具体见 z0 |( E7 \* S4 M6 r
" b6 {. x+ q% J$ j8 G hhttp://www.matrixgames.com/forums/tm.asp?m=3185062
$ {7 W9 v7 Z; {. c% c1 X0 I9 c3 y" \ [* Z9 V" S3 j
已经共享到岛群QQ和本论坛置顶资源帖
" a- ?8 k8 l! Z/ p5 B: `0 |- s5 X. C& N p
大量更新,详见列表:3 s, x4 E5 P$ E! L: f
$ h% i2 v# Q$ Y
9 j" O3 g6 q7 c2 F8 |" v Z
Change History:
" Y: p3 y. L& s/ ^) [V1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17)
$ S, V1 d- U5 r2 c# L: ]0 ]1. Seventh Update – This release is a comprehensive release updating all previous
' @, S* R q* n/ Y1 qversions to v1.01.17 beta9 b1 ? z- s5 h# ? J. z, @
2. Code Changes
7 u# W$ d J: ]) UFixed
5 ]9 b2 e% H+ [) q0 A4 k- X4 i3 l1. Display of AF/Port icon between player saves based on player's intel; P$ ?" D5 g* p/ y$ ~& e
2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when7 e5 j7 M* ^3 O# K6 [% j& |
weapon list updated
1 v Q2 l. I) K6 ~' ^( b3. Reported cargo/troop safety values incorrect when no cargo/troop space4 H" a: q0 A( a! W+ N( L
4. Allow smaller 'reserve' space for small groups on ships3 i) Y% d: _6 O
5. Preserve some more data when swapping fragment and parent to prevent lost of parent8 _4 [& l N9 U0 Y$ [+ C5 E
6. Correct attacking plane count before final post-air combat+ w; }5 n& |7 @6 X
7. Pilot promotion may have occured in error sometimes" E1 V+ O' \! b4 _
8. Raid detect message sometimes dropped of the combat report
: l9 }! B# I" j( e5 Q9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply2 p+ Y: S; D/ _9 N, v" H* i
generally6 f% @0 H. [( Q4 { e; f& h. _0 L
10. Some pilot-leader connections were being corrupted+ I H' `% A7 h) l: l
11. Movement bug with following units due to incorrect move indicator. Seems to fix a few4 L6 d# o$ m' a. i5 {* S; |! |
other move issues due to the incorrect indicator
& L! a; w _9 C1 `! R9 G, J12. Wrong ship sometimes reported in Ops report for TF movement which causes some9 j! ^& M. \) a" ?7 y% i# i2 y
damage0 L2 {/ D! U8 j/ F
13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool' T2 [: c' s1 e8 @$ s2 E9 S
14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the
( ?2 O2 l1 i2 }: bdate sort
$ A% Q4 I1 u- g% e, Z9 t15. ASW groups not allowed to attack sometimes( `2 z" b7 G* `' ?) {
16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing7 [- E; P0 c% q
HQ/LCU to jump to reinforcement queue: ~, E$ H) \! U/ t' z3 r
17. Bug in bomber intercept if too many rounds of fighter v fighter combat
P# {) T: |! `6 X6 k+ W( k! \3 v18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed
, z2 n) y* f2 vat start of AE but crept back in sometime during updates
- A1 E2 |! t, {$ e+ T8 S( s" z: U19. Removed the fragment/parent swap during a TF unload as it could often orphan the# L2 M. q' y7 S' s# _
fragment.2 p7 I/ I, K5 Z( E9 m# ^+ O
20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade
, }. [- |; P. j! o$ h21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not& g- Q h9 d9 o* k
short scenario). This was fixed in a previous patch but only for one of the VCs, not the full
( O& D0 S8 Q0 h8 c% k* kset
5 D1 q$ [3 ?4 C22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base" M, l: p& x; D/ z) x4 D+ i
23. Enabled 'z' to speed up all animations; was commented out in a few animation replays
% K- C" r g2 u1 L7 k, z24. Bug caused F/FB to sometimes bomb at low altitude# X; _. N0 Y2 O" B$ B! Q
25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not
^) n' l& g; J( soccurring properly.
3 p% ^$ o ~( i' t' p26. Bug in Industry 'failed' indication not showing properly sometimes. N+ m m' F$ c0 i
27. Location check at scenario load to include small map sceanrios
# N6 T- o# y6 }; o H* W1 x: H28. Bug in air supply to fragments in a non-friendly base hex1 f2 ?: T' S$ k; R9 C) a
29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was
7 z" U h, K: w/ @0 p: y9 _6 [being set to homebase before execution of the mission – ie was returning to base0 y9 X3 P4 \" s6 y6 @1 b; ?6 o0 Z
immediately
: t2 Q7 h/ y% W9 J30. Error in Strategic map display
+ e% Z) Q5 [( f) {( @; A31. Additional and stockpile options were not turned off when base was captured
: I/ A; [: B2 w% Y4 h+ K0 n$ x32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on x1 X( D4 X$ O. y
mouse over$ H) l& a& H( O" ^: Z
33. Army experience being gained when not 100% prepared as per manual; changed to allow1 Q7 `3 q6 t0 q* J8 ?" |
chance to gain experience if >75% prepare and < 50% national exp level
% t c- F3 ^3 Y0 z34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to
1 r7 v# p+ b0 O! g9 ]/ salleviate the incorrect experience gaining happening while in reinforcement queue
7 E# U! C* g2 V5 F9 J w! I35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –6 P% E# |8 ?7 U2 J$ c$ t
caused unit to jump “off-rail” and move overland
4 k% b/ i9 h# C9 m8 {7 R+ S" m0 [' {36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ
7 t3 o5 q' S( X# r2 B, }: u9 ]8 j37. Excessive accident messages on unload from TF reported. c5 s; X; q: q' V* ]% J5 ~
38. Reworked editor sub-unit merging as some devices could drop off the unit list when1 d8 M- _* H' B
merged causing smaller size unit than expected
2 }6 i3 e) L- G8 R6 `39. Corrected possible TOE error in scenario data load for inactive units
2 {( e# w3 p/ y, f# }40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can' x- v7 K7 X+ Y1 D4 R
however be allowed to do this.
1 @- W: G0 h1 V41. Possible CTD if sinking ship's load was a group
* Z- |% R2 y5 A" j+ N$ ~42. Limit the number of devices built from resources per unit during LCU replacements; this
0 o" @; T p# r$ n! t0 c8 F* Q; awas causing an over production for that turn" P9 O {6 n0 x% C# F
43. Retain day/night setting when creating group fragments" W( o; P0 _/ P0 q6 C( x
44. Adjusted supply and fuel values in base list not to overrun the space; Q' \6 X$ ?* k! c/ B
45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but6 H7 Q4 W. f( j; f# L8 e0 D
added YMS to Sweep TF in line with manual and code/ t8 W7 E# z% H& a/ j
46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the8 U" _( J! |5 {
rule relates to the abundance of manpower and is not covered by replacement pool. Normal* u4 B9 y" s4 X1 [" C" ?
rebuilding of destroyed units is not affected by this.
) e( v, z8 ^' v8 L8 |47. Carrier capable and trained text not showing together on Group screen
2 j( I5 y( E, ~$ n5 x48. Handle any blank re-name changes by ignoring them2 a W# H D0 ]. T; `: J' _
49. Possible CTD when air fragments combine
8 g1 _6 M# P4 u3 U& v50. Unloading TF can freeze a LCU onto a ship under some conditions% f# v- h. `1 q! q4 F
51. AI not behaving if main HQs missing (affects small map mainly)
- C; p/ b0 a' l% J8 P8 l6 A2 e52. AI using AGC for normal land units – removed from TF if not needed: r2 `) O) [' Z- {9 K
53. Soviet activation message not in Ops report
7 x: f: H* n5 W54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range
8 ^+ A; {/ ?, v9 `- w% ]55. Clear Soviet air balance if not activated. Possible incorrect base switching' }7 y# d1 N& ?+ `0 n6 |) J
56. Sub attack against docked TF not happening for port size <3, k* o) A! u# o; m0 d: z6 ]0 I
57. Unit type changing unexpectantly
& l. @) G2 i% f% W7 E58. Torpedo replacement on plane sometimes is missed( O. v. B4 ~$ R6 G
59. Double handling of overstacked supply requirements
0 p2 ~- _ L- O7 ~60. Fixed alternate weapons for port attacks! R4 d# k+ q) d! C! q/ E
61. Corrected weapon system damage to show after combat on ships in port rather than wait till
: ~, j0 a' J. D7 b( Dsometimer in the ship repair cycle.
+ u/ z5 P" {: C! Y! C62. Ship tonnage over 32K could cause repairs to fail" c+ P! f; [( l7 x3 v! i5 r
New
( v6 C7 q6 t) V: c0 _4 U4 R1. Show Port re-arm level on ship list screens at base. Does not account for tenders, just the
! t/ e; h& O0 @+ M# \port
; L' a0 W# \! `: u5 k7 B9 H$ h2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.1 n+ k3 `9 S4 n
Tenders not counted
; a* A* f8 e p, a- N3. When showing mine device on ship, show '!' next to mine ammo if can reload at base
8 Y, [: Q" D) P% [, j4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method! |) u; l% ]) [* }, D
to remove damaged ships from TF
, ^( X+ b+ Z; F8 [3 ]9 D5. New filter for “non-building” devices in Industry pool screen" H f% J" g# g; z( f( `
6. New filter for “non-building” aircraft in Air Replacement pool screen
. n1 ^( P: |0 \% g; P7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy
3 A& ~* n+ ^8 J2 rmines (^) detected9 z, `' S4 j- Q2 t- g0 a
8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the
/ y$ ?+ a: H7 z p‘button6..’ image files, then these will be shown. If not, by default there are shown as
* k( H2 Z4 j& Wstandard parachute unit icons: \. B! `' |. w$ L
9. Air/port damage and building is shown in base mouse over2 p& D7 J* f: n. F+ ^
10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on- M# C0 _, b# s& M
11. TF can be routed to stay within coastal hexes as much as possible
# y4 }# C. \4 {# Q- r12. On Top Pilot screen show the 'ace' cut-off value if more than 1
6 u) N# { D+ |' `6 s3 N2 f4 e13. Added option on group and LCU reinforcement screen to turn off replacements. n) A/ }+ Z7 n9 x9 [0 a
14. Current base can get supply returned to it when reserve planes returned which were X, v, u o7 p& c$ B+ Z
originally supplied from another base
: W5 Z8 Y# J, K+ W15. Unit type filter on Troop Loading screen
6 F, s; Z: }4 ?# V3 z16. Report killed ground units if not in combat report% j+ s* o5 B3 X# k) D. Y
Changed
3 i6 ^. g/ t: Z! X' [) l1 J9 n1. AF of 8+ have AV support doubled for purposes of determing support for air operations# D; {. H( H. _' y6 c
(complements fix 18 above)" X" l0 S; _) H
2. Permanently increased pilot array to 70K: ~ t8 t2 N* j( ?& F, J
3. Increased number of air combat rounds are a factor of total aircraft involved- @3 y# A( g: O* t$ E& b
4. Allowed submap to submap movement if land connected for land units. Should have been1 N' B4 }/ a+ \* X9 u) u
so as per Andrew Brown
% j8 Z6 s( Q: T$ @1 A5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message
0 ]2 u! [2 [& `' rdelay toggle instead: @7 d! \- a7 D- _4 x" {! D
6. Aircraft being grounded for maintenance factors in durability also. This will spread out the
' p" w5 w5 H/ t: U, E9 K. b: b4 Emaintenace a bit more5 S4 B; z$ S- G
7. Support device replacements won't decrease the overall experience of LCU units. This does+ I! p4 b$ }& h. m9 E( `8 s! I: Q
not alter the overall EXP change due when any replacements are received.7 ~1 T1 n* j4 c/ Y/ \ J9 O
8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction
$ S* l2 G3 E9 J# V; Y8 ?between the two but could break current games.5 m, b" o6 W2 E; f; X: {1 |
9. Some LCU Prep points may be retained if unit is experienced
! E' D4 t* |4 a- h+ _Notes
/ ]8 @/ F" E8 D% Z( v, O& j' j5 O1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario& c5 M$ R7 Y3 d- S: C
should not change player or HQ, even if not in play. These original HQs are used by the AI
6 [' b, R$ s4 W# s& I% Xroutines so changing or deleting them can put the AI off. Changing other elements should
2 \- F1 |2 R; Q" g6 U. X# rbe okay.
5 y3 y8 M8 X) X6 Y, I3 Z: L! d2. Clarification to weapon filters for aircraft:
' R, u" y+ P$ I" ?- ^% u( WPM_NAVAL_ATTACK 2 // used for naval attacks
7 b5 A" r( x5 K/ JPM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)
, [" a# k! D' `4 |0 wPM_LAND_ATTACK 8 // used for land (ground) attack
; N. V' M/ z0 t; R; QPM_PORT_ATTACK 16 // used for port attack
, G+ C v8 s0 E# z. o; \: _PM_AF_ATTACK 32 // used for AF attack
/ n3 d% ~, T1 J: h5 i/ wDropped any reference to secondary values for land and AF as they served no special use.
: D! y/ w7 O& I% \0 tClarification changes
5 F/ O3 y9 {: G+ Z; q6 O1. Some clarification and changes in regard to use of the Soviet Motherland bases. These5 s9 C, R; x6 F; I9 y
bases are those defined as having an original Soviet hex ownership of SOV_UNION (90),7 ?. D& r2 j3 n1 [+ |7 N1 i7 J
MONGOLIA(91) or TANNU_TUVA(92).8 R2 r6 `' a- ~: b) H {; u
a. Allied non-Soviet groups can't transfer to Soviet Motherland bases, d2 C/ t3 G' a
b. Allied non-Soviet LCUs can't move into Soviet Motherland hexes' {. s4 e+ r5 U$ M9 H: W
c. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases
( ~! H" d1 y, k7 d! o. Iafter Soviets are activated, but can’t move. E- w" u% L4 j9 }. [
d. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if
* o+ P# ~- {$ X0 z( Hdisbanded in port.7 |& C, n' {8 f4 k0 I4 L/ j
e. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently
9 I# d- `6 _) e; j3 v' B0 o& h2 rf. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |