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http://www.matrixgames.com/forums/tm.asp?m=3185062% D/ [- B7 x7 T6 Z
. Z- I! Z# ?& Z: V! ^1 j' s已经共享到岛群QQ和本论坛置顶资源帖
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- Y) k& S `' K- {! [! K8 u大量更新,详见列表:
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Change History:
& I$ u X6 j* W3 v# E% eV1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17); d- b& V; e/ [# x' m# G: N" C
1. Seventh Update – This release is a comprehensive release updating all previous
7 x; k5 p+ K7 W0 ?" yversions to v1.01.17 beta: w& F8 f, t% C* O9 }% A
2. Code Changes
! h" c- b; w" v! E+ ^; P0 aFixed$ q$ r% n; z, n% k9 P6 X! o; w
1. Display of AF/Port icon between player saves based on player's intel5 b$ T; Q& y. z7 f! f4 ?9 k2 B
2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when) g2 L+ D J4 y1 x5 ]
weapon list updated. h* A$ q2 z6 P$ B- I3 @4 ^1 i
3. Reported cargo/troop safety values incorrect when no cargo/troop space4 E* e% b* w- H) C: z
4. Allow smaller 'reserve' space for small groups on ships/ D% {6 L4 s/ P
5. Preserve some more data when swapping fragment and parent to prevent lost of parent
# _5 g+ C9 [9 y a) x9 o7 C0 S6. Correct attacking plane count before final post-air combat
0 @7 c4 G2 h) p4 w7. Pilot promotion may have occured in error sometimes
S+ X! L- m7 {2 x8. Raid detect message sometimes dropped of the combat report
8 S( t1 u6 _% Q+ I+ Z9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply
2 e; q6 r" c! T8 h' ?9 [generally4 U8 N1 b7 k) F. @) R- p
10. Some pilot-leader connections were being corrupted5 w+ ~# B: n& \9 m# {. u2 y
11. Movement bug with following units due to incorrect move indicator. Seems to fix a few
( D& R: M- J- x; K4 _2 T* sother move issues due to the incorrect indicator
9 G0 K2 D( A7 R# ]( j6 V12. Wrong ship sometimes reported in Ops report for TF movement which causes some0 {0 c8 {3 F! X* Y: F% R" |
damage
/ y1 _# x2 t+ d5 @8 d4 J13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool. {. B w3 T; v, Y' h
14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the5 ~# c5 V1 @3 D" z# i c! x% P, b, r r
date sort5 k% ^7 q; u( x" f; a. `! F
15. ASW groups not allowed to attack sometimes
8 O5 \5 A% }- n6 o# A) p16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing
8 t! r8 |7 {4 e E: r K2 D# f& MHQ/LCU to jump to reinforcement queue
5 }; u/ F( K7 V! t: |% f1 F17. Bug in bomber intercept if too many rounds of fighter v fighter combat
6 I6 t6 W# C* k, z4 Y+ `18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed
7 ~- W! s! M. G9 Y4 hat start of AE but crept back in sometime during updates$ E- e, Y! F1 A$ W$ x
19. Removed the fragment/parent swap during a TF unload as it could often orphan the
/ l& k _. ? lfragment.
& J5 V4 |- a8 t$ m+ D* X) R20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade
2 T4 b. l0 I3 ^2 c$ J21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not# p2 B, H8 }$ f0 C
short scenario). This was fixed in a previous patch but only for one of the VCs, not the full
* B, @/ \1 I/ [8 u* j8 Y1 V6 {set3 p; g# J: P% z3 q) Q5 S$ |
22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base
" \' I6 r" j$ y. z2 m23. Enabled 'z' to speed up all animations; was commented out in a few animation replays
8 F0 h+ E3 L3 Y8 i2 f* V24. Bug caused F/FB to sometimes bomb at low altitude( ]! n2 ?& b) a. l" S
25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not' {, }) c6 T1 V- O8 E
occurring properly.
1 P X- A/ e1 F* }8 t26. Bug in Industry 'failed' indication not showing properly sometimes+ A2 T) u5 U% Y C8 ^& ]
27. Location check at scenario load to include small map sceanrios& J* s8 a) V6 ^$ M) B6 h, P$ A
28. Bug in air supply to fragments in a non-friendly base hex8 ~; k- \( K! P G! E. K. G' ?
29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was( g& ?% |3 {4 j( ?
being set to homebase before execution of the mission – ie was returning to base5 o1 ~9 N" _: G0 `0 |
immediately
7 j% S* [; ^# c C$ w- z; @30. Error in Strategic map display
, u3 g b2 X. V* a0 ?- H31. Additional and stockpile options were not turned off when base was captured& }9 `5 ^$ u+ G. T
32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on
8 M: \ k! w7 t, [mouse over
1 [ c7 r# n5 G# I, Q/ u33. Army experience being gained when not 100% prepared as per manual; changed to allow
4 w* K% ~7 Q3 Achance to gain experience if >75% prepare and < 50% national exp level
: z/ m( Q! ~' `) D& k) a34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to
/ ~ u- c% D; Z4 }% ]alleviate the incorrect experience gaining happening while in reinforcement queue
7 e: |3 S; g) o- C35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –& a0 G( o0 H+ k
caused unit to jump “off-rail” and move overland
( v: Y5 z, e! `# z8 ~$ {% F, }36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ
( I$ H. L4 c9 s- N% \3 t37. Excessive accident messages on unload from TF reported) ^9 h( p+ t( \% D0 E" p
38. Reworked editor sub-unit merging as some devices could drop off the unit list when7 J; H9 \2 S7 i. j# E
merged causing smaller size unit than expected
' E$ F1 ]! m0 B+ I39. Corrected possible TOE error in scenario data load for inactive units
L. I/ J' y: X& S8 h8 R9 e40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can
- u# w, H" u8 ^2 r# L, Ohowever be allowed to do this.+ z1 v8 v, k! t) x4 R
41. Possible CTD if sinking ship's load was a group
# a! j( j4 h9 M8 x42. Limit the number of devices built from resources per unit during LCU replacements; this
( }: ^7 J) s5 ]' bwas causing an over production for that turn
+ m4 ~1 T- a6 J- {( E# f/ y43. Retain day/night setting when creating group fragments* h' E& Q! J0 j
44. Adjusted supply and fuel values in base list not to overrun the space
/ M8 `" s3 U d& j4 n1 l45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but" F+ Y0 ^5 G& o+ V) x
added YMS to Sweep TF in line with manual and code E' J9 u0 e; y1 h \9 d$ J
46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the* z3 \0 g& f) I+ `
rule relates to the abundance of manpower and is not covered by replacement pool. Normal
# z F: _% A% |7 f5 t5 e* G7 T2 |, [* y5 xrebuilding of destroyed units is not affected by this.
O3 e( F8 p0 \$ R47. Carrier capable and trained text not showing together on Group screen
! h, s3 E. K e) u1 N6 O1 L48. Handle any blank re-name changes by ignoring them
1 i% g, q6 y0 A0 ]2 l49. Possible CTD when air fragments combine: y, d2 h5 {( D6 O# J3 S
50. Unloading TF can freeze a LCU onto a ship under some conditions& I! T$ W( |$ R1 F5 e
51. AI not behaving if main HQs missing (affects small map mainly)
' |! C* b+ H, J" x: m) q- P52. AI using AGC for normal land units – removed from TF if not needed5 E2 y3 y2 H$ H) |' b& v. x0 u& {3 c
53. Soviet activation message not in Ops report6 L4 G8 q5 x& W: ]# I5 @
54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range
! h3 r8 A# a. T/ T+ V55. Clear Soviet air balance if not activated. Possible incorrect base switching/ W! p% C; F3 Z9 k1 H. v
56. Sub attack against docked TF not happening for port size <35 r% x5 M, G! P( g4 G+ n' u
57. Unit type changing unexpectantly: Z0 z1 V s5 z3 \# ?9 C
58. Torpedo replacement on plane sometimes is missed
1 }+ w) A/ y9 b6 ~; E# e9 t59. Double handling of overstacked supply requirements
" F# ]/ K- h+ R% k1 R1 l O60. Fixed alternate weapons for port attacks
" ]! z4 j- G! ~0 G, k8 W r4 M61. Corrected weapon system damage to show after combat on ships in port rather than wait till- N# w/ p* {8 B2 U
sometimer in the ship repair cycle.
9 J" j3 q. j) t2 c! ~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 the3 x5 o [# f- U
port
- m. Y) L. H1 V0 N+ E2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.( E( r5 ~; j2 R
Tenders not counted: d8 Z1 o; Q1 L, b
3. When showing mine device on ship, show '!' next to mine ammo if can reload at base) L' K/ v% h0 ~0 M
4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method2 P; j/ w( @4 N$ w
to remove damaged ships from TF' ~# h; q$ K; K. Z0 {
5. New filter for “non-building” devices in Industry pool screen7 i; r6 _$ s; _: ?' X$ v1 c
6. New filter for “non-building” aircraft in Air Replacement pool screen* k+ G( S) T4 N. A
7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy
: D5 o3 K# T* Zmines (^) detected3 ?3 p0 b5 R! ^; D
8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the
6 l& M# G0 @+ j/ w' U& P/ x‘button6..’ image files, then these will be shown. If not, by default there are shown as4 b y* P4 V: f' G+ }5 }
standard parachute unit icons- K6 A V* N9 {$ I( z
9. Air/port damage and building is shown in base mouse over
7 y& i0 z2 k1 ]10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on0 s2 ~ ?% D E1 O/ u
11. TF can be routed to stay within coastal hexes as much as possible/ X( ?% X/ k; P8 e" S
12. On Top Pilot screen show the 'ace' cut-off value if more than 1
1 @% v/ _0 x1 j- q. s3 {4 A. p13. Added option on group and LCU reinforcement screen to turn off replacements
7 G; G# f/ S0 g m' |# H& K( G14. Current base can get supply returned to it when reserve planes returned which were
8 D; _% G2 F. C9 e" Poriginally supplied from another base
. G9 q5 X2 Q; ]8 I5 J( u) ?/ G15. Unit type filter on Troop Loading screen
7 _, P9 X! y, p* K5 P16. Report killed ground units if not in combat report
( n8 P* y& Q1 @# cChanged& z0 a( S; y2 y* U! G _2 R# l& {
1. AF of 8+ have AV support doubled for purposes of determing support for air operations
+ D" k( \* C. H( O6 f9 E. i8 z(complements fix 18 above)0 B- n3 A, }) I2 j
2. Permanently increased pilot array to 70K
: o6 s% ]8 B2 D" `8 E6 @3. Increased number of air combat rounds are a factor of total aircraft involved
" c5 E( t( p& [7 `$ s4. Allowed submap to submap movement if land connected for land units. Should have been) ]: P- n( m* J+ m& p! p
so as per Andrew Brown+ v. ?- N+ K3 l3 }% B! ]& q3 a
5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message
: T2 n2 ^7 l( Q) ~" x; tdelay toggle instead6 E" K- L5 {* I7 B( C
6. Aircraft being grounded for maintenance factors in durability also. This will spread out the: h. {9 [; Z/ [* Q4 Q
maintenace a bit more
0 t! w+ d; [6 c4 @. ~, g) @5 f7. Support device replacements won't decrease the overall experience of LCU units. This does
9 x5 F7 T# e4 W/ |' k) Tnot alter the overall EXP change due when any replacements are received.; l: f6 |1 X7 {$ B( G8 H
8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction( j6 z- ^8 `: F- ?
between the two but could break current games.
" k' {" j: B5 b5 p/ T7 `- Z9. Some LCU Prep points may be retained if unit is experienced' K0 u: U- `0 O e: i1 ^+ R
Notes( G3 J( D, N) w# @9 [: N% r4 U
1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario" [0 n: y k$ Z8 C# `
should not change player or HQ, even if not in play. These original HQs are used by the AI. Q9 C: a7 I0 k# y
routines so changing or deleting them can put the AI off. Changing other elements should
5 N" n2 F( s& p* z, \7 k0 d6 `' ibe okay.
' w8 c) ~! F/ r; p2. Clarification to weapon filters for aircraft:7 R" s$ o0 A! P2 ], V& |
PM_NAVAL_ATTACK 2 // used for naval attacks
P$ K( I8 v5 ]/ ?0 |5 V; OPM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement): W3 K/ o" V2 B7 x
PM_LAND_ATTACK 8 // used for land (ground) attack
5 k' U/ k( g2 Z4 KPM_PORT_ATTACK 16 // used for port attack) V: g$ {# @* p4 ]5 C
PM_AF_ATTACK 32 // used for AF attack
! q# |: w& a: B; m1 r: @8 hDropped any reference to secondary values for land and AF as they served no special use.
# b8 `5 Z$ m" \7 x* T/ IClarification changes
) K% A; X0 u8 p) y3 k" p- h* Q1. Some clarification and changes in regard to use of the Soviet Motherland bases. These
9 I S1 t( M& C2 N1 Wbases are those defined as having an original Soviet hex ownership of SOV_UNION (90),, {% E; y6 s7 K) o" _
MONGOLIA(91) or TANNU_TUVA(92).! v& N$ u. c. x$ [$ Y
a. Allied non-Soviet groups can't transfer to Soviet Motherland bases
' k3 s$ s, [8 t2 ?) qb. Allied non-Soviet LCUs can't move into Soviet Motherland hexes
9 o$ O0 N; C: S; Lc. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases
C, B7 y3 i* _9 \$ J fafter Soviets are activated, but can’t move
7 O8 l4 E; f' O7 O3 Vd. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if
$ w0 c) _. d9 t3 Ydisbanded in port.& a+ T4 j; N& a
e. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently0 P& r8 X0 `( L8 U
f. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |