具体见
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http://www.matrixgames.com/forums/tm.asp?m=3185062' \& h' w! [/ D" ^5 m9 u
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已经共享到岛群QQ和本论坛置顶资源帖& ~3 T) F( a" n0 F9 f4 s
5 Z& ]% `+ H+ ]1 \大量更新,详见列表:
/ ^% }8 i' j( w; h V% l7 D8 `4 H7 z( g! _
% r8 L' ?- L+ m9 iChange History:
5 l0 K9 e2 p2 ?- W3 dV1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17). {) R; L7 I! z& S: j
1. Seventh Update – This release is a comprehensive release updating all previous- _8 k$ J5 [$ ^# A J
versions to v1.01.17 beta
6 a0 R3 c4 Y/ k$ R: ~2. Code Changes
6 r, X9 E! P$ w4 g6 }Fixed
6 J* P/ k/ Q1 r- M1. Display of AF/Port icon between player saves based on player's intel" z6 x" e4 j; J: e
2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when
" j) P/ f* o# Q; H; oweapon list updated
3 T; e! }* ]" d& d3. Reported cargo/troop safety values incorrect when no cargo/troop space
8 |" |- y4 {, d( g' ?0 B; Q4. Allow smaller 'reserve' space for small groups on ships+ i% d/ M* t( N# G y8 x8 }+ n
5. Preserve some more data when swapping fragment and parent to prevent lost of parent. l: G1 m& H9 g/ l; F. U9 o+ K
6. Correct attacking plane count before final post-air combat8 L, N' e" i% ~. T6 o( ?( a5 e
7. Pilot promotion may have occured in error sometimes5 `: Z' y) B) Q- ]! ?& e0 u! o
8. Raid detect message sometimes dropped of the combat report
# E d( Z7 ?8 w! N" b5 j P' D9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply
! c( ^6 S: V8 v. a4 q' \generally+ }" m4 T5 g7 F6 n P8 G( U2 q
10. Some pilot-leader connections were being corrupted" m8 Z0 o1 \/ |5 @
11. Movement bug with following units due to incorrect move indicator. Seems to fix a few% Y# L( a' V5 f2 U$ p( K* q; [
other move issues due to the incorrect indicator
/ `% g# j% h7 C# H7 [3 y3 ^: N12. Wrong ship sometimes reported in Ops report for TF movement which causes some/ g& M; G. y3 D* ^
damage
) Z3 J- ?0 i5 U* B$ ?0 H. z2 t13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool/ Z' Z% K% U* B# A5 ~
14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the/ k; I. l, Z/ e( I2 o1 `6 p
date sort$ I" j' J. j+ n0 i( U( K: ?7 K, Z
15. ASW groups not allowed to attack sometimes$ V5 o4 E6 Z, ]! F1 l" r* G/ O+ D$ T
16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing% } h9 n @9 D3 T c
HQ/LCU to jump to reinforcement queue
# X5 Y/ _9 o- d# W) _& J7 W17. Bug in bomber intercept if too many rounds of fighter v fighter combat
5 {! e: J# Q; w( F8 J' m18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed
& \# E+ N) q$ A6 h/ mat start of AE but crept back in sometime during updates
* O* n/ {- b9 ], S5 I+ D2 T1 ~ ]19. Removed the fragment/parent swap during a TF unload as it could often orphan the
6 Y2 R0 B! a7 K# D+ ]2 jfragment.
5 g& x, [5 i, Q1 x+ b. g4 S20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade
. {' r2 x8 g# z R21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not2 o7 n8 ?! }- n& z( B
short scenario). This was fixed in a previous patch but only for one of the VCs, not the full
/ ~4 }$ T6 X! c; ?0 D& P: H) [set
2 j" V" Y; t, w( \22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base; I5 J" @ [4 l/ V; D- g
23. Enabled 'z' to speed up all animations; was commented out in a few animation replays0 ^5 l$ \8 C' v* Z: E
24. Bug caused F/FB to sometimes bomb at low altitude( B5 U! u: A3 D
25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not5 B+ r) j ]& T
occurring properly.
, j. b ^6 @) p$ J3 W26. Bug in Industry 'failed' indication not showing properly sometimes
$ u9 G* P) v+ |) y+ ^* B27. Location check at scenario load to include small map sceanrios: f& X8 P1 E' r; S" ] ^
28. Bug in air supply to fragments in a non-friendly base hex y2 V& l8 J# w0 v
29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was! W* ?$ Z7 v3 W1 H* R3 g3 i! P
being set to homebase before execution of the mission – ie was returning to base, U/ y) _, w0 o- _
immediately
7 ?$ g; e/ g) s. F3 m# W7 \) Y+ [30. Error in Strategic map display/ E: f* W5 I7 {- l$ f9 \3 m
31. Additional and stockpile options were not turned off when base was captured
$ K4 N/ g# a: C) _$ T* I! }32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on
4 |4 v, f p% i' _- p6 G% bmouse over5 ~2 }4 ^+ v* Z, G# _" E
33. Army experience being gained when not 100% prepared as per manual; changed to allow. }' k; Z) v8 A4 |" N0 ^
chance to gain experience if >75% prepare and < 50% national exp level
: r, ^* a1 ?; ?! O* z34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to9 r0 r6 \% G& y. ]
alleviate the incorrect experience gaining happening while in reinforcement queue
/ \5 Y4 g, ?# g- U35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –
5 j& I* i9 D: j9 ]1 Mcaused unit to jump “off-rail” and move overland/ b6 b- A) H0 q
36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ
4 V6 L, D w K" U/ A6 ?37. Excessive accident messages on unload from TF reported
/ R+ p+ H2 g, {( ]+ _9 g: t1 `38. Reworked editor sub-unit merging as some devices could drop off the unit list when
/ K& l% I" O8 F& j+ F3 V: e! C9 |. R6 kmerged causing smaller size unit than expected
8 W+ u/ T" C2 D$ ~3 K4 I3 ?) Z39. Corrected possible TOE error in scenario data load for inactive units% ?$ n' m( r+ M# M2 [1 \% z% O/ C
40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can, G0 K% O5 F3 S4 D3 D; Y+ ^ H; j
however be allowed to do this.
) F# \+ r* Z. m0 k' e/ }" E0 X41. Possible CTD if sinking ship's load was a group
6 j' O9 _$ R% K0 m$ F42. Limit the number of devices built from resources per unit during LCU replacements; this. ?5 G; n" A. a! b6 u. F8 m7 Q
was causing an over production for that turn3 m6 D3 G8 E+ Y$ o0 Q2 q/ |
43. Retain day/night setting when creating group fragments* k) C* P! {* |% z8 P! a
44. Adjusted supply and fuel values in base list not to overrun the space
# T. `" c \5 B+ k) B45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but
" L% j# {* j3 Fadded YMS to Sweep TF in line with manual and code
6 w% D. t3 u; h46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the
+ y) K6 f2 F. |2 { |rule relates to the abundance of manpower and is not covered by replacement pool. Normal$ {8 B+ v7 C9 B; ?3 k
rebuilding of destroyed units is not affected by this. U5 Q& [! E( Z/ @- {
47. Carrier capable and trained text not showing together on Group screen
- E2 d& n. G/ E) m48. Handle any blank re-name changes by ignoring them
9 E6 V8 X5 `; Q: v6 M; q, a8 ~49. Possible CTD when air fragments combine5 q% E) ^8 {9 J& w) ?
50. Unloading TF can freeze a LCU onto a ship under some conditions
& F) Q/ K: i P8 y51. AI not behaving if main HQs missing (affects small map mainly)$ D& I, t) [, W( n) J! J6 l
52. AI using AGC for normal land units – removed from TF if not needed
+ L ~7 ~$ ~: x" `& h$ ~1 T8 o4 y1 z# Z N53. Soviet activation message not in Ops report
, [+ H, d" l7 \ Q54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range" u4 E8 r6 ~, Z( `% c3 ?
55. Clear Soviet air balance if not activated. Possible incorrect base switching$ J1 q K" L0 ~: |
56. Sub attack against docked TF not happening for port size <3+ `9 s% N6 J/ e2 s
57. Unit type changing unexpectantly
+ R' t! D* x0 \2 b( Y58. Torpedo replacement on plane sometimes is missed
; t1 g, ?/ f' G; s& L59. Double handling of overstacked supply requirements
0 u: K6 J2 D$ K! b M60. Fixed alternate weapons for port attacks/ M9 y# r! Q$ {' S4 k& c' p
61. Corrected weapon system damage to show after combat on ships in port rather than wait till: d! {+ K0 J1 Z
sometimer in the ship repair cycle./ {! ?* F- L- k8 f j. G: f1 V8 P
62. Ship tonnage over 32K could cause repairs to fail
: @6 a4 V" p, jNew
, K4 w2 J( b. y& ?0 ?% ~8 x% ]1. Show Port re-arm level on ship list screens at base. Does not account for tenders, just the0 h0 ^5 t/ i+ r2 t
port
: M: Y6 H* u; `: N8 `2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.
! D ~3 }+ |5 d: N3 a: P8 gTenders not counted. W+ X( t: m! Z
3. When showing mine device on ship, show '!' next to mine ammo if can reload at base4 d% j& I7 t% t& `; f$ k; e7 m: N9 n
4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method
' q4 I' @2 Z& b- y: r! e. Rto remove damaged ships from TF
" h7 ~+ A4 `+ `+ {% U G8 Y- n5. New filter for “non-building” devices in Industry pool screen
, ?9 \$ w3 U; Y( E! s+ o! i* U% i5 j6. New filter for “non-building” aircraft in Air Replacement pool screen. c' M, M6 \% H2 h& ? s* o
7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy# B U' V' m: p/ i
mines (^) detected0 k1 w% |& }8 ^0 z1 g
8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the
9 F4 ]2 ^ t+ d8 r‘button6..’ image files, then these will be shown. If not, by default there are shown as: r# |$ a4 b e+ u! W1 U( p
standard parachute unit icons, P* t4 |0 S8 C3 n0 I
9. Air/port damage and building is shown in base mouse over
' V8 `- e5 m0 b+ ?10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on& {0 u1 r% i0 a" E' r' `
11. TF can be routed to stay within coastal hexes as much as possible
U: g) q, j+ ^1 O/ i) Z) {1 x12. On Top Pilot screen show the 'ace' cut-off value if more than 1
( Y% c+ ?; k1 C4 z* n13. Added option on group and LCU reinforcement screen to turn off replacements2 E0 a; w( {& Y0 Q, X
14. Current base can get supply returned to it when reserve planes returned which were; P( D1 h) i% ]9 ~- h) {- d
originally supplied from another base& C3 ~+ [( j3 ?+ {+ |; O
15. Unit type filter on Troop Loading screen
/ O+ `8 H" m: y/ B0 D4 w16. Report killed ground units if not in combat report) J" Y# q. A. R ^- E
Changed& E. Q# r( A" K& e$ G
1. AF of 8+ have AV support doubled for purposes of determing support for air operations$ c5 x+ ^6 S7 ?2 e0 J+ P
(complements fix 18 above)
3 H7 v! H- [- w5 B: O; R2. Permanently increased pilot array to 70K
8 y! {9 c* q9 N+ u! d5 }3. Increased number of air combat rounds are a factor of total aircraft involved9 y( z/ v$ i& b8 e
4. Allowed submap to submap movement if land connected for land units. Should have been8 L) D$ Q5 ~7 L7 }: M h! W
so as per Andrew Brown) ^/ C2 T% {- D) J
5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message5 i& B1 {5 C( X
delay toggle instead, J1 ~! x, w! y
6. Aircraft being grounded for maintenance factors in durability also. This will spread out the8 y- B/ n$ h/ H0 V
maintenace a bit more
" L; f6 D% z9 p! [: H, F! _7. Support device replacements won't decrease the overall experience of LCU units. This does, j6 L) _0 [3 i8 N! q
not alter the overall EXP change due when any replacements are received.
! S; E( E' t p- L1 E$ F4 l8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction
: W, u& v4 j7 Q# b8 Q p5 @; vbetween the two but could break current games.
/ ]7 K% k2 Z7 L: e; k7 {9. Some LCU Prep points may be retained if unit is experienced& h) n7 b9 |5 Q0 l; A
Notes0 R" _& S* j( [" _. a7 S: N
1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario
) S7 B3 b( i" n* C8 b" n- Mshould not change player or HQ, even if not in play. These original HQs are used by the AI5 a6 O* Z. ~; u
routines so changing or deleting them can put the AI off. Changing other elements should C% O% q* C/ A3 g
be okay." ?" K: ^* g: J/ ]7 ~6 v0 @
2. Clarification to weapon filters for aircraft:) g4 g7 R7 b0 F. P+ t
PM_NAVAL_ATTACK 2 // used for naval attacks! M, K; r1 M% u2 R+ R2 }- n7 z, b1 [
PM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)6 \: u( j# B* H; a1 F
PM_LAND_ATTACK 8 // used for land (ground) attack( c' I' J" k7 Y2 D7 Q2 R6 M' |
PM_PORT_ATTACK 16 // used for port attack
: s, p- b7 {7 e7 V6 V$ Y6 t$ TPM_AF_ATTACK 32 // used for AF attack
# u0 y9 G8 Z) M9 v" O8 M- `Dropped any reference to secondary values for land and AF as they served no special use.
7 G2 D4 k" q. M- d4 R! J/ EClarification changes
& V2 c3 E) U8 T! Y( O) A# z5 K1. Some clarification and changes in regard to use of the Soviet Motherland bases. These& V# j; C6 F% r
bases are those defined as having an original Soviet hex ownership of SOV_UNION (90), x. i( p( y5 z
MONGOLIA(91) or TANNU_TUVA(92).8 q" y: g+ y0 b. O }# n% J
a. Allied non-Soviet groups can't transfer to Soviet Motherland bases
! Z1 U, X! D2 o; U; h5 O* B, E& |/ N2 vb. Allied non-Soviet LCUs can't move into Soviet Motherland hexes+ P: O& O" ~. X% h
c. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases6 z# f- F4 Q, V- b5 I! D, N
after Soviets are activated, but can’t move% K6 C9 T$ O( g. z/ a5 G
d. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if
* Q6 }: H2 L5 z! z% a7 Mdisbanded in port.% ?- b1 i' L7 F3 f( k3 _
e. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently
$ n4 v$ E3 {& D+ ]! X9 j( c# W2 nf. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |