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http://www.matrixgames.com/forums/tm.asp?m=3185062- R/ Z/ Z! R! m2 ~9 g8 {# R' ^8 Q
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已经共享到岛群QQ和本论坛置顶资源帖& B: e) C; N8 D3 y4 v& v
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大量更新,详见列表:
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Change History:2 q4 G# `" T' h6 v3 C! r3 Y
V1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17)( r1 A0 ]+ K' @+ x1 [. i# {4 g. ~
1. Seventh Update – This release is a comprehensive release updating all previous0 }9 M4 K0 u! C& n
versions to v1.01.17 beta
4 B; B, \! N/ T2. Code Changes) a" J: W7 k8 n4 Z8 `6 r9 d
Fixed
, K! j( A0 y0 z1 i$ F1. Display of AF/Port icon between player saves based on player's intel
! q% f3 T1 K9 L) H2 ~/ O% H2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when
& e C; f% q3 F/ i& _$ \5 h! ^weapon list updated
D4 Z4 U" B+ \1 U* f2 I' x% ~3. Reported cargo/troop safety values incorrect when no cargo/troop space
% P4 r+ J; N; g5 I; @4. Allow smaller 'reserve' space for small groups on ships. Q2 Y" A$ N5 h1 x6 q) K, n6 n; M
5. Preserve some more data when swapping fragment and parent to prevent lost of parent
9 U$ [9 @0 F. r8 A8 ^6. Correct attacking plane count before final post-air combat( u h* e) u' c2 {6 P8 |/ ?( |1 B
7. Pilot promotion may have occured in error sometimes
: F* d# s4 p/ k4 u' { G8. Raid detect message sometimes dropped of the combat report
9 R( A, y3 v! D* x9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply/ V- ?* E. e! ?! r, G9 @
generally
8 h$ {& c7 g( u [10. Some pilot-leader connections were being corrupted4 n" P: n9 I" I4 P
11. Movement bug with following units due to incorrect move indicator. Seems to fix a few
- T0 s$ {8 [: f) v# `other move issues due to the incorrect indicator* d3 t, i) B# p
12. Wrong ship sometimes reported in Ops report for TF movement which causes some
7 C$ L* {+ J# x3 ?damage. P- a$ t! x+ H* z* H( W' B
13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool
" g+ ]- W3 L( M: _( A7 a14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the
2 }. n. W I0 X) zdate sort
* W4 g/ I: M _5 t15. ASW groups not allowed to attack sometimes$ U9 \4 o1 f. u9 B$ }; z& F7 d5 v8 E
16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing
$ `' N$ b/ C" d# T, r( MHQ/LCU to jump to reinforcement queue0 i: X. r5 N- s; o$ p
17. Bug in bomber intercept if too many rounds of fighter v fighter combat9 ?1 e) O, f( Q8 h$ h; d
18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed
' {* D. t1 }0 S; [5 hat start of AE but crept back in sometime during updates
7 x a" f7 O4 z) R Y19. Removed the fragment/parent swap during a TF unload as it could often orphan the
" q% R9 l$ x' `4 b2 t1 U+ Yfragment.
! e- h [* f, E+ _) x20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade' J s+ G* k% `& Y \6 m8 [
21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not% _0 H+ g1 d, \. ?) r, N$ J( e, t
short scenario). This was fixed in a previous patch but only for one of the VCs, not the full
# N; W5 [* c9 ~/ ]$ ]& kset
% \4 B$ O; ^, v$ ? I22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base& L) i, M5 a+ ]! C; D6 t
23. Enabled 'z' to speed up all animations; was commented out in a few animation replays) }. Q5 B( `, k$ M
24. Bug caused F/FB to sometimes bomb at low altitude( j& l z q) B p/ t! {
25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not9 q+ N$ C! P4 ^+ { b8 N" ^$ f/ w
occurring properly." I. o& s# o$ @8 v8 m+ G- D
26. Bug in Industry 'failed' indication not showing properly sometimes5 a5 I$ O# `3 o4 L0 h
27. Location check at scenario load to include small map sceanrios
8 [% @8 r% ~8 d( n9 m$ J28. Bug in air supply to fragments in a non-friendly base hex
7 U b! `2 {9 h8 c& n29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was9 K, [& A/ }: y' X8 V. R6 j Q; a
being set to homebase before execution of the mission – ie was returning to base X, L6 x; c$ G' H
immediately% c( B: ?; U& p8 C$ K: o' ~' ?
30. Error in Strategic map display: w& D8 d; h! w- m B% ]
31. Additional and stockpile options were not turned off when base was captured( C% c3 V0 U8 d( d/ C6 x+ f4 I% {
32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on
, {7 s( P# q# Kmouse over+ ^4 s7 h+ U& M3 P. l+ q) z
33. Army experience being gained when not 100% prepared as per manual; changed to allow' x9 a, N2 e7 x' e! {
chance to gain experience if >75% prepare and < 50% national exp level
, \1 ^- h7 k; k$ K% \( p5 c& B: e0 |34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to
" }7 i" \: w) H a) c; I5 galleviate the incorrect experience gaining happening while in reinforcement queue- W. B, _( |0 \+ ]) Y
35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –
* K- N/ Y* V t3 ?% ?caused unit to jump “off-rail” and move overland
1 |0 Q' Q( o# p5 ?( y36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ
) J! r, M0 x5 { F9 Z4 e4 ?0 \/ l37. Excessive accident messages on unload from TF reported
% n+ F+ j5 l, \7 y38. Reworked editor sub-unit merging as some devices could drop off the unit list when' h1 m( r" Y$ I5 p- H
merged causing smaller size unit than expected. r% C# B% C6 f E
39. Corrected possible TOE error in scenario data load for inactive units. C$ M1 i" }# w
40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can5 s# D2 U, G! \: D: M6 N
however be allowed to do this.
2 R8 c- H/ _# @$ R/ p41. Possible CTD if sinking ship's load was a group! o: S# f" N6 _8 V$ f& |& C3 r
42. Limit the number of devices built from resources per unit during LCU replacements; this
" `! H' r0 P2 m U' O' G: Mwas causing an over production for that turn
: l# ^" V9 Q# b" |) ~43. Retain day/night setting when creating group fragments
# b s7 Q5 `2 c! G$ q" @2 ?6 `44. Adjusted supply and fuel values in base list not to overrun the space) p% A- B9 R( c2 ]/ v9 H; ~: b( s
45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but& I2 @7 D. d+ y; H4 @" `
added YMS to Sweep TF in line with manual and code6 s* A* W% O% ?% w, x
46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the
" f0 s( Z7 G; K' |- x2 F8 erule relates to the abundance of manpower and is not covered by replacement pool. Normal
2 j8 q) s, H: u4 I9 G( g+ @rebuilding of destroyed units is not affected by this.9 s8 }& N# r# g" e. h; h
47. Carrier capable and trained text not showing together on Group screen
( K! ~) `6 D1 M0 l, b' P3 r1 W$ e48. Handle any blank re-name changes by ignoring them
2 ~; o0 C- W% D& g5 ^49. Possible CTD when air fragments combine
o) p' d$ A( h) K3 H50. Unloading TF can freeze a LCU onto a ship under some conditions1 F" a1 w; }/ X9 c. c
51. AI not behaving if main HQs missing (affects small map mainly)5 s p# N( e* v9 w9 \7 F
52. AI using AGC for normal land units – removed from TF if not needed
3 p) y+ A W" l; Y+ u6 N: M8 z53. Soviet activation message not in Ops report; p$ n2 q! {' [1 d! i& B3 w
54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range2 X) u8 \% B/ u; h0 A4 F
55. Clear Soviet air balance if not activated. Possible incorrect base switching6 j [% A$ e! ^9 T% l7 I, l8 V
56. Sub attack against docked TF not happening for port size <31 E# I. m6 R, Q' N, Y$ {: M" F
57. Unit type changing unexpectantly4 D( l% J9 \( I0 K+ B
58. Torpedo replacement on plane sometimes is missed7 N% ~% G' b: K- G' n
59. Double handling of overstacked supply requirements
! D* s+ S) H) m$ F! Z v60. Fixed alternate weapons for port attacks, k, a& ?8 q# H$ ~& U5 ]: ^6 x. \8 x
61. Corrected weapon system damage to show after combat on ships in port rather than wait till
% h5 J6 ?( K. }8 _* ~" xsometimer in the ship repair cycle.$ d! }" y) {3 C4 x _: T
62. Ship tonnage over 32K could cause repairs to fail
0 K+ u; Q4 v0 Q( gNew
* R( G7 u+ c# j) f; s1. Show Port re-arm level on ship list screens at base. Does not account for tenders, just the* C3 n# w9 M$ L$ ]
port( e. f: E5 L/ u, S
2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.
0 s, D* Y( o; l; u' }3 k9 fTenders not counted
( t; p$ A* k( x' F9 m3 \4 h3. When showing mine device on ship, show '!' next to mine ammo if can reload at base/ \: v7 [3 ~+ G& _
4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method
& l' w+ i! C. v$ W( S: ?to remove damaged ships from TF
* n5 A% n3 G. ^8 B' I5. New filter for “non-building” devices in Industry pool screen
# }0 S. @ `$ ?3 @6. New filter for “non-building” aircraft in Air Replacement pool screen6 ]; U9 r- w4 K% \0 q) @
7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy
- ~% h& p+ z8 L Q8 F' i- }( lmines (^) detected: C: _! {% W2 P7 [/ Z' c
8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the
8 _# C6 E: s; ]* R I4 Z# r‘button6..’ image files, then these will be shown. If not, by default there are shown as
2 f* y4 [6 S( S m$ {1 s/ L* tstandard parachute unit icons
% s: J# O% E# F3 h) t9. Air/port damage and building is shown in base mouse over
$ ^& [) u# q- T9 Z* }: V10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on
. g* F, [/ [1 p, J7 E+ |4 X4 w9 N11. TF can be routed to stay within coastal hexes as much as possible
% ^2 k: v1 k! P+ `( R# q12. On Top Pilot screen show the 'ace' cut-off value if more than 1
6 I6 ~& z5 |5 `' }% q( x# ]13. Added option on group and LCU reinforcement screen to turn off replacements
" W) A1 C0 H* E. l0 x' K14. Current base can get supply returned to it when reserve planes returned which were5 @/ c7 M% j& _6 w: _
originally supplied from another base
! |2 ^$ T8 x/ ]4 |+ u0 {8 P15. Unit type filter on Troop Loading screen
( _5 x& s+ @8 y: O( L16. Report killed ground units if not in combat report3 a8 S9 ~ i1 ~. s' F3 Q6 t
Changed, W* B& i5 T+ X, E4 @7 {# z8 ]0 E
1. AF of 8+ have AV support doubled for purposes of determing support for air operations
$ h' }6 ]1 b$ k& b- T, g(complements fix 18 above)
' p% A9 j" a. C" b2. Permanently increased pilot array to 70K
& w7 U, y* @: g5 R" K3. Increased number of air combat rounds are a factor of total aircraft involved
8 J8 N: T% e2 S* A$ F9 X- D4. Allowed submap to submap movement if land connected for land units. Should have been
. W8 z7 M1 f/ uso as per Andrew Brown8 t+ W2 W1 K+ h6 T, ~6 e% t+ E/ ~. X
5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message" x h. ~7 p9 o9 x' r, C6 C3 t7 R
delay toggle instead. P% K7 Z% @. f9 C
6. Aircraft being grounded for maintenance factors in durability also. This will spread out the2 A9 O9 O: b4 C# F. h
maintenace a bit more
8 a6 n3 g4 b& L! Q2 Y( u' Q- M7 g7. Support device replacements won't decrease the overall experience of LCU units. This does
9 |* B; o! `) [" [not alter the overall EXP change due when any replacements are received.
) A' S' x$ \+ A( e( C7 l& L8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction, \) M: W8 o/ z7 r/ c( x1 c7 A6 X* ^
between the two but could break current games.
( g1 a0 u5 ^- Z) f" T6 w7 X9. Some LCU Prep points may be retained if unit is experienced# A7 L5 q: M* H) G2 a. `- W
Notes' x, c7 x* N% ]0 W# T, b
1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario
9 O4 |, j2 K+ a9 a7 y' N+ `$ pshould not change player or HQ, even if not in play. These original HQs are used by the AI
) Y+ T7 l5 N' Z( V* ~- B3 ~9 U$ uroutines so changing or deleting them can put the AI off. Changing other elements should. H8 h" Q2 }' r' |: G; `# E
be okay.# q1 ~4 I- G4 G' d) w# _9 d1 s
2. Clarification to weapon filters for aircraft:
$ S7 l: B Q9 f) z) KPM_NAVAL_ATTACK 2 // used for naval attacks
, W& ]9 |& D* t, `. HPM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)5 G/ K$ q1 d( G. m
PM_LAND_ATTACK 8 // used for land (ground) attack
7 G" Q# y4 A) Q) fPM_PORT_ATTACK 16 // used for port attack
1 y' z! ~# p. h8 C5 V lPM_AF_ATTACK 32 // used for AF attack! j% A: ]" u8 X- t
Dropped any reference to secondary values for land and AF as they served no special use. J' A" k$ p: G8 |
Clarification changes
: b3 U! k1 h+ s& w$ I, e1. Some clarification and changes in regard to use of the Soviet Motherland bases. These. D8 d: b% n. m2 f6 P
bases are those defined as having an original Soviet hex ownership of SOV_UNION (90),: o( b! K/ n' _8 h+ a
MONGOLIA(91) or TANNU_TUVA(92)., C) E, M8 ^- c2 N
a. Allied non-Soviet groups can't transfer to Soviet Motherland bases& R# Q7 K6 T6 ^; C
b. Allied non-Soviet LCUs can't move into Soviet Motherland hexes
) u0 Y/ J, s' T' }4 V9 Fc. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases
% J. A, O* z$ S/ V) v5 o0 Safter Soviets are activated, but can’t move8 ]1 ^' X( r7 D _% r
d. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if
: A6 }) D' `. W+ Z' gdisbanded in port.
, N$ \( w ?2 p# ~! O0 @e. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently! ]% M7 x6 e3 ~0 t; [$ ?
f. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |