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- d8 Z- ]. y( v @- qhttp://www.matrixgames.com/forums/tm.asp?m=3185062* }$ P5 n- K2 w3 Q; T9 j1 K" i' ~% Y
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; N* L) z3 K+ y6 H: Z/ n( {大量更新,详见列表:* ^# Y1 f% r3 Y/ T3 H+ `# q
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' M1 P7 z* p& I0 I0 g" DChange History:0 B# b: d0 @0 L8 [) `7 [: T [6 U
V1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17)( b/ M) {+ _+ Y8 B0 e! ~: A0 Q
1. Seventh Update – This release is a comprehensive release updating all previous
& y* m1 ~; V" [0 T4 N; Aversions to v1.01.17 beta$ e% V, @3 M* o2 R8 V
2. Code Changes
* \+ k# }8 D6 N) [% P AFixed
; g' t' j4 }4 Q* F9 D1 p' _- j# M: x# Z1. Display of AF/Port icon between player saves based on player's intel
) @( l7 T0 I; e: j# f, k2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when
; B( g, B+ S" s# t7 P0 O% H- W0 c: d! uweapon list updated. O/ L+ M) y" K* _3 v
3. Reported cargo/troop safety values incorrect when no cargo/troop space
" V( w: N0 a, P. z3 P9 _5 j4. Allow smaller 'reserve' space for small groups on ships$ T; w& }# I9 ^/ ~2 D3 p p
5. Preserve some more data when swapping fragment and parent to prevent lost of parent, H; S/ t4 P. M$ m7 F1 l. H% A, n' M
6. Correct attacking plane count before final post-air combat. j2 {# C8 B% G$ D
7. Pilot promotion may have occured in error sometimes
+ a6 ~$ J$ i8 L! n! x# u8. Raid detect message sometimes dropped of the combat report
. s2 f" q( c- E; W& \3 ]9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply
2 D$ R$ K6 B5 u: Igenerally5 Z* B, g8 y0 s: I
10. Some pilot-leader connections were being corrupted
; F) D0 F8 z% X/ Y11. Movement bug with following units due to incorrect move indicator. Seems to fix a few8 G4 y; b1 C9 H( o
other move issues due to the incorrect indicator& E; f8 z/ c, A% y" g% E- q
12. Wrong ship sometimes reported in Ops report for TF movement which causes some
0 [ N* Z6 l2 h' i, vdamage
1 n" q& L' u- m# q13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool
% c- u( T4 x* n9 L$ S: X) W/ S3 ?14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the
( U1 ?9 o2 N7 f% ]/ |date sort
, Y2 M( N- H d8 l8 x" s* k% s15. ASW groups not allowed to attack sometimes
( n D) G9 I' u4 _- g16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing& M: ?& E( }8 A) g
HQ/LCU to jump to reinforcement queue
5 a6 j3 X4 A/ }" j" O* ?" V& x17. Bug in bomber intercept if too many rounds of fighter v fighter combat2 |; R9 l9 \. r8 n, y1 g
18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed4 N0 m/ s3 i7 I8 F+ B5 d$ q. k
at start of AE but crept back in sometime during updates; ^' s9 N+ y+ A, I
19. Removed the fragment/parent swap during a TF unload as it could often orphan the
j- d" J0 n3 U& X, P8 |, ]fragment.
$ \- @ b5 x9 L+ `6 }: g1 D20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade
$ z4 f' ?: `6 \: r# k% K3 |21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not( O/ @. C+ h; ]) `9 ~# g
short scenario). This was fixed in a previous patch but only for one of the VCs, not the full
5 R5 d2 Y) i n. i6 v# Cset
$ c" W1 G: C' f/ \8 ^) u" G22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base
# A2 Y# n4 _# i4 ?0 V" X23. Enabled 'z' to speed up all animations; was commented out in a few animation replays) w* e9 I9 B5 u5 m- A
24. Bug caused F/FB to sometimes bomb at low altitude. ?# `" @, j" J3 P1 F+ L* S7 m
25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not: c S% ?9 ~: f* K/ G3 g; l
occurring properly.7 J5 p1 l7 z" ~0 j1 Q' c% ^6 E
26. Bug in Industry 'failed' indication not showing properly sometimes
& Z! w( ~. c: m4 B27. Location check at scenario load to include small map sceanrios/ V _3 H; V' l# K) D' }
28. Bug in air supply to fragments in a non-friendly base hex7 e9 Z' z5 {- \5 p% I2 U3 ~
29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was% J) j+ _) X! c$ [: Q) J
being set to homebase before execution of the mission – ie was returning to base
7 ^" o: U4 ?7 K' V8 v1 E Yimmediately
. C" l& a1 ^5 X# \& V" w4 U& T30. Error in Strategic map display7 M3 m, g) C: L" J- G" r) {
31. Additional and stockpile options were not turned off when base was captured
/ p( \, o7 B8 P& Z) ?! M: h+ u! i32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on5 p6 l3 v# q- W& y" v( `, E
mouse over
c u# r) l+ i5 w4 l/ k7 v! W( y33. Army experience being gained when not 100% prepared as per manual; changed to allow. t" G6 M( }# D: k, `1 K
chance to gain experience if >75% prepare and < 50% national exp level' \% s. A0 u( |" W& z
34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to# p2 K4 _$ {; o+ l4 ^
alleviate the incorrect experience gaining happening while in reinforcement queue- e. N2 b1 n# R
35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –
& _. Z( T: t3 K9 d/ rcaused unit to jump “off-rail” and move overland: f7 F5 [- O7 O3 b. o( A1 x# h0 }
36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ
' J2 z: k8 D) Y5 [37. Excessive accident messages on unload from TF reported7 {- g* W- e/ s3 H0 D( w5 y
38. Reworked editor sub-unit merging as some devices could drop off the unit list when4 m- s- t1 r- U; N; l
merged causing smaller size unit than expected+ P) V' `& g" T s& h# c8 D
39. Corrected possible TOE error in scenario data load for inactive units5 l% D K, ^- D+ P
40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can/ L# M A% g" |) ?& v7 {
however be allowed to do this.
8 R; @8 J5 e. N! z0 m( y41. Possible CTD if sinking ship's load was a group2 O9 r5 U$ F) S! H/ [* a6 l
42. Limit the number of devices built from resources per unit during LCU replacements; this4 q7 E- v% @$ q5 f. I, J
was causing an over production for that turn$ ?/ z- @% a* D$ a
43. Retain day/night setting when creating group fragments* K+ g" v6 s% X& u
44. Adjusted supply and fuel values in base list not to overrun the space
1 V3 `# ?, L3 H a( C2 o' D8 p' M: R45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but
4 N! K5 C& r- `# x( |added YMS to Sweep TF in line with manual and code
& V+ }3 i& f: h0 @46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the! ^# j. \# | V; e0 s
rule relates to the abundance of manpower and is not covered by replacement pool. Normal0 c/ y2 r/ q z- u- i* r6 ?
rebuilding of destroyed units is not affected by this.! l$ k* L2 ?# {1 D2 f
47. Carrier capable and trained text not showing together on Group screen( H/ |: i; n3 p
48. Handle any blank re-name changes by ignoring them2 R% l8 z1 c {2 m4 [7 o
49. Possible CTD when air fragments combine$ W2 y4 |' |, v) S2 Z* j2 Y
50. Unloading TF can freeze a LCU onto a ship under some conditions$ l. u7 O. y8 I1 m P6 p6 Z
51. AI not behaving if main HQs missing (affects small map mainly); r6 } Y7 |5 J$ I5 j
52. AI using AGC for normal land units – removed from TF if not needed- ~% ]- ^& H; N d8 v0 d3 x
53. Soviet activation message not in Ops report% i% A' l& a& A5 g7 g1 M0 ~+ r5 h
54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range
! y. n9 N1 q5 g5 {( f55. Clear Soviet air balance if not activated. Possible incorrect base switching
9 c- d! [7 \/ O( N$ _3 f) t56. Sub attack against docked TF not happening for port size <30 c$ G" W& A% \* u, l: M- ~
57. Unit type changing unexpectantly
5 L& z- k# n" ^( ]58. Torpedo replacement on plane sometimes is missed
3 |$ Y0 M. _4 x+ \$ V59. Double handling of overstacked supply requirements+ ?* Q# D1 k$ @; o* s( [" b
60. Fixed alternate weapons for port attacks" E' O9 z q' S' L ~. o
61. Corrected weapon system damage to show after combat on ships in port rather than wait till
2 D) A$ N0 B+ Q6 M% t/ Gsometimer in the ship repair cycle.
k* I' y w% ^- p" d R62. Ship tonnage over 32K could cause repairs to fail
2 g3 y" C; X( J; U0 S8 P5 lNew
% C5 |# o1 j$ I5 J$ B* y1. Show Port re-arm level on ship list screens at base. Does not account for tenders, just the
; F/ \! W `5 `+ a0 G O# o8 [port; v. G* e/ p) O! h
2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base. m. u0 A( L, { C' S: T8 V( A( n! M
Tenders not counted* d' l3 J3 Q/ ^1 c9 \
3. When showing mine device on ship, show '!' next to mine ammo if can reload at base
+ ^6 Z" S% c8 Q) l5 C1 Q/ ^$ z4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method* b/ o' N: A! ?0 I! `
to remove damaged ships from TF1 H) {: M3 T. ]& M; c* |
5. New filter for “non-building” devices in Industry pool screen
) Q* W( n7 t# l% H- R1 b' F+ g: P6. New filter for “non-building” aircraft in Air Replacement pool screen
0 Q# x( h. ^6 K' Z( ]9 |7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy
. b; h& n' H$ @/ omines (^) detected$ d! w+ T7 G* Z, J; Y# H! P8 h
8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the
3 A7 {8 E N/ G9 p‘button6..’ image files, then these will be shown. If not, by default there are shown as( Y5 c4 g) x% b" |. C- N8 |
standard parachute unit icons
2 a$ n! ]4 I6 f% t% \0 \0 z5 w; A9. Air/port damage and building is shown in base mouse over& W# Y- A' n9 F8 a2 D
10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on
3 p6 a) T' \- d11. TF can be routed to stay within coastal hexes as much as possible0 ^* X/ U9 ]9 G2 {! K
12. On Top Pilot screen show the 'ace' cut-off value if more than 1
( c6 ^6 P9 R. |13. Added option on group and LCU reinforcement screen to turn off replacements3 D1 N! `( a! [6 y) _* U
14. Current base can get supply returned to it when reserve planes returned which were& V( m3 M1 i- |" |0 O9 N& P: P
originally supplied from another base, V. U" |! g: Y A- c: ^* x( J. R
15. Unit type filter on Troop Loading screen
$ \# j& D7 a4 ^) K& [3 p. {4 Z16. Report killed ground units if not in combat report
, B: [, I3 }0 v- ?$ B% ~* JChanged
V# a0 W( I' u, c/ {2 T( C! ^- {1. AF of 8+ have AV support doubled for purposes of determing support for air operations
" ^+ I+ c" }1 M+ w j" e(complements fix 18 above). g% a6 ]1 m/ L- ~* y
2. Permanently increased pilot array to 70K
* |. X; q4 Y/ Z+ q' W, s3. Increased number of air combat rounds are a factor of total aircraft involved S. N, p: k* i% H% ]( Z/ q
4. Allowed submap to submap movement if land connected for land units. Should have been) E; l0 g* c1 I
so as per Andrew Brown
- d) ^2 p7 x5 ]" R& I9 o5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message; X3 M; y1 a2 U! u& d: g
delay toggle instead# g( O& B1 E- p7 q, q; C4 m
6. Aircraft being grounded for maintenance factors in durability also. This will spread out the( l/ _) N' g3 g A
maintenace a bit more/ B3 W% x+ j; Q R6 Z8 p
7. Support device replacements won't decrease the overall experience of LCU units. This does
# D- B& Y5 L) t3 h4 {not alter the overall EXP change due when any replacements are received./ U* k9 k) p4 I
8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction1 x/ c/ z3 c! f! \1 E- h
between the two but could break current games.7 u1 U2 T# u2 N. O( N2 V$ ^+ i3 S
9. Some LCU Prep points may be retained if unit is experienced
4 `8 e4 k; ^( ]* q1 p, h2 ?7 k9 ZNotes( M. |! i" i- @$ s' R
1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario
5 b& R- ]$ t4 t1 }* jshould not change player or HQ, even if not in play. These original HQs are used by the AI
) X0 p, t* G7 X; k4 x' p, |routines so changing or deleting them can put the AI off. Changing other elements should
/ O F% U% {$ M% {( \5 Wbe okay.
4 s' a" I% o! M9 x5 b8 D h+ S9 K e2. Clarification to weapon filters for aircraft:
6 y+ \" S# i& XPM_NAVAL_ATTACK 2 // used for naval attacks1 K! {/ R' A% F5 t3 o. p
PM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement) q; H W5 ?/ z" a, \3 R2 H5 g
PM_LAND_ATTACK 8 // used for land (ground) attack u9 ~) O j: A* T
PM_PORT_ATTACK 16 // used for port attack
& y O% o8 g h) M. _: a* Y* `' FPM_AF_ATTACK 32 // used for AF attack; u. K \. X" T8 \2 t
Dropped any reference to secondary values for land and AF as they served no special use.
4 D, J, \ p/ ^7 @2 `. aClarification changes
( i# U, X% q" \# w. z3 p1 x" V1. Some clarification and changes in regard to use of the Soviet Motherland bases. These: ] i! C \. [; N; W ^" ^
bases are those defined as having an original Soviet hex ownership of SOV_UNION (90),
% P" s+ W' c! `& A0 B, `1 H- FMONGOLIA(91) or TANNU_TUVA(92).: J3 \/ @6 y. e: e& n! _
a. Allied non-Soviet groups can't transfer to Soviet Motherland bases
; ~# C5 v- {4 d+ f- z8 j" N* N' Vb. Allied non-Soviet LCUs can't move into Soviet Motherland hexes- ?) K. H6 R F$ v
c. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases- U9 p8 S; b$ Q
after Soviets are activated, but can’t move
" I& Y. `; f" L- x& yd. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if7 c' x+ K# }4 k( m4 ^) J
disbanded in port.' N0 ~1 p$ g! _$ g8 Z7 _- g( X' h
e. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently2 [. l1 W1 ], z3 l6 r/ k4 g& m
f. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |