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: e) Z5 r0 S5 M+ ^http://www.matrixgames.com/forums/tm.asp?m=3185062
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大量更新,详见列表:
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3 z4 q4 ]. l+ f+ Q) o fChange History:: l4 P+ A- Y! N4 O
V1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17)$ B) A* k1 r% L; n `- c* B
1. Seventh Update – This release is a comprehensive release updating all previous
8 e5 q0 a2 B' d4 u0 Oversions to v1.01.17 beta4 r9 J7 d" o. a3 t, _
2. Code Changes
" M9 ]& S8 M" `Fixed
% S% T: O U" l; m6 |1. Display of AF/Port icon between player saves based on player's intel
' ]3 L0 j4 }2 V8 J! F. B) e0 v) O2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when5 l7 u. k5 G' O8 x6 f. y0 n9 E
weapon list updated
' _. j) D$ `2 g/ V" c* O3. Reported cargo/troop safety values incorrect when no cargo/troop space% ^: o3 q9 F- a' r$ Z( t
4. Allow smaller 'reserve' space for small groups on ships! c" {3 T* D6 s. r5 A, |
5. Preserve some more data when swapping fragment and parent to prevent lost of parent# m! D; ]! A7 j: n6 ]; E g, n
6. Correct attacking plane count before final post-air combat# h: S# F# a. d$ t( O0 I) r6 {) D
7. Pilot promotion may have occured in error sometimes
$ S& @5 P) I& T3 i; c. `" L8. Raid detect message sometimes dropped of the combat report
( e2 {) l- |0 o5 P1 z! y$ N% N9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply1 n$ ]; r- t2 ]$ ~! e
generally. O* r' E& y$ i1 L3 E( ^
10. Some pilot-leader connections were being corrupted* a/ L+ o8 _$ t( d$ }7 b% \. A
11. Movement bug with following units due to incorrect move indicator. Seems to fix a few3 {# ~4 j" }! ^
other move issues due to the incorrect indicator
* @, A% Z* M% t8 P12. Wrong ship sometimes reported in Ops report for TF movement which causes some
% Z6 X( M3 ^( H) G/ Kdamage5 T6 y4 r% `0 {5 u# X, @- j1 I
13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool, J8 F: ^7 I. L6 o1 [
14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the
1 s" J8 {* D3 I) W7 Idate sort: |4 |" e. }1 C2 p
15. ASW groups not allowed to attack sometimes
& q2 J6 z. t7 r/ ~; E0 e16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing0 M# w( r" o! W a) v- G
HQ/LCU to jump to reinforcement queue& [5 i! N' j. S2 y3 N/ R
17. Bug in bomber intercept if too many rounds of fighter v fighter combat w5 f, M$ ^& `6 k! N2 C
18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed. ?7 H$ g+ x9 h/ f) g, x
at start of AE but crept back in sometime during updates
/ i5 g: K2 r6 V& v# l2 p. l. E6 c19. Removed the fragment/parent swap during a TF unload as it could often orphan the) Z* B( q$ ~. T2 j6 d
fragment.
0 h7 ]' Q1 A% E/ U; a1 q/ m20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade
4 _; e4 {2 h R3 z: u21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not
& v, W0 [* L, Fshort scenario). This was fixed in a previous patch but only for one of the VCs, not the full% ]7 a6 W, m0 K" o
set
8 [1 O- ~1 e+ R, m4 V22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base
! h$ f( y, g- C9 y9 b6 T23. Enabled 'z' to speed up all animations; was commented out in a few animation replays
5 H- B3 e) B) ?# [; h24. Bug caused F/FB to sometimes bomb at low altitude N: v9 ?; a- E, |2 k: l
25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not
( J3 ~% D, d) z" e6 Y4 K! Joccurring properly.+ Z: [( }' h: f+ B( y: g) j) K' n8 n
26. Bug in Industry 'failed' indication not showing properly sometimes
( S8 p$ C, i% [% v) t: N9 P+ @27. Location check at scenario load to include small map sceanrios5 o Z3 m4 K4 J+ P1 S' t
28. Bug in air supply to fragments in a non-friendly base hex
& n. @- _3 S4 U9 ^0 O, y29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was
3 B3 G/ M$ M! @- Z4 {being set to homebase before execution of the mission – ie was returning to base
, S; T- D1 U$ E% [5 t& Dimmediately9 \5 y0 T+ ^" A9 W& _* Z0 Z
30. Error in Strategic map display) I- L% y5 `% B) ~
31. Additional and stockpile options were not turned off when base was captured9 j# B: y: F( Q4 }# _( K8 c
32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on
8 E0 [, z8 M7 Umouse over
% L# j8 r4 I. w6 M/ N/ K1 ^2 `0 s5 X33. Army experience being gained when not 100% prepared as per manual; changed to allow
" u7 r! R5 g" Hchance to gain experience if >75% prepare and < 50% national exp level
. M6 u5 C- t3 r34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to" A( I8 q9 i& \5 ~
alleviate the incorrect experience gaining happening while in reinforcement queue& S( }$ c# v( L! ~2 Z
35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –
- g4 T9 A7 _$ \$ G) h- b" v3 ` a! Ocaused unit to jump “off-rail” and move overland
. N* B) w1 \" ^9 i/ E8 S36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ
2 ? X: h( O) X/ P! ?37. Excessive accident messages on unload from TF reported4 X w9 C( m; {6 m. _) w6 |2 M" P
38. Reworked editor sub-unit merging as some devices could drop off the unit list when
1 `) s+ i% o$ X% R& h. @3 i- Kmerged causing smaller size unit than expected$ d, i0 E& u9 f* y2 p
39. Corrected possible TOE error in scenario data load for inactive units
' F9 R1 D4 U' j8 I$ a40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can, L. t& i( T- Y: o, m5 q
however be allowed to do this.) h9 {' m" U! Y( S; @
41. Possible CTD if sinking ship's load was a group
' {/ F6 i# u1 ^8 x) h' A42. Limit the number of devices built from resources per unit during LCU replacements; this9 @1 v, y d3 s! l6 o' X) e8 L% H
was causing an over production for that turn
# m& w! o5 S& d+ s- [0 Z; d! t: _43. Retain day/night setting when creating group fragments
* w, x$ |( V; Z* f44. Adjusted supply and fuel values in base list not to overrun the space- g& T5 f. l; W$ `4 h
45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but
! q$ }" T9 R4 {& badded YMS to Sweep TF in line with manual and code
" Z$ ?: h) J' F; J1 T46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the( M% m: X7 w; f9 J+ ^& [0 E
rule relates to the abundance of manpower and is not covered by replacement pool. Normal
4 O1 I9 p" \$ a8 g. f9 E9 E( P( Rrebuilding of destroyed units is not affected by this.* M8 }+ O! \6 a- @! Y
47. Carrier capable and trained text not showing together on Group screen+ k5 y( G9 Y8 y* u1 v3 x3 r
48. Handle any blank re-name changes by ignoring them
* Q. `1 V7 n& J. H5 X7 u3 o5 M49. Possible CTD when air fragments combine
. O" o% F( k) q* ]1 m0 ^50. Unloading TF can freeze a LCU onto a ship under some conditions8 o2 ?. V# V$ ^/ W( s, A# Q
51. AI not behaving if main HQs missing (affects small map mainly)
$ J8 X6 A0 Q' F' C7 D52. AI using AGC for normal land units – removed from TF if not needed5 A9 C3 o# ]6 s4 x( H( I; X
53. Soviet activation message not in Ops report& m+ R7 N* I$ o, b) Q! t s" o
54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range
+ a& L: w9 S& u1 u$ }4 ~* d55. Clear Soviet air balance if not activated. Possible incorrect base switching
! c" T. `( s, F" b' q3 z; Z56. Sub attack against docked TF not happening for port size <3$ ?/ ~" s- ^ H" M& }
57. Unit type changing unexpectantly
5 V$ ~2 h* h! q$ T: A* u58. Torpedo replacement on plane sometimes is missed
6 K, \- h# d' o5 r, k& K( p8 E' j. }& G59. Double handling of overstacked supply requirements
. u- s! ^2 U+ _/ q: y! U$ C6 X1 j60. Fixed alternate weapons for port attacks
# C$ I* ]$ B/ W+ I" X+ \5 y61. Corrected weapon system damage to show after combat on ships in port rather than wait till% j# V* P$ |# p
sometimer in the ship repair cycle.7 S n) B9 U# q9 m1 `; {$ e- {
62. Ship tonnage over 32K could cause repairs to fail) H% y( u, P$ w" U5 }9 r
New
* y5 S1 |1 G! s+ x1. Show Port re-arm level on ship list screens at base. Does not account for tenders, just the' @; g* f" w6 h7 |& \
port
8 s" z, C1 R( E+ D# d2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.. ^5 h/ p; i& n4 n0 w+ v( @
Tenders not counted5 r# p2 g" h0 K
3. When showing mine device on ship, show '!' next to mine ammo if can reload at base/ ^& A$ T6 o8 [+ F: o
4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method- e- @# S+ @; i8 w6 t; N" B" e0 A
to remove damaged ships from TF. c4 f k) Y d+ w
5. New filter for “non-building” devices in Industry pool screen/ Z; m* a7 N0 c; l
6. New filter for “non-building” aircraft in Air Replacement pool screen; Q7 ?" f4 t( }6 X, e/ W
7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy
9 v+ \$ g6 q' Y6 gmines (^) detected
5 `+ g o8 ?7 c# {2 G! F. o8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the
' a: |4 k/ k& ~( k8 Q! {‘button6..’ image files, then these will be shown. If not, by default there are shown as
# G }4 V' k% |( z: b5 c J. j- X" Ostandard parachute unit icons4 y; H2 }2 N; P$ z; ~' l
9. Air/port damage and building is shown in base mouse over
3 K8 R/ j, _& D v10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on
1 ^+ x' k( b! N5 M' W, @* ~6 o11. TF can be routed to stay within coastal hexes as much as possible) b( p& N- {5 H% @9 h, H
12. On Top Pilot screen show the 'ace' cut-off value if more than 1
4 c! ~# o% ^* u13. Added option on group and LCU reinforcement screen to turn off replacements
5 D+ s& m* K5 L7 [' E/ T) r1 m) G14. Current base can get supply returned to it when reserve planes returned which were' C: e. y3 m- r3 x2 I8 F" y
originally supplied from another base
" P4 c$ _& b3 f! X5 t) O15. Unit type filter on Troop Loading screen) E1 @ F% |: ]$ |9 @
16. Report killed ground units if not in combat report
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1. AF of 8+ have AV support doubled for purposes of determing support for air operations' E, L7 L7 u, l n& R! O8 z$ J5 Z
(complements fix 18 above)( d d0 J4 }! m3 c; R( ~
2. Permanently increased pilot array to 70K
2 E" Q4 ]* f" y& b2 J3. Increased number of air combat rounds are a factor of total aircraft involved; @; d4 R" H3 O& _
4. Allowed submap to submap movement if land connected for land units. Should have been: D+ Q, r6 D) V) I m
so as per Andrew Brown
8 g8 |' G# p) u5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message! ~, \; y) f. L: v1 ? f F* D
delay toggle instead5 L5 C6 D* A1 G1 z, N
6. Aircraft being grounded for maintenance factors in durability also. This will spread out the; o9 H5 I {# m+ Q( |5 f" f
maintenace a bit more7 L) p0 Y9 ~3 N
7. Support device replacements won't decrease the overall experience of LCU units. This does
j; ^, X0 o/ d* j! Xnot alter the overall EXP change due when any replacements are received.
; M% _ @5 \; u6 H3 Q! ?( E8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction
y. T' H( V5 S9 Z: S1 ]between the two but could break current games.: X7 W7 q4 p* }! U. Q
9. Some LCU Prep points may be retained if unit is experienced9 d$ n- i, C. L
Notes
1 ?' z* o a6 [# n1 U1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario2 K8 y& ]7 }3 g+ ~0 G: z& L
should not change player or HQ, even if not in play. These original HQs are used by the AI
" C- ^. b& a: kroutines so changing or deleting them can put the AI off. Changing other elements should# i3 R, S' G! Y* x% B0 y* P3 @
be okay." s9 W( f& Q' b/ j* s
2. Clarification to weapon filters for aircraft:
& w9 x K; Y0 GPM_NAVAL_ATTACK 2 // used for naval attacks
9 \- j7 P1 P" APM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement); g$ k4 b$ ~3 M! \
PM_LAND_ATTACK 8 // used for land (ground) attack R- p8 b& m& N) S! b: g
PM_PORT_ATTACK 16 // used for port attack
/ T2 L- Y4 u, ~' UPM_AF_ATTACK 32 // used for AF attack8 L) r3 n+ W0 v# Y
Dropped any reference to secondary values for land and AF as they served no special use.
7 h& ]' A1 D z/ L. ~6 e% PClarification changes3 Q# m# M1 U9 Q1 e9 P Q& q
1. Some clarification and changes in regard to use of the Soviet Motherland bases. These* r' M$ `; j7 n$ x
bases are those defined as having an original Soviet hex ownership of SOV_UNION (90),
; H5 O" j2 K, Q/ |MONGOLIA(91) or TANNU_TUVA(92).
; ?, f4 M" T/ D4 Q0 b- \5 ~4 {a. Allied non-Soviet groups can't transfer to Soviet Motherland bases
; A% N9 U1 g- O; L! J" Mb. Allied non-Soviet LCUs can't move into Soviet Motherland hexes+ x; P/ T" w5 |0 ^2 ]
c. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases
% a# j+ I: H% }' Aafter Soviets are activated, but can’t move
$ n) b9 ?0 x' @5 h6 Q: j2 id. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if3 @) S- T% g# n* b- U3 S
disbanded in port.
9 E& p8 e. E& B1 ]e. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently2 I' n& s/ f8 E% i
f. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |