具体见$ ?/ ?1 u0 C& ?, ]
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http://www.matrixgames.com/forums/tm.asp?m=3185062
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$ _: \$ ^7 D. i$ `# k已经共享到岛群QQ和本论坛置顶资源帖# A3 J* l O/ b5 V) y' W
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大量更新,详见列表:
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Change History:
6 K# m& A. C3 ]# t+ tV1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17): r) n+ u% O9 R* a
1. Seventh Update – This release is a comprehensive release updating all previous2 @$ f2 J/ F7 q+ J0 H! L
versions to v1.01.17 beta
* H7 C! r: u) R$ r0 A9 m2. Code Changes
- V& ]' P9 d& ]5 i/ w' @6 oFixed
% e5 O1 n# ^. B+ v6 K1. Display of AF/Port icon between player saves based on player's intel' Y9 q" v% b9 _( ~
2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when' P8 ~9 n! r$ Z0 T# D% {* g/ n
weapon list updated% ], P3 |9 x5 L
3. Reported cargo/troop safety values incorrect when no cargo/troop space
" u1 M9 c1 R, Z3 K+ r9 A4. Allow smaller 'reserve' space for small groups on ships F4 O& d4 j1 n# `
5. Preserve some more data when swapping fragment and parent to prevent lost of parent
2 K; H' L, j7 s/ a5 e" c+ Z6. Correct attacking plane count before final post-air combat+ Z8 X/ K1 i' h" [1 f. ^
7. Pilot promotion may have occured in error sometimes- I% S- _( N8 d9 ^2 Z o M
8. Raid detect message sometimes dropped of the combat report
: x; w( Y& J% \" ]9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply% P6 k& W$ g7 `4 t9 ^* x) T
generally$ d* i5 p6 G Y/ y( v. q
10. Some pilot-leader connections were being corrupted
3 V( t+ U) c' f% l6 }$ S1 d2 g11. Movement bug with following units due to incorrect move indicator. Seems to fix a few4 P4 j* z( q( S+ ~1 ~, p' V8 R1 v1 E
other move issues due to the incorrect indicator
# I* y5 s {4 g/ h7 E' F12. Wrong ship sometimes reported in Ops report for TF movement which causes some
) T( [; v& i* [- f; ^, Z+ adamage
6 ~4 A" v& f1 m13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool
$ `; V! X3 Q/ d5 [! [8 b n& X14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the
% d6 q- ^; P! @7 i. Udate sort
& C2 n) u2 F7 |9 _15. ASW groups not allowed to attack sometimes
/ ?/ r. {( R+ c16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing
& W6 V. x0 `* i# jHQ/LCU to jump to reinforcement queue3 N/ x% k% K) h( p7 `8 e
17. Bug in bomber intercept if too many rounds of fighter v fighter combat
$ d; d- I$ q7 F4 I18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed
' s' g! O S, V0 G% ]at start of AE but crept back in sometime during updates! @ o+ x% \7 p& L$ O
19. Removed the fragment/parent swap during a TF unload as it could often orphan the: o% l/ I; y! W# u
fragment.9 w3 d% Z3 [( y2 y4 ]- y# p# h
20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade2 D e) z3 D9 k" [
21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not
% E+ o( R8 [( V: i0 {' ]short scenario). This was fixed in a previous patch but only for one of the VCs, not the full# q6 f: N" r: |0 p( O+ E
set
2 ^9 Y2 w# e; l, b9 `! B* p22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base
& K, `3 d. L6 ?$ h, d23. Enabled 'z' to speed up all animations; was commented out in a few animation replays
% |! h! ^3 Y; H# A24. Bug caused F/FB to sometimes bomb at low altitude
[. L# N# w- C J2 X& K3 W4 j+ Q25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not* o6 S5 `0 |1 X7 R# r
occurring properly.
8 J( L8 j9 {0 F( z5 W5 e26. Bug in Industry 'failed' indication not showing properly sometimes
& k& a7 i9 n! F- T6 P6 Y, u: C27. Location check at scenario load to include small map sceanrios
1 @, k* ~: g7 L4 B f9 G28. Bug in air supply to fragments in a non-friendly base hex" L; q) \8 `7 e! ?4 W; E
29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was
! d! C: I$ {& R! V: Kbeing set to homebase before execution of the mission – ie was returning to base' t7 O% u( \1 A& z+ k; d4 b; `
immediately" ?, l5 B' K c$ i, w+ T3 |
30. Error in Strategic map display; R) i' S! _4 d6 w
31. Additional and stockpile options were not turned off when base was captured$ ~# S5 ?! V, Q* ] x
32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on
" r3 ]! c. C( e7 {5 Cmouse over g' v/ U) c1 z) k! o' L! C
33. Army experience being gained when not 100% prepared as per manual; changed to allow
6 Y1 O' {) w3 }, O& L8 Mchance to gain experience if >75% prepare and < 50% national exp level! ?& J4 q0 ^! r/ K/ ?
34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to5 ?$ g9 w9 m0 G6 B3 A
alleviate the incorrect experience gaining happening while in reinforcement queue" [: }2 V. I. R1 V! ^9 h* Y
35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –8 i$ q7 W2 i; F3 Y9 G, d. B! P
caused unit to jump “off-rail” and move overland3 Q6 |; }" B' H" M, J8 a
36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ7 d0 b7 f \( [
37. Excessive accident messages on unload from TF reported
2 e; k! z t" b# h Q$ q8 X38. Reworked editor sub-unit merging as some devices could drop off the unit list when
- U- L, `; E0 @ e/ }! jmerged causing smaller size unit than expected
7 c6 q$ b5 @9 n. L39. Corrected possible TOE error in scenario data load for inactive units
* [% ?' M+ i/ Z* b, |1 R; G) I5 ]40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can
+ U$ M8 _( M" v7 P$ {5 v2 f% ^$ ghowever be allowed to do this.* Z4 v" \/ t' j) S9 `$ C
41. Possible CTD if sinking ship's load was a group) m. S6 e* M- D ]1 C. P1 R: i
42. Limit the number of devices built from resources per unit during LCU replacements; this
, I. y, y( q0 D$ T+ E$ b& J1 J# Mwas causing an over production for that turn" C* J( E0 |5 q8 b
43. Retain day/night setting when creating group fragments
7 T" s- i# ~; G7 Q ^8 r44. Adjusted supply and fuel values in base list not to overrun the space
+ Q$ G8 c5 m8 R: i- g, {45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but" @2 \# C* p- S( P$ e3 N
added YMS to Sweep TF in line with manual and code# w4 L9 y, S0 T" ?, W: l
46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the
2 m+ @) Y! M- K2 m! grule relates to the abundance of manpower and is not covered by replacement pool. Normal
7 V9 J9 m& e9 |2 grebuilding of destroyed units is not affected by this.( S2 |9 m9 o. V; C. d* Q
47. Carrier capable and trained text not showing together on Group screen1 c$ H2 I7 D' F$ H
48. Handle any blank re-name changes by ignoring them8 R9 y( \8 w- `, R4 M1 z, O
49. Possible CTD when air fragments combine
/ y$ M3 X1 c0 M- r50. Unloading TF can freeze a LCU onto a ship under some conditions
/ a/ I: A% e& J9 R; k1 ~51. AI not behaving if main HQs missing (affects small map mainly)
& _$ l3 s. M, j& ?4 u( ]52. AI using AGC for normal land units – removed from TF if not needed
+ h% G& S. m7 a `53. Soviet activation message not in Ops report* v p1 D3 r/ |
54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range1 j: P$ M5 t/ \; I( ~% L, T
55. Clear Soviet air balance if not activated. Possible incorrect base switching8 `! `7 \( r' L& M+ [$ N2 I
56. Sub attack against docked TF not happening for port size <3% s- f! b7 ^% W' c5 m
57. Unit type changing unexpectantly
$ ?/ `1 W) j9 S+ X58. Torpedo replacement on plane sometimes is missed( p7 |& s+ i& h
59. Double handling of overstacked supply requirements- s) s$ V- l$ R; _. v
60. Fixed alternate weapons for port attacks* l: f" y+ B+ s* t
61. Corrected weapon system damage to show after combat on ships in port rather than wait till, x' @, O0 k& U4 c: R
sometimer in the ship repair cycle.% n: N5 O1 P2 T7 T1 D
62. Ship tonnage over 32K could cause repairs to fail
u) R! J+ t8 u! \( O( K2 @' DNew
! w9 A, k6 G. o/ X* q$ b4 t; B2 s1. Show Port re-arm level on ship list screens at base. Does not account for tenders, just the
% c4 `. m; U: {% ^# x4 Wport
% D4 ^' S4 F: i4 H) ?3 v% i+ m2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.
+ _; n: \3 o& m$ H5 STenders not counted3 x. R$ [6 a, X9 \! `* p3 U) @) O3 }
3. When showing mine device on ship, show '!' next to mine ammo if can reload at base
- M8 D! r3 l$ C- |0 T& O2 l6 w' B1 n4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method
1 b% x9 z3 D( E. L* _+ t# _to remove damaged ships from TF7 g& F/ P5 x' P* R: z. v) B
5. New filter for “non-building” devices in Industry pool screen
3 \; `/ }7 a9 ^8 Y$ z/ _% u. n6. New filter for “non-building” aircraft in Air Replacement pool screen
+ s* ]) l5 {( m& o7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy: v' ?) q' a& J3 T
mines (^) detected/ X: s% ~, H# t& M2 F" M" y
8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the$ R, Y# c: e0 K/ s
‘button6..’ image files, then these will be shown. If not, by default there are shown as
; }8 R5 X# K& k+ X, @3 ^+ }standard parachute unit icons
M& A6 N. Q. z0 k9. Air/port damage and building is shown in base mouse over
* G0 ?/ |3 @) d2 e10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on9 I- i3 D% S6 ?1 k
11. TF can be routed to stay within coastal hexes as much as possible% c0 d. N) e8 V8 L
12. On Top Pilot screen show the 'ace' cut-off value if more than 1( R" t- O/ T2 u) _/ R4 Z
13. Added option on group and LCU reinforcement screen to turn off replacements
Q! [2 P5 P' H: t8 S! x14. Current base can get supply returned to it when reserve planes returned which were2 v( ~% H3 v3 S0 C& F
originally supplied from another base% T( X9 H& C3 O- n$ A9 S
15. Unit type filter on Troop Loading screen
$ M( I \* v9 N16. Report killed ground units if not in combat report2 t( v* z2 A) ?4 a" c
Changed
( h# s$ m! n) c8 u* W1. AF of 8+ have AV support doubled for purposes of determing support for air operations$ {5 d0 g2 Z" Q g* p" m3 Y
(complements fix 18 above)
8 m& H( |4 |% L$ T* \+ L2. Permanently increased pilot array to 70K9 A: U; _8 ~% G: O; a9 a9 c1 R
3. Increased number of air combat rounds are a factor of total aircraft involved
. S1 D! V4 }: U6 u' X4. Allowed submap to submap movement if land connected for land units. Should have been
) P6 } N# e } J( Z" eso as per Andrew Brown
' B2 A* I4 a! S% ~& R/ M+ Z* `5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message
' \9 t+ \$ ^& O+ y- T4 P2 M qdelay toggle instead
3 A/ }; T4 N, ^ |$ X6. Aircraft being grounded for maintenance factors in durability also. This will spread out the6 F+ q4 u4 M6 N# I5 s
maintenace a bit more
8 @8 v3 c9 ^; ?3 k4 x1 b7. Support device replacements won't decrease the overall experience of LCU units. This does4 A2 h: g L0 ?. {0 N; S
not alter the overall EXP change due when any replacements are received.
8 M! h: M7 k: W9 L( Y8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction
; Z' v: W2 M/ `9 Wbetween the two but could break current games.
3 E! K8 o+ H9 @' p6 p6 a1 e9. Some LCU Prep points may be retained if unit is experienced% p; }) R6 M: E' ?7 F6 U
Notes5 R- u; w5 }, w; q
1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario
1 a9 h/ q7 l6 S# c: U cshould not change player or HQ, even if not in play. These original HQs are used by the AI
6 B D( y. E. ^1 zroutines so changing or deleting them can put the AI off. Changing other elements should
& n+ t8 c Q; O$ @' R0 n9 obe okay.+ _$ w, D- q; D
2. Clarification to weapon filters for aircraft:+ g+ d& r* d( q2 ?1 k
PM_NAVAL_ATTACK 2 // used for naval attacks# F( w; W" j+ ]1 m% V
PM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)) V/ u D1 O& j* e! a
PM_LAND_ATTACK 8 // used for land (ground) attack
G0 c. X5 l+ z# rPM_PORT_ATTACK 16 // used for port attack
7 }/ J8 c2 u; S9 Q( kPM_AF_ATTACK 32 // used for AF attack
7 P( }+ X' ], I7 iDropped any reference to secondary values for land and AF as they served no special use.
# W& I: E$ x, m- o0 zClarification changes
/ s) N/ d: {9 C1. Some clarification and changes in regard to use of the Soviet Motherland bases. These
3 n7 `* t; b; H0 cbases are those defined as having an original Soviet hex ownership of SOV_UNION (90),
# A; d& ?0 N8 YMONGOLIA(91) or TANNU_TUVA(92).
7 V, D( f, m& S. x+ }' Ea. Allied non-Soviet groups can't transfer to Soviet Motherland bases( q/ O$ l2 c3 c2 Y1 U
b. Allied non-Soviet LCUs can't move into Soviet Motherland hexes
3 Y& q7 y& C* x! i* X: q6 F6 sc. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases
: R; {7 M4 g* l$ nafter Soviets are activated, but can’t move
9 W6 m; u& p* i0 ^3 E" Hd. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if
8 S' R7 z/ H/ @! L+ Mdisbanded in port.
# ^+ i+ n4 p$ @' W! we. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently C" `$ |( Z! p
f. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |