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3 Q) |! J# y" {6 g5 j' p+ Ihttp://www.matrixgames.com/forums/tm.asp?m=3185062
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6 a& {" J- s' @大量更新,详见列表:( O3 Z0 B$ C. a
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Change History:" W( `. N/ ~! ?7 ~( V2 v" Z) c
V1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17)5 l- r( u. w4 Q$ L/ V
1. Seventh Update – This release is a comprehensive release updating all previous
) }, Z3 a+ a; H% h7 m/ wversions to v1.01.17 beta* f p' @5 S7 K D2 ]0 x, H
2. Code Changes" f; U7 x* ]" C4 W2 \: ]! H l
Fixed3 V" J& [* y5 N# f5 {
1. Display of AF/Port icon between player saves based on player's intel6 r4 P( P' i$ t" J1 G; \: i( ~+ i
2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when
6 `+ ^" R8 H; ?weapon list updated0 c! C+ [* r8 h& M; A
3. Reported cargo/troop safety values incorrect when no cargo/troop space% R8 b' H+ q3 D( r2 f% `, b* u! U
4. Allow smaller 'reserve' space for small groups on ships
' X" l; i E1 Z5. Preserve some more data when swapping fragment and parent to prevent lost of parent. ^+ G$ a; k$ ] `
6. Correct attacking plane count before final post-air combat8 N- }+ y, X0 N( l$ Y; O# ?' B
7. Pilot promotion may have occured in error sometimes/ x" d& Q, F3 Z/ C3 q, ]
8. Raid detect message sometimes dropped of the combat report* U# K& W7 G) P% i# ^3 H
9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply
2 n+ ]; V! p- J5 Ygenerally. g' X5 \& ?1 n9 b L8 Y% y. ~
10. Some pilot-leader connections were being corrupted4 T" q; A) D* h! D0 A9 |( y
11. Movement bug with following units due to incorrect move indicator. Seems to fix a few
/ W$ J; }+ K& z- S+ c4 z( aother move issues due to the incorrect indicator3 A/ \5 O: M) w6 S; L1 }
12. Wrong ship sometimes reported in Ops report for TF movement which causes some: n2 ^8 @+ x2 O( R1 v5 `8 E2 j/ t0 z
damage
7 G8 N& u- Z, |, j3 M; A0 |13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool
+ P1 y+ J. J; i1 d* ^14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the6 }! H# [8 ~4 v+ a \1 j
date sort
: z ?1 M& n, _) P: W9 Z15. ASW groups not allowed to attack sometimes' [" s$ k) \( h$ K3 J: [1 ^/ O! t
16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing
+ r; H- F7 _ z; LHQ/LCU to jump to reinforcement queue# y5 T1 T, q3 f5 D% @
17. Bug in bomber intercept if too many rounds of fighter v fighter combat
7 j- a; s6 H4 _5 X' g18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed
4 _1 [: b( Q4 c; A2 }7 `at start of AE but crept back in sometime during updates
! Y5 ?( q3 b, }, l9 j. R4 \19. Removed the fragment/parent swap during a TF unload as it could often orphan the
4 ?8 {7 ]" I9 w$ X sfragment., H5 h3 C# v8 A8 s& t
20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade- n, N3 e/ H7 I5 a
21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not& \7 Q/ c( }% u3 H
short scenario). This was fixed in a previous patch but only for one of the VCs, not the full' Y1 C& I4 l3 T+ g& b
set. q0 k( e4 M. @: Z5 l
22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base
! T9 v; D; O/ p; j4 D4 k) J23. Enabled 'z' to speed up all animations; was commented out in a few animation replays, a) p- V1 w3 S8 q& j# x
24. Bug caused F/FB to sometimes bomb at low altitude
9 P. w) q2 b+ G6 j25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not
\* m7 I2 M1 O1 foccurring properly.
# P' C! u# x/ r9 _7 N6 S2 k6 u6 B( G26. Bug in Industry 'failed' indication not showing properly sometimes
7 m6 {3 u3 ?+ M27. Location check at scenario load to include small map sceanrios
2 t$ F% C6 K7 C28. Bug in air supply to fragments in a non-friendly base hex$ p1 z8 u3 x6 p
29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was
* }( o2 T0 _; o9 N7 B' f) d bbeing set to homebase before execution of the mission – ie was returning to base
" y" s0 W( _' \- U3 e' h. C. nimmediately
; s3 Z1 Z- B2 @* g, l30. Error in Strategic map display8 S9 y! `! z4 b, @
31. Additional and stockpile options were not turned off when base was captured# n* v6 r' b; k. P9 q
32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on* Q6 S7 l0 x$ i, ], T
mouse over0 h8 A) C) `* |# ~; z% T
33. Army experience being gained when not 100% prepared as per manual; changed to allow
) w+ Z* G9 f f7 i- Lchance to gain experience if >75% prepare and < 50% national exp level
8 s2 y$ g. f7 [" i" M. ]34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to7 G/ K5 `; Z! e1 J
alleviate the incorrect experience gaining happening while in reinforcement queue
8 C! Z( y9 e& k3 d% X35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –
5 c' H' w9 M. W! R* |; e0 Qcaused unit to jump “off-rail” and move overland. Q; K) M# m4 e) h
36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ
f7 D4 r) v, n& w37. Excessive accident messages on unload from TF reported8 C" ~: i4 t# F+ X: p: q+ g3 l3 B* L4 M
38. Reworked editor sub-unit merging as some devices could drop off the unit list when
W: X, v, V- ~3 ]9 a, mmerged causing smaller size unit than expected
/ k/ q/ E( R4 D7 x; Z39. Corrected possible TOE error in scenario data load for inactive units
/ I3 _+ i( p/ w40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can
5 [# [4 }* }- Z% X& Q& zhowever be allowed to do this.0 j" G2 E, h5 ?8 |5 s
41. Possible CTD if sinking ship's load was a group
5 Q3 F1 K d( Y) B42. Limit the number of devices built from resources per unit during LCU replacements; this, b$ l* @- D0 u& V" K
was causing an over production for that turn7 M" Z4 y& F& F, ?
43. Retain day/night setting when creating group fragments
8 Z+ _- V1 l' a. @/ d6 H7 S, h44. Adjusted supply and fuel values in base list not to overrun the space6 K' m' B. g9 C- P' M) \7 P
45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but, Z" g* M5 r. y3 h9 Q7 J7 S7 I( Q
added YMS to Sweep TF in line with manual and code
" G2 _) i. ~+ S" X8 u: D46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the
! L6 |: M' R9 G' p3 l7 \rule relates to the abundance of manpower and is not covered by replacement pool. Normal
, g8 J' E4 D8 V& Prebuilding of destroyed units is not affected by this.
5 O7 B+ _9 ~2 Z" | J47. Carrier capable and trained text not showing together on Group screen2 H0 E8 p8 z8 V0 P
48. Handle any blank re-name changes by ignoring them
* L9 C! q& r( n% e6 d/ Q49. Possible CTD when air fragments combine
7 \4 P* ]/ N8 ~) d50. Unloading TF can freeze a LCU onto a ship under some conditions
7 K, R2 i8 f$ F8 `/ b51. AI not behaving if main HQs missing (affects small map mainly)
8 p7 ]5 N- a& b1 u$ R52. AI using AGC for normal land units – removed from TF if not needed8 l1 w6 j8 u/ c- H
53. Soviet activation message not in Ops report
& r5 G" n9 m: n- q2 _" p p54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range
% v. R- L9 P6 P: s E55. Clear Soviet air balance if not activated. Possible incorrect base switching1 U; w: }7 }7 ^# V2 E; k1 {* E
56. Sub attack against docked TF not happening for port size <3 `4 m' v! E U- G$ J
57. Unit type changing unexpectantly+ f/ k: ?" I! J
58. Torpedo replacement on plane sometimes is missed4 X* q: K3 B' [: U% P
59. Double handling of overstacked supply requirements6 s; V H7 ~ T% I- a q9 z
60. Fixed alternate weapons for port attacks
8 J! G( i! x& h! |4 _# o61. Corrected weapon system damage to show after combat on ships in port rather than wait till1 }- N+ _; w* e; h x# j
sometimer in the ship repair cycle.; d/ K8 m- U0 ]8 }+ H
62. Ship tonnage over 32K could cause repairs to fail
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1. Show Port re-arm level on ship list screens at base. Does not account for tenders, just the' ?) f* g' ]: f! c
port
% r0 f0 ?( |, `+ G, A% R, z2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.
$ z+ r. h' ~% P5 PTenders not counted
# ]$ @0 F7 H0 d5 r3. When showing mine device on ship, show '!' next to mine ammo if can reload at base3 \0 L5 V' ~+ X
4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method
8 F3 ~% J9 J& Tto remove damaged ships from TF- ?& p* x \- K" s+ j" l
5. New filter for “non-building” devices in Industry pool screen
( L0 R4 M$ A+ a% `' O) Y6. New filter for “non-building” aircraft in Air Replacement pool screen* X% h2 x' g- O6 E- M
7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy: Z1 [* q- h) |( ~1 L
mines (^) detected
( L6 r) B, k& ]8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the, Z4 f" _) J4 F4 N4 h0 w$ a
‘button6..’ image files, then these will be shown. If not, by default there are shown as+ C) ]& [" o, D% Z# _4 ?7 l! v
standard parachute unit icons
1 I2 c% M+ ^7 Z$ s- h. E3 s9. Air/port damage and building is shown in base mouse over
$ J) G1 ] s$ ]& U10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on p W o+ k5 Y3 t! N
11. TF can be routed to stay within coastal hexes as much as possible
: G7 s; S+ Y$ D4 L12. On Top Pilot screen show the 'ace' cut-off value if more than 1
1 m0 R( z9 M& Q7 j) m& q$ o; R13. Added option on group and LCU reinforcement screen to turn off replacements
' {' J* ^/ h( w- u( _( j# W& }14. Current base can get supply returned to it when reserve planes returned which were
$ i( K3 [+ ?3 coriginally supplied from another base
& A5 |$ R9 o+ S2 l, `; u/ I0 z0 _# i15. Unit type filter on Troop Loading screen
- @; c4 v; S: r( q16. Report killed ground units if not in combat report% P* i2 u6 Y% N4 D" q! t& O4 _* T
Changed
( _3 ^& H: G$ ~6 W1 s6 M% f1. AF of 8+ have AV support doubled for purposes of determing support for air operations
# Z4 @: h& N, `/ ?$ E(complements fix 18 above)) a0 [6 y4 ]0 T e
2. Permanently increased pilot array to 70K: k- u, ~ A. ^3 g% g
3. Increased number of air combat rounds are a factor of total aircraft involved
$ k/ O% A% o/ ^+ X* @4. Allowed submap to submap movement if land connected for land units. Should have been
$ w ]/ V4 ~! Q; ?9 q7 t. E' ?so as per Andrew Brown
9 j" x) ]% O" m4 U$ V+ p5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message
; ~1 e# q9 H# i5 L8 Cdelay toggle instead
2 }% i/ ]" l! s9 \0 y$ B; `; S6. Aircraft being grounded for maintenance factors in durability also. This will spread out the
7 C8 k, N3 p8 b, Imaintenace a bit more# b# R: n8 I% X$ q" G& K, M
7. Support device replacements won't decrease the overall experience of LCU units. This does! ]1 O/ ~+ r4 D5 P2 D9 h
not alter the overall EXP change due when any replacements are received.+ X: k5 W; `" O. ^& ~$ x) m) o
8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction
# P- q9 Q8 \3 G2 S# i9 x/ c- ^( s2 kbetween the two but could break current games.
; {1 A( c0 d I5 \9. Some LCU Prep points may be retained if unit is experienced
, W2 G$ d% z3 Z7 q1 d0 O/ PNotes
2 Y2 s- ~( Q8 R8 [1 ^1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario6 ?; }+ _! W; R8 m6 z# `
should not change player or HQ, even if not in play. These original HQs are used by the AI" `/ d7 J' R$ S6 l( d$ _( m
routines so changing or deleting them can put the AI off. Changing other elements should
9 P" d1 p8 K J7 k/ N$ u8 B" h9 Ube okay.
8 \# ? ^3 w7 h9 E5 ^2. Clarification to weapon filters for aircraft:! `) ~" z& Q5 ~
PM_NAVAL_ATTACK 2 // used for naval attacks- g+ L; d5 a0 i' N9 s
PM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)
# {6 i/ e* v/ d, m9 E( YPM_LAND_ATTACK 8 // used for land (ground) attack
7 T$ a8 |3 z' g" [/ \PM_PORT_ATTACK 16 // used for port attack
, \+ q# Z) ~" RPM_AF_ATTACK 32 // used for AF attack
0 ^4 d2 N' {2 ?3 Z) P0 fDropped any reference to secondary values for land and AF as they served no special use.6 d/ W& F* Z( E9 t
Clarification changes: D8 D; F( v, K P- n8 z9 J9 L
1. Some clarification and changes in regard to use of the Soviet Motherland bases. These
" j. M' z6 r" Y0 z3 tbases are those defined as having an original Soviet hex ownership of SOV_UNION (90),' M9 R& h" }/ `
MONGOLIA(91) or TANNU_TUVA(92).
: h0 e; y5 Z/ E% h3 O! ta. Allied non-Soviet groups can't transfer to Soviet Motherland bases3 F% q0 B# Z7 M# z1 c
b. Allied non-Soviet LCUs can't move into Soviet Motherland hexes! P9 ^, y: y, y) O9 \# ?& b
c. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases0 q2 h9 w7 ~8 G" p2 Q5 g
after Soviets are activated, but can’t move r! g, K; D' u' ~% r8 K+ U) d
d. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if# C2 `" f r( W3 p9 Q& z+ {+ _
disbanded in port.
* v: d: i" [. n* |: Ye. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently' F! Z; ^7 S- y f, d
f. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |