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( ^5 i% s7 o& [8 }# ~ [& nhttp://www.matrixgames.com/forums/tm.asp?m=3185062 E ~: P h$ U+ Q
/ p @( N# k8 p/ Q: G已经共享到岛群QQ和本论坛置顶资源帖
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9 B- C/ M$ s( \, g: d, O大量更新,详见列表:
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5 ?5 f7 _" ?9 Z b* J; v# ~' {4 C* K1 z' I% f3 {
Change History:
( \+ N3 F' k* Q' c$ q: r1 Y) z. `V1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17)9 ~+ s( @; i% e* V
1. Seventh Update – This release is a comprehensive release updating all previous6 w$ V& _0 k. _8 W
versions to v1.01.17 beta
8 N/ u' u% e S* I2. Code Changes: [# I, x* t4 z* M
Fixed
# {7 V! m+ U8 E) H7 N1 ~" f$ |! ?1. Display of AF/Port icon between player saves based on player's intel# j) S" [; k" U, y9 j
2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when
" P( K& Z: k/ Cweapon list updated
: w1 I: g' Y6 c# h3 W' Q3. Reported cargo/troop safety values incorrect when no cargo/troop space
6 z( t% h; A( d4. Allow smaller 'reserve' space for small groups on ships
* ]7 M) A6 E/ p' N) G6 \& [5. Preserve some more data when swapping fragment and parent to prevent lost of parent
) f! Q) x, E0 K' c$ k g6. Correct attacking plane count before final post-air combat5 j" m& R4 [/ _) ^- G
7. Pilot promotion may have occured in error sometimes
, j. a/ L) p, J& n. w0 F8. Raid detect message sometimes dropped of the combat report
/ ^2 r# _* ^8 c V! Z+ [2 B9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply- z: n) }* F) O7 l$ c3 k
generally0 r# N7 t$ @ i3 _' s
10. Some pilot-leader connections were being corrupted' R! }4 ]& r* g* g+ G. }! q
11. Movement bug with following units due to incorrect move indicator. Seems to fix a few' |4 x) {, r7 f
other move issues due to the incorrect indicator/ |4 X1 `$ @# |& v" _. x( o, ?# p
12. Wrong ship sometimes reported in Ops report for TF movement which causes some
" a' Z) T" Y" Rdamage
6 w: f, C9 }3 \& Y13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool
7 m' L" L: s( Y4 j$ Z5 G G14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the: |5 ^+ ^& z ?7 ~* }# W$ ~
date sort
- _. i" C! N+ Q15. ASW groups not allowed to attack sometimes
0 l8 s2 m# H( g/ c7 x( O: J7 o16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing2 S" L) m% q' {2 s- Q
HQ/LCU to jump to reinforcement queue
" {6 {6 Z N v3 n& q- F17. Bug in bomber intercept if too many rounds of fighter v fighter combat
7 ?1 U3 \7 l: e; \+ k' @18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed3 Z8 i- G$ m$ R7 z6 N" w
at start of AE but crept back in sometime during updates5 |+ g% G2 u2 B+ r# x; @
19. Removed the fragment/parent swap during a TF unload as it could often orphan the
, s j$ O1 U n3 n8 j5 b/ g/ ?7 j, |fragment.2 u# z, T3 q. v4 R, n
20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade) Y y0 [1 K5 r4 s( N2 l4 ^
21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not
) O% R+ a. n- {3 ^4 X: M/ G8 Pshort scenario). This was fixed in a previous patch but only for one of the VCs, not the full
& i8 `% n5 X4 `) wset
2 B9 _4 I1 f/ O) V# k22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base/ |+ L: o3 {! ]0 P+ j
23. Enabled 'z' to speed up all animations; was commented out in a few animation replays
: _% M" B9 u$ ?4 O' n/ c: k B24. Bug caused F/FB to sometimes bomb at low altitude; n. E2 }- X7 [4 k
25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not
" Z1 S# v" K2 p, h6 Boccurring properly.
/ D7 A7 V, A. h& ~! @' N26. Bug in Industry 'failed' indication not showing properly sometimes; h8 M3 J9 ?! m4 k) v
27. Location check at scenario load to include small map sceanrios0 z; G0 {- L3 h7 D8 z3 |
28. Bug in air supply to fragments in a non-friendly base hex2 c x2 u( \/ Q$ ?9 d0 L0 v: @
29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was
4 Y' G6 `; a( M8 t5 W* c; ~3 dbeing set to homebase before execution of the mission – ie was returning to base
7 l$ H; u3 c# A9 U4 |, M5 Ximmediately
: G2 J" Z: B3 U: c3 j/ |8 q30. Error in Strategic map display' c* r) p( Q5 `& r, O
31. Additional and stockpile options were not turned off when base was captured" j. h4 D4 R7 o' X1 \
32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on1 `! g6 W0 I" R: A% t, P: j$ N+ B
mouse over
3 b# p( I) V& O9 \1 j; ?8 N- J( v33. Army experience being gained when not 100% prepared as per manual; changed to allow
0 h q& u4 v1 S1 ^! Achance to gain experience if >75% prepare and < 50% national exp level2 ^. M$ f' f R8 e( d
34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to' Q" D% J% A T$ W* `0 c6 Y$ S
alleviate the incorrect experience gaining happening while in reinforcement queue9 t3 E8 s( m1 }; r% w1 g
35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –
% [3 s& A. l/ |" S7 `+ q! V0 Ncaused unit to jump “off-rail” and move overland
) y7 e* ?# q# @8 \36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ
1 Y% N) \5 x$ \) H3 W37. Excessive accident messages on unload from TF reported- W! O2 ^2 r) S$ O6 r# }0 s
38. Reworked editor sub-unit merging as some devices could drop off the unit list when
- Q" ?/ ^7 m! p. W& Z" y$ Tmerged causing smaller size unit than expected
1 X. X6 c! H9 M39. Corrected possible TOE error in scenario data load for inactive units
" L* G2 K. p& m! t0 \/ r1 d40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can
+ v4 N: d* w, Ohowever be allowed to do this.
/ r' ^% z& E. h41. Possible CTD if sinking ship's load was a group
- A$ V4 ]! {7 b42. Limit the number of devices built from resources per unit during LCU replacements; this
# g7 w1 r0 I- zwas causing an over production for that turn
# t8 Q* h1 V0 E43. Retain day/night setting when creating group fragments
. g& h5 y' Z: c: Z& ?( C8 g$ B44. Adjusted supply and fuel values in base list not to overrun the space$ j5 ~* \1 j" u" p+ q
45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but2 {% m# ?, Y4 j$ t* j& |
added YMS to Sweep TF in line with manual and code0 ?7 C2 R; W$ j- ?
46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the. `) W( P5 ]. y6 W7 ?. G
rule relates to the abundance of manpower and is not covered by replacement pool. Normal# z/ V4 v# j# I8 |- x/ j
rebuilding of destroyed units is not affected by this.
3 i* j6 d9 J. B: @5 u47. Carrier capable and trained text not showing together on Group screen7 W B# @" P1 k
48. Handle any blank re-name changes by ignoring them4 e5 M$ v' e. m2 l& c" x+ J
49. Possible CTD when air fragments combine6 e6 i$ |1 S5 X" `
50. Unloading TF can freeze a LCU onto a ship under some conditions
0 x' J6 w6 {8 h! w* c! q. u4 }51. AI not behaving if main HQs missing (affects small map mainly)$ X; k; F/ ?9 x% c& e" ?
52. AI using AGC for normal land units – removed from TF if not needed! h' [) m; W5 G
53. Soviet activation message not in Ops report
3 X# H% X/ @" g) r" a5 y54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range
0 l: h0 u& e* i5 N- Y* d55. Clear Soviet air balance if not activated. Possible incorrect base switching
+ n) F9 ?2 W5 \) `& x0 Q56. Sub attack against docked TF not happening for port size <3% ]! I/ ]% x2 _+ S; r K
57. Unit type changing unexpectantly' n0 p# S$ y. A; s" q8 j) F6 c
58. Torpedo replacement on plane sometimes is missed
2 c; F* w. C" s# Q! F59. Double handling of overstacked supply requirements* @$ F1 P7 X: W! { `' R( W4 X
60. Fixed alternate weapons for port attacks
% G& ^- z, D# v+ A61. Corrected weapon system damage to show after combat on ships in port rather than wait till
2 J- T2 }" S, X, g6 z Xsometimer in the ship repair cycle.
2 q5 e6 e0 T2 j" H1 R( l+ k62. Ship tonnage over 32K could cause repairs to fail
. {' Z1 j1 P; v5 `7 O3 j4 q$ vNew
/ q+ Y% W) ~$ ]% a4 ]2 ?1. Show Port re-arm level on ship list screens at base. Does not account for tenders, just the
" b0 s% S& Q y: o; e; N: P Jport/ X6 u2 A# u \! M
2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.
& q" v1 r1 x+ ^2 sTenders not counted
' \) U( @, P; }+ g2 {7 Z3. When showing mine device on ship, show '!' next to mine ammo if can reload at base
8 O+ Y! h. l/ F5 T7 Q4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method
5 z9 H. | g% eto remove damaged ships from TF
( M: l% L3 u) J0 r O5. New filter for “non-building” devices in Industry pool screen: T S: ]0 {3 _% Y9 l1 a
6. New filter for “non-building” aircraft in Air Replacement pool screen
' g- L9 [; S* N. `; P7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy: L G7 v+ z# t" p1 d
mines (^) detected& |! k+ i. A. f c& {- I
8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the
! j: |1 S, M. p/ J1 F‘button6..’ image files, then these will be shown. If not, by default there are shown as
& [% T& e# Y T/ b6 Z: a; astandard parachute unit icons
0 \$ O" G/ s5 x" Y8 t+ b- ?2 f# E9. Air/port damage and building is shown in base mouse over, d* N4 Q& L$ i7 @* K
10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on$ a$ y0 d% L* M; s; n; ~
11. TF can be routed to stay within coastal hexes as much as possible7 G+ q' y2 m4 r3 I2 X- ]+ u
12. On Top Pilot screen show the 'ace' cut-off value if more than 1
: R- _$ q1 L, g% F& U+ c13. Added option on group and LCU reinforcement screen to turn off replacements6 p# U6 y2 _8 p1 f+ X- Y. d: ~
14. Current base can get supply returned to it when reserve planes returned which were, v3 ^" h; [2 y% {
originally supplied from another base
: J2 {+ Q8 X9 P1 J15. Unit type filter on Troop Loading screen8 j+ k6 q3 e1 j
16. Report killed ground units if not in combat report Z. L8 n* t4 w
Changed0 ]" e6 E" M3 F \
1. AF of 8+ have AV support doubled for purposes of determing support for air operations
" ^5 n+ e2 s; K7 Z5 M: E) P(complements fix 18 above)
6 D! b$ k% U- \5 o$ Z, J, x2. Permanently increased pilot array to 70K
9 V B3 O0 K0 Z3 |, t3. Increased number of air combat rounds are a factor of total aircraft involved
# u' S% h' [2 z w, u( {! u4. Allowed submap to submap movement if land connected for land units. Should have been; I8 p, _9 X' ^
so as per Andrew Brown
* X6 J* Z& n) j+ V" F- z5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message
/ T; {# K a! V2 j) k8 Pdelay toggle instead9 U. o: R L2 K- u# ?- G
6. Aircraft being grounded for maintenance factors in durability also. This will spread out the
! K) j% x1 I' pmaintenace a bit more
p1 _! h! A% b: U* l" T7. Support device replacements won't decrease the overall experience of LCU units. This does
8 k. Z' P# z4 k3 `0 H2 N8 Znot alter the overall EXP change due when any replacements are received.+ U, B; V: e6 ]7 J% U! N0 k
8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction, T) S" q X+ O% c. H8 y/ h+ m
between the two but could break current games.+ |0 O& A4 R4 {- S/ d+ L9 Z
9. Some LCU Prep points may be retained if unit is experienced
2 x! {7 a, B! I: ZNotes
3 G3 J/ W/ \6 q) b1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario+ X3 \2 d" L& E" D/ p a
should not change player or HQ, even if not in play. These original HQs are used by the AI! _0 ?6 }$ P T" Z0 k2 w* `; Y
routines so changing or deleting them can put the AI off. Changing other elements should% v2 N) Q' @9 X7 s
be okay.: {* u5 { z0 [6 u
2. Clarification to weapon filters for aircraft:7 r2 e, f" V& Z, K) e
PM_NAVAL_ATTACK 2 // used for naval attacks
/ d& \; o! Q7 p' [PM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)" G; a$ \! M% I- j: ^1 O+ p+ _
PM_LAND_ATTACK 8 // used for land (ground) attack
7 j. X4 b; N, sPM_PORT_ATTACK 16 // used for port attack
! k$ z$ c6 |; U! [! J: e! P; J- fPM_AF_ATTACK 32 // used for AF attack
6 \7 Q, o7 ~! H1 Z3 ADropped any reference to secondary values for land and AF as they served no special use.
& I2 J& G2 G2 F, y' G; b9 R! lClarification changes! ]. E: K$ F0 Q9 D
1. Some clarification and changes in regard to use of the Soviet Motherland bases. These( o, A5 s4 o4 T. d
bases are those defined as having an original Soviet hex ownership of SOV_UNION (90),
9 ~- Z8 h& k6 T, e. h, zMONGOLIA(91) or TANNU_TUVA(92).! R/ k3 Q5 d# |& x. |- }. K
a. Allied non-Soviet groups can't transfer to Soviet Motherland bases
- {4 P1 K& h$ l) o* @5 L! Cb. Allied non-Soviet LCUs can't move into Soviet Motherland hexes
; A; @6 {! [ }/ pc. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases% A/ g4 R+ t/ N! ~- [
after Soviets are activated, but can’t move
0 G+ w3 {6 l. c" s* w& p+ @0 A4 W* pd. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if8 N7 D7 P/ p- g3 e
disbanded in port.; t r9 \& B6 R) v( e
e. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently
& s" [. i r' v+ W3 G7 A( yf. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |