具体见) {# b L1 F9 P: {$ u
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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 `! \9 U$ y1 C9 P+ L
; u8 W# |2 m3 Q* j* K大量更新,详见列表:
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Change History:
/ G0 L& n/ k1 \3 {0 S2 hV1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17) a5 q6 M6 x |. v6 e
1. Seventh Update – This release is a comprehensive release updating all previous9 [5 [( J$ A L4 H3 N
versions to v1.01.17 beta4 l" Z# K& X) A* B6 B
2. Code Changes
) D2 ^* t; F; s& ~Fixed
$ s! A' ~8 |3 X% ~: _1. Display of AF/Port icon between player saves based on player's intel
: `6 F) H8 S9 i# Z6 b2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when3 e. b( M$ |2 H& s) Y' d3 Q
weapon list updated
7 x. h% [+ h2 a& R& U8 s2 W% Y1 g% Q3. Reported cargo/troop safety values incorrect when no cargo/troop space3 D+ C. b5 z9 Q2 ^% D; t
4. Allow smaller 'reserve' space for small groups on ships' x2 }$ U% d& e5 s, e' E$ A$ D
5. Preserve some more data when swapping fragment and parent to prevent lost of parent
2 y( l& N) X+ ^- Y0 `6. Correct attacking plane count before final post-air combat6 b4 q4 P" J& y( r; ^
7. Pilot promotion may have occured in error sometimes
5 p2 ~, o8 e: [* |8. Raid detect message sometimes dropped of the combat report
0 Y/ K4 p; K w' R/ }9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply
* m5 R: {( }) k+ l5 |generally
' f J- g! H( N2 j. Q+ f10. Some pilot-leader connections were being corrupted0 U) J1 h9 W5 D2 p* @
11. Movement bug with following units due to incorrect move indicator. Seems to fix a few
! Q, L% B) g; [( P& @" r: Mother move issues due to the incorrect indicator
' F' R' I: V& o* V$ j( k" \ P# k12. Wrong ship sometimes reported in Ops report for TF movement which causes some& t0 @3 h( ?* T0 p; d& p3 p
damage
6 E; A# ?" z( W r13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool
/ I0 l$ n3 O5 T# ]& c& q14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the6 V8 H* E: d6 j! _) U! x
date sort
4 z3 p0 ~. ^ i" d3 Z5 R/ Z! r15. ASW groups not allowed to attack sometimes
6 G$ R! s$ u! }+ k6 s16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing
Y3 F- ~, W$ n( r4 C4 G Q4 UHQ/LCU to jump to reinforcement queue
% T, z( x& Q* j% x0 R17. Bug in bomber intercept if too many rounds of fighter v fighter combat
& ?7 @, L( v: d( s+ Q2 M3 D& @18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed& a( _% n: }2 ~1 r) y3 \
at start of AE but crept back in sometime during updates
^' `& l- w: | d19. Removed the fragment/parent swap during a TF unload as it could often orphan the2 ]4 E# V4 L2 s: y* b# P9 G' y
fragment.. E( u d. @* u( s( [: \
20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade2 D- n7 d: ?9 P8 Y) E
21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not
/ n" K4 h" b) e! p/ d0 g8 Oshort scenario). This was fixed in a previous patch but only for one of the VCs, not the full$ o+ s3 Z8 |. a
set5 Y- \8 t( z6 q: m3 a6 |! |
22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base
" C- r i7 z8 J9 W23. Enabled 'z' to speed up all animations; was commented out in a few animation replays
& `4 z5 [1 m, r6 P24. Bug caused F/FB to sometimes bomb at low altitude0 O0 ?$ j X; A0 D: e D$ n
25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not/ S m; u# A) w u- L/ S9 _
occurring properly.4 K' N. Y5 Q( @* L# M
26. Bug in Industry 'failed' indication not showing properly sometimes
f! b# {& k; G& C5 L# C27. Location check at scenario load to include small map sceanrios T4 O6 ~5 ]5 Z* K8 T/ {$ A
28. Bug in air supply to fragments in a non-friendly base hex2 U% D7 K: }$ x9 E: i4 }6 p( r5 B
29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was8 ?3 t/ n! d$ r2 B' y
being set to homebase before execution of the mission – ie was returning to base! G/ k0 z8 @7 w& u4 b0 t& V7 h5 M
immediately
6 v& v7 A n+ d: f5 U/ G( `# ^30. Error in Strategic map display
7 \7 h8 d9 T$ z3 Z* W! u4 F31. Additional and stockpile options were not turned off when base was captured" n" n! F9 G1 @$ p6 h
32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on
. d, g2 F6 P$ \mouse over
8 ] ]+ t. J. g1 e% B" n33. Army experience being gained when not 100% prepared as per manual; changed to allow
& J+ l4 o8 |4 \; z$ l0 Zchance to gain experience if >75% prepare and < 50% national exp level( l0 n I4 H1 o2 K
34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to
4 p7 Q6 [1 {6 V; k; _ t( ralleviate the incorrect experience gaining happening while in reinforcement queue
' J1 Q1 e @# O35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –2 |7 S7 o$ C: K& L4 K
caused unit to jump “off-rail” and move overland2 S) H# N$ \5 H8 P2 ?
36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ
5 W$ @5 p. V$ j2 X2 l37. Excessive accident messages on unload from TF reported
5 O1 v# p+ C- r- m3 f5 R38. Reworked editor sub-unit merging as some devices could drop off the unit list when! b4 p; k L5 e! ?
merged causing smaller size unit than expected$ [: u* S" ?% O
39. Corrected possible TOE error in scenario data load for inactive units5 L% w, o6 m; v$ ]. @
40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can
4 q7 l8 }+ _$ U1 ]1 Z& b' I6 Ehowever be allowed to do this.
- {; g: O' v% K" @! w41. Possible CTD if sinking ship's load was a group
* z9 L" {! Q5 y! b; [42. Limit the number of devices built from resources per unit during LCU replacements; this
1 Z6 j& q6 x. uwas causing an over production for that turn: v. ?- C0 S9 f3 e
43. Retain day/night setting when creating group fragments4 V3 M( D: p7 o O
44. Adjusted supply and fuel values in base list not to overrun the space
% j m* M6 k3 L& d1 `! K5 Z45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but
, A4 G) s! n! ^, Padded YMS to Sweep TF in line with manual and code
T' n, z/ a2 t) E, c7 Q; R46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the
# s6 y: Y4 V1 D; Erule relates to the abundance of manpower and is not covered by replacement pool. Normal
- F# T, D( \& b" i6 H7 M' Orebuilding of destroyed units is not affected by this.2 `( F3 \9 P, M* _
47. Carrier capable and trained text not showing together on Group screen
/ y& O3 [- ]! `! v% b8 |48. Handle any blank re-name changes by ignoring them/ g7 }9 t9 k* ?& D5 S
49. Possible CTD when air fragments combine
6 `9 h" z1 @7 X8 j3 B- X50. Unloading TF can freeze a LCU onto a ship under some conditions
9 D3 Y0 E$ t7 C; B+ b8 o: {51. AI not behaving if main HQs missing (affects small map mainly)) s+ Z1 f8 e4 k( p5 {, e
52. AI using AGC for normal land units – removed from TF if not needed) ]. j8 M9 s6 E+ k5 S
53. Soviet activation message not in Ops report
1 d1 N. F: v* U4 j/ h54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range. o6 H n/ u9 o$ |2 w P
55. Clear Soviet air balance if not activated. Possible incorrect base switching- S- Z/ O8 P$ }* l1 Z# t
56. Sub attack against docked TF not happening for port size <3
9 h5 w3 I0 p0 n( b/ p+ j& r57. Unit type changing unexpectantly# P# l: ^+ b( \3 u
58. Torpedo replacement on plane sometimes is missed
) g/ h* D6 Q1 A6 ^& `' O, K0 v% T% e59. Double handling of overstacked supply requirements! h9 W! z9 [0 y. p4 H: ?3 O
60. Fixed alternate weapons for port attacks
- ?1 u! ]( A( m* C+ Z% K% o# ~61. Corrected weapon system damage to show after combat on ships in port rather than wait till
! x; h1 ]: k7 s1 `' Tsometimer in the ship repair cycle.
$ ]9 M5 z: f, S8 T0 t4 L! L. ~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% A* H7 v4 Z B- S
port
' `! }, h$ } F0 b2 e4 K. |2 Z2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.9 S3 C( ~2 |- o
Tenders not counted
6 c# @+ Z w: H/ c9 A3. When showing mine device on ship, show '!' next to mine ammo if can reload at base
: Z- j; Q; H" d& t1 H4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method
: P& \4 w9 [9 _# wto remove damaged ships from TF
5 j) j h, H0 I* x& H5. New filter for “non-building” devices in Industry pool screen
0 \9 d' h0 Y2 L( `( t6. New filter for “non-building” aircraft in Air Replacement pool screen) G \3 |: f1 {% N
7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy
& |8 t, O* ` V J( Xmines (^) detected/ ~; \/ h" H) [$ F
8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the
; ]' X U9 Y0 _4 C3 G( r‘button6..’ image files, then these will be shown. If not, by default there are shown as+ s7 o% U+ C5 k# P; d k0 z
standard parachute unit icons$ [! @( } z/ U! @
9. Air/port damage and building is shown in base mouse over5 q1 u) t7 e' c/ i" |7 O8 s# A
10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on
( T. M7 J" H* M% ]; f* ~; G: z11. TF can be routed to stay within coastal hexes as much as possible+ n( I9 ~. }2 a8 b. Y
12. On Top Pilot screen show the 'ace' cut-off value if more than 1# B O; `6 k$ M& h
13. Added option on group and LCU reinforcement screen to turn off replacements) F. ~; O8 E) p; _5 c4 H5 r4 i
14. Current base can get supply returned to it when reserve planes returned which were
( F4 A& Q- l6 U( R C" p- }8 d$ Toriginally supplied from another base5 ^/ B& k) C* o$ b
15. Unit type filter on Troop Loading screen3 ]% U: i$ G# g
16. Report killed ground units if not in combat report- T! l) C5 a- j8 H* r
Changed
4 W& a- w0 ^9 W ]6 f/ V8 ~1. AF of 8+ have AV support doubled for purposes of determing support for air operations. B$ O3 ?1 j$ V+ M/ o- C1 R- p9 l3 J
(complements fix 18 above)
4 r# P. N9 J2 v' t6 ^* P2. Permanently increased pilot array to 70K9 R# w8 \! K- M" u1 h
3. Increased number of air combat rounds are a factor of total aircraft involved
* O% ~. k' _# t% Q5 z s4. Allowed submap to submap movement if land connected for land units. Should have been
8 ]. h3 o j, s% U1 w5 Oso as per Andrew Brown
* m# \ G s' I5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message
6 ?: A/ A- ]8 q# ^. Z2 j! O9 ndelay toggle instead
0 i) R9 \+ C: z% S! ]# x- T6. Aircraft being grounded for maintenance factors in durability also. This will spread out the
3 c( m/ I& ]8 s z) m6 `maintenace a bit more
) N" @- u& F- M% w2 Z' P7. Support device replacements won't decrease the overall experience of LCU units. This does) N F% q, H- V0 b# F
not alter the overall EXP change due when any replacements are received.! @. U$ ?% N6 s8 r% B. @/ f
8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction, {' w& j" \) a# A2 C" M
between the two but could break current games.
0 q- M0 p6 f0 t% Y" r2 V0 F- H9. Some LCU Prep points may be retained if unit is experienced
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1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario
# y: h) g+ B/ ?should not change player or HQ, even if not in play. These original HQs are used by the AI
4 }3 [& B* g$ k. R7 Nroutines so changing or deleting them can put the AI off. Changing other elements should9 q2 [8 Z ~. p8 f% m, m) z" P
be okay.
' S f a' c+ o; ]' j% v2. Clarification to weapon filters for aircraft:
% O) e& C4 [: Q! s# [PM_NAVAL_ATTACK 2 // used for naval attacks4 J7 p) p8 s+ @& h
PM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)3 F8 ^) S% d% w. u }
PM_LAND_ATTACK 8 // used for land (ground) attack
0 i9 E; D# s5 H9 l- l# e4 gPM_PORT_ATTACK 16 // used for port attack
7 m5 ^+ q ^" Z) F8 E1 C4 xPM_AF_ATTACK 32 // used for AF attack
0 ?6 N- Z0 K* w6 VDropped any reference to secondary values for land and AF as they served no special use.
/ x$ W+ ]1 @8 z% |1 }) `- zClarification changes
5 S6 k4 i* d8 V0 f4 T6 @9 R1. Some clarification and changes in regard to use of the Soviet Motherland bases. These3 ]% y$ y; N$ U, o2 B9 B
bases are those defined as having an original Soviet hex ownership of SOV_UNION (90),
- _4 M5 V5 e0 ]$ ZMONGOLIA(91) or TANNU_TUVA(92).6 _. i6 a. r: S+ i8 y! [
a. Allied non-Soviet groups can't transfer to Soviet Motherland bases
# m7 p$ a1 T3 i ?" G$ n+ gb. Allied non-Soviet LCUs can't move into Soviet Motherland hexes
6 y1 ~( V3 M- tc. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases
7 r- o1 m* n1 Z( ]& uafter Soviets are activated, but can’t move
. ]0 h, o3 e; m) y$ ^d. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if a V7 r# V' y/ }
disbanded in port.
4 ]; U9 {7 @$ T1 y8 ]e. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently* ^6 @- T/ P6 U5 a" d* M7 c
f. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |