具体见
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http://www.matrixgames.com/forums/tm.asp?m=3185062% E; R9 Y; B) b
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已经共享到岛群QQ和本论坛置顶资源帖
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大量更新,详见列表: b7 I0 Y" H1 F( A; a& m6 U
# G. W/ V) @" w0 C
* r1 D4 ]( f" ^Change History:/ Y9 f3 q( F) b$ ^/ \
V1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17)$ j8 V- h$ x% P$ O
1. Seventh Update – This release is a comprehensive release updating all previous
$ ]& o# f/ `. ^0 a0 M4 Eversions to v1.01.17 beta1 ~+ c( t5 N; q6 \! \( D' ~' x
2. Code Changes: i( ?' C; \$ @
Fixed) f; @' f; M% k
1. Display of AF/Port icon between player saves based on player's intel
1 ^9 B) Q6 I" L( g2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when- x+ l8 X0 v. z1 I
weapon list updated
$ N2 x$ k: S' U+ \! X3. Reported cargo/troop safety values incorrect when no cargo/troop space8 n% w8 X7 H1 a5 T4 f( C
4. Allow smaller 'reserve' space for small groups on ships
( d2 X" S, i: B" i E5. Preserve some more data when swapping fragment and parent to prevent lost of parent
; X& N; D! ~. y- o- Z7 g7 }6. Correct attacking plane count before final post-air combat
9 S6 [8 f- K, b7. Pilot promotion may have occured in error sometimes
/ R8 F2 Q3 d& N1 n. ~4 g8. Raid detect message sometimes dropped of the combat report
# y/ ]" P4 V9 z$ b) o, U9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply/ ]" f2 z' x/ s
generally; O- |! n9 J: m( H& f
10. Some pilot-leader connections were being corrupted
" k+ a/ S, Q6 f. q" S11. Movement bug with following units due to incorrect move indicator. Seems to fix a few7 E h4 D* A, K
other move issues due to the incorrect indicator
9 v p, D+ a2 t2 b6 X12. Wrong ship sometimes reported in Ops report for TF movement which causes some
u" _1 ^6 I( a* e I- }2 c. Edamage
+ W2 ]6 S7 w- D5 z( `, k. W13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool: ` v# m) W. b% i& i
14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the
* ~ B7 G5 [# _( i d7 E/ hdate sort, i3 |. g2 m& j
15. ASW groups not allowed to attack sometimes
7 R8 O, N0 l2 P; f6 T/ d16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing% f" e0 _* G: K# E; p
HQ/LCU to jump to reinforcement queue
& `# A) q: E6 O( M ]* d17. Bug in bomber intercept if too many rounds of fighter v fighter combat
: _/ O4 e( z3 x7 m18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed; X/ j9 M5 b9 l- F: H- }
at start of AE but crept back in sometime during updates
" U3 r; s/ ^- {8 ?& \3 x; O19. Removed the fragment/parent swap during a TF unload as it could often orphan the2 J R/ [: [5 S8 O. Q/ ?
fragment.
# x: K2 u# r- O0 L+ \20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade M! G# a& L: @) S. f
21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not
. v8 `7 `3 N* fshort scenario). This was fixed in a previous patch but only for one of the VCs, not the full
% S! n* ^- u6 \& @; Z: T4 Mset
4 F5 U8 A5 J+ O+ C$ x) ]# F8 L22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base! I( i7 ?# t7 x7 z9 H& W! }) O% ?* Y
23. Enabled 'z' to speed up all animations; was commented out in a few animation replays9 ^! i# o' v" u: @: U9 R+ E5 ~
24. Bug caused F/FB to sometimes bomb at low altitude. U. P( s2 U# V$ a3 U
25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not
' b! w+ L- c) Q3 noccurring properly.2 R$ |) P( Z& | F
26. Bug in Industry 'failed' indication not showing properly sometimes, c) `2 _0 t" [4 o5 L
27. Location check at scenario load to include small map sceanrios
0 \/ Z8 |1 F% F8 u+ u28. Bug in air supply to fragments in a non-friendly base hex
% p+ a, a' C) @2 X29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was, l# @% w2 ~% G- S q
being set to homebase before execution of the mission – ie was returning to base
! \( O; A5 c4 l. W6 g# [immediately4 P7 s( Z6 z) o* M0 c
30. Error in Strategic map display
( K7 j6 f- j5 I( Z7 A$ w31. Additional and stockpile options were not turned off when base was captured* V1 f$ \7 u, N! A
32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on
1 g- u: C% m/ ~1 V" C' smouse over
) F/ f+ ]" B5 t33. Army experience being gained when not 100% prepared as per manual; changed to allow
; K5 Z0 f3 m7 [& ^% ~! cchance to gain experience if >75% prepare and < 50% national exp level% s7 l6 \0 Y( ~2 a! m) n: a
34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to: d# A3 Z0 K4 _, S+ u
alleviate the incorrect experience gaining happening while in reinforcement queue. V2 y5 i6 G% _6 @$ U; x
35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –
; x% e: D. K( K, `- d5 mcaused unit to jump “off-rail” and move overland8 l9 \! X6 d( L. U9 ?
36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ
3 s' W+ L% [4 E2 K$ a2 t37. Excessive accident messages on unload from TF reported
: W W* T7 o/ R) `# `$ L+ S38. Reworked editor sub-unit merging as some devices could drop off the unit list when
- j6 P6 o0 ~6 ?! G$ |: Bmerged causing smaller size unit than expected0 ?6 y5 P' ?4 Z3 b
39. Corrected possible TOE error in scenario data load for inactive units& b# Z: I8 o4 L4 ?5 l! l/ l
40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can( x$ F' U7 d6 s* D# G i
however be allowed to do this.9 ]7 u" U) o6 c) \$ g- y! t' E
41. Possible CTD if sinking ship's load was a group7 W8 u6 d- G0 m
42. Limit the number of devices built from resources per unit during LCU replacements; this
" c. K' U7 k" J; Zwas causing an over production for that turn
* `! E- T" \5 s43. Retain day/night setting when creating group fragments9 S8 e' H. ?' O2 R
44. Adjusted supply and fuel values in base list not to overrun the space. K" F( C3 o+ h$ {( s
45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but
z# ]6 J: l+ W6 p; P' n2 h7 y( Ladded YMS to Sweep TF in line with manual and code6 \. i! s- H& P9 F$ x5 ]
46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the
$ i: ~7 C0 @+ e# ~rule relates to the abundance of manpower and is not covered by replacement pool. Normal
( g! ^& L! _0 |4 n& N8 ~rebuilding of destroyed units is not affected by this.& L' G$ M% U5 y% i3 L5 G& u* Q6 a% p
47. Carrier capable and trained text not showing together on Group screen7 x. Q! m! E& K* G, G
48. Handle any blank re-name changes by ignoring them7 k8 I3 `7 u6 U1 a' Q
49. Possible CTD when air fragments combine
3 Y7 n% \& s& [' I4 ~+ l# j: f50. Unloading TF can freeze a LCU onto a ship under some conditions v3 ?* _. D2 z G8 g
51. AI not behaving if main HQs missing (affects small map mainly)$ Q, l8 A0 G& L1 q% @
52. AI using AGC for normal land units – removed from TF if not needed
/ d6 E* ~* z% J8 }" ~ ?$ d53. Soviet activation message not in Ops report
9 u) q& G4 w* O [54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range
: t8 W1 ^+ T9 C& Q6 h. |$ ~% w# J55. Clear Soviet air balance if not activated. Possible incorrect base switching) E8 h0 r8 D( s& h* T) C# D
56. Sub attack against docked TF not happening for port size <36 t/ w/ W7 V. s- P; ?( ~ G
57. Unit type changing unexpectantly) S2 j) {! F& ~$ l; F! t
58. Torpedo replacement on plane sometimes is missed: c- P) _1 e( B
59. Double handling of overstacked supply requirements+ G5 M! s: Z3 u) `
60. Fixed alternate weapons for port attacks
5 Y. h* q8 e" h* R" \/ _9 [61. Corrected weapon system damage to show after combat on ships in port rather than wait till
& O1 o+ h1 N$ g" {sometimer in the ship repair cycle.
7 j9 z/ p1 X6 ~: R. A3 `% d62. Ship tonnage over 32K could cause repairs to fail- x5 x8 ]% x9 W$ a0 \
New1 c( {7 ?) H. Q1 J
1. Show Port re-arm level on ship list screens at base. Does not account for tenders, just the/ x- g9 G) {- B
port4 u( j, K7 ^" Z( N; {0 r, u
2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.
) w4 z i! b' a% j: NTenders not counted
( Y3 h: r* K* _ ~6 Q: v3. When showing mine device on ship, show '!' next to mine ammo if can reload at base
- R1 L: d% T# f( O4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method- T5 y3 F' ?! A* G3 C
to remove damaged ships from TF' ]9 |, U: _. s
5. New filter for “non-building” devices in Industry pool screen
% q; D& e8 h/ m# B6. New filter for “non-building” aircraft in Air Replacement pool screen
' F' X" ]4 W. @" u; v2 g7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy
; T) }4 ?+ r9 Z8 J4 ]8 v- w; [3 Q+ smines (^) detected3 o0 m- w3 ?% I
8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the
: B% o3 ^4 F# _# O‘button6..’ image files, then these will be shown. If not, by default there are shown as; M! V2 r/ K. T0 d N2 e( k2 k& a
standard parachute unit icons! \& N5 N; \' v- ~1 F: \, g
9. Air/port damage and building is shown in base mouse over3 G' b+ ?& n, f- o
10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on
! Q: `2 J9 {5 P5 f7 Q: F' D11. TF can be routed to stay within coastal hexes as much as possible& E' U/ j1 \% p. }4 f4 y( o4 ?
12. On Top Pilot screen show the 'ace' cut-off value if more than 18 S+ M+ {! @& E0 U) Q
13. Added option on group and LCU reinforcement screen to turn off replacements2 n6 Y/ D# d' ~6 y M
14. Current base can get supply returned to it when reserve planes returned which were
3 K L4 T' e# l( k: w3 o& k0 k* }2 Voriginally supplied from another base
/ m8 \$ w" O X* b' v15. Unit type filter on Troop Loading screen+ y1 E& d! z& B4 i9 }& w
16. Report killed ground units if not in combat report
8 ~" m* ~/ n1 U1 j, [Changed7 d+ B) p. v- Q& `: D! l" M
1. AF of 8+ have AV support doubled for purposes of determing support for air operations
. D, N" i- c2 Q(complements fix 18 above)3 D/ q, `9 x, K' E$ t1 _- Y k
2. Permanently increased pilot array to 70K
7 ?" i1 f8 `9 X* M3. Increased number of air combat rounds are a factor of total aircraft involved
# W: G, t. ]1 t) c4. Allowed submap to submap movement if land connected for land units. Should have been
5 q8 J8 k% V7 ^& Q7 C7 ~1 o( Nso as per Andrew Brown) W+ C2 J# ?7 k' M8 H/ t( k
5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message
; U1 v' Y+ y. v7 g5 }delay toggle instead$ g3 d8 B3 R: ?3 L6 z! w
6. Aircraft being grounded for maintenance factors in durability also. This will spread out the" t7 E( y; s( V" S
maintenace a bit more
5 u5 ]/ L% N/ j' H) p+ i9 d7. Support device replacements won't decrease the overall experience of LCU units. This does! u0 Y2 I) i3 M6 E" l& r" n
not alter the overall EXP change due when any replacements are received.
0 U+ Q; y3 h4 `; y! d. e2 g2 @! I8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction
* a o* _8 O, Y+ F1 Rbetween the two but could break current games.
+ [' W5 i% j7 c' {8 X. y9. Some LCU Prep points may be retained if unit is experienced
7 D v) N+ X3 o* P- M7 p5 n1 xNotes# R$ y' O# P8 E, S- Z" w% w& p
1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario* P$ n$ n, l4 f- u! }+ N+ f
should not change player or HQ, even if not in play. These original HQs are used by the AI. i5 M( P& R! s: ?( L- u& K
routines so changing or deleting them can put the AI off. Changing other elements should$ c& W! m3 k% x% G- q
be okay./ l6 u- q/ X1 K3 h3 B
2. Clarification to weapon filters for aircraft:! f# T9 N5 r9 i4 |7 I" @( k
PM_NAVAL_ATTACK 2 // used for naval attacks
- Z9 M$ w- ]2 z2 b1 vPM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)
" P! L& A0 d3 l y" qPM_LAND_ATTACK 8 // used for land (ground) attack
2 ^/ P M2 L" J. S/ Q1 m4 ]7 E% o# oPM_PORT_ATTACK 16 // used for port attack! t9 e7 i% Z ]3 f, E
PM_AF_ATTACK 32 // used for AF attack$ k; a- a1 H1 }* b- F( ?9 U* F
Dropped any reference to secondary values for land and AF as they served no special use.
+ } }8 H1 ~1 P0 V8 xClarification changes4 P- c5 v& e( T4 D) n
1. Some clarification and changes in regard to use of the Soviet Motherland bases. These* j4 [% j* Q0 {+ n7 a
bases are those defined as having an original Soviet hex ownership of SOV_UNION (90),' y Q0 P& N2 c! B8 R
MONGOLIA(91) or TANNU_TUVA(92).8 Y R7 R1 r s V
a. Allied non-Soviet groups can't transfer to Soviet Motherland bases: Y h9 U" H8 ?9 n4 n
b. Allied non-Soviet LCUs can't move into Soviet Motherland hexes
& t8 L; w/ Q, t T0 E/ bc. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases3 }8 Q+ w0 O( R9 u( k
after Soviets are activated, but can’t move
& Y( G! `: U, Hd. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if( I' n" S" C0 C
disbanded in port.
2 q+ d" }* C( X# te. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently
) r0 v, @) P: B3 \/ t# x+ m6 Tf. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |