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http://www.matrixgames.com/forums/tm.asp?m=3185062$ k& {- F4 t K. d6 H
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大量更新,详见列表:& \' x/ A9 Z& P) f+ |, H
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W# @/ s1 c. [2 \- mChange History:
) _8 q$ } r2 [# oV1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17)& t' V0 v6 W1 I
1. Seventh Update – This release is a comprehensive release updating all previous
; _3 A8 E" q! w1 q7 G' E. M: Yversions to v1.01.17 beta
F( n% K& B) [( e% U5 S0 \8 r2. Code Changes/ S; T' L& w+ D1 V/ \* P1 H" z, n
Fixed! Z- F2 D& B+ r# L+ c
1. Display of AF/Port icon between player saves based on player's intel O9 X4 [' D2 s/ E
2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when
; d! g& i$ F$ D+ K4 B6 xweapon list updated
, _2 T! ?' r! r! u8 j/ U; o' Z3. Reported cargo/troop safety values incorrect when no cargo/troop space
# w3 E2 z: ?, ?8 Y( P* K' t; K- J4. Allow smaller 'reserve' space for small groups on ships) I" i4 I, T @8 ]
5. Preserve some more data when swapping fragment and parent to prevent lost of parent
7 s/ D5 G1 l$ N" }+ O- R: t' M) B6. Correct attacking plane count before final post-air combat9 L) J9 D( `. |- u8 G4 G, \: t
7. Pilot promotion may have occured in error sometimes: e- t% [, T* s- b2 L
8. Raid detect message sometimes dropped of the combat report! D0 ]: {' P9 L. H
9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply
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10. Some pilot-leader connections were being corrupted7 P5 J" \, p" g7 S. x
11. Movement bug with following units due to incorrect move indicator. Seems to fix a few
7 C8 f9 f( I0 R6 i7 Q9 pother move issues due to the incorrect indicator
7 R& l! o/ _4 `( v12. Wrong ship sometimes reported in Ops report for TF movement which causes some3 w6 v) {" p* N2 `1 D. S; F
damage
' I3 i- o' ~1 _* @, f% t9 D13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool& x/ \' K0 H7 i" H' T
14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the
, E p4 A* ?+ f) Vdate sort9 j( S T* E2 }. b
15. ASW groups not allowed to attack sometimes$ y- I" e* E7 [! Q9 _3 S
16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing2 O9 W; C- U' e3 O
HQ/LCU to jump to reinforcement queue) { k0 x1 H; P9 l+ {% c/ m
17. Bug in bomber intercept if too many rounds of fighter v fighter combat
: L8 l8 K1 i6 `4 Y" J18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed& M& p/ u) M7 A
at start of AE but crept back in sometime during updates
1 d, p0 e- A) A5 ~19. Removed the fragment/parent swap during a TF unload as it could often orphan the
* ~5 S# s2 Z& j+ H8 Y; h# u/ xfragment.
- ~! c+ K& E7 n9 T" D% H5 j6 [20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade1 e7 k! Q1 i- w3 w# c8 N5 F6 u8 m
21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not; u; I8 h; E7 x9 l* \( j* m
short scenario). This was fixed in a previous patch but only for one of the VCs, not the full
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22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base
% d* f3 [5 H" w3 n23. Enabled 'z' to speed up all animations; was commented out in a few animation replays: z4 }0 q3 a6 ~7 q; ?1 g! ]# e
24. Bug caused F/FB to sometimes bomb at low altitude
, [$ e: F+ |7 {7 j4 I1 p" X w25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not a/ l# i( y5 W/ `# p- b; `' A
occurring properly.0 ]: [( H- v' Q
26. Bug in Industry 'failed' indication not showing properly sometimes
2 Y F; K3 _6 o; Q& w8 m; z# T27. Location check at scenario load to include small map sceanrios/ A$ p& g% A5 n6 f1 a2 M/ t
28. Bug in air supply to fragments in a non-friendly base hex
, R4 H4 {0 _4 D; M- d29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was
# I" v4 W: D q. ]! I: {- `being set to homebase before execution of the mission – ie was returning to base8 o1 B& l4 ~: A; H! M+ Z
immediately
* k( Z1 Q& ]( H; }7 ?3 C30. Error in Strategic map display
* c* K- |( y5 g* B0 m0 x31. Additional and stockpile options were not turned off when base was captured+ g6 j0 G* K: k( F( ^. v# m
32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on) |. R$ p8 j+ r/ K/ V! d" _
mouse over
: W% I- ?% _' ]( Y' D0 n3 {7 O; k33. Army experience being gained when not 100% prepared as per manual; changed to allow7 A4 Z% q( R3 D
chance to gain experience if >75% prepare and < 50% national exp level
( k) h( j3 O1 x2 {$ d1 F9 q34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to
) B0 \. e5 {3 P7 u" X) palleviate the incorrect experience gaining happening while in reinforcement queue) S( w' W$ ?2 r& n' F: s
35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –+ \5 h7 `5 }+ d3 p7 E
caused unit to jump “off-rail” and move overland7 @3 v$ D/ v- K/ s2 |9 g
36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ
' { J5 T% R( \ o0 _5 m1 Y; W$ W2 t- o37. Excessive accident messages on unload from TF reported/ u8 q& k b$ ]4 O( u+ p8 S y
38. Reworked editor sub-unit merging as some devices could drop off the unit list when: K% n9 ?+ t. X L7 r! I& e
merged causing smaller size unit than expected) a Q7 f3 }+ D T8 {$ k
39. Corrected possible TOE error in scenario data load for inactive units+ b: y8 Q( P1 u: s6 x$ ]1 ?
40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can
: p( e C$ G+ S, j0 |( ~" Uhowever be allowed to do this.
+ S1 X. b: J$ E5 s8 d41. Possible CTD if sinking ship's load was a group* E, K, J" Q$ B; S) g8 W0 b7 P; |
42. Limit the number of devices built from resources per unit during LCU replacements; this1 z7 j9 N# m3 j! Z; K
was causing an over production for that turn
! W" K& e& u- w: l3 D) l43. Retain day/night setting when creating group fragments) n* ]+ w" `1 y. }
44. Adjusted supply and fuel values in base list not to overrun the space
* C& m) I* W3 [5 P45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but
3 [; ] b: k/ D# ]) h0 e) w) hadded YMS to Sweep TF in line with manual and code4 M$ M+ M8 E3 e c) A8 P
46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the
l! o I' T' w5 q% @6 U' v9 i$ X9 H# Vrule relates to the abundance of manpower and is not covered by replacement pool. Normal( l7 }& Y' g+ }( V# N- s
rebuilding of destroyed units is not affected by this.( `& h" }* F( @# _9 K3 b$ y
47. Carrier capable and trained text not showing together on Group screen
1 b/ N0 Q& N4 @! D5 [. t, o48. Handle any blank re-name changes by ignoring them
/ F% c& A3 z# }+ h7 E49. Possible CTD when air fragments combine6 I% B5 z# a% A2 H/ L8 D- e
50. Unloading TF can freeze a LCU onto a ship under some conditions; n8 S5 m; V& r4 {$ {
51. AI not behaving if main HQs missing (affects small map mainly)0 h0 t0 |' {. m% d1 m( j( r6 o' ]
52. AI using AGC for normal land units – removed from TF if not needed( l2 p5 t8 j9 H5 V
53. Soviet activation message not in Ops report
4 Q8 e2 ?% x& e1 t `' R54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range. t0 L9 C; a' R
55. Clear Soviet air balance if not activated. Possible incorrect base switching4 W ~1 P; F+ f" b1 I
56. Sub attack against docked TF not happening for port size <3
' d) O9 ]7 `! ?! o3 Z3 }* V57. Unit type changing unexpectantly3 Y( V- l( k0 I# j& W
58. Torpedo replacement on plane sometimes is missed
% }8 D" y$ l; z- u- t" O% s7 y" V: d59. Double handling of overstacked supply requirements
4 z2 o2 }7 r. @$ y9 t+ w ~60. Fixed alternate weapons for port attacks( |" u2 k4 A/ Q3 O) D/ b
61. Corrected weapon system damage to show after combat on ships in port rather than wait till
; K6 P& M' u: ~sometimer in the ship repair cycle.5 w3 P/ x, ?! m4 @+ P+ ?) [$ U
62. Ship tonnage over 32K could cause repairs to fail, ^0 A4 { O2 |7 E% x. j2 E
New5 j; Z6 w7 N- f3 S
1. Show Port re-arm level on ship list screens at base. Does not account for tenders, just the
) x1 {) _: B8 L: _/ Pport& a3 e' {1 ]: Y; D& q
2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.
* @& X) r0 \& y [: S# x9 R8 }Tenders not counted. q$ ]& c1 @4 N/ @' y# V
3. When showing mine device on ship, show '!' next to mine ammo if can reload at base
. V- e, Y) Q6 H+ s# B. [4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method* o( ^3 d0 Y5 q" e6 t9 _
to remove damaged ships from TF
~: G1 T7 ?1 t5 a: r5. New filter for “non-building” devices in Industry pool screen+ f5 T4 t8 C6 T: y" R4 u% K: f
6. New filter for “non-building” aircraft in Air Replacement pool screen I- s$ O# O" `# D; P/ g, @- r$ R
7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy
: D0 ~9 t( G$ y. h Omines (^) detected
1 `! U6 T! @% R' g% D' H8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the7 ~7 r+ k( h4 s/ U" n0 c' G
‘button6..’ image files, then these will be shown. If not, by default there are shown as
3 |# r: T D' f7 A, U) c2 ^$ G4 Tstandard parachute unit icons8 y% |% {& B. M7 p" m0 D7 h
9. Air/port damage and building is shown in base mouse over' _+ @, x/ A' n+ y, ~- |
10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on( ~4 W! n5 Y7 {* Q: V) o
11. TF can be routed to stay within coastal hexes as much as possible
. r' I4 t- q8 f' u. Y12. On Top Pilot screen show the 'ace' cut-off value if more than 1& ^. t) q* V: p4 Z+ n
13. Added option on group and LCU reinforcement screen to turn off replacements ` C( J0 p& o0 C' E2 L
14. Current base can get supply returned to it when reserve planes returned which were
; i D4 I# A8 o# `9 d/ R2 ooriginally supplied from another base
. t# x5 N" ?- K f/ q1 q15. Unit type filter on Troop Loading screen
+ F( t" f1 [$ f1 s16. Report killed ground units if not in combat report4 M8 `$ X# S N; r9 |! Y
Changed: f& D! P A2 d1 Z& b3 r4 i
1. AF of 8+ have AV support doubled for purposes of determing support for air operations
& J4 t4 g2 l. S8 J$ Y(complements fix 18 above)
* k; y( `% S; ]3 L5 p/ b) J" N3 J$ M2. Permanently increased pilot array to 70K& u6 q6 `) S" C) p* t# Z) F: @
3. Increased number of air combat rounds are a factor of total aircraft involved, Q: d( K, ]2 k8 U
4. Allowed submap to submap movement if land connected for land units. Should have been
9 q9 |3 K- O) B/ I {so as per Andrew Brown
8 @, V6 _+ U# y0 i3 i1 }5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message
& f( e, e8 T/ s+ C! Idelay toggle instead
, o( l, v7 l7 u3 E, s4 A6. Aircraft being grounded for maintenance factors in durability also. This will spread out the
# v" ^) y. [3 @8 W+ o" m7 gmaintenace a bit more
! A6 k+ h. x. t, t7. Support device replacements won't decrease the overall experience of LCU units. This does
2 {% \3 \/ @, D# V7 f( Fnot alter the overall EXP change due when any replacements are received.- x! K, |8 n3 a7 g6 B% z
8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction
3 _: Q1 O) [- E/ q5 Pbetween the two but could break current games.
+ s5 W7 p7 v1 a( H# S: i& i9. Some LCU Prep points may be retained if unit is experienced; [5 W" [/ D; u% L5 a h8 {
Notes t* ]! h& U( U3 n- a
1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario
. X. P4 L+ P) l8 R* V6 x$ Rshould not change player or HQ, even if not in play. These original HQs are used by the AI; g9 e" W0 y; T4 q
routines so changing or deleting them can put the AI off. Changing other elements should
, E# q; g- t- _- p+ A! V+ o7 ?! Hbe okay.
" V4 G x6 F- S. K& b2. Clarification to weapon filters for aircraft:
) [8 ~+ Y/ X5 W; _1 P( iPM_NAVAL_ATTACK 2 // used for naval attacks
) L7 C, l0 K' y. {2 G. R( QPM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)5 c/ Z% }( _5 _& }+ o7 j
PM_LAND_ATTACK 8 // used for land (ground) attack6 T( x. f& S( `$ ~* K
PM_PORT_ATTACK 16 // used for port attack
! D1 H, L$ t. K: _& y& VPM_AF_ATTACK 32 // used for AF attack
& u, Z8 _# P% p0 k- x gDropped any reference to secondary values for land and AF as they served no special use.
; n" Y5 g& }4 n, W) j3 s* DClarification changes
- C+ `2 x0 n( W' q% a1. Some clarification and changes in regard to use of the Soviet Motherland bases. These! h3 o, Z, W( E3 x' K+ f, K7 o9 p
bases are those defined as having an original Soviet hex ownership of SOV_UNION (90),
) ~, [! P2 S7 c2 G5 RMONGOLIA(91) or TANNU_TUVA(92).8 f! Q7 d$ R- b2 g4 x; {
a. Allied non-Soviet groups can't transfer to Soviet Motherland bases
8 [9 @; J+ `; M& i4 b5 Ib. Allied non-Soviet LCUs can't move into Soviet Motherland hexes- |" n6 E; F+ m. }+ k- J4 p
c. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases
: ^$ r$ F# Q* S8 hafter Soviets are activated, but can’t move+ B2 m9 R! z2 ?; O, L' c
d. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if- D# D1 A) N5 D( L0 X' a" m1 T
disbanded in port.+ d2 F3 g1 ~ D0 {- p. i# J5 m
e. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently
$ s9 ~5 o! H5 ^ k# Qf. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |