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% d3 @( ^$ z7 i) b( u! Phttp://www.matrixgames.com/forums/tm.asp?m=3185062
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大量更新,详见列表:
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Change History:8 \! M; P3 {) |% U/ T; L4 H" J
V1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17)
6 M7 `) e4 i, R; Y: v3 v: j1. Seventh Update – This release is a comprehensive release updating all previous) m0 U9 k- A, K# ]$ [$ Y# N6 ?: E! @
versions to v1.01.17 beta
, [% p3 L8 ]4 D& m0 t2. Code Changes
( O) j2 h$ W5 L+ IFixed: I/ g, M3 o% U! B1 }6 l
1. Display of AF/Port icon between player saves based on player's intel
/ ~& b6 h$ c. l2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when' w) Y8 s; _+ V
weapon list updated4 ?" i1 n0 _" n* E
3. Reported cargo/troop safety values incorrect when no cargo/troop space. R: p7 b. { u& C* Z
4. Allow smaller 'reserve' space for small groups on ships$ \7 Q$ D1 G6 }# A* f4 _& l5 p8 }0 o
5. Preserve some more data when swapping fragment and parent to prevent lost of parent- x- N( T# R% z/ l- s3 x
6. Correct attacking plane count before final post-air combat
. w8 b' f; t0 G1 H7. Pilot promotion may have occured in error sometimes
$ }0 c4 E3 d6 e6 B# \8. Raid detect message sometimes dropped of the combat report# F" M" p8 n9 C+ k* ~, O' k! R
9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply
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10. Some pilot-leader connections were being corrupted8 X( N! d1 `( |% H! f0 \- E" n: `8 r: g
11. Movement bug with following units due to incorrect move indicator. Seems to fix a few3 ?* ]& i5 `7 X5 C) f. }9 X
other move issues due to the incorrect indicator$ E" U. b9 U4 r) p) C
12. Wrong ship sometimes reported in Ops report for TF movement which causes some, H) r/ L& F! n0 e3 r2 J& \2 X
damage/ Z9 H* p' X k' x$ T) Y% `
13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool& K0 }. m+ O1 Z! e t( ^4 I
14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the
4 Z" u% E; { Gdate sort
! d' ?' k* R. J. C+ y9 |/ E; r15. ASW groups not allowed to attack sometimes
5 A# Q! y$ |6 V* k2 j `# r16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing, z+ T w+ Y& o, W: {. Q8 e
HQ/LCU to jump to reinforcement queue$ D4 [9 l M. B* K# g8 E
17. Bug in bomber intercept if too many rounds of fighter v fighter combat: I7 j6 o- {# x6 |7 m# B, A
18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed$ d. U0 b4 x5 P% _, o
at start of AE but crept back in sometime during updates
6 P3 g7 ^9 Z9 Z" |19. Removed the fragment/parent swap during a TF unload as it could often orphan the9 j. S$ P% [( g: @
fragment.
- Q' ^1 p4 U) X( i. z20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade9 R% [$ [) ~$ z9 i
21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not& O4 B1 M! n6 L. c+ n& k
short scenario). This was fixed in a previous patch but only for one of the VCs, not the full
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22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base
- {( b, w W& s$ u7 ]4 Y23. Enabled 'z' to speed up all animations; was commented out in a few animation replays% b" M/ ]) e4 f5 q" u" c
24. Bug caused F/FB to sometimes bomb at low altitude/ }0 G7 d4 m& j' m3 l5 \
25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not4 P/ n2 t; |" x- f' v
occurring properly.9 U& L% d! E$ G
26. Bug in Industry 'failed' indication not showing properly sometimes
& ?$ @1 w! u1 r& y, g$ N27. Location check at scenario load to include small map sceanrios
% n- N$ }# Q5 q/ m28. Bug in air supply to fragments in a non-friendly base hex- e M% C' G% I1 {+ H9 r, O
29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was: v8 @1 Q- T/ |4 ^6 u) W0 I: M
being set to homebase before execution of the mission – ie was returning to base
9 u! t$ \' n) ]4 Limmediately
) X" Y" {4 |' A/ |30. Error in Strategic map display3 \3 y. X1 q" r: ^: k% g
31. Additional and stockpile options were not turned off when base was captured
. p6 e) @, B- e( W% \+ b32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on. N* S g* k) d6 B
mouse over
4 t1 ^' A. ^2 X z33. Army experience being gained when not 100% prepared as per manual; changed to allow
2 l. n) L3 [$ N3 S4 h( |( vchance to gain experience if >75% prepare and < 50% national exp level1 u5 Y/ a, c& ` w5 Q( U
34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to2 ?1 T" C8 b& a2 L
alleviate the incorrect experience gaining happening while in reinforcement queue
0 V" s/ t. Y/ d: _$ o3 F1 M35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –
, z% |* ?; P$ ?: o0 O9 E ycaused unit to jump “off-rail” and move overland
; u- z7 `; ?. i% T' h, ]1 n36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ% K3 b' [9 g* J8 s- E
37. Excessive accident messages on unload from TF reported' f- ~5 r3 P* k0 Y: r/ A- d, M) x
38. Reworked editor sub-unit merging as some devices could drop off the unit list when3 @% U; V( _/ k" ]" ~6 ~. e
merged causing smaller size unit than expected
* O( c/ X: N2 D4 D: [: I" S39. Corrected possible TOE error in scenario data load for inactive units
b8 k# Y% S0 Z40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can
0 M2 ?/ C) h/ S/ Ihowever be allowed to do this.
6 H. B4 J: u$ g. |2 R& m; E: i41. Possible CTD if sinking ship's load was a group& v$ D3 q/ y9 h7 J! f" k: a
42. Limit the number of devices built from resources per unit during LCU replacements; this
* Z6 f a0 ^& ~0 Jwas causing an over production for that turn h0 @8 e! o! j# ]
43. Retain day/night setting when creating group fragments
q1 _7 T( N+ b44. Adjusted supply and fuel values in base list not to overrun the space
$ K5 h; o: u6 ~5 @45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but
8 H6 ~$ b% [0 W6 J& ladded YMS to Sweep TF in line with manual and code- a" N2 g3 D L
46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the
" G; u( d$ u/ l& O! ^! m. drule relates to the abundance of manpower and is not covered by replacement pool. Normal
; W. d) n* y$ {! U) h3 U6 Q* S2 crebuilding of destroyed units is not affected by this.' l1 ~) j0 U0 ^+ K
47. Carrier capable and trained text not showing together on Group screen
9 j# Q* n7 j4 H# v; ] E+ C$ B48. Handle any blank re-name changes by ignoring them
" m. K6 R0 x/ a/ [4 G49. Possible CTD when air fragments combine; W, {" |% a( c# k
50. Unloading TF can freeze a LCU onto a ship under some conditions& o; V- x: s/ g% P1 h: w
51. AI not behaving if main HQs missing (affects small map mainly); ]$ @' w! R$ \4 r
52. AI using AGC for normal land units – removed from TF if not needed
4 {! Y9 M6 H5 x3 T53. Soviet activation message not in Ops report/ B, R+ j& t2 ?+ y
54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range
! r) L1 Y2 |7 A55. Clear Soviet air balance if not activated. Possible incorrect base switching, V5 R; e8 K. J N
56. Sub attack against docked TF not happening for port size <3, _8 s, ]7 l2 _3 R: S( G
57. Unit type changing unexpectantly: Q6 Z5 ]$ i# N3 ^
58. Torpedo replacement on plane sometimes is missed
" Y0 B. B, C1 t6 Y2 M- G o4 }59. Double handling of overstacked supply requirements: Y$ @% n' {) n9 z
60. Fixed alternate weapons for port attacks( \4 D" O0 X# K) `0 t) ^3 }
61. Corrected weapon system damage to show after combat on ships in port rather than wait till2 C+ J: N4 ` p5 L1 k6 k, S
sometimer in the ship repair cycle.
! s/ Y" H! j. y* X/ t3 J. t; d62. 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
9 R8 ~- G! L6 @) x2 J) Dport9 v1 e7 W3 U6 u5 W
2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.2 L8 ?# V1 D0 Y8 @
Tenders not counted: I1 j& l2 {- _( G. i. G
3. When showing mine device on ship, show '!' next to mine ammo if can reload at base
* u- q& B L" ~% l N4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method
0 q7 z! W. i8 [to remove damaged ships from TF! }8 R+ P) {; ? w4 i' p- @( d' L+ [
5. New filter for “non-building” devices in Industry pool screen7 s1 J+ k3 [* i% Y
6. New filter for “non-building” aircraft in Air Replacement pool screen; t3 s) {. _8 r/ o/ b
7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy% F2 I* U O Z# e! C c5 O
mines (^) detected: R. f3 z3 d, l& c1 Y$ {2 e) H7 E0 f
8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the4 @: v( \6 W! L
‘button6..’ image files, then these will be shown. If not, by default there are shown as" G3 ~' w, l" I- ^5 c
standard parachute unit icons
$ y% R- p2 g5 K, V9. Air/port damage and building is shown in base mouse over) l$ q9 m1 u8 j: ]2 F- [+ n: U
10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on
8 H, }7 Z! R. C" I2 G5 f1 i5 U7 N11. TF can be routed to stay within coastal hexes as much as possible$ D' ^9 ?# s$ C; Q5 P
12. On Top Pilot screen show the 'ace' cut-off value if more than 1" \2 \3 g; S1 s
13. Added option on group and LCU reinforcement screen to turn off replacements1 O6 E: [( G2 M% c! z
14. Current base can get supply returned to it when reserve planes returned which were8 H' I9 `9 R# c* Q! f3 U
originally supplied from another base9 C. H$ i- M7 c/ e' `/ |% z1 y
15. Unit type filter on Troop Loading screen
C' d2 g4 H2 j, C) s16. Report killed ground units if not in combat report, |& k; y, R! m& [( N
Changed3 n% Y8 q) h) Y5 a4 g" |
1. AF of 8+ have AV support doubled for purposes of determing support for air operations
4 w/ Z" B: U' Y# y' Q2 {(complements fix 18 above)
! O4 Q* ]6 a, {8 j* p5 p2. Permanently increased pilot array to 70K1 x, M2 U4 }/ z9 U0 l" [% x
3. Increased number of air combat rounds are a factor of total aircraft involved; `7 O8 `) a2 X2 r9 m9 U5 b4 A
4. Allowed submap to submap movement if land connected for land units. Should have been
- P" `) M7 q$ z7 L4 K4 H4 `so as per Andrew Brown
$ w; ]2 {, M4 K! U- ^5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message
: V1 W& L! R2 E- y4 ?& D" T# idelay toggle instead- M; r0 a+ z& k4 A$ J1 [
6. Aircraft being grounded for maintenance factors in durability also. This will spread out the& G& J; r& f/ R9 y8 J: \6 i9 s; y" e
maintenace a bit more, o; B# \( H, l1 w/ v
7. Support device replacements won't decrease the overall experience of LCU units. This does
0 y# S4 J' o5 L+ h- l7 Xnot alter the overall EXP change due when any replacements are received.% N, `# U. p/ I: k7 d% _
8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction
* X& T0 f' \& r- i) g+ ?% p0 Dbetween the two but could break current games.4 y7 X0 v6 ~7 I% l% B
9. Some LCU Prep points may be retained if unit is experienced
5 P: W) A- W( g% ~Notes
. V9 F3 f/ Y/ _+ n, S3 V% Q1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario
9 K* x7 v0 v3 M3 w0 G* _$ `should not change player or HQ, even if not in play. These original HQs are used by the AI5 G5 \2 B5 D1 L( E
routines so changing or deleting them can put the AI off. Changing other elements should$ \4 z1 f7 Y# R. J- G" R
be okay.
. n, O* x7 _. k' F0 r2. Clarification to weapon filters for aircraft:
6 y4 ^% }+ H3 W& g9 wPM_NAVAL_ATTACK 2 // used for naval attacks
' k6 n, }. u4 \6 Q' |9 u. x! x0 JPM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)
9 t! o! |+ T3 \0 |* ]1 `4 ]2 h9 ^. z4 Y& ePM_LAND_ATTACK 8 // used for land (ground) attack
+ d1 z {1 j, F& R9 ]7 F8 v, E2 g1 ~5 G! WPM_PORT_ATTACK 16 // used for port attack
* q3 w: D! F% Z; \/ pPM_AF_ATTACK 32 // used for AF attack
# x- |! N9 U1 |* X, W5 r6 e2 g7 yDropped any reference to secondary values for land and AF as they served no special use.
3 Y% G/ C1 W- |& P6 A" N0 N' s$ bClarification changes4 M: x3 j$ K4 @, D
1. Some clarification and changes in regard to use of the Soviet Motherland bases. These
1 y% T, H; `( }' j& M: Tbases are those defined as having an original Soviet hex ownership of SOV_UNION (90),
1 t9 X) x3 E9 FMONGOLIA(91) or TANNU_TUVA(92).
4 M2 I4 D" L' Ma. Allied non-Soviet groups can't transfer to Soviet Motherland bases
4 t1 I( l) j( F Ib. Allied non-Soviet LCUs can't move into Soviet Motherland hexes' I9 _ Y. y9 o- V( n
c. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases5 B, J) f, r' ?* r+ C8 k4 u
after Soviets are activated, but can’t move
( e3 y4 m) W# m2 ?* c" bd. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if
. L; d. v. U8 o9 Sdisbanded in port.. v! v* Y8 J8 h% P D6 ~
e. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently
' g4 X4 g" E$ Z. p, A, f$ | F" R P8 Gf. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |