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% z9 A0 ~; o0 d/ [: _8 xhttp://www.matrixgames.com/forums/tm.asp?m=3185062
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( B" e' f( t4 H' O, Y; w8 C大量更新,详见列表:
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Change History:& Q, Y1 H3 b9 x% X( i( y
V1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17)* G' Q: m3 O8 W2 C" _
1. Seventh Update – This release is a comprehensive release updating all previous) P* h' X5 @6 r0 ? D. s
versions to v1.01.17 beta
5 C7 c; [' u3 k2. Code Changes
4 A! h ]" d, _! KFixed
& g4 U/ m$ H1 j) ?6 K& H1. Display of AF/Port icon between player saves based on player's intel0 F0 {) N4 U9 I! V/ r! i. Y
2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when
3 \" {1 ]$ {, ^( M6 Q" s' jweapon list updated
9 N& T" ?- b u! M, ]3. Reported cargo/troop safety values incorrect when no cargo/troop space
9 X% ~! @1 e; A' r* k: l3 T3 Y8 Z4. Allow smaller 'reserve' space for small groups on ships
0 G: y0 ]' R! i, A5 @6 H' {4 j9 T5. Preserve some more data when swapping fragment and parent to prevent lost of parent
5 O) r* G4 b+ R! n6. Correct attacking plane count before final post-air combat
3 D% y9 p8 \& Y# M% C) S7. Pilot promotion may have occured in error sometimes
' B% `( T& r, j* l+ Q8. Raid detect message sometimes dropped of the combat report
! b3 T$ V9 h# t) ^9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply: B( |1 ^! H2 Z! g! H' \
generally( ?9 Y0 S$ i9 K- X+ W
10. Some pilot-leader connections were being corrupted' C# Y. `. K* x A Z
11. Movement bug with following units due to incorrect move indicator. Seems to fix a few
; g$ k3 C# ?( v2 X5 B0 nother move issues due to the incorrect indicator
0 P4 m9 ^9 G3 M4 [12. Wrong ship sometimes reported in Ops report for TF movement which causes some
5 q' r- {# V+ B! y/ _, U V* k/ y. Ndamage
/ H% {. x) ^' P' K% ~0 c" ]13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool: T* H. O8 f7 l! ?( D, c4 P! }
14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the
" r# x i- T' R9 kdate sort
9 ^8 f6 o6 r* \8 G' ^9 c; a* ?( o15. ASW groups not allowed to attack sometimes
* K" X6 ?# M' R/ |) w' r$ R8 A2 N16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing; W! \. P- d+ }7 u- c: r
HQ/LCU to jump to reinforcement queue! z; r7 N/ B! l% a) j
17. Bug in bomber intercept if too many rounds of fighter v fighter combat1 `) O) y" b; q" {
18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed$ ^6 a: d$ j1 ^0 Y y' I1 n
at start of AE but crept back in sometime during updates
6 h" I6 c, ?$ ~' J6 x/ I; T19. Removed the fragment/parent swap during a TF unload as it could often orphan the% Z8 \* o H( |4 o5 `, j# E, H, D9 a
fragment.9 d X; d2 x2 ~* T- P5 P
20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade! Z. n* s" w; v* o" K2 Z+ i% X+ b
21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not
! a9 `8 A r; ?short scenario). This was fixed in a previous patch but only for one of the VCs, not the full/ `* w* M4 r, b3 z
set! e- ^! ~& R. @, L5 N2 v+ q9 O
22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base
0 A4 q ?1 H1 h$ [23. Enabled 'z' to speed up all animations; was commented out in a few animation replays
) y& B* k$ Z- b24. Bug caused F/FB to sometimes bomb at low altitude- ~0 t1 N6 S" M4 U6 Z4 W
25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not, h% }4 K! N: t& O! T
occurring properly.
' ?4 b) K4 m" D5 H$ n26. Bug in Industry 'failed' indication not showing properly sometimes
) R8 Y4 t" r1 d1 O/ Q2 h27. Location check at scenario load to include small map sceanrios
' T3 b, h9 d7 e8 ~2 ~. n* Q28. Bug in air supply to fragments in a non-friendly base hex, g V. V- G( s6 Y& X2 ]# a, \+ ^
29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was" n$ C9 L8 Z. p$ @
being set to homebase before execution of the mission – ie was returning to base
7 o- u' X5 O$ {! jimmediately
. w: M6 x: o: h% X8 ^/ f$ E" E30. Error in Strategic map display
$ ~4 G8 }* U6 F2 h d31. Additional and stockpile options were not turned off when base was captured
: ~% e) H$ E1 B* r1 f. ~% j32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on
( c3 ?# W5 d: V( R0 j4 R- ~: Amouse over
! z( U9 t. ^% I; r+ z2 a; _33. Army experience being gained when not 100% prepared as per manual; changed to allow- H6 `& ^) S* W1 m1 E$ x3 A. w8 P
chance to gain experience if >75% prepare and < 50% national exp level3 o& R) Y0 @- p1 m' Y
34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to! v! l2 f' z2 ]) F* N6 Z6 ~
alleviate the incorrect experience gaining happening while in reinforcement queue+ N, `4 v h# _
35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –
: f2 N9 F# |# g7 T9 wcaused unit to jump “off-rail” and move overland& l \+ U! |: w( E
36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ" P& O/ ]) ^1 c3 Z! B1 s
37. Excessive accident messages on unload from TF reported
% y: d8 o3 ^: [' b. U, W38. Reworked editor sub-unit merging as some devices could drop off the unit list when0 Z1 W7 B% V) M4 G$ w
merged causing smaller size unit than expected) l8 g- K0 ] {; q7 z- Y) @
39. Corrected possible TOE error in scenario data load for inactive units
' h/ Y% }3 ]! n Z* T" P- {0 b9 s40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can# A5 A* @& {) N1 Q1 y6 B* M
however be allowed to do this.5 |! ] s9 ]) f" Y- ?
41. Possible CTD if sinking ship's load was a group
8 A8 l+ t6 Y) w# C42. Limit the number of devices built from resources per unit during LCU replacements; this" m! h* x! e) v5 e0 }9 e! p
was causing an over production for that turn
; X& `; y0 H/ r3 g43. Retain day/night setting when creating group fragments3 D5 {9 r T" \8 ^* v
44. Adjusted supply and fuel values in base list not to overrun the space. O/ q3 `, q/ H
45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but5 Q8 h1 r5 m+ k* w# q9 @% a) v' d
added YMS to Sweep TF in line with manual and code7 i, l, M c1 }% Y9 P# o
46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the/ W7 v- f, Q, C3 @+ V
rule relates to the abundance of manpower and is not covered by replacement pool. Normal8 r i( ]1 P% l
rebuilding of destroyed units is not affected by this.& B) {% A% Z- ~, ~ H
47. Carrier capable and trained text not showing together on Group screen* u1 J- J0 x+ `1 K( `- }
48. Handle any blank re-name changes by ignoring them& S: |4 J# L9 k
49. Possible CTD when air fragments combine) z5 P+ h* D* d
50. Unloading TF can freeze a LCU onto a ship under some conditions9 |/ k$ q2 i- o" }1 ?
51. AI not behaving if main HQs missing (affects small map mainly)
4 k( b" F7 U, F5 M52. AI using AGC for normal land units – removed from TF if not needed
$ O I2 ^ p: e" j- e3 E4 b53. Soviet activation message not in Ops report+ G. r. R. P! C/ d6 w, m _- x
54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range& Q, M2 c$ U1 S1 O7 f3 U. Y
55. Clear Soviet air balance if not activated. Possible incorrect base switching
) T, o6 e/ h1 E& b# K0 k$ L56. Sub attack against docked TF not happening for port size <3' Q* H0 F/ x1 D# ]
57. Unit type changing unexpectantly% A. Q) i8 V8 J! e$ l, n
58. Torpedo replacement on plane sometimes is missed
( O8 | D" E9 F- i6 r1 H59. Double handling of overstacked supply requirements
$ L" e* J+ [' }6 w) g5 m; C60. Fixed alternate weapons for port attacks
5 G8 J: ^: z7 P l% a, V61. Corrected weapon system damage to show after combat on ships in port rather than wait till
5 i) }! X( v7 Ssometimer in the ship repair cycle.
! v; @% X' z; L- b* S$ x# N* ~1 o62. Ship tonnage over 32K could cause repairs to fail
$ ]6 R# M2 n4 a% w% mNew
7 _7 j3 A9 K+ C1. Show Port re-arm level on ship list screens at base. Does not account for tenders, just the. `! o: [2 `7 G& E, e9 s3 Q5 F
port& q- _# j0 t+ j
2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.' D% x3 A# Y: \/ d
Tenders not counted: F8 c! T! X5 X4 j5 G5 o
3. When showing mine device on ship, show '!' next to mine ammo if can reload at base
& J2 ? o6 r: _! l& m" d" u4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method: d3 q/ V4 r ?6 v, ]
to remove damaged ships from TF
" Q* p9 [! w1 {8 ^5. New filter for “non-building” devices in Industry pool screen" y/ v9 b; T( X4 l+ [+ h
6. New filter for “non-building” aircraft in Air Replacement pool screen
W0 p) a$ [# u2 [ m7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy
; l: d6 u5 \: H+ Cmines (^) detected
; F) `" r# s+ O+ k9 p! _' N# h8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the5 m* a. b$ Z$ @0 f1 C v: ]* }
‘button6..’ image files, then these will be shown. If not, by default there are shown as
. @7 w; O, b9 e7 D8 ?; hstandard parachute unit icons
1 w8 X. z7 d( M9. Air/port damage and building is shown in base mouse over
) K. p- w9 ], `5 u0 M% M10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on* g+ \( ]% X5 r1 S2 M' V
11. TF can be routed to stay within coastal hexes as much as possible
% \- A4 O$ s0 `3 w) s12. On Top Pilot screen show the 'ace' cut-off value if more than 1- N! }# V b1 Q2 f) l' p& r
13. Added option on group and LCU reinforcement screen to turn off replacements5 M& x2 z' ~- C
14. Current base can get supply returned to it when reserve planes returned which were
. f* O2 m" I/ G5 Moriginally supplied from another base
! c q. p7 |$ d5 y- e15. Unit type filter on Troop Loading screen( e) |2 `% m4 n; {, Q0 J. u
16. Report killed ground units if not in combat report
' n- x% n0 w4 i9 f4 X; w/ g1 b6 [: cChanged
$ q, W$ C5 o+ r3 o: S. g1. AF of 8+ have AV support doubled for purposes of determing support for air operations( {& `; s( ]- [5 g9 @# H9 G- T. h
(complements fix 18 above)+ H. B1 [, i/ x' Q: Z0 P* E
2. Permanently increased pilot array to 70K$ k* O* y. J3 d
3. Increased number of air combat rounds are a factor of total aircraft involved
3 \0 J' z# a6 M. l4. Allowed submap to submap movement if land connected for land units. Should have been
. o1 l9 W7 J" U# M( w; K$ ?0 J tso as per Andrew Brown
) J8 s0 ^1 R( O5 H! X* }5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message
8 d4 g' e0 `3 _6 v" P" \6 ]delay toggle instead6 U% u5 O8 t6 D: z5 [2 M2 w
6. Aircraft being grounded for maintenance factors in durability also. This will spread out the
6 Z$ g7 v! ^7 b3 u0 m/ bmaintenace a bit more% J% Y! D5 w3 w
7. Support device replacements won't decrease the overall experience of LCU units. This does
- j1 D5 U/ G. l. Wnot alter the overall EXP change due when any replacements are received.$ ^+ K! C9 e! j! A' J( z
8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction
' W) Q3 D) W* | X0 I& F+ M* obetween the two but could break current games.
, X- U/ |2 Z) }; M9. Some LCU Prep points may be retained if unit is experienced: [& P. m+ M. ~! a1 f3 M* Q, A
Notes/ S0 f3 u, Q# z$ r0 I" W8 j
1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario
$ n* c# H' l3 |* b8 c4 m0 q8 vshould not change player or HQ, even if not in play. These original HQs are used by the AI
( {' f* y* {3 M, m" croutines so changing or deleting them can put the AI off. Changing other elements should5 o* C$ R7 ~1 `: M& s
be okay.0 h. z5 E% P/ F0 v
2. Clarification to weapon filters for aircraft:
! m: q8 z+ X: Y$ I( W. wPM_NAVAL_ATTACK 2 // used for naval attacks
% j- c7 ?2 f& h6 @2 k d- ?PM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)
+ S- C7 m; g* z- Z2 O$ ~/ b YPM_LAND_ATTACK 8 // used for land (ground) attack( N, @" I; n. P! v) S
PM_PORT_ATTACK 16 // used for port attack' l0 j$ M* Z- T& z* z
PM_AF_ATTACK 32 // used for AF attack
; ~/ n, Q& }# @+ z1 a) X UDropped any reference to secondary values for land and AF as they served no special use.
8 L1 @( F7 M( N; q3 BClarification changes
/ Z, d+ Q) X7 Q# J% J9 E& g1. Some clarification and changes in regard to use of the Soviet Motherland bases. These- h$ e" D Q: J. D0 ?( O0 k
bases are those defined as having an original Soviet hex ownership of SOV_UNION (90),$ q/ S3 a5 q3 @( s9 J+ ?
MONGOLIA(91) or TANNU_TUVA(92).$ @( a8 @$ |+ D( n8 ]2 t+ }
a. Allied non-Soviet groups can't transfer to Soviet Motherland bases7 _" t$ |$ |$ c+ [ L6 ^- d- y
b. Allied non-Soviet LCUs can't move into Soviet Motherland hexes
: i- P% \5 y5 j# W7 L2 N8 m4 xc. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases
+ H2 t* A" C/ Lafter Soviets are activated, but can’t move
0 p0 j; n5 O7 @4 r$ D3 n" y8 vd. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if
5 Z1 _. k/ V/ v- W( s* kdisbanded in port.
. P, @1 h/ h, g7 j! ^e. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently; Y" M/ Y) d* K, _# `2 i) I5 i
f. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |