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: j( {4 N n) B v. a6 m& p大量更新,详见列表:1 D/ d0 _9 t! s' D9 r9 _3 y/ h
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' \9 w0 o( K: R0 R2 K2 iChange History:: V# [ F2 G# j
V1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17)3 n! z2 F+ z6 H
1. Seventh Update – This release is a comprehensive release updating all previous! ]/ J$ ^1 h; Q. u
versions to v1.01.17 beta$ V" t' c6 V8 g0 i/ e+ B. r* k
2. Code Changes! p9 r3 X! D: s9 m3 |$ W
Fixed
* t- }+ E& e0 k% N" ^1. Display of AF/Port icon between player saves based on player's intel. Y( I5 s. p( _* c! \% a4 ]
2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when
- a; F) a8 o6 Z4 Oweapon list updated1 T4 f3 F3 ]& c/ [$ V
3. Reported cargo/troop safety values incorrect when no cargo/troop space
. M' e7 `, n) t& {" U4. Allow smaller 'reserve' space for small groups on ships, q6 F2 Z2 U# Z/ c
5. Preserve some more data when swapping fragment and parent to prevent lost of parent' @: c& X7 c1 ~5 z" { p, J" R% l
6. Correct attacking plane count before final post-air combat
$ V# T8 `3 Z1 W; _$ N# s7. Pilot promotion may have occured in error sometimes$ P% b `7 {& k; e q' l
8. Raid detect message sometimes dropped of the combat report
% K- S3 W. B' y9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply f9 l% g7 k6 u
generally) T% l# d a1 v$ `3 D, F
10. Some pilot-leader connections were being corrupted2 H8 X Z/ f4 J- [2 L2 z
11. Movement bug with following units due to incorrect move indicator. Seems to fix a few
, o6 J) Y1 R3 W. G z pother move issues due to the incorrect indicator
G, O" X5 G6 k) I$ L12. Wrong ship sometimes reported in Ops report for TF movement which causes some
) ]& B1 {, e, y; Y' Vdamage/ d% b9 a! ?7 j* y$ y) H% k3 _
13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool% e$ D& b. S- S5 z$ i$ S
14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the
/ { S* F/ F3 K4 ?; h+ y2 xdate sort
; I# R% r4 N/ I* g6 D& b4 m% V, K; w15. ASW groups not allowed to attack sometimes
1 F# J/ U0 z2 x8 w16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing$ m) k1 j2 S) y9 d/ T0 h, i
HQ/LCU to jump to reinforcement queue: v1 _( g) |, |9 E" G2 i
17. Bug in bomber intercept if too many rounds of fighter v fighter combat% t% G! M7 Y' q# ?
18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed
! S& W6 h7 I9 H# V) `: }at start of AE but crept back in sometime during updates
0 R! u" A* s' O& D; ~, g19. Removed the fragment/parent swap during a TF unload as it could often orphan the
e0 o5 W' S! \2 d9 e& kfragment.
6 L8 n5 I; R# p3 y; M+ a20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade
& ~- M/ h5 a# ~3 U% N* S21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not
+ r! t: K/ K! N8 ushort scenario). This was fixed in a previous patch but only for one of the VCs, not the full5 s) Q6 V4 P" Z. K2 L/ N3 @: Y
set. F- r, U/ p9 |9 |: q! v5 C
22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base% [: g8 C5 Z V- z2 T( o% _7 i) o) W
23. Enabled 'z' to speed up all animations; was commented out in a few animation replays8 U& u+ X. ~5 N$ ?5 |
24. Bug caused F/FB to sometimes bomb at low altitude
6 W; h% n1 v" M' T25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not
! t- ]7 X3 y4 _9 K+ goccurring properly.- J# R7 x$ }- J/ B
26. Bug in Industry 'failed' indication not showing properly sometimes' b" |9 `, |: O) N; C( E
27. Location check at scenario load to include small map sceanrios
3 r7 h. c# ]6 e6 p- o& d28. Bug in air supply to fragments in a non-friendly base hex
) V1 u! J9 G5 H; W29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was
2 ^3 j l" Y: F$ n Obeing set to homebase before execution of the mission – ie was returning to base
* W# A8 E: |& L+ l2 i" X) o* x3 timmediately
; V; m: {+ s% V# k30. Error in Strategic map display
' n" m. ]$ c, @' p31. Additional and stockpile options were not turned off when base was captured
- E( J* }9 b0 F6 m9 C, c32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on
9 O/ W3 u" f7 h9 X- o0 x5 t+ w7 bmouse over
1 M! Y0 B9 N* A, u7 V( D33. Army experience being gained when not 100% prepared as per manual; changed to allow
7 I, T) d! Y$ ~3 Q) o) _5 fchance to gain experience if >75% prepare and < 50% national exp level
8 N( J2 f9 {/ r4 A. D' l34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to- ~; [* {3 J% O7 q
alleviate the incorrect experience gaining happening while in reinforcement queue* r3 B5 V' S7 ]
35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –
9 x0 l/ u, Z! b% I* F% W5 ?caused unit to jump “off-rail” and move overland
) e ]( ]- j |/ p$ D; t36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ
+ u2 l( }0 b: {! b* O3 m37. Excessive accident messages on unload from TF reported+ C1 n# \5 j) K3 F# ~" \
38. Reworked editor sub-unit merging as some devices could drop off the unit list when
- I- L# \" b Fmerged causing smaller size unit than expected/ \# c* {6 ]2 y! V8 F
39. Corrected possible TOE error in scenario data load for inactive units) X# M( g" V2 f0 C! H. a! j1 v
40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can
0 y5 N+ d; I7 J0 Ihowever be allowed to do this.
, S. j; s$ V/ S7 v. X4 S( d+ M41. Possible CTD if sinking ship's load was a group
' m$ z* E0 [. |& }( C42. Limit the number of devices built from resources per unit during LCU replacements; this1 a- {- p1 @! d9 _% P& A, \$ [4 y
was causing an over production for that turn
2 E5 ]* q9 X0 Z! z43. Retain day/night setting when creating group fragments2 y# l7 ]# x0 ] F
44. Adjusted supply and fuel values in base list not to overrun the space. ?% B; |+ N) ~! Z9 O, z" g
45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but
; K# N2 @9 Z8 m$ V. l& Y% D8 ^added YMS to Sweep TF in line with manual and code Z! h9 A9 j( o
46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the
9 m4 h1 R) Q# P, O: [rule relates to the abundance of manpower and is not covered by replacement pool. Normal7 o9 l, F S l- ?9 { O
rebuilding of destroyed units is not affected by this.
( S/ \- {+ g; z$ i/ {" g: ^- `47. Carrier capable and trained text not showing together on Group screen
* B1 `; H3 \, ?) u4 P48. Handle any blank re-name changes by ignoring them8 r9 Z6 v% S3 ]+ y, B7 A8 o
49. Possible CTD when air fragments combine
1 |1 m7 W" N1 r8 P50. Unloading TF can freeze a LCU onto a ship under some conditions
5 [0 |6 r3 d% j% M, j( X# ~" o7 v5 Y51. AI not behaving if main HQs missing (affects small map mainly)
. P9 k* o* f" _6 l- L% Y52. AI using AGC for normal land units – removed from TF if not needed
" f$ `( x7 H+ [/ t53. Soviet activation message not in Ops report( g9 L& b. h; ~) u1 P* h5 L
54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range
0 D. Q' Q& d) S( j& O" Y$ T55. Clear Soviet air balance if not activated. Possible incorrect base switching3 I# t1 e X! C) c0 H
56. Sub attack against docked TF not happening for port size <3
7 h8 W7 }# c7 \57. Unit type changing unexpectantly
0 h w2 e7 Z8 Y; Q/ [58. Torpedo replacement on plane sometimes is missed4 g% E$ C* F3 s8 H+ F( [% U& z
59. Double handling of overstacked supply requirements3 [& A8 @( t& w' l2 M+ a( ?
60. Fixed alternate weapons for port attacks
5 R! T, \* ]5 X# ^4 g* U; L2 g# e61. Corrected weapon system damage to show after combat on ships in port rather than wait till
* w$ a/ j e& Y$ `) H, ]sometimer in the ship repair cycle.4 i- C3 {- e( A0 O; \
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
2 ~0 h+ K% x8 E$ c& Fport) d6 k6 z* O( z% D
2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.6 m$ c; G; V1 H! G# r
Tenders not counted: v# n3 H6 Z/ P) H" q5 B |
3. When showing mine device on ship, show '!' next to mine ammo if can reload at base' |! o0 l6 e; c1 Y6 n; {- z
4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method! P% E" \$ G. y" k5 I. [) `3 w& f! S
to remove damaged ships from TF* {* |' ^0 T1 y( u1 R& b
5. New filter for “non-building” devices in Industry pool screen
+ W; e) M6 q$ H- l- ^4 D9 U% a6. New filter for “non-building” aircraft in Air Replacement pool screen
" i' ^4 r" }) c( Y5 ~7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy: H7 [$ e: v4 r6 Y
mines (^) detected. V, O( h4 l" a7 L7 h% |5 s
8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the
3 p4 Z! M% q/ X" J; r D, ~‘button6..’ image files, then these will be shown. If not, by default there are shown as, l8 N: ~$ x r' ]: _7 V2 b5 B
standard parachute unit icons: ^) V. O( d/ M( R$ L
9. Air/port damage and building is shown in base mouse over
) O( C( V- ^$ r7 H7 x: d7 i0 {10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on g) {! o7 s% g0 B! h: @
11. TF can be routed to stay within coastal hexes as much as possible4 l7 Y4 R+ G L2 x
12. On Top Pilot screen show the 'ace' cut-off value if more than 1, ~8 U( f- _" Y& f& w% o. V
13. Added option on group and LCU reinforcement screen to turn off replacements7 x3 b3 d. I" I8 Q6 c1 T
14. Current base can get supply returned to it when reserve planes returned which were) j$ z9 a' {. w+ P1 o
originally supplied from another base$ L. y0 y* V. o3 p% \
15. Unit type filter on Troop Loading screen/ [; | w4 Q, Z6 N2 j+ j* _
16. Report killed ground units if not in combat report7 Y T: I( {$ O3 z/ N' x+ f( `0 p
Changed
" s) ?: M/ h& m- u% K1. AF of 8+ have AV support doubled for purposes of determing support for air operations2 g2 e ~, q+ `0 G7 C6 L
(complements fix 18 above)
# D8 }, }4 Z# @, p: _: R \2. Permanently increased pilot array to 70K
$ N" _) J# d' w) J3. Increased number of air combat rounds are a factor of total aircraft involved
6 t" m4 o+ U2 t0 R4. Allowed submap to submap movement if land connected for land units. Should have been
e9 ?8 L5 |8 Z0 {6 I! {8 ]& s3 cso as per Andrew Brown
' j% z7 Q0 z6 z& T! T9 M5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message
2 ~. D4 L! R5 f7 Xdelay toggle instead* U. j ^+ _7 v1 L+ r! X
6. Aircraft being grounded for maintenance factors in durability also. This will spread out the' R1 _+ F& B: V+ O
maintenace a bit more
1 i! c9 ~8 ^; B4 S7. Support device replacements won't decrease the overall experience of LCU units. This does* K+ d# ` W* k7 k
not alter the overall EXP change due when any replacements are received.
0 |2 r( M5 y+ e4 s+ X- a$ S8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction" Y; E- g! Y- B9 R5 W- K
between the two but could break current games.& o/ O( i! B8 G$ u+ b: v
9. Some LCU Prep points may be retained if unit is experienced8 `% f6 L' Z& Z
Notes
1 I% @$ m; p& o0 h: Z3 C) U9 P1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario1 t% [7 |0 _. W+ r& m& Y
should not change player or HQ, even if not in play. These original HQs are used by the AI
0 a6 H6 c3 Q6 l9 R; Vroutines so changing or deleting them can put the AI off. Changing other elements should" j& I$ q( L# G7 Z# ~
be okay.; W+ ^9 ^& u( `0 M; a
2. Clarification to weapon filters for aircraft:
7 o2 ]. a& z# E8 c( F- }6 \PM_NAVAL_ATTACK 2 // used for naval attacks
0 q" C* M3 ?7 [& ~* j3 UPM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)
5 ^2 G+ g5 y$ a' B& FPM_LAND_ATTACK 8 // used for land (ground) attack, R: O, d+ @; ^3 C8 ^- c# c
PM_PORT_ATTACK 16 // used for port attack
% Y: G5 w/ c# P5 a6 s3 R) [PM_AF_ATTACK 32 // used for AF attack4 k/ s! S) V8 d3 P5 t
Dropped any reference to secondary values for land and AF as they served no special use.
2 J Y! k: f# `! }7 m- d: ~( PClarification changes
9 e& n" ?& U6 \3 K" o! H$ R# H9 z1. Some clarification and changes in regard to use of the Soviet Motherland bases. These4 M1 ^, U3 Z7 B, c7 i- C0 X! N# b
bases are those defined as having an original Soviet hex ownership of SOV_UNION (90),
* f) K( a# e4 q6 P8 F; E0 Z% ^MONGOLIA(91) or TANNU_TUVA(92).* k4 i% R+ S& n: N" ^
a. Allied non-Soviet groups can't transfer to Soviet Motherland bases( z. d- o5 T, y( [
b. Allied non-Soviet LCUs can't move into Soviet Motherland hexes
; O* T! @+ e& e3 o" _c. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases$ n3 r2 @+ m9 F# H: u. e6 z; ~. _
after Soviets are activated, but can’t move
$ |9 \8 q3 p% Q' f- pd. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if
9 `* }0 m! H0 i. I) T# ~disbanded in port.
" Q+ `' s4 Y2 G# N" |e. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently; r' L3 I6 ]( M/ m' W% a' b |6 C7 [& D
f. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |