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" x2 l) |) A0 F7 o$ Q) G" Y8 W3 [http://www.matrixgames.com/forums/tm.asp?m=3185062. q5 T( a9 P* r- O# b( ?
" ^! `4 P# q! p# B' G, K8 h ?* n已经共享到岛群QQ和本论坛置顶资源帖
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- U! n7 n% m- W1 R! K大量更新,详见列表:
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Change History:
4 ~% O$ O8 w H$ HV1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17)9 L: D* j! x* i% S! g/ Y
1. Seventh Update – This release is a comprehensive release updating all previous& v/ ~. `0 G$ ~& b. q
versions to v1.01.17 beta
! F# g) t& n" e2. Code Changes2 w1 |; c* G1 X( p, e! w1 }
Fixed
/ G4 M* S" P& B4 \. g. s) W+ D4 H2 F1. Display of AF/Port icon between player saves based on player's intel
+ X) y" {% m7 s2 K. A. A2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when
& s3 c' v, p1 Nweapon list updated
7 u. x' O3 D8 e: C3. Reported cargo/troop safety values incorrect when no cargo/troop space
1 A% d0 }, M, N6 m7 d- ?4. Allow smaller 'reserve' space for small groups on ships
" F; q s4 i5 N' K& ?0 I5. Preserve some more data when swapping fragment and parent to prevent lost of parent& a; p [# h& q" `0 K2 `/ y
6. Correct attacking plane count before final post-air combat
+ j2 a# g- W- Z" s4 b3 |4 `7. Pilot promotion may have occured in error sometimes7 J& y4 h' n m3 p
8. Raid detect message sometimes dropped of the combat report
/ S6 I& N$ O9 f) E9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply( I# t2 J( Y. q; v
generally, ~6 u# \ h; |: ~; K% H' }
10. Some pilot-leader connections were being corrupted, a% |* Y/ w+ k0 A. e; _. k" q
11. Movement bug with following units due to incorrect move indicator. Seems to fix a few+ ^# s5 ~+ u( |) F3 u, y
other move issues due to the incorrect indicator2 @. R! O( j; ^* a
12. Wrong ship sometimes reported in Ops report for TF movement which causes some, O- E% S" U* Y' U/ ~ i( a; @
damage% ~8 m) N. w# T" V0 Z/ d' n6 i
13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool8 f4 j9 H0 K3 Y6 w+ Q* ?, L
14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the
- V, n+ V: t3 T, w/ c- A, e4 Qdate sort1 ~5 [' s( C( w7 z9 L: {+ l
15. ASW groups not allowed to attack sometimes
8 m% a7 `7 {1 V& }% x6 l @16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing
& G6 _& Q- ]' ]8 bHQ/LCU to jump to reinforcement queue
% e# W: u" f1 {$ v. c17. Bug in bomber intercept if too many rounds of fighter v fighter combat {/ ^/ c8 `$ N8 M2 _
18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed3 ]; m! L; I u4 @/ s4 e- J4 U* T8 G6 r
at start of AE but crept back in sometime during updates/ C2 y1 k" g5 A( i# l1 i
19. Removed the fragment/parent swap during a TF unload as it could often orphan the: \* E# C4 p; X4 @$ S
fragment.* F! p6 @9 |4 |. e* Y' r" [' [& o9 ~
20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade
{% b( F! ]* G- W" ^21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not$ X1 r4 [1 Z$ U' m+ p
short scenario). This was fixed in a previous patch but only for one of the VCs, not the full* q! s' h: F; c* k* R
set
; m8 V% n: r1 W, A& {: l22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base
4 g" |* u9 F9 R! d; q. G& u- @23. Enabled 'z' to speed up all animations; was commented out in a few animation replays
# Q& L2 F3 u* k! n" v24. Bug caused F/FB to sometimes bomb at low altitude8 v$ ~) U4 C0 p, O
25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not' u* q5 k" o% n" s' m3 V e5 |+ S
occurring properly., {" _: \+ v4 ` {% U
26. Bug in Industry 'failed' indication not showing properly sometimes9 S6 _0 D, T) V* I* j/ B" F5 e5 z
27. Location check at scenario load to include small map sceanrios
( i" X6 q4 ^1 K; X7 q- \9 x2 o2 I28. Bug in air supply to fragments in a non-friendly base hex# {' E( _+ O. i. q) L5 R
29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was
9 x& Y& r. ?8 N+ ?! ?6 s. ]: q/ } Vbeing set to homebase before execution of the mission – ie was returning to base6 \ t$ n! Z+ R
immediately
, h4 R+ h) y) |( m30. Error in Strategic map display4 N& t& Q% f7 U0 k0 P8 T
31. Additional and stockpile options were not turned off when base was captured
* t6 A- s! X/ `; n32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on
3 o. V* H3 ]' b" wmouse over
. e1 r6 y" X( w8 e33. Army experience being gained when not 100% prepared as per manual; changed to allow
6 q7 S5 k |' k Ychance to gain experience if >75% prepare and < 50% national exp level; o0 {( e/ s [0 P3 A
34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to
; o I% V3 T7 ^- r, Y2 E5 N8 i; n3 Ialleviate the incorrect experience gaining happening while in reinforcement queue _' `& q G8 ?/ s. s4 x
35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –6 `. J+ X! G) Q. y4 R9 C6 G
caused unit to jump “off-rail” and move overland) Z @- X- ^) ^/ S) `4 r/ O9 |
36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ1 l- q' ?4 b7 K. G; J7 g
37. Excessive accident messages on unload from TF reported- ?# u4 p; `. o2 w _8 K8 P, ~: Z
38. Reworked editor sub-unit merging as some devices could drop off the unit list when; s2 Z2 o: f/ J7 C' H" n$ `
merged causing smaller size unit than expected
/ x; }# n* ]7 U, r39. Corrected possible TOE error in scenario data load for inactive units& S. Q J+ Z4 ]* @
40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can
9 W: g" C" B9 c4 q2 Z# |however be allowed to do this.
2 S L' g: |% J; n41. Possible CTD if sinking ship's load was a group+ c. D7 J, m2 S( J. B4 O) }9 T& y
42. Limit the number of devices built from resources per unit during LCU replacements; this
H; \; k# K" o, ^was causing an over production for that turn
* p- [2 o$ N8 O/ T$ H. {+ @43. Retain day/night setting when creating group fragments1 {. r! u2 E6 N" c+ U6 U
44. Adjusted supply and fuel values in base list not to overrun the space
: U/ G4 A. ^/ E- s# J$ _" c45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but
: d0 v7 w' z( {added YMS to Sweep TF in line with manual and code
8 F) r% B3 W' n; p46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the; G3 u" g) X( `* L& ?( W
rule relates to the abundance of manpower and is not covered by replacement pool. Normal, C2 M0 d4 o6 r; \9 e! o
rebuilding of destroyed units is not affected by this.
' a' \ H. w8 I7 a% I# W47. Carrier capable and trained text not showing together on Group screen
7 y i* v! T/ ^* B/ q' @. X! [48. Handle any blank re-name changes by ignoring them
7 f& Y1 I1 H! S+ n+ `49. Possible CTD when air fragments combine
]' F) w( m; M. b50. Unloading TF can freeze a LCU onto a ship under some conditions
/ {3 W" L1 a- x, L/ N51. AI not behaving if main HQs missing (affects small map mainly)0 ^0 F! W, L4 V5 g, c% s2 J
52. AI using AGC for normal land units – removed from TF if not needed
0 ^. |5 O4 N! Q9 w5 e# t+ u9 V53. Soviet activation message not in Ops report6 B' g; y; k) i5 S* ~
54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range
6 s' e9 ^! n- v55. Clear Soviet air balance if not activated. Possible incorrect base switching
, d8 F' K* z. `9 N5 P56. Sub attack against docked TF not happening for port size <3
* D# [" l8 Y: p! W57. Unit type changing unexpectantly
" v. @ n# E; {" }! Q; ]9 h58. Torpedo replacement on plane sometimes is missed
8 E# Y8 l! L* ^3 H, I59. Double handling of overstacked supply requirements
6 O4 N3 O" H3 _. U- Z' l- X+ m60. Fixed alternate weapons for port attacks1 M+ b/ b1 ^" T8 `/ F
61. Corrected weapon system damage to show after combat on ships in port rather than wait till
" K* V8 B7 ?4 A# rsometimer in the ship repair cycle.
& ]4 ]4 z0 ~* n) M' `6 O62. Ship tonnage over 32K could cause repairs to fail
6 C% d) c4 h# o( sNew
/ w, J* u+ R$ S) p3 B; J, m1. Show Port re-arm level on ship list screens at base. Does not account for tenders, just the6 t! T9 ^) A3 H5 {( I, `
port; C" n. R/ e( @4 q2 h
2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.
" W* s1 I& M; c: U+ R* zTenders not counted
, E y1 Q5 j) W( K: B8 E# d3. When showing mine device on ship, show '!' next to mine ammo if can reload at base, T: [+ j1 t+ z
4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method0 m; `+ G$ a4 o2 e& A: x' ?% k0 K
to remove damaged ships from TF
) Y- G* Y) K1 Y7 M3 ?% @8 V- l5. New filter for “non-building” devices in Industry pool screen
H1 K w, L! v1 h6. New filter for “non-building” aircraft in Air Replacement pool screen
) t' Q7 C! F8 x. C/ F$ z7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy( ~ X+ Z5 i5 }' E8 ?0 x; u
mines (^) detected' g7 `% C- H; a) C8 E
8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the; Z. L5 w, H6 `2 l- k
‘button6..’ image files, then these will be shown. If not, by default there are shown as
8 h9 H& d$ J) D1 lstandard parachute unit icons( l4 X0 z4 ^/ \# e
9. Air/port damage and building is shown in base mouse over
, H1 k$ Q" I' I! W% ~; v& z' \10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on
3 }( q* k6 s2 p4 Z* h8 Z6 Y. C11. TF can be routed to stay within coastal hexes as much as possible9 P# B/ Q& D- x8 r8 S( o2 N
12. On Top Pilot screen show the 'ace' cut-off value if more than 1+ z- I# s) }1 J# c% ?! W
13. Added option on group and LCU reinforcement screen to turn off replacements, A* V) u$ Z0 c# ^8 j/ ]0 F$ P& _
14. Current base can get supply returned to it when reserve planes returned which were
6 L* T2 A: _/ Y c6 Horiginally supplied from another base& t0 h8 l- N6 F6 s- j) t& l
15. Unit type filter on Troop Loading screen: o- W7 Q7 l- f5 u) y
16. Report killed ground units if not in combat report( ~8 A5 N. a1 {0 L- ^" P* y1 c! \9 _
Changed
% x5 G) }7 Q& D: q2 C$ y1. AF of 8+ have AV support doubled for purposes of determing support for air operations- L# P9 s1 I% M/ T+ e" s: j% \1 g& l
(complements fix 18 above)
5 \2 I9 r; {3 H5 E) |2. Permanently increased pilot array to 70K
% A) k: Z: K/ k# @. q0 o2 r! ^% ]3. Increased number of air combat rounds are a factor of total aircraft involved$ i/ {+ Z# z7 J0 a$ O, O; o
4. Allowed submap to submap movement if land connected for land units. Should have been
0 q+ @' Z" a6 F4 d x* nso as per Andrew Brown
- W, m" t* f2 Z& L: I) A' ?5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message2 N' f C+ n: E5 ?* a
delay toggle instead" O5 L+ S0 x$ y& ?% @' [8 P9 |8 Z
6. Aircraft being grounded for maintenance factors in durability also. This will spread out the
|' K; [2 `; Jmaintenace a bit more' G& ^- Y# Z/ O% |, b y0 N% @' Y
7. Support device replacements won't decrease the overall experience of LCU units. This does& i: ]4 \8 C+ i* S* [5 A
not alter the overall EXP change due when any replacements are received./ I. @% ^. Q z" U, s! C M0 |
8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction* g* `# `, f% E1 M9 H$ S8 z' L/ V
between the two but could break current games.( j s9 y+ l# \
9. Some LCU Prep points may be retained if unit is experienced9 A7 h1 k8 _6 ~# w; b- l
Notes
" v) h3 x4 Z; ^) |( o1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario$ {: ]: }2 {4 B; t. C
should not change player or HQ, even if not in play. These original HQs are used by the AI
3 _, B1 r; y0 h9 ?2 j6 b# hroutines so changing or deleting them can put the AI off. Changing other elements should
8 W" o7 k& s! ^be okay.
5 ]2 t( ?# F- }# ~5 h2. Clarification to weapon filters for aircraft:
! P1 P0 j8 x: d5 u: M# e/ SPM_NAVAL_ATTACK 2 // used for naval attacks9 E( A4 |, D) _' w3 [
PM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)
8 \, B% K) s3 k4 Z6 Y0 BPM_LAND_ATTACK 8 // used for land (ground) attack5 | X2 j) l' ?8 H2 X
PM_PORT_ATTACK 16 // used for port attack) t) g8 V% w+ J2 a. I* q+ w& i( ?
PM_AF_ATTACK 32 // used for AF attack2 S$ l$ t2 N6 z7 `# q
Dropped any reference to secondary values for land and AF as they served no special use.
' ^0 B2 S3 ?+ k9 OClarification changes
) h1 D- `3 l9 N4 ]$ n% J1. Some clarification and changes in regard to use of the Soviet Motherland bases. These
) A$ k5 j, v' y5 `: x% Zbases are those defined as having an original Soviet hex ownership of SOV_UNION (90),
: G [8 ]( _" TMONGOLIA(91) or TANNU_TUVA(92).
. W( s3 R" |8 q/ ja. Allied non-Soviet groups can't transfer to Soviet Motherland bases+ ?0 m1 r1 o' I
b. Allied non-Soviet LCUs can't move into Soviet Motherland hexes- Y% Z5 L9 @, ]* C
c. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases% C0 o+ f5 w3 {4 v
after Soviets are activated, but can’t move
- }* z1 w M. K: l- Ed. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if
) i. Y2 x" `, c+ i3 a) @disbanded in port.% t% R+ c( V% v Z8 Z
e. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently
+ q6 a8 p1 I$ S. U6 mf. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |