具体见
L+ k g% M* g6 x
3 |: [6 b6 g9 {' Hhttp://www.matrixgames.com/forums/tm.asp?m=3185062' j6 I4 H A- U
$ @- I+ x9 M7 ?; F
已经共享到岛群QQ和本论坛置顶资源帖$ ~5 X+ ?) Q1 P: J+ m
u0 B8 R$ {4 A5 U$ |( N) y大量更新,详见列表:6 E- t! z9 y K+ z
- i. n/ P& V! B3 L0 l
1 q4 B) b/ _6 s$ m
Change History:
2 g8 K# I6 b+ A7 r2 \' ZV1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17)
( B6 j8 u0 p& K1. Seventh Update – This release is a comprehensive release updating all previous
( Q. [1 }: ?1 M$ R: yversions to v1.01.17 beta
0 I) W8 e, S! o& m1 m' |2. Code Changes3 s+ Z0 H$ ^( n+ K! w6 n
Fixed
% x& o' V9 X* ^2 c* H# |1. Display of AF/Port icon between player saves based on player's intel$ ]' @% g2 g2 W7 T8 [/ \2 v
2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when
4 }- ^1 ?; z( Zweapon list updated: o6 ^# z4 _9 X/ M4 ]) F# b0 U
3. Reported cargo/troop safety values incorrect when no cargo/troop space
" T. t) W3 U& T4. Allow smaller 'reserve' space for small groups on ships! @! n: C6 U. J
5. Preserve some more data when swapping fragment and parent to prevent lost of parent( A, s6 L7 `5 n3 x% \1 I
6. Correct attacking plane count before final post-air combat
1 m( S/ ^% b J ]& m T. N+ q7. Pilot promotion may have occured in error sometimes/ c6 s; a( C2 q T& i
8. Raid detect message sometimes dropped of the combat report- L ~3 p% {% { D. x
9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply
8 c+ k/ k2 q7 Ygenerally
3 n( b# x* k6 S/ J- {2 g10. Some pilot-leader connections were being corrupted
! n' N I' a( F* P, R11. Movement bug with following units due to incorrect move indicator. Seems to fix a few
( A) `: d+ x! w ?7 L% qother move issues due to the incorrect indicator
# E0 D# i$ S/ h4 [12. Wrong ship sometimes reported in Ops report for TF movement which causes some
; K c; s. Q! f3 bdamage
( l) Q1 m/ e# i. H. a' t13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool4 U5 J9 j) z% u& e4 z/ a
14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the( s1 J& C' W8 O2 `% U: d7 }7 ?8 s
date sort
% F3 _) ?! N2 n, {$ |: ?: P15. ASW groups not allowed to attack sometimes. k1 N4 B8 K- B6 n5 h
16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing
3 C L: I. X/ u' p' s" ^2 tHQ/LCU to jump to reinforcement queue+ Y* G5 K @) F% h3 _. |
17. Bug in bomber intercept if too many rounds of fighter v fighter combat
; N% ^! z. \ p+ J% D( S18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed M; S& ]' L+ A- C! X7 E* i
at start of AE but crept back in sometime during updates$ n, e7 K) G6 \4 ?% t6 N
19. Removed the fragment/parent swap during a TF unload as it could often orphan the7 |& i; K: m' t; l
fragment.# m! i8 t" L% m8 P5 L
20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade) f9 b- g9 C, f F" K
21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not
/ U6 |# ~8 z' i7 _; U' hshort scenario). This was fixed in a previous patch but only for one of the VCs, not the full
8 c2 Y" O8 P- L, wset- w2 X! ? O& b# j- n
22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base2 O, n" G3 U" }0 l; Z" y
23. Enabled 'z' to speed up all animations; was commented out in a few animation replays E& c$ N- O. S2 u, l
24. Bug caused F/FB to sometimes bomb at low altitude
8 \3 B- a d. v25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not
9 ~: \) V5 D8 n# r7 E$ {* poccurring properly.! j. T N* P2 ^, S
26. Bug in Industry 'failed' indication not showing properly sometimes
# @: Y! h" h& L27. Location check at scenario load to include small map sceanrios p& K8 h, }5 D# M5 V+ U
28. Bug in air supply to fragments in a non-friendly base hex
1 V# ?$ S3 P: S+ x) M- F) O' u29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was
# ~) ?2 |) R3 d( s3 C$ q+ rbeing set to homebase before execution of the mission – ie was returning to base5 \! d2 o3 ]1 }& ~9 z
immediately
; h' a( B4 O6 z* @8 c30. Error in Strategic map display
+ @6 C& b- y9 Q- |; f31. Additional and stockpile options were not turned off when base was captured
+ L! P# y/ q; ]: Z G32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on
0 }$ a m# P# A$ o& i3 N ~3 @) pmouse over
" _. P! @5 ^, s7 o" N7 u. i33. Army experience being gained when not 100% prepared as per manual; changed to allow
9 K; o% w I6 Q% r, f4 o# Uchance to gain experience if >75% prepare and < 50% national exp level" E; ^3 m; D0 \0 Q
34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to% L# [$ i* m* O4 w
alleviate the incorrect experience gaining happening while in reinforcement queue
% M y7 ?$ N6 y, \- ?& N7 Z& G35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –$ `- o1 K* T# x1 r# |+ }
caused unit to jump “off-rail” and move overland
. n3 @3 \( H) i8 t3 z36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ
: R0 T8 L8 f0 A. I4 L2 ?37. Excessive accident messages on unload from TF reported; B5 |: P7 o8 \5 ^ ?" J
38. Reworked editor sub-unit merging as some devices could drop off the unit list when! D& H1 \2 e" R: r
merged causing smaller size unit than expected/ f; t X& m6 \) t/ p
39. Corrected possible TOE error in scenario data load for inactive units
9 G& t. J. n# I ~40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can' U/ n8 k! x" q( I3 E
however be allowed to do this.
1 i1 [5 a' t' s; ~41. Possible CTD if sinking ship's load was a group" q2 B& C T( g: h
42. Limit the number of devices built from resources per unit during LCU replacements; this% `" ]0 L$ \3 n0 R0 W: p! F! f0 z
was causing an over production for that turn
! ~: o g. D/ ~& M2 Y- \$ ?5 k5 ?6 v' y43. Retain day/night setting when creating group fragments
: U2 D, _! R. U" }" B2 \8 B44. Adjusted supply and fuel values in base list not to overrun the space" m* {/ m# H4 p" m5 k4 F5 Y
45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but/ ^, h0 k: G$ g+ E N
added YMS to Sweep TF in line with manual and code
" Z( R0 {5 a& v" ^) n46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the
( r, q) G' Q( j+ f7 P: z% m( yrule relates to the abundance of manpower and is not covered by replacement pool. Normal9 A7 w+ a2 Z M( d, s
rebuilding of destroyed units is not affected by this.; f G0 u: @! F8 ?$ Q" p8 j
47. Carrier capable and trained text not showing together on Group screen
# O9 o! N2 W% f' s' {5 f2 G48. Handle any blank re-name changes by ignoring them
0 j4 c0 A. ?5 G3 |/ ^& x49. Possible CTD when air fragments combine
, u h3 {/ h+ A% A0 M50. Unloading TF can freeze a LCU onto a ship under some conditions) h4 L9 C% J5 I0 i4 ^
51. AI not behaving if main HQs missing (affects small map mainly)1 C/ c2 x# w7 y
52. AI using AGC for normal land units – removed from TF if not needed; J. r4 D, @( b9 ]- D3 K1 P
53. Soviet activation message not in Ops report/ W) S8 N: g) Q6 N1 R
54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range0 Y! @# u# y/ N% e, g
55. Clear Soviet air balance if not activated. Possible incorrect base switching
! w; i) D% k/ T6 C/ n, h8 {8 f56. Sub attack against docked TF not happening for port size <3
4 ?; l! P5 T, s$ x; K. C57. Unit type changing unexpectantly' }! j! V/ {# W4 ~6 j! J' z0 _6 ~
58. Torpedo replacement on plane sometimes is missed O, b V! f- X& b% Z
59. Double handling of overstacked supply requirements
. b l* O) Q, O& F' I60. Fixed alternate weapons for port attacks: ^" X$ S1 r. i6 b8 s
61. Corrected weapon system damage to show after combat on ships in port rather than wait till
; y3 y0 R( |7 asometimer in the ship repair cycle.* Z8 I4 }3 r) y% U) h$ u# o( {6 t
62. Ship tonnage over 32K could cause repairs to fail# D7 ?+ ?4 @# H% M- ?, s- q
New
1 \ Z( U4 @3 A1 e1. Show Port re-arm level on ship list screens at base. Does not account for tenders, just the O0 d( V0 d7 L' R% S/ [& Q
port" P0 d" C6 Q) x) d$ k* I
2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.3 Z) m' Y8 `/ Y
Tenders not counted8 f1 R( O" p# `. \
3. When showing mine device on ship, show '!' next to mine ammo if can reload at base
5 G" I2 v- k; j* }* `; w4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method1 W9 q' i( @0 E# }6 D
to remove damaged ships from TF& r' F7 S+ H4 l5 v# z
5. New filter for “non-building” devices in Industry pool screen% t& y+ ~/ v# x- s G- m' @0 o& A
6. New filter for “non-building” aircraft in Air Replacement pool screen
# w5 K- z: s$ Y- y8 ^7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy
% |8 v6 l( o/ E" kmines (^) detected/ Z( Y$ o+ ^/ P& ?1 c
8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the/ C) n* w( T% q" b6 Z
‘button6..’ image files, then these will be shown. If not, by default there are shown as
0 x* ]1 N. @2 ~standard parachute unit icons# b9 ~0 X6 P% V P* j
9. Air/port damage and building is shown in base mouse over
8 C5 I2 G/ f; k% q3 v10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on) X' G6 i$ h' d
11. TF can be routed to stay within coastal hexes as much as possible
6 ?: a4 U4 t/ W4 y% I* r0 d6 a12. On Top Pilot screen show the 'ace' cut-off value if more than 1
5 \4 i1 a3 o5 z4 [% t8 v13. Added option on group and LCU reinforcement screen to turn off replacements2 [2 J# | u7 G1 c3 h0 V/ x6 F) K
14. Current base can get supply returned to it when reserve planes returned which were
* u9 ]+ _; \5 [# M: Loriginally supplied from another base
9 P; N8 H: H$ ?. C) }15. Unit type filter on Troop Loading screen7 c! r. F0 F" b7 L8 C! [" K
16. Report killed ground units if not in combat report8 [) S2 _9 F$ F2 c" C! u$ N
Changed2 b; t0 t4 N4 N' h. B1 P+ I
1. AF of 8+ have AV support doubled for purposes of determing support for air operations
' W, d6 n7 l' {2 _, W0 O% N(complements fix 18 above)
8 X8 O2 v9 d, c2. Permanently increased pilot array to 70K
& {) |$ Q# {3 c3. Increased number of air combat rounds are a factor of total aircraft involved' ^+ }. C2 d3 k0 L9 W/ ?* ]" F' i* J
4. Allowed submap to submap movement if land connected for land units. Should have been
: z$ P6 R' ~/ P+ Xso as per Andrew Brown
. Q# u3 J, I9 W5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message
3 I$ F' O( n: R6 Xdelay toggle instead
: z2 `. _- A! W, d, r6. Aircraft being grounded for maintenance factors in durability also. This will spread out the
7 g$ a; Q& t, F) \* t0 V! y! vmaintenace a bit more* o9 y) C m8 j0 R" S
7. Support device replacements won't decrease the overall experience of LCU units. This does
- L g5 R$ V" H- o2 c$ o/ pnot alter the overall EXP change due when any replacements are received.
$ y1 y( H8 i) }' O$ u8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction* d4 O3 W; n& P2 Q( U
between the two but could break current games.
+ B: Z4 ~/ [" i Z9. Some LCU Prep points may be retained if unit is experienced
4 b' D! D& j' B+ Q+ y- j( ANotes, g$ u; s% {4 M
1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario. z2 j- u* o: i
should not change player or HQ, even if not in play. These original HQs are used by the AI+ H% v1 D$ [6 u6 J* s! B
routines so changing or deleting them can put the AI off. Changing other elements should1 K" q- v; f3 J. h+ ~- V4 M+ b1 U
be okay.7 o: y0 v, @# `1 u
2. Clarification to weapon filters for aircraft:5 r- v7 x: r0 w& x% z
PM_NAVAL_ATTACK 2 // used for naval attacks; k5 t. Z, G, x; q8 O" C
PM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)
, `4 p2 h2 ^. c* O* w6 }PM_LAND_ATTACK 8 // used for land (ground) attack
. m% {1 X. X. [# Y$ L) G1 NPM_PORT_ATTACK 16 // used for port attack
" ?2 }. v: c- m2 E* D# ^+ CPM_AF_ATTACK 32 // used for AF attack
1 n: q0 ^& A7 w7 D+ \; `Dropped any reference to secondary values for land and AF as they served no special use.
3 V3 y+ L0 }2 FClarification changes$ \. L/ H; s) K \+ U( Z$ o8 X
1. Some clarification and changes in regard to use of the Soviet Motherland bases. These
$ O# N6 c. _" w! Mbases are those defined as having an original Soviet hex ownership of SOV_UNION (90),
3 X& J* D& l0 ?( oMONGOLIA(91) or TANNU_TUVA(92).) R: h- P9 y$ j5 g
a. Allied non-Soviet groups can't transfer to Soviet Motherland bases
% d6 n. S" |% v+ s( d& B1 e' N( Ob. Allied non-Soviet LCUs can't move into Soviet Motherland hexes' w( P3 | l% j% X E* w: k
c. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases
. e$ } { E& ~. Q8 zafter Soviets are activated, but can’t move: g2 G# e4 F# M$ e3 m
d. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if# G$ c6 |8 a( {
disbanded in port.% E' ~5 [+ ], L, D- B
e. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently- E( a* p1 R V. R9 \# t5 S
f. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |