具体见
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4 x( A/ R. U$ Y, W% ]http://www.matrixgames.com/forums/tm.asp?m=3185062
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已经共享到岛群QQ和本论坛置顶资源帖$ \& J9 x) Q- R* L& u& x* v9 B
* I' L3 ~1 c A大量更新,详见列表:
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5 V! v3 U3 E. o! ^: f# xChange History:
. Y9 }9 T+ p+ o+ r yV1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17)* T- s( L) A8 k3 t1 w/ t4 }$ I# @
1. Seventh Update – This release is a comprehensive release updating all previous
) [ g8 A7 Y9 f5 A; n) `versions to v1.01.17 beta& {' ?3 R$ V# d; n
2. Code Changes
& V- Z1 [! Z TFixed
J* l9 |7 {4 n- `1. Display of AF/Port icon between player saves based on player's intel
2 {9 p0 T% s' s; [+ d, N5 U/ H2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when* E$ `# v8 h0 W1 j7 v
weapon list updated8 t7 K" o7 [4 i& M- E) ?
3. Reported cargo/troop safety values incorrect when no cargo/troop space
2 B4 \8 q0 f. {3 {4. Allow smaller 'reserve' space for small groups on ships
/ A4 A( ^- U1 Y$ S) u5. Preserve some more data when swapping fragment and parent to prevent lost of parent
% `( a. u+ e4 _! O( q: |2 \* T6. Correct attacking plane count before final post-air combat' t2 l) h0 ?2 l4 @# ^' w4 t: g& I
7. Pilot promotion may have occured in error sometimes1 Z4 y6 t& p5 h) k& L
8. Raid detect message sometimes dropped of the combat report9 F% b4 C1 O0 b" k, Y
9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply
# B& d- O$ o4 m( M$ ggenerally/ _& {% u! g/ Y% ]
10. Some pilot-leader connections were being corrupted' O T% I2 Z2 ] d) w$ S y/ d
11. Movement bug with following units due to incorrect move indicator. Seems to fix a few4 X& `; c3 ?$ r
other move issues due to the incorrect indicator
- h. i% t3 L/ V: ?1 }12. Wrong ship sometimes reported in Ops report for TF movement which causes some
! _5 s7 Q: g/ p" Rdamage
* i V; F* ~, u* @+ ^13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool4 M$ J( C3 Q+ `+ H- O0 y% [
14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the( H1 m( B7 S+ Q3 P9 L; f2 `+ Y
date sort
4 i' o2 m6 ~3 \1 @2 l" B15. ASW groups not allowed to attack sometimes
5 S' ~6 i. v6 O6 o8 e# A16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing
. ]/ w' Q& }" y5 H1 W2 ~HQ/LCU to jump to reinforcement queue8 E. n$ h4 Y/ f# D3 a. ~% c/ E
17. Bug in bomber intercept if too many rounds of fighter v fighter combat
: r; o% p6 U* ?+ H, \7 h9 X18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed# H6 c' h3 ^1 g2 @, r
at start of AE but crept back in sometime during updates
& G" y* W( b% [7 ?0 ?: `) l& }. d19. Removed the fragment/parent swap during a TF unload as it could often orphan the
5 N! v" ?" W% N0 V+ U0 O. B2 Ufragment.
3 }; t# A) H1 C2 |: v9 ~20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade# e0 i$ f9 u% w8 h. y5 W. L' L
21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not Q; I9 Y/ T: G) k
short scenario). This was fixed in a previous patch but only for one of the VCs, not the full
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22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base& _6 B1 |7 U @6 e- T
23. Enabled 'z' to speed up all animations; was commented out in a few animation replays* n. s+ a0 K" k* P1 O: l) r
24. Bug caused F/FB to sometimes bomb at low altitude
1 |% y- L) m( ~) a1 n" U' t25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not+ I! ]" N D: e: ]: d' E2 O
occurring properly.
9 ^7 ]* @) I% u1 L* b6 n0 g7 n26. Bug in Industry 'failed' indication not showing properly sometimes6 M7 R& U. p4 h; j6 w0 V
27. Location check at scenario load to include small map sceanrios
; A0 x3 A6 _& V28. Bug in air supply to fragments in a non-friendly base hex, F+ V' U; N- p9 w, V' I
29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was5 y5 i3 N* `* v7 g" \; d
being set to homebase before execution of the mission – ie was returning to base2 f! Y1 A8 h: q, S! B+ E
immediately
6 {- f3 t0 b) u0 F! A; |30. Error in Strategic map display# ~1 D7 n R0 H% t* k1 K
31. Additional and stockpile options were not turned off when base was captured
8 H* j- J9 E: S6 C32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on
5 e; u% p0 C$ f6 {9 Lmouse over
B: M# v6 w8 x& Q5 s33. Army experience being gained when not 100% prepared as per manual; changed to allow
+ `0 E( D0 F2 Cchance to gain experience if >75% prepare and < 50% national exp level
! b: H. D! M- t( O# o7 s34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to I2 `% T# E+ {$ s
alleviate the incorrect experience gaining happening while in reinforcement queue9 b6 |& S! w! |: T0 m3 @# {
35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –( o+ C4 t" G* ]0 @7 ]5 ^! W
caused unit to jump “off-rail” and move overland7 w" p! V! @; t) R# r
36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ' S. X* W+ B+ W* j
37. Excessive accident messages on unload from TF reported: t" J' A% Z) Q# N
38. Reworked editor sub-unit merging as some devices could drop off the unit list when: D' [& o( W$ C
merged causing smaller size unit than expected
/ W# A1 J8 D- f( E39. Corrected possible TOE error in scenario data load for inactive units; @3 f9 Q. B0 ]" Y3 H" G. n' R
40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can
% ]2 y+ s9 H; Q0 |: D/ q9 |# x* ehowever be allowed to do this.
. }7 V& Y$ n! V41. Possible CTD if sinking ship's load was a group
" B2 ]) }: m. x i" p6 w42. Limit the number of devices built from resources per unit during LCU replacements; this
. K/ `! E+ j/ L6 m: T4 b0 Ewas causing an over production for that turn
5 `% Z9 Q h: f! J43. Retain day/night setting when creating group fragments
. n! L' _1 h4 l8 b; s44. Adjusted supply and fuel values in base list not to overrun the space
/ L) Y7 L& |) O! A% F6 v& E45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but
% P, E% u9 K$ ?2 D' g7 yadded YMS to Sweep TF in line with manual and code
# S; E+ J: V& _8 {! Y46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the
' l: B; d) Z& Jrule relates to the abundance of manpower and is not covered by replacement pool. Normal
3 P0 I; @1 I, q. R! i8 vrebuilding of destroyed units is not affected by this.
9 q' r; _4 T1 f1 i3 Y9 R47. Carrier capable and trained text not showing together on Group screen
( D4 l \. P) W% H% m. M. P48. Handle any blank re-name changes by ignoring them
+ p8 e0 V0 j0 E8 A& n. [* R49. Possible CTD when air fragments combine( F8 {: g1 X$ ?* j" s- b
50. Unloading TF can freeze a LCU onto a ship under some conditions
1 s8 v* A' M* |. M# k8 x5 g51. AI not behaving if main HQs missing (affects small map mainly)
$ @8 }9 _5 q# W9 _$ Q' [6 O52. AI using AGC for normal land units – removed from TF if not needed
" k: F+ @; p% J& P1 g$ X53. Soviet activation message not in Ops report
0 I3 H/ d6 u9 b9 o54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range5 n% D3 v. R# Z5 G* p
55. Clear Soviet air balance if not activated. Possible incorrect base switching
7 R! W+ o' |$ L' a7 u56. Sub attack against docked TF not happening for port size <3
5 E. O; p# ?# \; u k# q( q57. Unit type changing unexpectantly
+ j9 d8 K8 c/ c58. Torpedo replacement on plane sometimes is missed
/ q& l. N# q. N5 E, y$ m" y* _59. Double handling of overstacked supply requirements
4 B' X% r8 N2 Z K8 r60. Fixed alternate weapons for port attacks, z5 m- g7 {# {! u# ?( H5 g' [0 {
61. Corrected weapon system damage to show after combat on ships in port rather than wait till j6 k% }6 W/ F m4 q% }
sometimer in the ship repair cycle.
* Z3 H6 u0 A, z8 u$ }* r62. Ship tonnage over 32K could cause repairs to fail
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4 X& ?. n" g9 i5 Y& r6 }6 B1. Show Port re-arm level on ship list screens at base. Does not account for tenders, just the
. u- p# \5 Q4 nport$ X$ Z5 B; ]7 ]2 s( ^6 d& F N
2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.
1 g7 n6 S2 O3 f$ t: G" I8 FTenders not counted
# L- r! j9 L |4 i9 M4 w" d' a3. When showing mine device on ship, show '!' next to mine ammo if can reload at base, L! F: S; e' \: p" H" g
4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method
3 D: `+ U3 R0 g9 s$ z7 c) {to remove damaged ships from TF
" t* i% o6 |9 u8 S5. New filter for “non-building” devices in Industry pool screen5 b) t" a! q2 K
6. New filter for “non-building” aircraft in Air Replacement pool screen" S4 r- V2 x# N j- n9 g/ e" y
7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy; D, g, z+ S; H8 {; T8 \
mines (^) detected& L9 q) P: @( U8 X' m9 S
8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the) @& d& ~8 [3 K4 `7 i/ T5 s
‘button6..’ image files, then these will be shown. If not, by default there are shown as
; E" n9 D9 a; `$ Wstandard parachute unit icons
9 M1 e: t) `) r1 @9. Air/port damage and building is shown in base mouse over* q% H! B7 [4 \# a# |- y9 l
10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on- ^( K; M$ O# q/ V, `8 k3 n
11. TF can be routed to stay within coastal hexes as much as possible- d8 y" @4 I- T# T. M0 u
12. On Top Pilot screen show the 'ace' cut-off value if more than 1
! { c5 C W2 ~13. Added option on group and LCU reinforcement screen to turn off replacements* n) O2 {* K/ ~) \/ T2 M
14. Current base can get supply returned to it when reserve planes returned which were5 {( O+ u, @9 B9 J& a
originally supplied from another base
5 Z9 T, _: j1 N% E15. Unit type filter on Troop Loading screen3 V( V# Z. P8 A
16. Report killed ground units if not in combat report, H5 B# K1 g3 L* G
Changed
8 H# p, {; f. n! \/ B9 H! \7 B1. AF of 8+ have AV support doubled for purposes of determing support for air operations1 h/ Z, S* U g" |2 w
(complements fix 18 above)
- k- ^8 @* m: R2. Permanently increased pilot array to 70K% Q/ C$ p5 f! @* a$ ?6 L
3. Increased number of air combat rounds are a factor of total aircraft involved$ w ^# X8 J9 E
4. Allowed submap to submap movement if land connected for land units. Should have been5 R( G1 G6 R' y! Y& f8 Y2 x
so as per Andrew Brown4 u. y8 a: o2 V
5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message
# Z+ I+ y6 a' c ndelay toggle instead) E% i% K3 r+ U( w
6. Aircraft being grounded for maintenance factors in durability also. This will spread out the
6 O" {7 R) M$ {* x! ?7 h/ H7 omaintenace a bit more1 C8 ~" A" A; y7 U8 Z5 n& n {
7. Support device replacements won't decrease the overall experience of LCU units. This does
9 @3 |, Z( s: E( ~# L( [! Gnot alter the overall EXP change due when any replacements are received.
6 f' M7 j; {4 @7 [8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction
9 I1 y9 `' U% {8 a9 |2 C$ cbetween the two but could break current games.
' D% C/ H7 m" Z3 r6 G$ ^. O9. Some LCU Prep points may be retained if unit is experienced0 m# ~7 S& z: O- b
Notes6 Z. M/ t$ {6 P
1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario" _- q# z' u$ y- t& L3 @
should not change player or HQ, even if not in play. These original HQs are used by the AI. h; e* v. y8 p' ^5 ~7 ]
routines so changing or deleting them can put the AI off. Changing other elements should
( T& F: x, | s' v& [$ Dbe okay.
$ ^. b$ R# E! A6 l( ]1 g j2 ]2. Clarification to weapon filters for aircraft:5 _0 t+ M( |( @9 ^9 G' m8 u) |( M% g
PM_NAVAL_ATTACK 2 // used for naval attacks
* o1 ^- @# C, W `* |& m% I$ ?PM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)( U3 H7 k1 F- ^
PM_LAND_ATTACK 8 // used for land (ground) attack0 m a. N! P* H" ]8 u0 |4 r$ H) ~
PM_PORT_ATTACK 16 // used for port attack
! e& @- Q' W" Z6 J1 L7 JPM_AF_ATTACK 32 // used for AF attack
* E9 C: t# L3 B6 o6 S: _- v3 E7 i7 @Dropped any reference to secondary values for land and AF as they served no special use.: Z( D4 S3 E4 s# o3 `
Clarification changes
- V% ^2 `) p$ Y" O, _) B1. Some clarification and changes in regard to use of the Soviet Motherland bases. These
6 o) N4 g8 B. ]7 E+ S3 fbases are those defined as having an original Soviet hex ownership of SOV_UNION (90),- G5 S9 J1 H- b
MONGOLIA(91) or TANNU_TUVA(92).. P; z2 F( g( ~
a. Allied non-Soviet groups can't transfer to Soviet Motherland bases
! q. |! {7 R6 h% o# Cb. Allied non-Soviet LCUs can't move into Soviet Motherland hexes# h2 a: |- K$ k' ]. m/ U
c. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases% v: M1 M. C; ~. f) u( m
after Soviets are activated, but can’t move, L4 c2 Z. X! f) d& g; e
d. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if
5 t2 U) ^- G. v, P% Gdisbanded in port.
! M4 z" | v/ `/ Te. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently) Q1 B B* R. n
f. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |