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& O: }; x& e6 l* t8 `- d3 vhttp://www.matrixgames.com/forums/tm.asp?m=31850621 |- q4 G8 d9 {. Y/ _, Y7 w. D6 D" w' ~
9 R( |; Q& T" ~1 T) T) |已经共享到岛群QQ和本论坛置顶资源帖2 K9 C2 m' H9 y y- ^8 C) m
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大量更新,详见列表:
^1 Z! t4 _& c! t* ~$ W& J% s: `- i1 d N/ _
, i! f- G: Z3 HChange History:% {9 k% \" |8 G; r
V1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17)
4 F' t7 G/ }. `; [- B9 D8 s1. Seventh Update – This release is a comprehensive release updating all previous
/ H) m) y ~8 s( vversions to v1.01.17 beta. J/ m9 Y; R. I+ G8 t& a3 U
2. Code Changes" G0 D& I: X- Y/ B& g% g
Fixed+ M. D5 v. b- m5 ]6 x
1. Display of AF/Port icon between player saves based on player's intel, U/ G" a2 }) x: R- K
2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when5 A! L$ Y9 e8 p, V4 ^7 c
weapon list updated$ F: u% [2 R, a
3. Reported cargo/troop safety values incorrect when no cargo/troop space
. u- v' ?5 n8 z f/ Q7 ]4. Allow smaller 'reserve' space for small groups on ships5 P6 z9 _6 N! u1 N& m
5. Preserve some more data when swapping fragment and parent to prevent lost of parent
& u* F, G$ @0 Q5 u+ s: K6. Correct attacking plane count before final post-air combat
! d; a# l4 ~; Q' B7. Pilot promotion may have occured in error sometimes4 J6 a2 Z y& R
8. Raid detect message sometimes dropped of the combat report5 R8 U; A5 x4 r; Q! ]# J5 L; C
9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply
4 J' l+ F! \0 L* _, o- egenerally& o4 ]3 F3 L1 c0 p/ T7 ]
10. Some pilot-leader connections were being corrupted
. r5 C% k* X5 Z0 h* x7 [11. Movement bug with following units due to incorrect move indicator. Seems to fix a few
3 U* N# g( _/ z2 ^8 ~" J, H# L3 S- Y# Rother move issues due to the incorrect indicator4 M1 B. R$ a% r. t! f9 l. r
12. Wrong ship sometimes reported in Ops report for TF movement which causes some
9 o m& Z" Z; gdamage0 R9 c3 p/ G! M: w0 y( } F% F% {
13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool/ u* M; l( C3 T- Q6 d4 p
14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the
6 _3 D2 a4 `/ {- I% o( Rdate sort
4 d; ~# I% M& v( @+ c, ]15. ASW groups not allowed to attack sometimes& W h+ Q+ ?; U. r+ n
16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing
' `- M0 m/ j# z2 F$ z: P9 ]- dHQ/LCU to jump to reinforcement queue
$ s' g' V9 G" L1 O% o0 X17. Bug in bomber intercept if too many rounds of fighter v fighter combat. o- L( ?5 J6 b" X! O& V4 \
18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed% S4 C! i8 o- f
at start of AE but crept back in sometime during updates. l9 o; U8 U1 b* T1 M) [
19. Removed the fragment/parent swap during a TF unload as it could often orphan the
: k% p3 U) c/ s5 U) A- u' l& c, Nfragment.
c: r4 P- t( x8 z( F( v& ~$ i20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade4 p; G" c/ @' s
21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not, ^; `( l, \) H; G3 x8 E
short scenario). This was fixed in a previous patch but only for one of the VCs, not the full
3 S3 h0 v/ R' k1 aset. y+ D5 L) ~4 G/ U8 ?, g
22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base
3 b9 z2 z6 U: t$ d9 s) b$ H) Q23. Enabled 'z' to speed up all animations; was commented out in a few animation replays
* E1 c) d" q0 S/ c4 ?5 R8 d4 b' p24. Bug caused F/FB to sometimes bomb at low altitude
; m0 N7 _' q% Y2 X, Q25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not$ h- z2 ^# r# k+ v; x( V1 S$ ^3 c
occurring properly.3 x. u1 a* S7 p( m4 }: w
26. Bug in Industry 'failed' indication not showing properly sometimes
e+ \0 @' ~3 v" E27. Location check at scenario load to include small map sceanrios
+ {3 T9 Z* ^, C6 v$ `28. Bug in air supply to fragments in a non-friendly base hex9 S0 A' `- ~$ P. q1 l; z- G# y
29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was( V, p, \* S9 [5 u, ?" S6 x
being set to homebase before execution of the mission – ie was returning to base/ a8 D% p0 x" [1 I5 b0 |. E
immediately
4 C1 Y% i6 C+ x/ O30. Error in Strategic map display
( E6 F8 T2 N, U31. Additional and stockpile options were not turned off when base was captured
- U0 L I3 l* z; |' g' }5 ?: f32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on% u* \+ D$ u8 { }
mouse over
1 x, `' l4 u( `7 W& q& F0 y33. Army experience being gained when not 100% prepared as per manual; changed to allow9 q4 m' X" M% u# V" x$ `- @: _
chance to gain experience if >75% prepare and < 50% national exp level7 Y/ W6 [/ k, S4 l3 u# k
34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to* F8 ^/ r2 J9 x( z* C; v s9 P
alleviate the incorrect experience gaining happening while in reinforcement queue. \3 C( v' i9 @& w' l' z5 K: E5 ?
35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –
8 R' _) g$ [9 O6 [* Gcaused unit to jump “off-rail” and move overland
4 L! w- B' R; i- _36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ+ J3 m! x6 `5 c$ W& `9 M8 e
37. Excessive accident messages on unload from TF reported! L2 ^" h. O5 j" J' }( _
38. Reworked editor sub-unit merging as some devices could drop off the unit list when
: v* Z% V5 F, W, [: W% _merged causing smaller size unit than expected% P- v* O& e3 f3 r) `* A
39. Corrected possible TOE error in scenario data load for inactive units- ?3 ]0 ]( T: y9 g
40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can
6 q: f0 \7 ^- V0 l. @6 Yhowever be allowed to do this.
! R+ ?, l& }& K4 S41. Possible CTD if sinking ship's load was a group& b, j$ s; \; p/ F# m, _- x
42. Limit the number of devices built from resources per unit during LCU replacements; this* o$ D/ O. _0 r) G' L4 F
was causing an over production for that turn
B' |- f( l* Y( u43. Retain day/night setting when creating group fragments
$ }0 j# V) R6 ^" }# I44. Adjusted supply and fuel values in base list not to overrun the space0 [% x/ z, G. ~3 c" `- G4 h
45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but
- q+ _7 w3 M- W D' }+ p- i' Zadded YMS to Sweep TF in line with manual and code
/ _4 i, }: Z; f' }2 K46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the
1 Q' P6 z& \8 s# N8 H+ w D4 e9 jrule relates to the abundance of manpower and is not covered by replacement pool. Normal
) {: k2 _5 O% {0 J$ C+ Trebuilding of destroyed units is not affected by this.
]0 p9 O9 x* V47. Carrier capable and trained text not showing together on Group screen" i5 `$ u. r. |% K1 Q+ `! {
48. Handle any blank re-name changes by ignoring them
2 u8 h$ Z* ~0 x/ ~- X2 |; Q0 q49. Possible CTD when air fragments combine3 Z/ x M5 z( s# B1 N
50. Unloading TF can freeze a LCU onto a ship under some conditions
" I, R, {! F- {. ~* ]* S3 y8 @3 T51. AI not behaving if main HQs missing (affects small map mainly)5 M: Q3 ?7 u' D. M. `" t# z& G/ Z0 {
52. AI using AGC for normal land units – removed from TF if not needed$ |7 J7 z1 K) ~
53. Soviet activation message not in Ops report
7 j2 }. x; T3 t* w' u" t54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range$ }4 a0 L' _5 b5 h* w
55. Clear Soviet air balance if not activated. Possible incorrect base switching% M o+ p& V0 a1 z, s' y
56. Sub attack against docked TF not happening for port size <3
8 Q; v; L! o% [! m57. Unit type changing unexpectantly
- T5 M/ p+ d% N: |8 W7 {58. Torpedo replacement on plane sometimes is missed
/ e) ?( c! N: T w3 V, Z59. Double handling of overstacked supply requirements& M$ B. E i8 o! F- E3 K
60. Fixed alternate weapons for port attacks
+ a. [8 N7 \2 B' S9 u8 o& [# T61. Corrected weapon system damage to show after combat on ships in port rather than wait till
2 E+ c6 g/ X9 E' Vsometimer in the ship repair cycle.+ P; ?- c0 P: k
62. Ship tonnage over 32K could cause repairs to fail
0 F9 b6 Y2 Z' ~0 mNew3 a5 r. z) s# I# C
1. Show Port re-arm level on ship list screens at base. Does not account for tenders, just the
6 B$ ^1 } e. t9 Eport
% U1 ?( }# T4 L* C& M L/ b% B2 F2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.
5 P" O0 e' \3 Z+ ?) q ]Tenders not counted
8 u% q6 \! @1 h4 H5 ?7 V3. When showing mine device on ship, show '!' next to mine ammo if can reload at base
* p) t5 ^! J% U! \* x, {4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method+ O) b) T2 d7 Z! Q1 J
to remove damaged ships from TF8 k. d$ ]8 R5 v% {# c
5. New filter for “non-building” devices in Industry pool screen; F2 {" L2 @6 ^! {/ D! E
6. New filter for “non-building” aircraft in Air Replacement pool screen+ L2 q# y8 w- w
7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy. A: b& H* u* i5 z( l9 N9 k
mines (^) detected
- }) @, u0 N( U3 E9 c5 ~8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the4 x8 a4 B' W K9 }4 L2 F
‘button6..’ image files, then these will be shown. If not, by default there are shown as
; i# Q" v/ i2 b# |, K5 O+ bstandard parachute unit icons
0 x* G6 |+ u( }9. Air/port damage and building is shown in base mouse over" t# u$ E1 E$ P' |" P& ?
10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on
0 |% Z* ]9 I2 }, K: u2 s8 q11. TF can be routed to stay within coastal hexes as much as possible
. g! Z% z L# y3 N, r) c12. On Top Pilot screen show the 'ace' cut-off value if more than 10 L/ Z9 S: T- I) E" k3 q' ?, R
13. Added option on group and LCU reinforcement screen to turn off replacements
3 {) o: n& D* t( |6 m14. Current base can get supply returned to it when reserve planes returned which were
( O, _9 T- ]" H8 ?2 s; N! {originally supplied from another base
' q# s z; C ?4 Z$ e2 l# |15. Unit type filter on Troop Loading screen: v0 Q2 }% _8 `$ A! G
16. Report killed ground units if not in combat report' y n" B5 _2 V5 ]* y/ }7 O
Changed# D) A% F) Q& Y3 T
1. AF of 8+ have AV support doubled for purposes of determing support for air operations w2 O2 n' |2 R( a* N
(complements fix 18 above)6 \9 G) J! I6 A; E; b& J, q7 B
2. Permanently increased pilot array to 70K+ |9 D& n7 m9 M, X7 P L
3. Increased number of air combat rounds are a factor of total aircraft involved b2 N8 z6 E5 [( |, Z% i* ]
4. Allowed submap to submap movement if land connected for land units. Should have been* r9 A/ U V6 b
so as per Andrew Brown
* v1 i5 w& V/ q3 K+ x5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message
% A: c- B0 a* U, I& t+ Tdelay toggle instead
6 S% s6 Z7 _- G5 ~6. Aircraft being grounded for maintenance factors in durability also. This will spread out the, W$ [2 ~! m3 W Y6 E0 f
maintenace a bit more3 b8 m) @+ B! B0 H
7. Support device replacements won't decrease the overall experience of LCU units. This does, X* p# K$ `0 `) w7 X. \# }
not alter the overall EXP change due when any replacements are received.
1 h8 s' q. Y- X8 v* r+ o% F6 F8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction* B: u' v6 _: p+ y. ^- a
between the two but could break current games.
5 j; i8 S* J2 s, r- r: I4 V$ D9. Some LCU Prep points may be retained if unit is experienced
5 P" f$ v, i9 sNotes
5 O. _: p) j# M, a5 M. m1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario& G. @7 F e+ a$ X0 s# {
should not change player or HQ, even if not in play. These original HQs are used by the AI6 p8 R R; G5 f- t8 g2 [% o
routines so changing or deleting them can put the AI off. Changing other elements should
9 E3 t* w, N# e7 E6 ^$ W5 Hbe okay.
( L* c; R1 D$ ?8 t2. Clarification to weapon filters for aircraft:
/ ?5 Q" o8 ^1 o5 w+ V, `PM_NAVAL_ATTACK 2 // used for naval attacks
+ X: t. s2 Z5 N7 b# v) }PM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)
! P9 ~) r( R+ kPM_LAND_ATTACK 8 // used for land (ground) attack
% A7 ^- s2 j/ a" v) Z) p0 |% DPM_PORT_ATTACK 16 // used for port attack
7 p. u8 c2 M9 VPM_AF_ATTACK 32 // used for AF attack$ f; T1 D# X" J3 r
Dropped any reference to secondary values for land and AF as they served no special use.
/ R# F: H( j) ]Clarification changes; X5 ^# W8 ]' r, J, q: T% g
1. Some clarification and changes in regard to use of the Soviet Motherland bases. These. |* |- }- I1 S" Z
bases are those defined as having an original Soviet hex ownership of SOV_UNION (90),$ ~1 T) F5 Q0 K4 }! o
MONGOLIA(91) or TANNU_TUVA(92).) L) `& _, }+ `
a. Allied non-Soviet groups can't transfer to Soviet Motherland bases7 F8 N) B2 J( } B; f
b. Allied non-Soviet LCUs can't move into Soviet Motherland hexes+ h1 z9 {9 P/ C5 ?, `/ }# G
c. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases! |& f% f2 x: q9 j' a& [: ?
after Soviets are activated, but can’t move
; M/ C" K4 n5 V- e6 jd. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if( B$ G0 O9 ^3 q2 P4 H
disbanded in port.
/ s t, j0 E/ R% h3 M1 _5 Ce. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently/ z& s( z5 \5 d' B! i; m& u2 K
f. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |