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http://www.matrixgames.com/forums/tm.asp?m=3185062
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+ H0 ~! t" g, ]% E8 f; H8 ]& k+ q9 v已经共享到岛群QQ和本论坛置顶资源帖
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大量更新,详见列表:
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Change History:
$ C) U% `- p( X# W* }. oV1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17)1 l; x7 g' B5 k0 p; ]) C
1. Seventh Update – This release is a comprehensive release updating all previous
* N j8 v$ ]( Aversions to v1.01.17 beta
0 T) Y& _. { _1 x" f* O) w3 q5 H) y2. Code Changes$ q( W3 T; t/ W
Fixed
- d+ I3 a' i3 n/ G8 k; W8 t* h# h1. Display of AF/Port icon between player saves based on player's intel
1 ~* O' n$ X4 q2 f. ^! @! g2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when
) t2 q; a; H7 v7 l& Kweapon list updated$ e% l5 Q0 Z/ U) d( ]; M" W5 f6 S
3. Reported cargo/troop safety values incorrect when no cargo/troop space# c1 P4 \& _8 Q- j
4. Allow smaller 'reserve' space for small groups on ships
' ~% L2 K- @* _" i$ k* Q$ v5. Preserve some more data when swapping fragment and parent to prevent lost of parent
3 ~4 _1 D% Y& r" o0 Y7 g: E/ U6. Correct attacking plane count before final post-air combat) K& S+ y& m- l% o* q$ C7 `* n# d
7. Pilot promotion may have occured in error sometimes- T- v9 W6 H0 H! Z4 Q6 `& L
8. Raid detect message sometimes dropped of the combat report
; V+ z2 E! j- o/ D: P1 @" ^9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply
* c) C; ^1 h! ~ Hgenerally
1 f3 R1 w5 e9 C10. Some pilot-leader connections were being corrupted$ T+ b4 i* r+ A& |4 N
11. Movement bug with following units due to incorrect move indicator. Seems to fix a few
: S1 V% w0 e: r+ |# ]other move issues due to the incorrect indicator
0 A! |; W5 i- N2 y% w$ w. h12. Wrong ship sometimes reported in Ops report for TF movement which causes some
6 @2 S( S5 [" t( Pdamage
4 K; _4 Y" Z; R7 B8 {13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool, Q5 \# l) f0 |* t1 p# H
14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the
: p! z- j8 u. M# P" ~date sort% {5 [3 m$ {) v. J8 D% J4 J
15. ASW groups not allowed to attack sometimes
5 k: b' Q7 b5 D4 ?" h16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing
! v4 U( F/ s$ J2 ]* `+ ^& S+ L$ uHQ/LCU to jump to reinforcement queue
4 v- J2 k5 J4 g6 Z% z; c17. Bug in bomber intercept if too many rounds of fighter v fighter combat1 |+ [5 Q& W+ L& H6 j* b4 h
18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed. t0 A2 H( ]/ ^' A6 Y
at start of AE but crept back in sometime during updates( E, E! o3 k0 V) o1 |' e% i, t+ d
19. Removed the fragment/parent swap during a TF unload as it could often orphan the
) w% j$ u L- C* wfragment.8 T6 {" W$ c1 c3 W1 r2 C6 w
20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade
' a' @1 a% p2 n" r' o# m0 J& h21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not" ]' t" g3 Y7 n% J
short scenario). This was fixed in a previous patch but only for one of the VCs, not the full' V9 R3 D1 x4 R- i% x
set* a4 ]$ f, x' z" {
22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base
7 l* P. h" Z0 X) o$ l& ~23. Enabled 'z' to speed up all animations; was commented out in a few animation replays2 a1 K% k: n- Y @( H
24. Bug caused F/FB to sometimes bomb at low altitude
3 N* o6 T x" n8 W* |25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not
7 n5 m8 C8 [& A9 S+ R Q* q3 ooccurring properly.+ `# X1 b1 k5 l' z- m
26. Bug in Industry 'failed' indication not showing properly sometimes2 H6 H7 P. d# C; Z2 W' j! v
27. Location check at scenario load to include small map sceanrios+ z @0 z# K9 J1 v/ [5 j; Q: L
28. Bug in air supply to fragments in a non-friendly base hex
; a: p2 i0 I, s- _8 K d" w7 |- l; W29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was
1 K) k) ]9 q& G2 D3 y8 {being set to homebase before execution of the mission – ie was returning to base
+ u( ~) U+ w/ r1 N3 simmediately5 k# K, R! @8 H7 @- J) S
30. Error in Strategic map display
, f2 ~3 R" g2 R$ t31. Additional and stockpile options were not turned off when base was captured
# e+ U3 i8 j- o8 g+ D32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on
) }$ k3 N5 {6 M9 Mmouse over3 }+ I' q; d/ s6 G) P6 A
33. Army experience being gained when not 100% prepared as per manual; changed to allow+ C) [; S7 M* E" w
chance to gain experience if >75% prepare and < 50% national exp level( v+ [; V5 z0 m7 _: X
34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to R6 I6 @0 G: Z! C B& M
alleviate the incorrect experience gaining happening while in reinforcement queue0 b1 j* r5 I9 E
35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –1 y! [. q7 O: A: @6 {, q7 g$ T
caused unit to jump “off-rail” and move overland
1 q6 g G# a- f( E36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ) ^% m9 L$ M$ ~6 F# y
37. Excessive accident messages on unload from TF reported
( c) I: h/ T& C7 R7 H" w38. Reworked editor sub-unit merging as some devices could drop off the unit list when* D. K8 P1 Y. X1 q5 |# m+ c2 y
merged causing smaller size unit than expected4 G" V3 c5 z. G
39. Corrected possible TOE error in scenario data load for inactive units; Z! C# I5 w( h. A
40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can
6 W- r- r; R1 Lhowever be allowed to do this.
6 m% m( l' d" R5 X1 n41. Possible CTD if sinking ship's load was a group; O2 Z3 F6 `: }- L
42. Limit the number of devices built from resources per unit during LCU replacements; this) G- e* Y% Q/ r% E% n' ^
was causing an over production for that turn
( y6 G7 o& j% L2 R5 A6 H43. Retain day/night setting when creating group fragments
4 }' r+ \) ~7 w8 a7 c1 O44. Adjusted supply and fuel values in base list not to overrun the space! j4 v: N) j! c# E
45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but
% _4 Y& R2 l$ D% U* J1 n# w, padded YMS to Sweep TF in line with manual and code
+ }6 t! h1 ^+ x1 g5 D; a46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the0 C- i4 D6 }1 D/ |# O6 M
rule relates to the abundance of manpower and is not covered by replacement pool. Normal
7 x0 ?6 f) e5 F3 f! D2 xrebuilding of destroyed units is not affected by this.! w- i: ^ ^" d9 t9 J" c
47. Carrier capable and trained text not showing together on Group screen
" a, ~: a0 M+ V48. Handle any blank re-name changes by ignoring them) ^& f# [8 D+ N+ b, ^" I3 G$ \
49. Possible CTD when air fragments combine6 Q- @; N' C, @6 y
50. Unloading TF can freeze a LCU onto a ship under some conditions( C: k' m2 d0 ]$ Q1 v- `2 d
51. AI not behaving if main HQs missing (affects small map mainly)
% Z& I, [ x& l t52. AI using AGC for normal land units – removed from TF if not needed0 F; ^. n2 k# c
53. Soviet activation message not in Ops report3 y) M+ X7 ^( M" a
54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range
: u/ B. L# I6 D& G55. Clear Soviet air balance if not activated. Possible incorrect base switching
[& ~/ c8 u" q& V' d3 ~56. Sub attack against docked TF not happening for port size <3
N0 {( C# K1 F7 W. ^" {57. Unit type changing unexpectantly
& {: E5 F! ?( a9 f, @# j1 Z: {58. Torpedo replacement on plane sometimes is missed0 Z! s( p! l0 ~# y! b7 H
59. Double handling of overstacked supply requirements
7 B2 t+ n0 n: _7 w; |- A0 y60. Fixed alternate weapons for port attacks
0 c ^; D7 \1 X6 T f- f8 [; m61. Corrected weapon system damage to show after combat on ships in port rather than wait till
# K% c1 o* a0 \% vsometimer in the ship repair cycle.
$ ?0 x' r& N" ^' _62. Ship tonnage over 32K could cause repairs to fail3 `# o* x7 X* v% B3 f
New6 e& J* G# J/ t/ b# U
1. Show Port re-arm level on ship list screens at base. Does not account for tenders, just the8 H+ _& s) O% f9 [9 q6 x
port$ o! e, i! @3 N8 I
2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.6 `# W* E! x5 S6 \
Tenders not counted- K1 Y( u9 F# |$ V" z* p
3. When showing mine device on ship, show '!' next to mine ammo if can reload at base
1 Y' ~8 \' F$ u2 x$ i* L4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method
, @+ K; i1 [* w3 W% y, F/ vto remove damaged ships from TF
7 W/ {9 H% n; _& N n d5. New filter for “non-building” devices in Industry pool screen1 Y+ J) ^ E: ]; [% A' V; j
6. New filter for “non-building” aircraft in Air Replacement pool screen
, v; \0 C4 l8 O3 z7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy. R/ S# O2 Q+ ?! G
mines (^) detected) y& z' v* z- u2 X1 T, f
8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the
" ^) u) R7 @: a' h8 [. N‘button6..’ image files, then these will be shown. If not, by default there are shown as! m6 l* v1 _0 T: v. M
standard parachute unit icons3 U6 V7 x0 s* V
9. Air/port damage and building is shown in base mouse over
6 ?5 P4 ~8 b. r7 m* t10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on
& Y: r* `0 v3 L! S11. TF can be routed to stay within coastal hexes as much as possible5 D# q( Z* _ J
12. On Top Pilot screen show the 'ace' cut-off value if more than 1
4 Z+ m2 K0 ~* {- \6 i9 ^3 i13. Added option on group and LCU reinforcement screen to turn off replacements
' F. \1 a0 u1 V14. Current base can get supply returned to it when reserve planes returned which were
8 ~4 Y; e( {8 Z/ q1 J2 b7 J; d3 foriginally supplied from another base% R+ ]7 Q; Z$ g, k; M
15. Unit type filter on Troop Loading screen
& P5 T- y/ \- A" q8 Z& ^: x16. Report killed ground units if not in combat report2 v, v# R# T* s( I
Changed H% e) l: C' n& c6 ]9 G' g* {
1. AF of 8+ have AV support doubled for purposes of determing support for air operations
# a; k& } Q' H- l# l( l(complements fix 18 above)7 A* O% ~4 p3 ?$ | `, ^! _4 @
2. Permanently increased pilot array to 70K
/ T' Y0 J4 i* n, p/ \0 _$ R3. Increased number of air combat rounds are a factor of total aircraft involved. v/ S1 Z5 p4 u' k' N
4. Allowed submap to submap movement if land connected for land units. Should have been7 z! d9 R' e+ z7 f" m
so as per Andrew Brown! ^1 C: e5 N% z$ f' _2 \- b/ u
5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message
2 Z9 y+ D6 |" I6 M! t4 s2 q% Zdelay toggle instead4 G9 ~. Q* l- O- ~ Q
6. Aircraft being grounded for maintenance factors in durability also. This will spread out the
+ q& i) }- a+ X, S% G0 mmaintenace a bit more
6 H" V' B1 k! O9 l7 }7. Support device replacements won't decrease the overall experience of LCU units. This does0 ?0 K7 |& I# W9 H K) _
not alter the overall EXP change due when any replacements are received.
$ c# Y1 h7 a' {( Q$ o4 E1 z3 u n8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction
* F. |: D# b. U8 N7 u5 v q+ K! Qbetween the two but could break current games.8 j% x2 I4 i$ L( {
9. Some LCU Prep points may be retained if unit is experienced
5 z, @% {9 G7 ^9 H" I8 T" P+ rNotes
; s) z" D$ X1 {' v8 ~/ x) W1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario
1 j1 ^2 U: z8 L) xshould not change player or HQ, even if not in play. These original HQs are used by the AI
, \, G" ?$ Y+ `0 x" N; g7 c7 T! wroutines so changing or deleting them can put the AI off. Changing other elements should0 a( J8 B; O% A1 q% E
be okay.! b$ \0 ^. h% v3 ]( P& s
2. Clarification to weapon filters for aircraft:
6 W+ L) G2 g# g* P! P3 N! OPM_NAVAL_ATTACK 2 // used for naval attacks
8 H4 W5 e! z/ p1 WPM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)6 v. L8 l8 o/ {
PM_LAND_ATTACK 8 // used for land (ground) attack
4 N2 a! f( y$ r9 Q$ {- sPM_PORT_ATTACK 16 // used for port attack
0 ?1 [! c, X5 d7 T C, {PM_AF_ATTACK 32 // used for AF attack
( n) J' T) m/ C$ H! x% p* k3 lDropped any reference to secondary values for land and AF as they served no special use.. n$ t8 u$ V3 n q
Clarification changes
0 p0 f- T( c# x# q. x" w y8 g2 j1. Some clarification and changes in regard to use of the Soviet Motherland bases. These4 q% c: F& @4 f. x0 ?' F
bases are those defined as having an original Soviet hex ownership of SOV_UNION (90),
1 T3 B0 y p' {+ ]' v; JMONGOLIA(91) or TANNU_TUVA(92).0 P0 Y4 i% n: ]- P1 i8 e
a. Allied non-Soviet groups can't transfer to Soviet Motherland bases, H1 |7 W; n/ n
b. Allied non-Soviet LCUs can't move into Soviet Motherland hexes
& t' v1 S0 C x8 s u' Vc. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases
|, b. f9 ?# E: W8 v0 E% q! X u& uafter Soviets are activated, but can’t move
1 h- q) @$ s3 E* q7 F; t# o* {$ B }d. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if
& Z: Y y) M- pdisbanded in port.0 M2 |) t" v1 u
e. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently- ]2 K( @9 w% j9 q9 t
f. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |