can't move into Soviet Motherland hexes
& z7 X( S2 P" I* c1 rc. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases# |# t$ x+ d" C$ _
after Soviets are activated, but can’t move
0 P7 h* Q8 A. j) u/ l" ^; rd. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if! y" F! `8 N6 k; y, @* l
disbanded in port.
( Q# q! F6 H; z+ \; N' L4 p% ~e. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently
+ l% M8 u# b0 j: cf. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |