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' {: ~! J" Y: P# ]已经共享到岛群QQ和本论坛置顶资源帖6 X- D7 e$ V4 Z
* v+ Y. F* C1 M( ^8 g大量更新,详见列表:
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1 }' V- }4 K4 [% i. o) AChange History:
" m# _7 f2 A5 z( {& j) aV1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17)$ l4 Q, F' ?9 ?
1. Seventh Update – This release is a comprehensive release updating all previous9 Q$ M# [: u. b9 u6 u
versions to v1.01.17 beta
" o& R5 J" f& {5 Y6 ?7 a; g2. Code Changes
( B/ R1 S J/ a# GFixed8 l- X. _$ q4 o; s; L5 N
1. Display of AF/Port icon between player saves based on player's intel+ A; }, O; [) d5 y
2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when
; f" }' j' U9 g4 k- I. wweapon list updated. N1 `9 S! Y3 j% s% U( s4 Q
3. Reported cargo/troop safety values incorrect when no cargo/troop space0 \/ D6 _. i3 F) j
4. Allow smaller 'reserve' space for small groups on ships
9 H: o; b7 l! D7 Y9 P }5. Preserve some more data when swapping fragment and parent to prevent lost of parent( X" @: K; \" N1 l( K X
6. Correct attacking plane count before final post-air combat" [7 l0 T% h; v
7. Pilot promotion may have occured in error sometimes: U/ h9 P8 G9 J; d
8. Raid detect message sometimes dropped of the combat report
7 K- M8 M4 f. p9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply" [- z. J: Y \# w
generally
9 Q% j5 @, m" Q, ~9 P10. Some pilot-leader connections were being corrupted
/ D9 Z5 D8 K' s3 U% ^" b! E11. Movement bug with following units due to incorrect move indicator. Seems to fix a few C' P# f) P& J, _4 V' ]7 E( V+ I
other move issues due to the incorrect indicator
% a3 Q9 e I; ?; d4 ~12. Wrong ship sometimes reported in Ops report for TF movement which causes some+ u, G- N/ `5 M/ v) ` W6 o
damage
0 X- q. `/ u3 w% ^& s13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool$ Z7 ?6 w: b8 ~& G: D7 n0 p
14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the
" h! A. p! I* ]6 j# P( mdate sort; ]. {$ R% ^( f; M' P) B+ Z
15. ASW groups not allowed to attack sometimes& X7 b3 J. _$ ^, E- h! Q
16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing" l5 h5 S* f+ a5 O+ G- C
HQ/LCU to jump to reinforcement queue
3 a, D! a" t) l17. Bug in bomber intercept if too many rounds of fighter v fighter combat
! J( w% @4 t3 R% X, C7 K18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed2 y5 X3 Y1 Q- _& N0 J* h6 y
at start of AE but crept back in sometime during updates
1 Z- S3 f! s: u0 p9 e19. Removed the fragment/parent swap during a TF unload as it could often orphan the. j8 Z/ \, t/ Y" _+ m
fragment.
- ^! t% M9 B Y! n2 ]5 g: E20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade
: [' b8 o' ]- c& f8 a, |) x1 _5 o1 b21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not3 |$ o& z. ~5 O" b+ A
short scenario). This was fixed in a previous patch but only for one of the VCs, not the full
) W, K% Y6 d7 z: Zset
1 P0 N5 j+ P( v" ~0 a( j22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base
/ O3 N4 n# f9 A2 j' W23. Enabled 'z' to speed up all animations; was commented out in a few animation replays
( c: a9 u: x; C0 _. F3 ]! x* w) x24. Bug caused F/FB to sometimes bomb at low altitude
; X# F- x# g |/ ^% ~25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not
8 Y7 {; O Z; g$ [! U9 ]$ \2 b* soccurring properly.# ?6 H$ q, w) t' L2 {- U" Y: r
26. Bug in Industry 'failed' indication not showing properly sometimes3 n' L5 G) I: `4 O
27. Location check at scenario load to include small map sceanrios, j, f- K6 e V" F; g
28. Bug in air supply to fragments in a non-friendly base hex
* L" q, i4 u- l5 e1 e) v: U29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was% q) \. [$ t7 W* g
being set to homebase before execution of the mission – ie was returning to base( x7 U2 d6 Q1 s9 _8 N- S
immediately
; e6 C; x& j% l0 x) v0 h3 j30. Error in Strategic map display$ V$ K3 L0 ~ @; P- |
31. Additional and stockpile options were not turned off when base was captured( }6 o' }) ^* p, Q4 F
32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on( I8 B! s# |+ _$ a& B
mouse over
9 W1 {3 J$ U% q6 n33. Army experience being gained when not 100% prepared as per manual; changed to allow
$ O6 U9 O, Z B3 B# B7 ^8 x# nchance to gain experience if >75% prepare and < 50% national exp level r1 D6 \5 `# o
34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to% x0 q! ]% n3 T$ ~# a* t. j
alleviate the incorrect experience gaining happening while in reinforcement queue' t# G1 m1 E& Y t; `6 [
35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –' v. C6 l1 F4 q- Y" g
caused unit to jump “off-rail” and move overland
2 e3 c4 r7 a% a! L" l) d7 h36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ! H; k% k8 z( d5 C, `
37. Excessive accident messages on unload from TF reported
- F0 A: `% Q! u, d% v- A6 Y38. Reworked editor sub-unit merging as some devices could drop off the unit list when; h* e- Y- S4 {9 R
merged causing smaller size unit than expected$ ?. d2 t2 ]' v. d
39. Corrected possible TOE error in scenario data load for inactive units: B2 W. [/ K( ]2 l/ a" J
40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can
- t0 X; E5 ?+ p* o: whowever be allowed to do this.
: x: {7 u4 Y6 `9 n" g41. Possible CTD if sinking ship's load was a group
4 @8 F' N0 g) @( W* g3 ^42. Limit the number of devices built from resources per unit during LCU replacements; this
2 X# I. z7 \. Z: }$ D! u1 Hwas causing an over production for that turn, `! h3 x6 i7 G8 e5 q
43. Retain day/night setting when creating group fragments
/ g" _5 N+ C+ S; l4 \44. Adjusted supply and fuel values in base list not to overrun the space
) i9 n8 h6 m, \45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but1 u! `8 @5 N9 ]6 q. l# D$ r
added YMS to Sweep TF in line with manual and code
$ W$ L5 ~+ } o$ E. d46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the I* L, h/ q/ @8 Q* O @, U& d
rule relates to the abundance of manpower and is not covered by replacement pool. Normal) o$ h+ i* |2 ] t6 V' ~
rebuilding of destroyed units is not affected by this.
4 }$ K+ s: U# V0 R47. Carrier capable and trained text not showing together on Group screen
+ d. b$ P2 _* y48. Handle any blank re-name changes by ignoring them/ _4 `6 m0 k: F# @( C9 O/ s* h/ |
49. Possible CTD when air fragments combine; B5 [! x# f K; S; C$ R: L
50. Unloading TF can freeze a LCU onto a ship under some conditions7 Z- ^! ~6 i/ |
51. AI not behaving if main HQs missing (affects small map mainly)
7 d. S. g1 S4 S52. AI using AGC for normal land units – removed from TF if not needed
7 s- `( \, q8 p* R# w+ k' {53. Soviet activation message not in Ops report7 L5 |1 J$ b6 U1 {# @ F, d( m# C
54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range- N5 I- _( W) h; ?
55. Clear Soviet air balance if not activated. Possible incorrect base switching+ ` F! J0 B6 H& J
56. Sub attack against docked TF not happening for port size <35 o% k; X- K/ _6 g
57. Unit type changing unexpectantly. v+ i, |6 u8 g( f1 N& J0 S
58. Torpedo replacement on plane sometimes is missed8 c y2 z5 a" r7 j. F; V. N& T
59. Double handling of overstacked supply requirements9 K6 x+ E5 Y! G% s
60. Fixed alternate weapons for port attacks k4 ~5 q' ?. M& |4 I- _( E
61. Corrected weapon system damage to show after combat on ships in port rather than wait till
. Z0 r* `5 ?( Isometimer in the ship repair cycle.
/ R" E0 e$ y- E62. Ship tonnage over 32K could cause repairs to fail7 w. U( s, z* B i! j
New
8 T6 o E$ ]7 W6 e/ t0 s1 a9 ]1. Show Port re-arm level on ship list screens at base. Does not account for tenders, just the
9 u( _) W# H5 G0 ?, n2 Aport
9 c' k3 ?6 n9 _8 _& ~2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.
) ~& p# B! t5 Z7 ]6 d" DTenders not counted6 U- ~8 G3 G5 W9 I: o
3. When showing mine device on ship, show '!' next to mine ammo if can reload at base$ b) ^# Q- Y2 Z- ]* V
4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method
- B+ u. m K3 N) B$ E+ z5 xto remove damaged ships from TF
1 W0 w3 z! b: M1 l0 J5. New filter for “non-building” devices in Industry pool screen
. h- {* G; V9 U# s6. New filter for “non-building” aircraft in Air Replacement pool screen
7 Q& |, w9 ]" O7 y6 k" p7 E- w7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy
: d0 J( w0 Z8 {8 u- |3 pmines (^) detected
) U% y4 t- P. ]$ o6 a8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the
8 e# M7 g4 k( P w; e1 d‘button6..’ image files, then these will be shown. If not, by default there are shown as1 M( t9 w4 Y6 a0 ]2 _1 L
standard parachute unit icons
1 h. I3 l! o: r- M- V4 M9. Air/port damage and building is shown in base mouse over2 G( }' @# Y. C
10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on
+ C+ Z- Z& t r) b11. TF can be routed to stay within coastal hexes as much as possible9 b8 d# Y( E `2 ?, n) ~3 e
12. On Top Pilot screen show the 'ace' cut-off value if more than 1
( C( i; N& s q* P# o: i13. Added option on group and LCU reinforcement screen to turn off replacements
7 `3 z! S, p# o, ]0 C$ M0 g14. Current base can get supply returned to it when reserve planes returned which were4 g' u( p' w1 j! `* Z# d
originally supplied from another base
: C" `9 {2 l7 o! g: ^% J15. Unit type filter on Troop Loading screen
) I; h6 n2 U/ s6 h: t, X/ H16. Report killed ground units if not in combat report
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1. AF of 8+ have AV support doubled for purposes of determing support for air operations% E( ], A$ z D' ] i
(complements fix 18 above)
# x5 X" b0 h" B& r' o! o, w; ^2. Permanently increased pilot array to 70K
- z1 [) V# v6 N3. Increased number of air combat rounds are a factor of total aircraft involved
2 i0 W1 p4 {7 v/ L. f$ l4. Allowed submap to submap movement if land connected for land units. Should have been0 z; e y3 k; b
so as per Andrew Brown
6 x) V$ \- c4 Z& ]7 Q5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message
" `4 @" N8 n! G5 r! i: _delay toggle instead) F/ w6 Z4 L$ B) [7 y
6. Aircraft being grounded for maintenance factors in durability also. This will spread out the d5 v3 p, z" a( q
maintenace a bit more
) w* Y2 U7 ~; @+ O) v1 y9 p7. Support device replacements won't decrease the overall experience of LCU units. This does6 j7 S% }3 i! Z/ c
not alter the overall EXP change due when any replacements are received.
& H% g& g. K( H# k5 x8 r8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction
: n" ?, I& \/ @! n* {between the two but could break current games.- }! Z6 y- r# t5 ^$ `. D: w
9. Some LCU Prep points may be retained if unit is experienced
4 z. N% u: a& \* x; _/ r/ F( o% mNotes
( U( u& D4 w; h1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario
$ _; r. H* {! S! R" Y! m+ h1 {should not change player or HQ, even if not in play. These original HQs are used by the AI
$ s% A! Z1 ^+ K5 D" droutines so changing or deleting them can put the AI off. Changing other elements should- u1 N2 v, F- \* Q
be okay./ I5 s' O. B+ J& r5 C
2. Clarification to weapon filters for aircraft:
9 _0 t6 a- `6 W/ p3 q- i3 n! KPM_NAVAL_ATTACK 2 // used for naval attacks
# _) k% W' ~4 V$ WPM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)
" n) y& Z' M, A4 }# p) e `- }! _PM_LAND_ATTACK 8 // used for land (ground) attack4 u+ n2 r# Y; m: Q# m) |
PM_PORT_ATTACK 16 // used for port attack/ n6 |7 p: Y! G3 ~% S
PM_AF_ATTACK 32 // used for AF attack
/ W, P2 `, `' | c+ a6 DDropped any reference to secondary values for land and AF as they served no special use.0 D2 T F3 P4 X: N* @- k- q* I
Clarification changes
* F( R$ \5 v! B9 J( u& i; r, b1. Some clarification and changes in regard to use of the Soviet Motherland bases. These( y. u! n6 m E) I- Q! n
bases are those defined as having an original Soviet hex ownership of SOV_UNION (90),
' i' V# N4 u1 `MONGOLIA(91) or TANNU_TUVA(92).
* W6 s5 T. R/ J. Na. Allied non-Soviet groups can't transfer to Soviet Motherland bases
+ O! R' e2 Z2 j* F5 O/ Mb. Allied non-Soviet LCUs can't move into Soviet Motherland hexes
H! p5 M( U- U, m' Q! ^+ V) q) hc. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases
* H5 H4 Q3 h$ T3 Vafter Soviets are activated, but can’t move
" k% e3 D U+ rd. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if3 v( [- d# A; w8 B
disbanded in port." D2 ?; _+ k) m
e. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently8 J# i, b# H9 o D7 Z
f. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |