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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( e) L- y/ K1 x( p. I
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大量更新,详见列表:) N5 @! H- \ S6 `% q/ p) l, v2 r
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9 ]0 W- ~4 T2 [* t4 H& vChange History:3 c# G' s$ B1 e( t$ q
V1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17)
4 g5 d% {0 K# f3 W- i1. Seventh Update – This release is a comprehensive release updating all previous" E! H* @2 Q; V, C( ^' [* A6 b
versions to v1.01.17 beta4 {% R$ d% r0 A6 W
2. Code Changes
2 @8 m% z3 E0 U; f P3 F+ R" NFixed
. G! H. I- l$ ?$ n- l) b1. Display of AF/Port icon between player saves based on player's intel: I7 [) x8 ]6 Z' z
2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when
# `" q8 B" ~# Fweapon list updated
) t8 }/ ~5 Y7 T) F3. Reported cargo/troop safety values incorrect when no cargo/troop space) \/ p6 N( R% B9 g/ I
4. Allow smaller 'reserve' space for small groups on ships' l2 u) O% k5 A: x" k% a6 f
5. Preserve some more data when swapping fragment and parent to prevent lost of parent
" @+ E6 ]2 b; A/ l$ d" E6. Correct attacking plane count before final post-air combat
5 @" Y; H# U% c6 I& ^ P% i9 C+ q' j7. Pilot promotion may have occured in error sometimes
1 O/ y; O5 U4 E9 j8. Raid detect message sometimes dropped of the combat report
$ k% |/ M* E8 c9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply4 ] v! C! f) p" W) ~6 i
generally
2 w+ _& O4 `, P1 u6 k/ \10. Some pilot-leader connections were being corrupted5 b+ X" M. M- Q+ [- C& {0 q
11. Movement bug with following units due to incorrect move indicator. Seems to fix a few
6 t t. h) w7 b8 v, \other move issues due to the incorrect indicator$ F& d) S7 @( r' p
12. Wrong ship sometimes reported in Ops report for TF movement which causes some ?7 x6 E0 i _2 U6 z
damage/ w: D, `+ G8 T+ u, ~5 t
13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool
4 f! S* u6 z; d! t! S2 W14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the
. ~9 D6 ?( f# p7 jdate sort
. |' s6 ]! ]& f$ W2 K; @& h15. ASW groups not allowed to attack sometimes% T' T' d2 U/ }" n4 D+ P
16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing
* J: Y# k; a2 @5 }, c% ^HQ/LCU to jump to reinforcement queue
$ _# V0 v2 A' }" l! }* R17. Bug in bomber intercept if too many rounds of fighter v fighter combat/ [$ \* j0 W* _
18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed
/ j, ]& H, r) ^, `. Bat start of AE but crept back in sometime during updates
0 }8 H( h7 X. n: Z( P7 @% e19. Removed the fragment/parent swap during a TF unload as it could often orphan the" }; Q- O' M) s4 @9 x% ~+ A
fragment.
8 c4 |$ D" B7 ?7 y6 }/ C20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade4 S8 E2 U6 ?7 k! s
21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not; J+ [6 e4 i/ u2 f4 h1 T
short scenario). This was fixed in a previous patch but only for one of the VCs, not the full# J5 ]% e& c$ g0 j* ^% W" t
set
7 k% O! h$ V" D8 e4 @5 X+ t22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base3 D! B. p7 Y9 D' ?+ l
23. Enabled 'z' to speed up all animations; was commented out in a few animation replays
" G0 Q" Q. P$ x: X2 P2 O4 L24. Bug caused F/FB to sometimes bomb at low altitude- @ k/ y3 @8 I. ]! Y1 i7 E9 ^" A( ~
25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not+ U0 Q4 p% \; T# E0 R3 @0 f
occurring properly.
* a+ \" \; @, Q, k3 E, E0 T26. Bug in Industry 'failed' indication not showing properly sometimes
8 }2 P, ]' r& O27. Location check at scenario load to include small map sceanrios
( B$ S7 {) R: \" ^* `/ O8 l28. Bug in air supply to fragments in a non-friendly base hex
: k* {' Z$ r7 i: k, |) @29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was# H8 l: L8 g; |" z2 n6 k
being set to homebase before execution of the mission – ie was returning to base
7 d! I5 m: j* L. F& E2 b: Y. mimmediately: q* n+ s, a7 _! ~/ x2 R
30. Error in Strategic map display8 \. {$ p2 c8 K, A2 t8 ^
31. Additional and stockpile options were not turned off when base was captured
' B3 q; _) J8 k6 j4 ~% g5 k; B32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on
6 w% B- t, A1 U$ O1 smouse over
" Z+ z" {& {! Y/ x8 Z33. Army experience being gained when not 100% prepared as per manual; changed to allow7 M( x) T+ a! R: S
chance to gain experience if >75% prepare and < 50% national exp level/ G h8 b- j( @9 J4 N$ `9 f$ R
34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to! |4 H- N6 P0 V) c# ^
alleviate the incorrect experience gaining happening while in reinforcement queue) i0 e5 B# i6 m$ g$ s/ @
35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –
+ O+ Q# q, x) u5 a! m1 Hcaused unit to jump “off-rail” and move overland
4 X) b& q7 |& G# p2 ?36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ& Y+ f: Q* N5 d# [
37. Excessive accident messages on unload from TF reported
) O5 ?' R3 }/ k3 m6 f38. Reworked editor sub-unit merging as some devices could drop off the unit list when1 X0 w5 D8 b+ t, f& U/ d
merged causing smaller size unit than expected
7 y4 y/ |) A8 D8 ]8 u39. Corrected possible TOE error in scenario data load for inactive units
5 X3 s3 h7 y# F4 t0 b" K) L! b40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can
# S( Y1 p) Q9 a& x3 \+ Phowever be allowed to do this.. [; X( p7 z {- N4 p* S
41. Possible CTD if sinking ship's load was a group
' e7 h! Y U! y C42. Limit the number of devices built from resources per unit during LCU replacements; this
/ D7 H3 D4 p7 Y9 t+ Uwas causing an over production for that turn5 Q1 L8 c, Z3 V; p: z7 k5 Z
43. Retain day/night setting when creating group fragments0 m3 j& |% r0 `& u& j z3 Q3 {
44. Adjusted supply and fuel values in base list not to overrun the space
3 S. F9 q* e8 k2 ]& K9 X4 C. M45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but
0 q1 n+ ~. U, fadded YMS to Sweep TF in line with manual and code
9 j) X: _+ S: t9 N2 d/ R0 [0 \# C ^46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the7 }# j6 C" l7 S$ L, a: k
rule relates to the abundance of manpower and is not covered by replacement pool. Normal: c% T' h8 u" P& y7 ?* p6 t
rebuilding of destroyed units is not affected by this.2 \- o4 Y0 [, s w2 z) M4 l
47. Carrier capable and trained text not showing together on Group screen% P2 v8 [& P' E: r0 r# U
48. Handle any blank re-name changes by ignoring them
3 t9 g9 ]" U5 {0 P. E% G49. Possible CTD when air fragments combine" M+ h. a. s M) V( B+ S7 v. _% A
50. Unloading TF can freeze a LCU onto a ship under some conditions
6 ]0 i q: |! a1 t: r% ~51. AI not behaving if main HQs missing (affects small map mainly)
9 y. h. d. v3 P9 X52. AI using AGC for normal land units – removed from TF if not needed
, [* {$ A2 }/ |4 c& K53. Soviet activation message not in Ops report l8 _! n6 `1 ?% O1 W# j
54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range
, S" J( `! s, \55. Clear Soviet air balance if not activated. Possible incorrect base switching+ H6 N& C0 n5 h' c/ Q. m
56. Sub attack against docked TF not happening for port size <3
, ]1 j" k* o6 ?! J- s1 H% C0 q57. Unit type changing unexpectantly5 y7 n$ P) B! ]+ |
58. Torpedo replacement on plane sometimes is missed
6 t8 f T4 f" h+ F( X59. Double handling of overstacked supply requirements, F9 y/ i; Z& {
60. Fixed alternate weapons for port attacks
; Z% r: F. X+ @! `61. Corrected weapon system damage to show after combat on ships in port rather than wait till
$ ~% I0 S. @8 A4 ~ x+ bsometimer in the ship repair cycle.
: J, d; E. H8 F( g5 ^! y5 M62. Ship tonnage over 32K could cause repairs to fail9 v1 I6 p- A* _' m: J3 a
New9 Q' _9 F x! N! b6 v0 C
1. Show Port re-arm level on ship list screens at base. Does not account for tenders, just the
) l- I, i( @9 x7 M$ Y4 ^port
; W! O; e, v& D' l( d, x2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base. ]0 x/ d# ^! q5 w9 d+ x
Tenders not counted! P7 W/ {2 |5 a: Q- p$ S: ~- m" V5 {
3. When showing mine device on ship, show '!' next to mine ammo if can reload at base8 x) Q) V, n* u4 {. @
4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method* K( |, b$ F, w/ b9 J A
to remove damaged ships from TF
P4 K1 F4 \6 C5 i5. New filter for “non-building” devices in Industry pool screen. U* o3 y! w* _+ x
6. New filter for “non-building” aircraft in Air Replacement pool screen$ f- t7 ?6 j- C4 K% @
7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy
' E. \2 [3 w* T7 t4 H7 gmines (^) detected
) @9 Q! }& W5 B& G7 @, C: n8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the8 E& c. @, Q/ L7 r
‘button6..’ image files, then these will be shown. If not, by default there are shown as) j8 [1 X. Q$ H: h$ h* J
standard parachute unit icons
& k1 {+ j1 i; A9 m- g9. Air/port damage and building is shown in base mouse over% Y5 b/ N( _$ R+ s( Z3 c
10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on
- c, ?& A- |7 T L a, V* e7 C11. TF can be routed to stay within coastal hexes as much as possible# Q& a$ w" e# {6 N
12. On Top Pilot screen show the 'ace' cut-off value if more than 1; r! J. u1 N& h; W) E0 J+ d1 \
13. Added option on group and LCU reinforcement screen to turn off replacements
9 W, c/ b. \$ A* E. \' w14. Current base can get supply returned to it when reserve planes returned which were. ^; j6 S& F+ U( n
originally supplied from another base
0 g, B8 {. O+ L' S, s15. Unit type filter on Troop Loading screen
- l3 y+ t& z6 M9 w: Y: W1 z0 S+ ]16. Report killed ground units if not in combat report8 h& s4 w, {$ F F0 ?: v
Changed+ U( d _( x7 ~# O# w6 Q2 M
1. AF of 8+ have AV support doubled for purposes of determing support for air operations5 {$ |6 v u. l: D* P Z+ T1 m
(complements fix 18 above) s& F+ K+ E0 @ ?6 D C$ R
2. Permanently increased pilot array to 70K
- o, x7 C' a) o& p F- y3. Increased number of air combat rounds are a factor of total aircraft involved& N" ]7 l V! w& i
4. Allowed submap to submap movement if land connected for land units. Should have been* S* [6 U& @3 j+ y: S/ _- U
so as per Andrew Brown& ]9 }# C3 z4 }# `0 g( U
5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message
$ P! w9 o) D$ D8 ]9 `3 Ddelay toggle instead1 R; t( f8 \' U# Q# T8 s7 i* K/ f( G
6. Aircraft being grounded for maintenance factors in durability also. This will spread out the
* s' m/ l9 t, v M+ }4 \& j7 pmaintenace a bit more
2 l1 h) I$ V) h; x {+ w7. Support device replacements won't decrease the overall experience of LCU units. This does
( {; K' v7 s, N- q6 t$ |not alter the overall EXP change due when any replacements are received.
) i4 L0 |# V- U# P8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction* d0 T' ]' k( D
between the two but could break current games.5 k [: R1 \" T
9. Some LCU Prep points may be retained if unit is experienced
5 [+ O8 A8 y' v7 C4 nNotes
% F: o, Q5 \: d7 C1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario" V- i9 `$ t3 P
should not change player or HQ, even if not in play. These original HQs are used by the AI
( V" p% O8 d1 u5 H$ b# ?3 eroutines so changing or deleting them can put the AI off. Changing other elements should3 E. G* Z* V' h! ?9 w
be okay.
7 S9 r' M7 z% C: t2. Clarification to weapon filters for aircraft:+ ^% q/ B# X0 z; D1 _/ i7 J0 ?
PM_NAVAL_ATTACK 2 // used for naval attacks
9 M8 s7 r3 F! T1 k. a( s! W/ e" |PM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)2 @6 u/ K' s5 G# [: e, n7 B
PM_LAND_ATTACK 8 // used for land (ground) attack
0 h3 R4 t7 U, aPM_PORT_ATTACK 16 // used for port attack
4 M4 _+ J) H$ APM_AF_ATTACK 32 // used for AF attack
* u1 B8 e8 [6 U iDropped any reference to secondary values for land and AF as they served no special use.& {- k5 f( d% E- M
Clarification changes5 Q1 \& B# R8 U4 E; d
1. Some clarification and changes in regard to use of the Soviet Motherland bases. These3 R& w% p9 y& [8 t! G
bases are those defined as having an original Soviet hex ownership of SOV_UNION (90),% z+ s* E" K4 T( O/ E. s7 u
MONGOLIA(91) or TANNU_TUVA(92).) N0 _! c, r8 f: M
a. Allied non-Soviet groups can't transfer to Soviet Motherland bases
0 J; ^, ]8 e, r% f$ X& \ [4 X. Ob. Allied non-Soviet LCUs can't move into Soviet Motherland hexes
( I1 A4 o# W7 T. F. Ac. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases6 L; j3 A+ T1 H# L o x& u
after Soviets are activated, but can’t move
, C: W8 G- S% _d. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if6 T) q* S* k" Y, n T$ L3 w. y. c) J
disbanded in port.5 P/ I% f# i* a. Z
e. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently8 z3 {, c5 I0 @/ d# z( u
f. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |