具体见
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http://www.matrixgames.com/forums/tm.asp?m=3185062* z1 \; e- ^4 j! Q
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已经共享到岛群QQ和本论坛置顶资源帖2 J% V" s, M$ O8 J' y/ \/ {
6 a! ^' N0 w& F; M大量更新,详见列表:8 m3 }5 }2 b B. c1 _9 O7 J
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Change History:# _0 N& T% d+ s# S. R8 E8 E& D/ Z; W
V1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17)7 _3 S2 p5 R Y% y; [
1. Seventh Update – This release is a comprehensive release updating all previous5 V6 R' H7 v5 Y' O; D7 @' ]) ~
versions to v1.01.17 beta8 V7 r0 [( }1 j( ?$ \2 f% S! ^
2. Code Changes
- F: r O6 ^7 o% J" R7 YFixed. ]3 E! {; v! B* K7 B9 Q
1. Display of AF/Port icon between player saves based on player's intel, _: r7 L1 W* e
2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when
3 C5 p" M0 s cweapon list updated
% q; G6 n2 a8 a3. Reported cargo/troop safety values incorrect when no cargo/troop space8 x3 M7 ~* o3 M3 i9 ?! R' M
4. Allow smaller 'reserve' space for small groups on ships/ J4 }+ J. X2 N1 V. P; e
5. Preserve some more data when swapping fragment and parent to prevent lost of parent- t! n' q/ q/ z) }
6. Correct attacking plane count before final post-air combat
' A% K. @5 z5 f& {- k- @* d9 ]8 K7. Pilot promotion may have occured in error sometimes) q% u3 i+ [ w4 b) `! c9 [
8. Raid detect message sometimes dropped of the combat report" ^/ @# V. G) A, |" E# d o0 {
9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply6 f) K: o7 U, s6 Z. P0 U8 w& q
generally
7 _3 f/ W, G* j) J2 f' U* k# q3 R10. Some pilot-leader connections were being corrupted
* g. X$ @/ u v% j8 z; ~7 q" Z11. Movement bug with following units due to incorrect move indicator. Seems to fix a few) @$ F, Z$ N( J9 t: U0 F
other move issues due to the incorrect indicator; S R) o) w. Z3 s+ h
12. Wrong ship sometimes reported in Ops report for TF movement which causes some+ y a- ?3 b1 `6 G8 d
damage4 ]$ ?. T. j& f+ @# e: q. C% F% K
13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool- m6 I8 z- q1 U+ b' S
14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the
1 b- d! E! ?! _, r; L, `! e6 Y% Cdate sort+ e- V0 h9 k% ~
15. ASW groups not allowed to attack sometimes$ Q+ Z, V" G* j: ^) z% _
16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing z1 s8 u, b/ V, y2 r/ D) L
HQ/LCU to jump to reinforcement queue
: q' p) y7 ~& R5 @: s9 ~17. Bug in bomber intercept if too many rounds of fighter v fighter combat& p7 A' R! Z3 k- k; C0 g4 ]
18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed; J# w7 \6 p- D! R
at start of AE but crept back in sometime during updates8 y8 m( h: Y. X5 W# {+ z( i
19. Removed the fragment/parent swap during a TF unload as it could often orphan the
8 P Q9 W; I% K( _7 i% p! \* `& K, Pfragment.3 M; f0 a7 z- R7 _! K
20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade* r$ L3 U; \( T1 s3 F4 g! ?4 {
21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not
/ ^* J0 }9 k, x- U5 Jshort scenario). This was fixed in a previous patch but only for one of the VCs, not the full
+ |) ]' M8 p8 M+ t u( {set
: }* L. @* Z; Z, E22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base
6 S+ i3 i8 Y) v9 V8 m- b d23. Enabled 'z' to speed up all animations; was commented out in a few animation replays
+ G5 T9 K5 v8 l6 b) K% A; _24. Bug caused F/FB to sometimes bomb at low altitude
8 `7 B7 Q$ ]# h25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not
; z# }2 t4 U: H2 v3 c8 Loccurring properly. C! Q. u/ @! H' q' J# K% o3 r5 J
26. Bug in Industry 'failed' indication not showing properly sometimes
3 A0 n" X( j* U" c& F27. Location check at scenario load to include small map sceanrios
/ p1 s/ \$ E' T$ j28. Bug in air supply to fragments in a non-friendly base hex' }, J0 O( w6 [0 L8 @
29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was! c& g8 Q! w- t
being set to homebase before execution of the mission – ie was returning to base
" @5 o5 ?/ B: Pimmediately
5 R% n3 d: r' L) ^* N" z _30. Error in Strategic map display3 Q# R# y) }; X7 G+ {0 I4 ]- O: P
31. Additional and stockpile options were not turned off when base was captured
2 r9 z$ W) j0 j% i7 `4 @2 e2 o4 Y: c32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on: }# q9 B, y# z/ `$ ?
mouse over
$ u+ Y& z+ Z0 {6 S* @% K33. Army experience being gained when not 100% prepared as per manual; changed to allow
# |3 S' B u7 R- `/ P% f8 n) tchance to gain experience if >75% prepare and < 50% national exp level* c. E, n' ]$ o: k: H& c0 m
34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to' h1 \$ b, u+ g9 I
alleviate the incorrect experience gaining happening while in reinforcement queue
& \5 x8 T% j- K7 j9 ?35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –! }: K1 F3 a2 A7 z
caused unit to jump “off-rail” and move overland6 H: F$ ^* N- }/ e9 V
36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ* \( X7 [: U X: m% U$ o
37. Excessive accident messages on unload from TF reported8 b" O( d: q" L% u
38. Reworked editor sub-unit merging as some devices could drop off the unit list when) u& N2 B/ u6 e' G7 {5 \* G. p
merged causing smaller size unit than expected
; r4 v1 _- m- F- G$ R) s7 l7 C39. Corrected possible TOE error in scenario data load for inactive units) W6 C, c; q( O' M/ J
40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can1 I" U0 V+ a; X5 \ w
however be allowed to do this.
2 \: E, w& H% P41. Possible CTD if sinking ship's load was a group! a0 y1 l" N: @+ U/ H' e9 T+ }/ X1 Z+ P; n
42. Limit the number of devices built from resources per unit during LCU replacements; this
# _, \8 X0 \, L" _' owas causing an over production for that turn, h# Z! \8 p' O6 x% `* \! ^
43. Retain day/night setting when creating group fragments0 d) y3 y* K) D
44. Adjusted supply and fuel values in base list not to overrun the space
+ X9 w' l' y. o6 g# M* ^" x45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but! u& `. o/ `0 t3 R9 X
added YMS to Sweep TF in line with manual and code, I: K, g) e ?0 s# p* \4 R2 i0 \
46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the
! A4 Q2 s4 S3 Prule relates to the abundance of manpower and is not covered by replacement pool. Normal
* C% w5 o: M& V2 O wrebuilding of destroyed units is not affected by this.
- Q0 n7 O. E! I- N47. Carrier capable and trained text not showing together on Group screen k# E* w% {; S" P% W# n
48. Handle any blank re-name changes by ignoring them) E* ?3 q7 F- M4 J3 u
49. Possible CTD when air fragments combine
' l0 c) K6 K. S. X1 s) z50. Unloading TF can freeze a LCU onto a ship under some conditions" ~+ t! l* C: [) ?+ V1 h* A
51. AI not behaving if main HQs missing (affects small map mainly)7 m3 s; v: l6 _2 Y4 G& q4 a& h" u" m
52. AI using AGC for normal land units – removed from TF if not needed# l& ^# ^1 c2 r" {- B
53. Soviet activation message not in Ops report
8 M$ C. ]/ z6 o; e3 m54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range
" p% S2 ?5 I, Y# n1 Z' J4 A55. Clear Soviet air balance if not activated. Possible incorrect base switching4 _: K, m0 c& v( t @1 ?* V1 N% A
56. Sub attack against docked TF not happening for port size <3
) ?, L6 L% V9 i% t) y& l, K5 a57. Unit type changing unexpectantly3 \. A8 c' I- N3 V
58. Torpedo replacement on plane sometimes is missed
: \9 F$ J: g7 x( K59. Double handling of overstacked supply requirements
& y; e% l% |; s60. Fixed alternate weapons for port attacks1 U" g5 X! C h; U l4 N7 |; {
61. Corrected weapon system damage to show after combat on ships in port rather than wait till
" P U, s% I0 E1 G8 ?$ Z' psometimer in the ship repair cycle.6 b2 [+ T. ^2 f- t
62. Ship tonnage over 32K could cause repairs to fail
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X; }% J0 a8 Z; o2 B1. Show Port re-arm level on ship list screens at base. Does not account for tenders, just the0 ]8 [& \$ L3 ?) |- N! c1 W0 \
port- u! z6 g5 R/ s" O) |6 ^
2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.3 b2 S) h4 W4 \( h& v
Tenders not counted# r: W1 I( P3 f( I" D* E
3. When showing mine device on ship, show '!' next to mine ammo if can reload at base
0 T5 t8 A7 B2 @7 q; N( A* _; P& k5 [% {4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method+ u7 B* t0 B5 f/ g9 n q! W& ~ ^( v. \
to remove damaged ships from TF+ w6 ?' a5 ?6 C' r. t
5. New filter for “non-building” devices in Industry pool screen
' A$ Y, ]8 n9 y9 n3 n6. New filter for “non-building” aircraft in Air Replacement pool screen0 B. l7 }' x8 y2 C/ c7 r" I+ f. a9 i
7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy
) y4 v2 r8 H8 j2 l5 O, Imines (^) detected; z+ T, q g% N% q
8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the/ g3 h! R5 b- c) F# `( ~- f1 L
‘button6..’ image files, then these will be shown. If not, by default there are shown as! R) l% o- x8 X1 p' G. |! h6 \
standard parachute unit icons: u) o# Y) N! y4 f
9. Air/port damage and building is shown in base mouse over
0 }, V6 L2 _) T* d1 F( s5 E1 J3 P10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on* Y6 e4 S( G t" ?( V
11. TF can be routed to stay within coastal hexes as much as possible
. q( W& `2 R/ L& A8 N12. On Top Pilot screen show the 'ace' cut-off value if more than 1
/ {0 Y9 X) X0 H3 R13. Added option on group and LCU reinforcement screen to turn off replacements' n, Q8 N3 D2 p2 Z' {: Z! r+ H% ~
14. Current base can get supply returned to it when reserve planes returned which were: X$ s9 |# r+ C& s
originally supplied from another base% _! o( r8 V$ j" j% v5 R
15. Unit type filter on Troop Loading screen U, I3 `. W V3 }# Z
16. Report killed ground units if not in combat report
% N: h( s6 S$ XChanged
; B8 x+ z# g( {3 K( X1. AF of 8+ have AV support doubled for purposes of determing support for air operations7 r8 @( q2 b! P( F. @& \
(complements fix 18 above)
; j$ D' f" V& H2. Permanently increased pilot array to 70K) ]$ q! Q8 Z) E% r
3. Increased number of air combat rounds are a factor of total aircraft involved
V' K, Z3 E+ I# p v0 P* `4 W1 `4. Allowed submap to submap movement if land connected for land units. Should have been! X/ F- ~! I9 n. D
so as per Andrew Brown
! m3 K# {0 p! Q) J$ t: J5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message
$ i: ]( K+ y; A4 Q! ?6 S7 E! wdelay toggle instead9 Z% L3 i7 }% O) H# i b
6. Aircraft being grounded for maintenance factors in durability also. This will spread out the2 l3 X) J/ W0 U. `
maintenace a bit more
6 k8 i1 g. I( `# ~' o* Q7. Support device replacements won't decrease the overall experience of LCU units. This does5 S( u0 u9 D: h9 ]- T
not alter the overall EXP change due when any replacements are received.% o+ {4 y/ o! \6 z5 J! `
8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction! S0 K% A& t. W9 h0 p
between the two but could break current games.
* x/ ^- S2 G! k# v! i9. Some LCU Prep points may be retained if unit is experienced
" }: h5 k6 J; b, W' C ?Notes
& @% a" Y4 U6 G* m, K# Z1 _1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario" m# K4 g @/ O4 [8 L
should not change player or HQ, even if not in play. These original HQs are used by the AI. ]9 H* U4 X; s4 z! d7 C
routines so changing or deleting them can put the AI off. Changing other elements should
8 }" A. F$ o, C& M$ gbe okay.# r& q( w8 s4 U5 z4 ~
2. Clarification to weapon filters for aircraft:
K: j! K! U6 K2 ePM_NAVAL_ATTACK 2 // used for naval attacks
, t! }2 Q. M3 }- v0 R5 Z w; bPM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)
* I- v' Q* X/ X4 N6 h% a# K, [2 YPM_LAND_ATTACK 8 // used for land (ground) attack
4 K, f+ S) ?# i, tPM_PORT_ATTACK 16 // used for port attack+ k9 m, d w( t& G: f
PM_AF_ATTACK 32 // used for AF attack
% G, c. H c+ I2 qDropped any reference to secondary values for land and AF as they served no special use.
8 X9 |! h& q+ S6 EClarification changes, x& _# ~( O8 [) z- O" ?0 e
1. Some clarification and changes in regard to use of the Soviet Motherland bases. These
: b+ E3 r6 M. E, pbases are those defined as having an original Soviet hex ownership of SOV_UNION (90),5 D) D. a6 F1 |7 v5 p
MONGOLIA(91) or TANNU_TUVA(92).
) m% x5 C! K3 |" M0 v$ y( t4 @1 G }a. Allied non-Soviet groups can't transfer to Soviet Motherland bases/ `" p) m# e# y1 N7 ^ Q
b. Allied non-Soviet LCUs can't move into Soviet Motherland hexes
% g+ |# z: w5 }7 Q6 x& _c. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases
8 I% {- k4 I' Y. Jafter Soviets are activated, but can’t move
( W7 @: I, v& \1 O0 Hd. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if
: m( Y4 w! i, L% m A. H3 p0 odisbanded in port.$ W: z* n* {& Z- N$ W% p
e. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently. c$ \6 G- s4 f) c5 j( J4 @' J+ c" M
f. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |