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. l1 |4 G# N1 m3 v; Ahttp://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9 ? G3 `! B- k$ w6 M( w: l
' Z2 i0 _7 K7 ` C% f6 H8 s$ B R大量更新,详见列表:
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5 K$ W. X9 V2 J, h/ U5 F) w, V! KChange History:
0 N! Z4 r8 r5 B f3 `/ P AV1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17)" F9 Z' j( d7 V V
1. Seventh Update – This release is a comprehensive release updating all previous
8 ?/ ^+ v5 y/ T# g g. Y- p% ?versions to v1.01.17 beta9 G2 x* a* |. z: ^* }& y% p+ ]. R
2. Code Changes' M- ]: \* @0 \2 ]7 s9 h
Fixed' J: p. f; |& B$ D! v8 j C
1. Display of AF/Port icon between player saves based on player's intel7 A( R" z, n7 o4 Q# z) `4 _. [/ u4 R
2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when
_' U t- ^: `( a% xweapon list updated
# V; y6 B p9 k! m0 m: X7 T3. Reported cargo/troop safety values incorrect when no cargo/troop space! P% n3 ^! u' E7 V. G
4. Allow smaller 'reserve' space for small groups on ships3 M6 v& {8 c/ E( r S
5. Preserve some more data when swapping fragment and parent to prevent lost of parent
- U8 e1 J, P7 l/ G6. Correct attacking plane count before final post-air combat
. Y& F1 V0 m% O* Y: @7. Pilot promotion may have occured in error sometimes
/ E8 u. P: a o8. Raid detect message sometimes dropped of the combat report
. I2 H) Y9 v* x) m/ J) f8 @9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply
% h8 ?& T- Y, q! ^5 V1 r7 ggenerally
& `4 Z O4 ?* p' S6 }& K9 R) ~10. Some pilot-leader connections were being corrupted
. v# G# R0 U( _/ {11. Movement bug with following units due to incorrect move indicator. Seems to fix a few+ S* @( o/ ^3 \, j# |' V; U1 L# _
other move issues due to the incorrect indicator
4 \. l+ M- _5 V4 q# m12. Wrong ship sometimes reported in Ops report for TF movement which causes some/ Z6 X: f+ ~& r. j/ g# K- E
damage: k. b8 u- c# S8 i
13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool
$ s5 n) S8 M2 x2 q: c8 Z14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the. ~5 J6 `' o/ g7 b' p
date sort
2 i4 z+ F3 ?: e# D0 ]' A* }15. ASW groups not allowed to attack sometimes9 p! v7 K2 L7 l% {7 ~! r
16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing
; O+ _% P6 t: K, lHQ/LCU to jump to reinforcement queue
. E. R- E2 W7 x6 E n* r17. Bug in bomber intercept if too many rounds of fighter v fighter combat
+ n+ P2 V7 i, |; k$ \6 F18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed% Q( S, t6 u4 u0 t- o- k* v; h9 a+ B
at start of AE but crept back in sometime during updates
$ f$ I! \4 I+ Z. h2 g19. Removed the fragment/parent swap during a TF unload as it could often orphan the4 a+ r4 t# u0 H4 z! K' i: Y
fragment.
' m( f1 _+ U7 h/ X20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade
8 H# E0 e3 D( P* X# w" B9 u6 s' H21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not
+ U& p0 {4 l& ]short scenario). This was fixed in a previous patch but only for one of the VCs, not the full& p$ G* s# J4 b8 N: L7 I
set
]4 n6 f# ^1 ?/ Z0 t22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base
0 g# T1 e) Y( w1 R$ t0 L, F+ p% A5 G23. Enabled 'z' to speed up all animations; was commented out in a few animation replays4 s. n+ w( B0 I; s7 S
24. Bug caused F/FB to sometimes bomb at low altitude. Q/ k4 P' Y# n8 y' p
25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not
. T! t, i9 m7 L' ^+ t2 x: B5 ioccurring properly.
5 g; J# p+ `$ }. P26. Bug in Industry 'failed' indication not showing properly sometimes, X2 ^ Q& B) w* X' `# V- I
27. Location check at scenario load to include small map sceanrios
0 W+ X( ?; v; b6 z' i, F28. Bug in air supply to fragments in a non-friendly base hex
' a B! s: l v29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was. E9 J: K2 E$ R
being set to homebase before execution of the mission – ie was returning to base7 x9 |4 \8 H$ ]; n7 C+ ]! b% G
immediately- C% ?9 F% @: K; z- r
30. Error in Strategic map display) t9 C/ N3 T3 x1 k
31. Additional and stockpile options were not turned off when base was captured% h+ Y2 l2 O4 U
32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on6 c% f0 L* I& E8 U. Q2 V6 p$ S
mouse over/ l8 h% x) U( c" H
33. Army experience being gained when not 100% prepared as per manual; changed to allow
0 d4 I" U: c2 `7 U+ o9 o# U" W: {chance to gain experience if >75% prepare and < 50% national exp level2 B) T+ i) [- N
34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to- x& D l7 L+ ^) B7 l: Q/ P& R+ S
alleviate the incorrect experience gaining happening while in reinforcement queue0 ~& A$ l* m3 Y
35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –+ [' X3 S1 J6 w, f8 v* H3 L
caused unit to jump “off-rail” and move overland: I9 Z8 L8 Q& K2 q% Q
36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ
' k; J8 ^9 h) `1 \- E% W37. Excessive accident messages on unload from TF reported
+ g* E* | O- R* u# @5 n38. Reworked editor sub-unit merging as some devices could drop off the unit list when
* H1 q* ?' t! ^: j; c8 ]& Y+ x3 pmerged causing smaller size unit than expected; m; ~' a6 n; ^
39. Corrected possible TOE error in scenario data load for inactive units5 c( }* c' ~. D. Q& l
40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can5 Q! v' l! V( K( d5 L+ i
however be allowed to do this.5 q3 i$ v7 v f' \( }
41. Possible CTD if sinking ship's load was a group* R' I' y6 S+ k2 b! W K8 s5 w
42. Limit the number of devices built from resources per unit during LCU replacements; this
$ D& v7 ^1 n# m) t4 bwas causing an over production for that turn$ D" r/ U9 K& e2 j5 D- N
43. Retain day/night setting when creating group fragments
1 Z, R/ h, s+ }- ~: ~44. Adjusted supply and fuel values in base list not to overrun the space( S+ C. b$ q; _
45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but
* z A6 o. w: f I5 C0 aadded YMS to Sweep TF in line with manual and code
$ S/ F; x% e' M# I46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the
3 a+ q) Y* m" i+ ^6 Orule relates to the abundance of manpower and is not covered by replacement pool. Normal4 `# l1 d1 \, v/ v) e; {
rebuilding of destroyed units is not affected by this.
9 J2 l$ H1 Z2 F5 r% }3 z3 j47. Carrier capable and trained text not showing together on Group screen
; k2 i* J$ t9 V5 B) m9 Y48. Handle any blank re-name changes by ignoring them
: |# p; c4 o6 R49. Possible CTD when air fragments combine. k! o% ?4 Q3 a& M# f0 V. V( v
50. Unloading TF can freeze a LCU onto a ship under some conditions
/ p& j. i7 x- |8 B; x1 ]51. AI not behaving if main HQs missing (affects small map mainly)
! A; ~# a# u: h* a! |: {) D52. AI using AGC for normal land units – removed from TF if not needed
% o b9 |0 A" o) ^* N" v- t8 o% z53. Soviet activation message not in Ops report
" c" @) a5 z2 v# ]8 ?54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range/ P' K# ^! g% p- Z3 I% M/ w0 ]
55. Clear Soviet air balance if not activated. Possible incorrect base switching
$ B+ c" ~+ i o7 i6 |/ B. M5 L56. Sub attack against docked TF not happening for port size <3# o! L) l% W5 F4 c! k3 r
57. Unit type changing unexpectantly2 A; @ @& Y) h& z2 k, \, p6 _
58. Torpedo replacement on plane sometimes is missed
" d, K% e* _ J. b59. Double handling of overstacked supply requirements
2 V7 `! p+ L3 Y }$ i60. Fixed alternate weapons for port attacks; N4 Y- C- Z! }' g2 f/ Z
61. Corrected weapon system damage to show after combat on ships in port rather than wait till
8 b2 _% ^2 K9 i! Z) dsometimer in the ship repair cycle.7 Y% R3 A) f0 P% r
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
+ _1 b, {% s; R2 _8 Bport
8 }" z: i$ F1 ~" P1 t+ M2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.
0 ~+ l# _$ H( y! B; xTenders not counted8 g8 j1 U1 j& n# @/ u! X' T" L3 W
3. When showing mine device on ship, show '!' next to mine ammo if can reload at base
B5 J% R* c7 y$ i/ {9 b/ [4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method! I* _# ?1 N' E. M9 e
to remove damaged ships from TF+ U) C' I3 T) D4 W* X& V" g
5. New filter for “non-building” devices in Industry pool screen, h. ^! L& }( [+ r N1 l
6. New filter for “non-building” aircraft in Air Replacement pool screen
1 d$ b& `9 V% u7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy
7 v6 L' {3 l5 i1 O8 S! u( Ymines (^) detected
* k0 }" o4 L% r- S6 a4 t8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the
! e9 z* t( ~+ X0 I‘button6..’ image files, then these will be shown. If not, by default there are shown as% g. \9 I" P2 `" ~5 Q" O
standard parachute unit icons3 M, g" T6 M% t& z& d3 t5 w
9. Air/port damage and building is shown in base mouse over. o) |+ Q2 l2 I1 J- `; ~" b
10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on
; B8 d3 x; S8 F5 {9 z11. TF can be routed to stay within coastal hexes as much as possible0 J3 j4 ]1 ?3 s7 V; c0 {, I
12. On Top Pilot screen show the 'ace' cut-off value if more than 1
& E' I) |3 z9 t( t+ K2 p; x- \* s8 b# e13. Added option on group and LCU reinforcement screen to turn off replacements2 _, u: ^3 z, L
14. Current base can get supply returned to it when reserve planes returned which were
+ s/ i D: d7 I" {* v/ C# r. G Moriginally supplied from another base3 Z+ B+ \9 E9 g c: Q! }
15. Unit type filter on Troop Loading screen: |- v3 R4 S$ k$ y2 s
16. Report killed ground units if not in combat report9 W' [; ~; }' C' w! i2 h" P
Changed
2 p; W4 Q' W! \& Q; I8 A1. AF of 8+ have AV support doubled for purposes of determing support for air operations, v% ^: ]6 o+ n1 h2 g3 Q
(complements fix 18 above)& z5 B6 _/ i6 O7 g% @! d, z
2. Permanently increased pilot array to 70K
: V) ? s" D* w% R8 }3. Increased number of air combat rounds are a factor of total aircraft involved8 d! s$ Q z3 W& ]4 U9 ] d* i
4. Allowed submap to submap movement if land connected for land units. Should have been& _- b! w5 Z2 y3 v( C
so as per Andrew Brown
( N" `: F5 H' I( @9 f5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message3 p, s; |* _% J. C- Q4 z
delay toggle instead
: u& X1 s0 Q& L- G" B7 n0 u6. Aircraft being grounded for maintenance factors in durability also. This will spread out the) r; y. H! w+ r5 A+ _2 Y
maintenace a bit more
4 C( g3 R% g, Q; {2 J: v7 C7. Support device replacements won't decrease the overall experience of LCU units. This does
, w) E9 F6 {9 j, w4 p# M3 tnot alter the overall EXP change due when any replacements are received.: M3 m J9 i G6 l, D- l
8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction
! U% t; B7 }5 dbetween the two but could break current games.$ J( B5 ~2 j; A% [' d
9. Some LCU Prep points may be retained if unit is experienced
0 X" H0 b' p. G ~2 m1 ONotes& {4 [/ L7 D! N: I2 T: N
1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario
( j1 t8 e7 C" T" I1 q7 _2 w; qshould not change player or HQ, even if not in play. These original HQs are used by the AI
; b1 V+ F* g! U5 ?6 }' vroutines so changing or deleting them can put the AI off. Changing other elements should4 f# B' N2 y3 b6 [: n0 B5 @# r/ g
be okay.% G- J1 q, S' L0 G8 _6 ^; V$ `
2. Clarification to weapon filters for aircraft:; `) g" F% C# o" K) ]
PM_NAVAL_ATTACK 2 // used for naval attacks0 u. j! C8 F3 |! K( M2 }. E6 b
PM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement), I5 `2 ]# H! I& K
PM_LAND_ATTACK 8 // used for land (ground) attack
8 g& T) H0 ]9 @% K/ aPM_PORT_ATTACK 16 // used for port attack
; B: h7 M3 }/ R! J# jPM_AF_ATTACK 32 // used for AF attack( |6 D, I1 B, i2 l9 D) [
Dropped any reference to secondary values for land and AF as they served no special use.' i9 I9 s& T4 k& y
Clarification changes
$ H5 Q5 E8 u0 y0 ~# c: {* h5 ?1. Some clarification and changes in regard to use of the Soviet Motherland bases. These( p8 f* [. u" P4 Y+ k# W# G
bases are those defined as having an original Soviet hex ownership of SOV_UNION (90),
) c5 c# S7 G/ k. `1 V3 [MONGOLIA(91) or TANNU_TUVA(92).
1 V4 H% g$ B6 o5 Ca. Allied non-Soviet groups can't transfer to Soviet Motherland bases; g9 ~- b, `) w# P7 V6 a2 M1 H
b. Allied non-Soviet LCUs can't move into Soviet Motherland hexes
0 m5 q; e0 l" w; s# ac. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases
3 e) ~6 {6 k2 X/ gafter Soviets are activated, but can’t move
8 D4 k+ V( A8 g/ o: \1 Z0 Pd. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if
/ k. K' }: r7 O* A: c6 x8 |disbanded in port.
2 c; X5 T6 R. X6 |7 X( k4 u: u; @e. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently
% z$ I8 c+ G* v% y( }9 p" ?f. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |