具体见5 s' E# o# x( _
0 l' C- S) D- [6 j$ |, ghttp://www.matrixgames.com/forums/tm.asp?m=3185062
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+ [" \7 D' q* g u& Y. l& F1 H已经共享到岛群QQ和本论坛置顶资源帖' |; d3 g0 O2 ?* q" l$ C
( l6 a# I/ W ?% ^# E* L) z& z; `8 S大量更新,详见列表:
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Change History:3 u$ D$ K$ R2 b, r/ ^ s- j1 _/ C
V1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17)
% Q. k( r) D! M) h2 _5 Y9 p! I1. Seventh Update – This release is a comprehensive release updating all previous. a7 ]$ L2 {! s, D( f
versions to v1.01.17 beta
" Q" c( h0 ]. D2. Code Changes8 a) z8 o% b2 E4 |1 d# _
Fixed
- E' q9 t8 S% E8 j1. Display of AF/Port icon between player saves based on player's intel
2 B6 A( `; ]" ?* Y V4 ^5 f2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when
. w2 k8 [. r" w( b# ~weapon list updated. U3 l" C& a8 `) [5 p/ J5 H2 i
3. Reported cargo/troop safety values incorrect when no cargo/troop space5 H8 q4 e& E6 l+ G' c( R
4. Allow smaller 'reserve' space for small groups on ships
$ h. p8 E$ ~8 ^' T5 Q+ i- N5. Preserve some more data when swapping fragment and parent to prevent lost of parent% A8 c7 [7 p5 A" |/ U8 G
6. Correct attacking plane count before final post-air combat3 k h' ]. m6 z; E+ V
7. Pilot promotion may have occured in error sometimes
1 J+ ^& z- `/ F1 {. Y$ T8. Raid detect message sometimes dropped of the combat report+ b& z# X' q) K4 a$ U
9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply& k( \$ v7 N( h
generally
* C& q, j V8 |$ F10. Some pilot-leader connections were being corrupted- z* D- I: o3 N8 f9 W; E$ N3 @2 ?
11. Movement bug with following units due to incorrect move indicator. Seems to fix a few, k1 p) `' t# Z1 i+ t
other move issues due to the incorrect indicator) S& U$ _" Y( g3 o; N
12. Wrong ship sometimes reported in Ops report for TF movement which causes some+ }; _% S4 `$ q4 r: C
damage+ ^2 E: `5 B& A) ~- K5 u
13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool
6 g$ g0 C+ Z" g5 M14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the
$ A, K1 e1 D: hdate sort
- y# ?5 D% c6 C" `, e7 u& K15. ASW groups not allowed to attack sometimes/ Z* \5 Y8 D" j! l( @
16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing* Q' j- l- P8 D. \ L
HQ/LCU to jump to reinforcement queue4 v. P; x) T$ ^! |& w% Y
17. Bug in bomber intercept if too many rounds of fighter v fighter combat F! L$ G" D3 A; }
18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed; A5 a+ {. Y# X& F/ r: {
at start of AE but crept back in sometime during updates& G) C- D' R- A5 s/ i
19. Removed the fragment/parent swap during a TF unload as it could often orphan the
G4 n* H _$ Q6 _5 y% Q$ gfragment.
! N2 \7 T% y; C+ t2 {* M+ k+ B20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade
' ~% o' }, S2 b- N4 A+ Y3 ?21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not. U% a' R+ e/ [& y5 P' W+ n: n. u
short scenario). This was fixed in a previous patch but only for one of the VCs, not the full2 M; j3 g" C$ Q- K- }& h6 S- @
set
+ e& b5 m4 K3 B22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base
+ M7 u6 \3 P& a/ d/ l* ~23. Enabled 'z' to speed up all animations; was commented out in a few animation replays9 b9 x! ]6 E+ n& h3 S- t p/ A4 i
24. Bug caused F/FB to sometimes bomb at low altitude
( g6 {1 f$ Y4 _# K, R8 A; j25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not
# `4 J( m2 H- r0 ?6 woccurring properly.
" B$ y4 P: y$ x& Z' u26. Bug in Industry 'failed' indication not showing properly sometimes# k8 [2 ]& P/ t3 S) p4 N8 ]: d X
27. Location check at scenario load to include small map sceanrios* j7 Z" b8 O; d" R, E
28. Bug in air supply to fragments in a non-friendly base hex
3 H' J+ K* X7 E' b29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was/ m( g+ \, s$ @; O' a! @* Q+ M9 }
being set to homebase before execution of the mission – ie was returning to base
+ W% k$ ]# ^2 Uimmediately0 S3 V6 X$ k) C6 Z
30. Error in Strategic map display
' d. K- P" p& g4 l31. Additional and stockpile options were not turned off when base was captured# O/ y" T$ B9 y% t5 Z
32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on3 ]3 M6 L$ R9 G5 g' W
mouse over: K) N/ H' ?' \ w- ^
33. Army experience being gained when not 100% prepared as per manual; changed to allow
) {, Q. m- _; A& y4 O! K+ ?chance to gain experience if >75% prepare and < 50% national exp level: d; ?* W, C* V, O0 v1 X: [
34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to% E! L# }' F- z
alleviate the incorrect experience gaining happening while in reinforcement queue" l: y/ |0 U6 T( Y2 t( F5 T; p q
35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –1 i5 F: M( \" W- w% d
caused unit to jump “off-rail” and move overland
( ^1 B4 ?& G; u8 C v% X36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ
7 _# y) ~% k. P$ I37. Excessive accident messages on unload from TF reported/ z5 \+ B4 P6 d1 i, p6 @' u
38. Reworked editor sub-unit merging as some devices could drop off the unit list when" \2 V7 j3 j1 n9 k! ~
merged causing smaller size unit than expected- I8 a! c- E5 W9 P
39. Corrected possible TOE error in scenario data load for inactive units
8 F! _% @3 V# c: L7 O; y+ z40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can
% w! q( N/ f& Z3 w- ]2 ?1 }however be allowed to do this.
- Q: U4 v; H9 y4 H- U41. Possible CTD if sinking ship's load was a group8 j- J" u2 f3 S+ }; r
42. Limit the number of devices built from resources per unit during LCU replacements; this
& R( X3 |3 s. D% L; H! i1 X" uwas causing an over production for that turn
, u4 i3 Z d6 m2 K* f7 Q43. Retain day/night setting when creating group fragments
. b, w: e4 z. i; [44. Adjusted supply and fuel values in base list not to overrun the space8 J* ?% G0 r5 x8 |4 ?0 f
45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but, \1 f/ G8 Q- p' i' Y1 `, C6 D
added YMS to Sweep TF in line with manual and code
1 O( r9 ]# S# F1 m: f46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the, l; R! Z: L' F' {
rule relates to the abundance of manpower and is not covered by replacement pool. Normal
7 i5 L# M6 j* Q. V: g6 frebuilding of destroyed units is not affected by this.
0 g0 k* ^# Y" ^! j G9 ~47. Carrier capable and trained text not showing together on Group screen
+ w4 d" ~/ C2 [48. Handle any blank re-name changes by ignoring them
) J0 R" R/ a9 G7 E m$ p49. Possible CTD when air fragments combine
9 y6 L0 h4 @2 {' y1 X+ x! I+ Q50. Unloading TF can freeze a LCU onto a ship under some conditions6 T6 s$ D# z- p" l7 [% y t' q
51. AI not behaving if main HQs missing (affects small map mainly)
$ k, C4 \" `+ D2 J52. AI using AGC for normal land units – removed from TF if not needed
# v( k8 A5 W0 s# ?53. Soviet activation message not in Ops report
, E; h% v( l( j: J54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range
& I5 Y) q. I4 Z' D: @" t" m8 z55. Clear Soviet air balance if not activated. Possible incorrect base switching
/ M, ?- G; v4 M56. Sub attack against docked TF not happening for port size <3+ n' Z; `& n" p7 m
57. Unit type changing unexpectantly
) S6 ?: ]1 m: ]/ b1 w58. Torpedo replacement on plane sometimes is missed
) K( p3 J* n- p+ G5 h8 f8 h59. Double handling of overstacked supply requirements1 d) c |' c# u3 B6 n6 Z4 I, ]* e
60. Fixed alternate weapons for port attacks1 u! i$ Z& F+ _+ s& g6 c
61. Corrected weapon system damage to show after combat on ships in port rather than wait till
% r+ N+ j/ v1 i' O& _: Usometimer in the ship repair cycle.
) U) p1 [& Z- Z* u6 [* ]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 the4 ^/ ~$ F" u% [$ e
port
. q+ V/ p3 h7 ]2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.
- v9 }. j+ R0 X& g6 V% YTenders not counted
$ M5 p/ j; V; ^, o* r' }5 D3. When showing mine device on ship, show '!' next to mine ammo if can reload at base7 i# a& f" w/ t/ a4 s- j
4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method+ [, E2 s5 \* s# B. m5 j
to remove damaged ships from TF4 Z5 A% y5 V+ j1 P; f- ^* ^
5. New filter for “non-building” devices in Industry pool screen7 U# m) Z9 u7 G& R
6. New filter for “non-building” aircraft in Air Replacement pool screen
! H2 p- |6 O' e8 J7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy N7 ]9 [/ V7 ?* j( C9 J
mines (^) detected: P/ v: Y! U# p' U" p ~
8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the
- i- v& J3 K1 o& P# e( w‘button6..’ image files, then these will be shown. If not, by default there are shown as
& r* m3 Z7 B' h, c0 B$ P9 \& @( J' Ostandard parachute unit icons5 X4 a) D+ O: r1 X
9. Air/port damage and building is shown in base mouse over
% Z2 H7 A8 `: w( w; ~& z10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on
3 S, Y7 [( l1 { r' P: m+ M11. TF can be routed to stay within coastal hexes as much as possible
/ f4 {1 W' G* _. h- t8 n12. On Top Pilot screen show the 'ace' cut-off value if more than 1
! j3 l6 e: S. V0 m# j. P13. Added option on group and LCU reinforcement screen to turn off replacements
" ?: ^3 l! W. f+ `0 e# U/ l# Y! \14. Current base can get supply returned to it when reserve planes returned which were; J. L) R- x7 P6 [5 s
originally supplied from another base. \2 P& ?' D# p! E& j
15. Unit type filter on Troop Loading screen, w) Y; t0 V: M# }
16. Report killed ground units if not in combat report1 g& P$ ]) U: V+ }: l
Changed
$ z' [9 O" h4 u8 }1. AF of 8+ have AV support doubled for purposes of determing support for air operations: ^# P' a3 L; B6 b- m* @+ I7 v
(complements fix 18 above), x( E9 S0 v" `$ j
2. Permanently increased pilot array to 70K
% s1 f- E( n; S* Z7 |4 |9 K$ B3. Increased number of air combat rounds are a factor of total aircraft involved3 O) G s! g& C8 a5 ~
4. Allowed submap to submap movement if land connected for land units. Should have been
. L. n2 n: X2 f6 q# B b9 {so as per Andrew Brown
# I6 I) ?8 f5 N9 ~, ?( I( Z5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message
4 W* W) T8 z* \! Y4 l' Cdelay toggle instead
) k: X g3 r# \0 y1 U, h6. Aircraft being grounded for maintenance factors in durability also. This will spread out the/ v8 l( H5 w `* {% T0 c
maintenace a bit more
* @. {3 _; o( S. X: k1 F7 I7. Support device replacements won't decrease the overall experience of LCU units. This does
$ _. E& u5 ]3 t% B+ Lnot alter the overall EXP change due when any replacements are received.
) q0 g5 ?7 `* b) M$ a2 k3 d8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction
/ N: A+ a1 v/ X0 j, k: dbetween the two but could break current games.
) U1 C! C9 `) U$ `# w9. Some LCU Prep points may be retained if unit is experienced
" [5 A5 \, t) c1 z" vNotes- g# V3 o0 r0 E b V/ J
1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario+ c X9 f( V. g. ^' \
should not change player or HQ, even if not in play. These original HQs are used by the AI' w% l4 [" v) D! C( Y- H
routines so changing or deleting them can put the AI off. Changing other elements should
# i' ?6 J: l1 M# ~be okay.
! P+ U6 ~5 x, ]7 A$ ?$ L2. Clarification to weapon filters for aircraft:6 c( r& j- P7 f# r: Y: F0 L
PM_NAVAL_ATTACK 2 // used for naval attacks
: `6 U# b0 w- O) nPM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)4 R7 Z" d0 D& V6 y' ~; w! Q
PM_LAND_ATTACK 8 // used for land (ground) attack. p1 c& U6 _ K" V. U+ P9 f
PM_PORT_ATTACK 16 // used for port attack) G' W, G. y: g3 l+ c7 P" |' h
PM_AF_ATTACK 32 // used for AF attack
( h. M1 i! X# V5 k0 C4 a& XDropped any reference to secondary values for land and AF as they served no special use.
! z' Y7 T/ @8 C) F' H5 TClarification changes8 f' v T5 c6 G
1. Some clarification and changes in regard to use of the Soviet Motherland bases. These9 o4 t/ H' |1 v/ V W4 I& c* n
bases are those defined as having an original Soviet hex ownership of SOV_UNION (90),
4 D; v/ n. O6 ]MONGOLIA(91) or TANNU_TUVA(92).8 J$ M& e- K( O1 L( V8 \; c
a. Allied non-Soviet groups can't transfer to Soviet Motherland bases
7 X2 a p( m+ Fb. Allied non-Soviet LCUs can't move into Soviet Motherland hexes0 O# |3 y4 Z0 F# H
c. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases
" X) O. e# p. N5 a0 U8 t5 ~after Soviets are activated, but can’t move6 q1 c5 o: ], K# k
d. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if
. a* `! k6 C1 P5 _) Hdisbanded in port.
* r+ q& P/ F4 R( ue. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently& T; u/ w2 P4 p7 p
f. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |