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http://www.matrixgames.com/forums/tm.asp?m=3185062! j7 m! B6 L3 U# ~5 Z( N3 L
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已经共享到岛群QQ和本论坛置顶资源帖0 S" Z Y I5 S) q O0 S
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大量更新,详见列表:
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Change History:* r# o3 p3 e9 i2 o2 e' e5 i
V1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17)
0 z8 b( ^4 P6 T: D9 i$ u3 j# }5 z2 }1. Seventh Update – This release is a comprehensive release updating all previous; i5 K5 N- x, r" \ E4 j" Q/ S9 K1 E
versions to v1.01.17 beta- v7 T D1 d$ w# P4 X/ }$ v' k
2. Code Changes2 Z1 ^ O, b" h) G* [. h
Fixed& Y2 U/ x" W& N8 U6 A0 j
1. Display of AF/Port icon between player saves based on player's intel1 O/ r1 M% @' S% \$ p0 I- o
2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when
+ @; v2 N' o9 N qweapon list updated2 |) N, F+ b4 X7 U
3. Reported cargo/troop safety values incorrect when no cargo/troop space9 _$ i6 v$ i; j: e1 [. J7 A+ @
4. Allow smaller 'reserve' space for small groups on ships3 G Y+ k( w: k& c" V) } D3 t
5. Preserve some more data when swapping fragment and parent to prevent lost of parent
+ N C2 D+ }" u" a, ?5 v( z6. Correct attacking plane count before final post-air combat
8 W) C! k& M# [7. Pilot promotion may have occured in error sometimes
, |; c/ o O# O {7 ?( W8. Raid detect message sometimes dropped of the combat report+ f3 L" r: [* z% I& H& f6 h8 A% F
9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply/ m0 R/ L, f# ]% k/ y p- W, a
generally! G( `9 |3 Z7 L
10. Some pilot-leader connections were being corrupted
6 i' w/ V1 s6 K11. Movement bug with following units due to incorrect move indicator. Seems to fix a few2 x) J6 o' Q1 D/ ~+ Y2 o
other move issues due to the incorrect indicator
* ?4 Q! W' J9 l4 ]- @6 S# }12. Wrong ship sometimes reported in Ops report for TF movement which causes some: Q A; H3 n& U
damage
* W9 z& `4 Y! `1 g! B, D# k( |13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool) f9 q$ l4 S( G z
14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the
. s; W7 b9 R" g( c# ^* ?8 Vdate sort/ a8 t R, i/ H a
15. ASW groups not allowed to attack sometimes7 h2 \. J. _/ K" x
16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing
- G; M1 V* j9 z. P" P. w9 WHQ/LCU to jump to reinforcement queue7 `0 Q" v% v/ R* \$ D
17. Bug in bomber intercept if too many rounds of fighter v fighter combat6 g: d. R$ C* Y. o5 `: g8 l
18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed1 ], D6 v& Q) V) f! a- C
at start of AE but crept back in sometime during updates% B" f9 J; n8 I: g6 P
19. Removed the fragment/parent swap during a TF unload as it could often orphan the3 k+ g, D- j* q
fragment.0 @" o: F; L& z& n. H/ g
20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade
0 O3 p! q% D# D* m21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not
, O. c2 y* d1 f0 Dshort scenario). This was fixed in a previous patch but only for one of the VCs, not the full
6 F( f G# b4 r# n \: F; |$ Nset
) g) R7 a2 f/ {- B22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base3 S, b, y; |- I6 S$ z
23. Enabled 'z' to speed up all animations; was commented out in a few animation replays% X6 J/ j% ^+ I. x
24. Bug caused F/FB to sometimes bomb at low altitude' }2 u: V0 E1 T, M+ u
25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not9 f Q" \! R/ N3 Q. r5 d9 o+ W
occurring properly.; u* J z/ B6 [+ V1 E# c8 D
26. Bug in Industry 'failed' indication not showing properly sometimes
3 R' z8 X3 y; q1 q: q27. Location check at scenario load to include small map sceanrios' Y" y& j. E9 p3 s, ^
28. Bug in air supply to fragments in a non-friendly base hex9 @ c% u% i& M' [
29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was
" E: M v! P3 @, X# wbeing set to homebase before execution of the mission – ie was returning to base
9 Q. {( x8 d# m1 Z" ximmediately! x9 R7 J$ U) h" l) ^. ]5 b
30. Error in Strategic map display
% K/ W( T' r. w, }* Q8 K! q31. Additional and stockpile options were not turned off when base was captured" p, H4 x2 G9 R
32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on
. s" ]6 f# ]. t# nmouse over& h' ?. N5 t. E! N1 t2 v/ _; }
33. Army experience being gained when not 100% prepared as per manual; changed to allow* W! {' W. o) r. X' P
chance to gain experience if >75% prepare and < 50% national exp level* C8 C+ G( f6 N/ Q; U6 v. ~
34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to9 w8 P9 A! v' M6 Q+ N
alleviate the incorrect experience gaining happening while in reinforcement queue2 S6 j5 D4 f1 Y9 \6 X, q, U2 i
35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –
+ d* r" q$ C" r1 g, b3 O# o( N3 W9 Ycaused unit to jump “off-rail” and move overland
8 k2 a* y; _# S/ u# b36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ
9 ] X, b/ B, v+ T' F+ M37. Excessive accident messages on unload from TF reported
- I8 V+ @ m1 T5 f0 p/ K38. Reworked editor sub-unit merging as some devices could drop off the unit list when
, S1 M; b* ]. ]' Lmerged causing smaller size unit than expected# m5 S4 \4 ?- j2 m
39. Corrected possible TOE error in scenario data load for inactive units
; Z! m0 U# R3 J8 B& v40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can
5 q N7 c$ l8 b( W" e7 l! C/ rhowever be allowed to do this.: R, @% }4 O# w2 J
41. Possible CTD if sinking ship's load was a group
, Y8 e' C w+ G% w( Q42. Limit the number of devices built from resources per unit during LCU replacements; this
9 f2 p+ T/ ]$ I4 ~1 j8 x' mwas causing an over production for that turn7 ~. S* [3 G5 ]- n$ Y( V- }( F
43. Retain day/night setting when creating group fragments# v& k/ B* U- Y
44. Adjusted supply and fuel values in base list not to overrun the space
i X; _) H$ N3 [45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but
" c, Z% [; i4 K) h% [% eadded YMS to Sweep TF in line with manual and code
N( I s! v' R* [6 U0 O46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the
. d3 v4 x& K4 c* j% ]" jrule relates to the abundance of manpower and is not covered by replacement pool. Normal
, S% c. |- }$ X" ~+ z1 I+ S! }' Trebuilding of destroyed units is not affected by this.
$ t- f# v; g s1 ^47. Carrier capable and trained text not showing together on Group screen
" V9 `/ }5 T3 p7 D/ r48. Handle any blank re-name changes by ignoring them
. |: j0 E+ N" |1 n0 j49. Possible CTD when air fragments combine6 e+ B2 S# ^8 N
50. Unloading TF can freeze a LCU onto a ship under some conditions
. s7 I9 z$ o7 A& S. r+ u51. AI not behaving if main HQs missing (affects small map mainly)9 Y* I5 _; M% o# |. n
52. AI using AGC for normal land units – removed from TF if not needed
3 ]4 K4 T9 f- T2 T& a53. Soviet activation message not in Ops report
6 H3 G4 Q: E* q54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range
0 r8 X5 ~) @" r- @55. Clear Soviet air balance if not activated. Possible incorrect base switching7 o% f/ s# _3 t
56. Sub attack against docked TF not happening for port size <3
) d: q& ], c! S0 Q9 w ]: y, U57. Unit type changing unexpectantly
3 c! N: D; B0 J' l/ q58. Torpedo replacement on plane sometimes is missed2 e: A1 P9 i- ~/ D$ x9 W
59. Double handling of overstacked supply requirements2 H! O& O! c$ X! @, q1 V
60. Fixed alternate weapons for port attacks
6 R/ C+ U" {* {' K( b61. Corrected weapon system damage to show after combat on ships in port rather than wait till4 ^9 z% ~5 }5 ]3 E1 q& N
sometimer in the ship repair cycle.
- W T% {* I, N# z62. Ship tonnage over 32K could cause repairs to fail& T6 G$ \8 n9 I" f* J! h9 ^ z+ {
New: X% g. n* J8 N3 u/ f
1. Show Port re-arm level on ship list screens at base. Does not account for tenders, just the
* K+ A; h* o, n3 {; G* cport
2 b d" h2 L. R+ U( p# X2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.
; D s: J7 [+ v" g7 xTenders not counted
6 S, Y! Q* u$ F( s" Q3. When showing mine device on ship, show '!' next to mine ammo if can reload at base
: N( \3 k3 g% [" ]2 ~1 J% G4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method
% E2 Z+ Z3 Y+ Qto remove damaged ships from TF1 a3 n7 _/ X; C& x b3 V5 v! v
5. New filter for “non-building” devices in Industry pool screen) r! b1 c4 x- W6 M
6. New filter for “non-building” aircraft in Air Replacement pool screen% J. z3 u. D) L& d- \/ I$ m: W
7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy5 K6 j# W( `, v0 G
mines (^) detected
4 g$ {( i) p4 Q% s5 P8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the
. m6 n3 _# f$ ]3 a$ B‘button6..’ image files, then these will be shown. If not, by default there are shown as" N7 \+ j' z! L0 X+ W3 b0 |( B
standard parachute unit icons
0 }' V0 ^# A! V6 P9. Air/port damage and building is shown in base mouse over
3 }& r: M) j6 ^" s# x8 s2 d1 R10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on: D7 d8 B7 c( @
11. TF can be routed to stay within coastal hexes as much as possible9 a, o( ~4 |3 V0 C% Y( ?$ s
12. On Top Pilot screen show the 'ace' cut-off value if more than 1
/ W+ s$ W0 e7 @; H/ N6 z$ v1 j13. Added option on group and LCU reinforcement screen to turn off replacements4 [/ H$ c1 V( r) t1 ~
14. Current base can get supply returned to it when reserve planes returned which were+ I" B1 r! y" `1 [9 R' A( r" ]
originally supplied from another base
& P" g; H! C" o# V& Z [3 x! H15. Unit type filter on Troop Loading screen
3 M# j, ~6 x# H+ k16. Report killed ground units if not in combat report: ~$ |" }, {7 n% L
Changed
: ^. W5 U% ?6 i+ C3 |; O1. AF of 8+ have AV support doubled for purposes of determing support for air operations
$ K) ]* _" q$ P( |5 U(complements fix 18 above)' U6 [+ Z: X) @" a
2. Permanently increased pilot array to 70K" D4 ~# u% ?8 G2 U7 x5 Y
3. Increased number of air combat rounds are a factor of total aircraft involved
( J% A! b8 v1 p4. Allowed submap to submap movement if land connected for land units. Should have been# D: B3 }5 T1 H% g( R# N
so as per Andrew Brown
* D( C0 d W/ i; z/ }, O& J! z5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message
1 X* H. U4 z& O) ddelay toggle instead
5 M% E0 n8 S) d; U% y3 W6. Aircraft being grounded for maintenance factors in durability also. This will spread out the
) ^$ d/ F7 ^. _& N! h$ |: Xmaintenace a bit more
( V S8 Y6 K- p) Z. K7. Support device replacements won't decrease the overall experience of LCU units. This does
1 H& k9 g3 K5 V1 l: pnot alter the overall EXP change due when any replacements are received.
! w" O, ^) M& ] U( n* m, M8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction4 G o- o/ d3 O: y% e4 l
between the two but could break current games.- H G$ \8 g- h0 h# r
9. Some LCU Prep points may be retained if unit is experienced9 B# p( a# ?4 |+ Q
Notes
/ N. l: G. S* n8 f0 a1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario
) |* Q( \ g9 c8 s) J" c3 _should not change player or HQ, even if not in play. These original HQs are used by the AI* O" k( Z6 {% F* v2 d _
routines so changing or deleting them can put the AI off. Changing other elements should
v$ A$ o4 N; O9 Z. R2 dbe okay.# U# Q3 ?! g( g1 O+ f
2. Clarification to weapon filters for aircraft:
3 F2 d/ ^% L( Z+ r- D3 GPM_NAVAL_ATTACK 2 // used for naval attacks. V H/ k5 Q$ K* U) Y9 R$ g! F
PM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)) f7 z; M; \6 w: M: o4 |+ Y% @5 {+ d/ n
PM_LAND_ATTACK 8 // used for land (ground) attack) Z6 K0 A) J! o4 R4 K
PM_PORT_ATTACK 16 // used for port attack3 k X/ x. ^8 @6 h2 O
PM_AF_ATTACK 32 // used for AF attack: }% Z% @) i8 r6 |- [" k: ^& T$ L
Dropped any reference to secondary values for land and AF as they served no special use.
* b4 O) V) w4 wClarification changes9 q; q/ S& L/ n% f( @7 `
1. Some clarification and changes in regard to use of the Soviet Motherland bases. These% O9 {; ^5 ~; R% u6 \4 V
bases are those defined as having an original Soviet hex ownership of SOV_UNION (90),7 Y, v. @* e8 C
MONGOLIA(91) or TANNU_TUVA(92). b$ n# B4 _3 ~3 j
a. Allied non-Soviet groups can't transfer to Soviet Motherland bases; {( _3 I6 s" f9 c' V
b. Allied non-Soviet LCUs can't move into Soviet Motherland hexes
3 {! p @% L! z5 v' i X3 _, Pc. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases# r2 b6 R+ w) k1 Z
after Soviets are activated, but can’t move& O8 c: g" w6 ?: H
d. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if# r2 ]" R: V) A/ `; v' Q
disbanded in port.2 v0 [# S8 I' u% @
e. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently% o6 C/ B; G K/ Q- J8 l
f. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |