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8 C" N! P$ l( |http://www.matrixgames.com/forums/tm.asp?m=3185062! r9 S7 Z( [) k& c) s7 B
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8 D+ ^; |0 ]7 h x* L6 \大量更新,详见列表:
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' |2 f) q4 Q0 R3 Y- e/ Z
$ \5 z& `$ ^3 P0 cChange History:
3 }2 V! k* v9 W6 I uV1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17)
! H/ _5 N N' M5 X% e* k$ R1. Seventh Update – This release is a comprehensive release updating all previous L$ t7 c$ O2 g+ N. K# U; a
versions to v1.01.17 beta( [4 @0 ~( s: ]! a3 }7 t2 B* c
2. Code Changes
. [- X7 A$ k( mFixed" U: q4 z5 n, J4 |& w1 e1 S
1. Display of AF/Port icon between player saves based on player's intel- ?: t/ |. i, P. F1 t# O
2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when
. e( W$ l6 ^9 Fweapon list updated
9 F% |$ s) H1 Q, C4 v3. Reported cargo/troop safety values incorrect when no cargo/troop space
2 ^9 U+ | S% U4. Allow smaller 'reserve' space for small groups on ships
7 o# m' L, a4 j8 w O5. Preserve some more data when swapping fragment and parent to prevent lost of parent
; |1 g3 \8 I/ ?6. Correct attacking plane count before final post-air combat6 V- W/ i/ f/ f" s; N1 v
7. Pilot promotion may have occured in error sometimes1 `( j( ? e5 \4 A: K
8. Raid detect message sometimes dropped of the combat report0 |9 b% G- B( b3 C' o" J
9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply4 E* c, O; v5 V4 ?/ D) n" t
generally$ p4 R& y$ X6 n) H3 g# I
10. Some pilot-leader connections were being corrupted2 K! x% s2 g: Z3 S6 ]/ F
11. Movement bug with following units due to incorrect move indicator. Seems to fix a few, m P& o) F- n0 R: O
other move issues due to the incorrect indicator
& |( V0 H T. ]7 E6 }0 r+ \3 K12. Wrong ship sometimes reported in Ops report for TF movement which causes some
4 K. {+ O4 \# I9 n. w% _damage
- N6 R: E) G2 Z4 o13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool1 v6 N. t; S/ K8 B! t
14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the
P0 L( x* f; ]9 adate sort7 I" V( t" D5 E1 \ p- A" m
15. ASW groups not allowed to attack sometimes
0 V6 p6 E' H' o* m' P16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing
" ]1 g6 ?% N4 h, a1 y6 eHQ/LCU to jump to reinforcement queue
4 z8 ~+ i* I/ c ~17. Bug in bomber intercept if too many rounds of fighter v fighter combat$ p$ P1 i E. P p- b
18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed8 Y! J. q _: ~$ A6 ]: @7 u
at start of AE but crept back in sometime during updates
+ D: [/ U" b. _* s/ F) z19. Removed the fragment/parent swap during a TF unload as it could often orphan the8 F& Z$ M& H$ H+ h* T
fragment.# k3 ^- a) u5 W! p6 W q
20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade
$ R" X3 i# i( F8 m21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not
: ? M9 ^9 S; z! W0 h6 ]3 e& Fshort scenario). This was fixed in a previous patch but only for one of the VCs, not the full
/ Q: O( O% c! i3 x: tset
. u& D4 B7 k( _: n2 i7 L/ t, M22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base
g* G. Y2 V# i23. Enabled 'z' to speed up all animations; was commented out in a few animation replays' A z% O1 s' a+ h
24. Bug caused F/FB to sometimes bomb at low altitude
/ g' k# L( X6 S2 L25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not) H% Y8 c1 X8 |0 C# B( U
occurring properly.) u$ l1 Y! F+ |) D$ V& |9 n/ m
26. Bug in Industry 'failed' indication not showing properly sometimes% w; S8 L" S5 ]$ a/ B( n) w2 H" v
27. Location check at scenario load to include small map sceanrios# r- D8 L+ d }" `; C+ p
28. Bug in air supply to fragments in a non-friendly base hex- N% E0 V( O# W; ^
29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was; S* X1 m* _1 v: R; U5 p8 r) J
being set to homebase before execution of the mission – ie was returning to base
/ g9 K1 {+ I3 ?0 g2 g. Limmediately3 j3 \! l' M4 S% D! _0 I
30. Error in Strategic map display8 N) h- R R W. u: K A" p/ ?5 ?' c
31. Additional and stockpile options were not turned off when base was captured5 D! U+ `8 z- c
32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on
1 C& B" h* C G2 Q% g( ?mouse over
9 u/ m( p' o- K33. Army experience being gained when not 100% prepared as per manual; changed to allow
, n2 `! ^6 k; `; zchance to gain experience if >75% prepare and < 50% national exp level
! E- @ F( Y) V) p: r3 l34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to
( G5 `8 A% Y& M% F- xalleviate the incorrect experience gaining happening while in reinforcement queue$ b" y9 i3 e3 u; {0 G, i
35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –
: }" g9 w: H; a& U- P* vcaused unit to jump “off-rail” and move overland7 T* }3 {! V2 P$ E# z
36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ4 J2 L4 f. v# s, ?" I2 ?
37. Excessive accident messages on unload from TF reported
6 H$ C; X' c3 Z* _+ i38. Reworked editor sub-unit merging as some devices could drop off the unit list when
/ V& t' v; }3 U8 k2 e1 Vmerged causing smaller size unit than expected" Z" E4 D1 y/ p$ w
39. Corrected possible TOE error in scenario data load for inactive units
; L+ K( l) a' A! S, h6 O- _% v40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can
0 ~2 Z' C& \7 w; \5 s; Ehowever be allowed to do this.
; F' M& s! c' b% {5 d: P41. Possible CTD if sinking ship's load was a group: ^1 l! y+ |$ d0 P
42. Limit the number of devices built from resources per unit during LCU replacements; this
7 j# A9 ?7 H* i1 T( xwas causing an over production for that turn/ a: S& ?0 k. R0 @" I
43. Retain day/night setting when creating group fragments) @/ H9 C' o: ]- H' i" I+ H
44. Adjusted supply and fuel values in base list not to overrun the space
$ I" n4 k$ W2 @2 }" T0 O3 R45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but
0 J3 X$ a7 [4 F' ~6 qadded YMS to Sweep TF in line with manual and code
/ Y* z4 ~; c# B, Q6 s* G46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the- e' V- p4 ^; p- C2 ^* q# `8 F
rule relates to the abundance of manpower and is not covered by replacement pool. Normal
! i% S! K' ]7 C* Rrebuilding of destroyed units is not affected by this." w) i- c& [" U
47. Carrier capable and trained text not showing together on Group screen% d- G: B2 @3 F: K/ Q Y
48. Handle any blank re-name changes by ignoring them
: {' W" s8 V: d# J% Z6 t$ M49. Possible CTD when air fragments combine2 U5 P( t& T0 k' V) h: r
50. Unloading TF can freeze a LCU onto a ship under some conditions
% n! b8 m0 k, j: J2 J* m51. AI not behaving if main HQs missing (affects small map mainly); P+ c6 k5 v3 i( i s
52. AI using AGC for normal land units – removed from TF if not needed
9 Y6 F; B% l+ G3 _3 N `! R+ E53. Soviet activation message not in Ops report
+ [: @6 f% O5 M: n A1 {54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range
7 F1 q3 N) O7 ?/ S, c2 q/ F55. Clear Soviet air balance if not activated. Possible incorrect base switching" p5 B' R- l, ?# V. |
56. Sub attack against docked TF not happening for port size <3
& f0 V. w: x. a# p6 Z( D( K57. Unit type changing unexpectantly+ Q+ X: |% g+ q6 J! _" @
58. Torpedo replacement on plane sometimes is missed% d4 W- g9 y( q8 ]: x
59. Double handling of overstacked supply requirements
8 E0 Q2 F3 G% c- ~4 {% f60. Fixed alternate weapons for port attacks
t+ P- [- @2 |( z. _6 V61. Corrected weapon system damage to show after combat on ships in port rather than wait till
5 g0 s# ^" y9 Wsometimer in the ship repair cycle.
; A/ K- }. E6 L3 H62. Ship tonnage over 32K could cause repairs to fail* ^ c& W& d+ _% ^5 m- B/ c8 l
New
; u+ Y3 m- I$ g, n4 ]9 F( [2 A1. Show Port re-arm level on ship list screens at base. Does not account for tenders, just the& [+ } }8 \+ }9 f( N) [
port* J3 K: m1 x* E# x0 a# D
2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.
8 o, T2 i% D. l7 x& j8 rTenders not counted
. q, Y+ e, i) M* b' p( w% C, e3. When showing mine device on ship, show '!' next to mine ammo if can reload at base6 F; O7 {8 E0 ?/ b b
4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method! d3 M5 B5 Z6 J' o
to remove damaged ships from TF \! W' r9 i3 C
5. New filter for “non-building” devices in Industry pool screen+ h4 r4 H6 [$ Y! ?, r
6. New filter for “non-building” aircraft in Air Replacement pool screen$ `9 n( s$ G) \0 O: O5 @- i, Q
7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy
% y, R" v+ i, A5 j% bmines (^) detected2 H; E/ h& j! b6 H
8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the* c" D1 @) O; W2 Z8 d6 t) W
‘button6..’ image files, then these will be shown. If not, by default there are shown as1 ?" _' j- q6 |3 ^+ U) q0 F
standard parachute unit icons. ?3 `( R: w2 s- A+ N! L+ e& H
9. Air/port damage and building is shown in base mouse over
L+ X( T' Y* y! f10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on
1 x+ E, D0 j% x! l5 a4 d. f11. TF can be routed to stay within coastal hexes as much as possible
' N, p- T: q6 Q12. On Top Pilot screen show the 'ace' cut-off value if more than 12 z! K& d `0 q \) J" F& B3 q
13. Added option on group and LCU reinforcement screen to turn off replacements9 p$ Y5 d0 |7 z, R7 @
14. Current base can get supply returned to it when reserve planes returned which were$ ?& i- h( p, v9 R* v
originally supplied from another base# r& k- e' L% ~5 ]0 _, ~6 M
15. Unit type filter on Troop Loading screen, L6 A% N+ q" d+ w6 j, W% ^- h0 }; j
16. Report killed ground units if not in combat report
* E2 y, m; M }3 [Changed
. i8 x8 @( q- ~1 V |1. AF of 8+ have AV support doubled for purposes of determing support for air operations
/ `# R( }; T I7 |: k5 d" @2 a, ?(complements fix 18 above)3 E1 A! [9 X/ h# L/ C
2. Permanently increased pilot array to 70K
, ~7 Z( ~" Q* `8 w9 z3. Increased number of air combat rounds are a factor of total aircraft involved
9 [- w( U3 {2 v, `8 m- f8 x4. Allowed submap to submap movement if land connected for land units. Should have been
7 g6 b& @) F2 h- _# K7 aso as per Andrew Brown2 l! u* [4 K! b" [' e: i' @' H
5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message+ t( Q0 e' L/ h
delay toggle instead' E; |$ i5 n+ U* M5 d! j* n
6. Aircraft being grounded for maintenance factors in durability also. This will spread out the
# d6 Z* r7 f8 U& h+ G9 l' kmaintenace a bit more
6 B* k/ E7 u1 a t% H1 @3 G! H# }* B7. Support device replacements won't decrease the overall experience of LCU units. This does2 U$ g0 | |( x
not alter the overall EXP change due when any replacements are received.; O7 c" b/ ?6 V3 i, @! J
8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction# j3 \ H$ m: c! U) \
between the two but could break current games.
+ h) c4 Z! M- i6 Q9. Some LCU Prep points may be retained if unit is experienced
: N, `8 k$ v8 T1 l+ Y9 W6 sNotes) m! p0 x/ |% Y. w. x& Q0 B
1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario
/ f- V6 |# O$ b$ P& Cshould not change player or HQ, even if not in play. These original HQs are used by the AI
) `! G% j" g2 x4 F+ v5 q# x8 zroutines so changing or deleting them can put the AI off. Changing other elements should
/ I- C# j0 P1 r u; D: Abe okay./ K9 W$ l' q) G' [
2. Clarification to weapon filters for aircraft:
) Q& w% L# ?9 _$ O4 ~& UPM_NAVAL_ATTACK 2 // used for naval attacks8 `( Y7 K% a$ b1 O2 I
PM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)
0 K# L1 O+ R F8 [4 w& X( kPM_LAND_ATTACK 8 // used for land (ground) attack. N% ^7 |% N. h0 Q, ?
PM_PORT_ATTACK 16 // used for port attack6 \3 v; K% z/ ]5 v6 h4 }& k L2 z, f9 }6 ?
PM_AF_ATTACK 32 // used for AF attack
: o1 P0 j# ?( C/ ~Dropped any reference to secondary values for land and AF as they served no special use.
6 m0 e, f$ M- K* ^* y/ D% dClarification changes( Q9 K* w1 v( e: `# a W' E
1. Some clarification and changes in regard to use of the Soviet Motherland bases. These' e+ w9 j0 Y/ B5 v9 } ~$ x: P
bases are those defined as having an original Soviet hex ownership of SOV_UNION (90),3 H! Z) @; Y9 E# K3 f" O" V, X
MONGOLIA(91) or TANNU_TUVA(92).- S. r/ F: ?$ x( l1 b
a. Allied non-Soviet groups can't transfer to Soviet Motherland bases
4 N: ]+ }' j* B% j: J2 V+ X5 k- mb. Allied non-Soviet LCUs can't move into Soviet Motherland hexes
, M7 j* Y0 O$ `c. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases
; i$ S5 ^; }. _- U$ ~/ xafter Soviets are activated, but can’t move
5 t& i. h+ D! q0 ?7 K8 g' c8 B* L9 Id. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if- E4 k8 F! B8 Y( C! g- F
disbanded in port.! v C8 c. @ @3 h
e. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently. a: Q0 [4 N8 a- s: z2 [ t4 m
f. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |