具体见0 u* {7 E0 |2 S6 [: M: H' x4 x, ~
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http://www.matrixgames.com/forums/tm.asp?m=3185062( C+ W8 o- w1 n
. M+ c: }9 a) n& m已经共享到岛群QQ和本论坛置顶资源帖) _9 x0 [4 a' ^/ [
( m% Q/ S0 b: f% }2 V大量更新,详见列表:
( w7 L3 u% ~/ b: t" c6 }* [/ J3 S) Y D' a7 h9 K/ E) ^/ e+ V/ \
+ ]5 l: p+ t) U4 d5 u# _7 z8 A% `. n" oChange History:
2 ~6 h- h/ o! }" G/ r# J; M4 W4 AV1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17)* g8 Q8 C7 h% H$ K" H/ P
1. Seventh Update – This release is a comprehensive release updating all previous
( o3 A" E; e' g! N0 Oversions to v1.01.17 beta9 {& ?- t0 o9 o/ @
2. Code Changes8 r) K9 L5 ?% }' r, n4 O( o# O
Fixed, p3 }0 [. E7 ~* s o
1. Display of AF/Port icon between player saves based on player's intel7 a8 c, b/ A' C& U2 A
2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when Y! U1 V: p( z, t4 N
weapon list updated& D$ b: o. E v
3. Reported cargo/troop safety values incorrect when no cargo/troop space
; ^5 h. M3 J7 [: N* c4. Allow smaller 'reserve' space for small groups on ships
6 C, S- W: V/ Z, f; }" k5. Preserve some more data when swapping fragment and parent to prevent lost of parent
) u. q1 g3 ~/ a, B$ {6. Correct attacking plane count before final post-air combat! W2 y) E8 k$ X8 L
7. Pilot promotion may have occured in error sometimes4 X. J3 |6 J* c/ R
8. Raid detect message sometimes dropped of the combat report
! \5 t# N' t% H9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply
- T+ I/ l* h1 wgenerally* i" _0 u: |/ X* R5 U' H0 O
10. Some pilot-leader connections were being corrupted% {! V4 |. A# }, c) ^* Z3 l6 I
11. Movement bug with following units due to incorrect move indicator. Seems to fix a few
j- ?' U) H! ^9 aother move issues due to the incorrect indicator: U$ [. }4 ^9 ], _4 s3 U. N) _
12. Wrong ship sometimes reported in Ops report for TF movement which causes some, j, V) J. @/ ] D% s* _8 g
damage/ r, `; w2 Y2 Q: W" d
13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool
/ S' I5 }5 |- o: y( a$ h8 h n14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the: k& O/ e1 ]7 D$ l. c7 ~( N; J9 H9 x& ]
date sort
- `/ F+ ?6 z0 ^15. ASW groups not allowed to attack sometimes# }* R$ D% P. p( F/ w. ]! V
16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing
9 l( g9 _& o" s9 v+ eHQ/LCU to jump to reinforcement queue' n b+ [3 t2 I
17. Bug in bomber intercept if too many rounds of fighter v fighter combat
0 H1 {* P5 C! k) b/ @5 U, s8 B+ r18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed1 e) n' ~" N, x) t
at start of AE but crept back in sometime during updates1 K% o# _; m% R( e p
19. Removed the fragment/parent swap during a TF unload as it could often orphan the( C7 B" I, A! l! h) n
fragment.1 ]0 ^9 R/ ~. R/ ~/ o. @! a6 u9 Q
20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade
! B' h- h4 M1 m; L7 u21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not
: x7 B( q) I! W- o3 \short scenario). This was fixed in a previous patch but only for one of the VCs, not the full8 L; ]. ~ U+ q/ x n3 v
set- c/ R5 }, v f6 R) [
22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base
7 O* \9 X* y) x& }; Q23. Enabled 'z' to speed up all animations; was commented out in a few animation replays
( ]: f! ^% z* T0 X' Y" z: t24. Bug caused F/FB to sometimes bomb at low altitude; H/ {1 q7 e% d/ W2 O8 @9 F: V: h
25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not8 u- L( P" n6 D" H
occurring properly.
5 {: v/ e& k! o o* J" }) o5 s26. Bug in Industry 'failed' indication not showing properly sometimes: J$ k7 {3 C8 s# m% m
27. Location check at scenario load to include small map sceanrios( x& `3 E$ R3 q0 s: \
28. Bug in air supply to fragments in a non-friendly base hex2 Q5 O* D. Y+ _7 d0 a' {; B r# W- o
29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was* l* L! j* K4 |8 Z" K- I( w. n
being set to homebase before execution of the mission – ie was returning to base: n- D: x |0 r+ `/ N
immediately7 N. v$ u& k% Q5 W; o# A9 y
30. Error in Strategic map display) y# U( _, q1 p9 Q' @3 M; L
31. Additional and stockpile options were not turned off when base was captured! ]4 P" c; w" d4 P
32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on D- A1 E, d3 h4 M
mouse over
4 }: F% @) t8 G: q$ k0 z' U33. Army experience being gained when not 100% prepared as per manual; changed to allow
5 x8 z& i; c! o* ^( [chance to gain experience if >75% prepare and < 50% national exp level4 ^ V2 Q9 f2 c. Y" b/ t
34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to
, h7 u& k A) G; U. U$ w$ Ralleviate the incorrect experience gaining happening while in reinforcement queue7 t! j6 F) S* r0 c) ]$ R) m
35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –6 \7 Z2 c* w* ]& p9 O( [" K* I
caused unit to jump “off-rail” and move overland1 q4 V+ J; T v( T1 y k0 H
36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ: S' l( C' e/ m5 v1 [7 ]( E% X
37. Excessive accident messages on unload from TF reported
" x5 F/ r0 ?3 s) L, K5 X38. Reworked editor sub-unit merging as some devices could drop off the unit list when( q8 l J' S0 V; R7 J: H/ @8 o
merged causing smaller size unit than expected
6 F: R6 M( U. F' r+ Z5 ~39. Corrected possible TOE error in scenario data load for inactive units5 S" a* }* w( s6 p' `$ f; r
40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can* Q; u4 R8 q4 k! O4 ^
however be allowed to do this.
: G) @6 D4 b% e4 T$ N41. Possible CTD if sinking ship's load was a group+ W% L3 H9 Q# i( u
42. Limit the number of devices built from resources per unit during LCU replacements; this
: ~( \/ s/ h1 z4 \3 D! Dwas causing an over production for that turn
7 `/ i: e" n8 p5 [1 M4 Q* ^9 r m43. Retain day/night setting when creating group fragments( H" ]3 h4 g0 a c, U
44. Adjusted supply and fuel values in base list not to overrun the space, f; X3 Z# r2 g
45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but9 |# Z# p5 r1 Q5 T3 J1 h* U
added YMS to Sweep TF in line with manual and code6 }% m* \8 L& n# h
46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the
3 D& w# p; g' y8 m, r& s% {rule relates to the abundance of manpower and is not covered by replacement pool. Normal( m8 E2 v) X4 H. B$ `
rebuilding of destroyed units is not affected by this.
! w0 L/ ]6 |& S# x$ q7 }47. Carrier capable and trained text not showing together on Group screen2 o- ~) J ^+ e6 i" q
48. Handle any blank re-name changes by ignoring them
4 d$ a D( @4 T- U& Y0 L% i49. Possible CTD when air fragments combine
b# D, w& v1 U$ ^+ m8 f6 c2 D50. Unloading TF can freeze a LCU onto a ship under some conditions) x. d5 w( x) V
51. AI not behaving if main HQs missing (affects small map mainly)' d; ~1 m5 n0 R- q/ O/ N0 P
52. AI using AGC for normal land units – removed from TF if not needed# i1 K: a1 G+ V/ b
53. Soviet activation message not in Ops report
) ?6 V/ x0 t, _+ s8 t54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range
$ s6 E5 @! q7 ]6 y W: ~0 D* l55. Clear Soviet air balance if not activated. Possible incorrect base switching
: y& G1 G( `- P56. Sub attack against docked TF not happening for port size <3
9 M3 ?/ b1 j! w2 ]8 s# L57. Unit type changing unexpectantly2 _5 E. ?2 l; d! v0 i1 h4 R- K
58. Torpedo replacement on plane sometimes is missed9 h9 @4 }1 @% M. i, M8 E
59. Double handling of overstacked supply requirements
+ A: D- V$ m. ]60. Fixed alternate weapons for port attacks$ G/ R6 j( N2 k' |) K4 @& w0 ?! |
61. Corrected weapon system damage to show after combat on ships in port rather than wait till
+ v- _ d. ]) g: Psometimer in the ship repair cycle.- @4 @8 w+ ?8 F1 U% e* u
62. Ship tonnage over 32K could cause repairs to fail
8 G& ?4 e, M6 E* M1 `3 |New4 K4 U0 A) o" q' @9 R
1. Show Port re-arm level on ship list screens at base. Does not account for tenders, just the
0 C, G4 K7 }2 I# z! l5 }% l. F/ ^port% m2 A J% [$ |2 F0 Y$ }' y% i# E
2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.
8 _0 E# D- X0 @* QTenders not counted
0 [$ i# Y, A, l7 n; L3. When showing mine device on ship, show '!' next to mine ammo if can reload at base
1 t# S# U6 R4 A0 L" X: c( K1 L; g, h4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method
. h S3 ^& X( K/ C9 {" Y/ `. P) [to remove damaged ships from TF
% H; |8 s( b) `2 I+ u5. New filter for “non-building” devices in Industry pool screen8 y: D; U7 z6 W* E4 U* A5 {# S
6. New filter for “non-building” aircraft in Air Replacement pool screen! w$ s* R7 b. t9 T% S
7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy
5 s3 M `( s I8 j8 `0 |) Y) ]mines (^) detected
& }, U: U R1 I8 I5 u, N8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the* _! A y3 Z4 i' m& D* d
‘button6..’ image files, then these will be shown. If not, by default there are shown as
1 c! ~' Z8 y. y: v+ ?/ M' e0 P: _standard parachute unit icons) p1 W W0 v$ O( L+ h
9. Air/port damage and building is shown in base mouse over9 R+ {% I% H8 m9 U* T6 E$ w8 v( F U
10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on2 o$ k9 Q7 m4 D) ]
11. TF can be routed to stay within coastal hexes as much as possible g2 Y7 {; L) j9 v: `; `
12. On Top Pilot screen show the 'ace' cut-off value if more than 1/ B+ R6 B& J9 I p7 P
13. Added option on group and LCU reinforcement screen to turn off replacements3 X/ }5 \) k! P5 |5 A5 ~" r
14. Current base can get supply returned to it when reserve planes returned which were
/ j* {5 v3 J6 \; Q! |originally supplied from another base8 U- C3 t. P0 W+ d& \2 h6 s
15. Unit type filter on Troop Loading screen6 y. v/ k6 S. i$ [# ?# f
16. Report killed ground units if not in combat report- ^; W$ p3 U9 U; F$ D' x; o
Changed
7 v, K. V0 |2 n( W& J% _1. AF of 8+ have AV support doubled for purposes of determing support for air operations
) j$ p) ~ y# S% v" G- X(complements fix 18 above)
0 x) E6 C# W& X, p2 q! X2 `" _2. Permanently increased pilot array to 70K+ O$ Z- Q3 T% K9 n( ]# h8 r& N3 [
3. Increased number of air combat rounds are a factor of total aircraft involved
% S- T- G! Q8 N' A3 C" W& h" x; j4. Allowed submap to submap movement if land connected for land units. Should have been! P! p" o3 |( o3 | u6 L
so as per Andrew Brown
3 Z0 w% K/ O% r) T5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message
3 {: K, u0 L$ [' b* kdelay toggle instead5 w( F" K3 E8 v2 i. z
6. Aircraft being grounded for maintenance factors in durability also. This will spread out the/ i5 q+ N4 g& H) Z- n6 v
maintenace a bit more0 ~, j7 H. U% Z4 w& [" ]) j
7. Support device replacements won't decrease the overall experience of LCU units. This does% h L. C) f& b4 S B s, `" `
not alter the overall EXP change due when any replacements are received.
/ L: I y; c" h, [5 O# T8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction8 m9 m0 H, ]( @. f
between the two but could break current games.1 Z% f8 H8 v2 s' q! m N/ X
9. Some LCU Prep points may be retained if unit is experienced" p, w* W0 @. }1 z( t# E$ Z
Notes5 U" z& v1 Q) L5 @1 P6 F2 w7 i1 X% B
1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario
0 w2 a. L* a* k8 T3 K* ^+ Lshould not change player or HQ, even if not in play. These original HQs are used by the AI
6 V6 l6 V# ]* j+ {7 ^3 W! N! kroutines so changing or deleting them can put the AI off. Changing other elements should
( g$ Q1 @8 s) n- xbe okay.' _" F0 h! _' I$ T( C" y1 b/ f2 F
2. Clarification to weapon filters for aircraft:4 C% K' Q& X1 y$ y+ Y; I" }
PM_NAVAL_ATTACK 2 // used for naval attacks, n8 a: `; R5 \" {
PM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)" z4 W2 I) ~% ~/ y$ ]4 v
PM_LAND_ATTACK 8 // used for land (ground) attack
5 t" V4 |+ a$ ], `$ APM_PORT_ATTACK 16 // used for port attack3 J& z0 x7 v9 N) |4 H( Z$ |7 i' @; `5 M
PM_AF_ATTACK 32 // used for AF attack2 ~% T/ X, h6 k m) Y: \
Dropped any reference to secondary values for land and AF as they served no special use.. O; N2 e) I3 G+ Q4 U# }
Clarification changes5 h- |+ b& ^& t5 W5 ^$ H1 B- z
1. Some clarification and changes in regard to use of the Soviet Motherland bases. These
0 E; L1 ]8 b* B8 Obases are those defined as having an original Soviet hex ownership of SOV_UNION (90),
8 R( D' y. U- M! {MONGOLIA(91) or TANNU_TUVA(92). i T" v6 o3 F. v' A* [
a. Allied non-Soviet groups can't transfer to Soviet Motherland bases* f8 m# Y& R, K. M) Q( `- ?
b. Allied non-Soviet LCUs can't move into Soviet Motherland hexes
7 a. c1 m# z! X! jc. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases6 L' l3 W% _' M, c7 z
after Soviets are activated, but can’t move. E4 H$ _" d& x% q* x3 @
d. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if
/ C. j$ w# `3 p3 F+ @- kdisbanded in port.% e# [/ X. r5 v; y) n
e. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently. L0 l5 Z! O2 F7 b. j
f. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |