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- B, u' v; w" x' b4 {7 Phttp://www.matrixgames.com/forums/tm.asp?m=3185062: s$ F7 F& G& I9 ~4 V0 `5 r. r
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大量更新,详见列表:
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* ?& L9 m. S, V/ I: h: sChange History:
, {! B7 D% l W; \V1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17)
2 D4 S& ]" l" f. h( u$ A1. Seventh Update – This release is a comprehensive release updating all previous4 L1 q$ y b+ C8 Y& ^
versions to v1.01.17 beta
6 C6 D* v& g7 m' S2. Code Changes
3 U. X, `% S# `5 y! ^* KFixed
& D$ |# r' C, X G: m0 Y1. Display of AF/Port icon between player saves based on player's intel
2 [& }( i% A4 F3 n" p, F% q2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when. L# ^* f& k& Z$ P( G4 o& _
weapon list updated
N: e0 v9 e) {) C' o+ R0 j3. Reported cargo/troop safety values incorrect when no cargo/troop space& c4 ~* q9 V4 J# B& g# q. F
4. Allow smaller 'reserve' space for small groups on ships
u7 E! t" o0 T! h$ m7 Z5. Preserve some more data when swapping fragment and parent to prevent lost of parent0 |" a& L! ~, T0 C. @0 t
6. Correct attacking plane count before final post-air combat- [! ]4 B9 ^4 P2 f
7. Pilot promotion may have occured in error sometimes
5 F' W$ T" Q9 e( k! y8. Raid detect message sometimes dropped of the combat report
/ U, a0 M' ]: j- t# e9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply- }) ^! _9 L# L, a+ @" r+ U
generally. k4 W. u* W ?0 [: B- H$ w/ D7 t
10. Some pilot-leader connections were being corrupted
/ l1 w3 k. K' F: S11. Movement bug with following units due to incorrect move indicator. Seems to fix a few) X$ d! [5 _0 u; d: Y
other move issues due to the incorrect indicator
8 S8 r0 x& B: j& g8 A1 \12. Wrong ship sometimes reported in Ops report for TF movement which causes some
# \$ e+ c7 u Q5 _damage) r( {# X: o; N, i7 R- ?
13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool7 T2 V; B- k. n4 |
14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the
1 ]* p7 V6 x/ _& J' D- jdate sort) r/ n; x% [3 z
15. ASW groups not allowed to attack sometimes
/ K( |8 Q: J* ~( f16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing
- C7 V- {" t+ i+ z1 VHQ/LCU to jump to reinforcement queue5 g/ X- u/ N. E. G* J, M
17. Bug in bomber intercept if too many rounds of fighter v fighter combat
9 m( U- a: ~( g, |18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed
' b V$ m" }4 c% }" P, j' ^+ vat start of AE but crept back in sometime during updates
* l: k% [6 Y% h2 S+ F1 y) g8 ^% u* w19. Removed the fragment/parent swap during a TF unload as it could often orphan the
% k" v) N) \: i+ z5 sfragment.% e; E$ C8 j& L# q/ x" b
20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade
' y( e# B2 P/ x, T21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not
, y- u/ A1 J3 ], d& E/ b5 }( o* I. Ishort scenario). This was fixed in a previous patch but only for one of the VCs, not the full
7 t, D) e9 w* L. D4 Lset
6 W" w; ?6 y; b22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base
" ]8 f% I, Z2 h) b23. Enabled 'z' to speed up all animations; was commented out in a few animation replays, |' i9 v* R4 Q+ p9 S4 u/ D' B
24. Bug caused F/FB to sometimes bomb at low altitude
$ v( t$ H" I3 c1 T/ v1 P: L25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not
7 ~( Z3 p9 j' P( f+ O9 d. Uoccurring properly.0 d6 n8 Y) b* g& M% p
26. Bug in Industry 'failed' indication not showing properly sometimes
5 k4 n# Q8 l6 V* @27. Location check at scenario load to include small map sceanrios% Y$ S! r, v# Q: p+ ?
28. Bug in air supply to fragments in a non-friendly base hex3 _% V. I8 M: [% {
29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was
: r- w* `: i% F% }. C$ P/ mbeing set to homebase before execution of the mission – ie was returning to base3 H2 P1 Q, B% ?* R
immediately
2 H p% g3 |& w4 Z, s30. Error in Strategic map display
, H. j( ]( B- I31. Additional and stockpile options were not turned off when base was captured. s+ n) Q0 ]5 U( {9 Z0 N* }" i0 e4 S
32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on" Y& f: z- n7 M) l$ @
mouse over2 K2 c7 ^1 R$ _- I' e7 L; F
33. Army experience being gained when not 100% prepared as per manual; changed to allow
2 Q( t, ^5 X X/ ~/ {+ x' ~9 S2 achance to gain experience if >75% prepare and < 50% national exp level
1 [7 c; o! D8 M; p e34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to5 B# z/ Q- e' }0 [
alleviate the incorrect experience gaining happening while in reinforcement queue' @5 a3 ]2 U! F) ?' Q1 |$ G
35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –
4 d( c9 H9 T) D& w6 dcaused unit to jump “off-rail” and move overland7 y6 a# h+ Q; y1 d, L2 x
36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ
5 `# m: |( p& J u4 k6 c9 f& n37. Excessive accident messages on unload from TF reported
5 d+ ^: {9 s$ F8 }/ g38. Reworked editor sub-unit merging as some devices could drop off the unit list when
" x' c; O3 h9 B3 r% R8 N# b, jmerged causing smaller size unit than expected
& {& Y9 C. M& t4 _39. Corrected possible TOE error in scenario data load for inactive units3 M8 j/ n+ o: T- A5 l% ?7 H* l/ \
40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can
. M4 M$ c A8 Zhowever be allowed to do this.
$ R3 X# @* H9 k6 Z1 t) N5 o41. Possible CTD if sinking ship's load was a group3 t$ j; S a' M& r, s; e2 H
42. Limit the number of devices built from resources per unit during LCU replacements; this8 H' t/ B0 L; G1 f/ x
was causing an over production for that turn
: E6 P/ r3 L0 w' q. h43. Retain day/night setting when creating group fragments: g% s1 `+ H S1 j) u2 g
44. Adjusted supply and fuel values in base list not to overrun the space
6 Z- z! U, O! b. X" {' `! q45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but
5 h2 ]/ l% U" L9 k% W3 @/ n, Hadded YMS to Sweep TF in line with manual and code/ o3 m6 A( \" R `- ]
46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the
- |% C4 m/ D2 O; J5 ^2 d5 ]' Drule relates to the abundance of manpower and is not covered by replacement pool. Normal# x3 E+ E$ |9 m7 S7 }
rebuilding of destroyed units is not affected by this.
- W1 w. F; X. m+ Z47. Carrier capable and trained text not showing together on Group screen5 f) V- E& @$ h E
48. Handle any blank re-name changes by ignoring them
6 T8 V' Q+ {* J: j' Z. X49. Possible CTD when air fragments combine
# y7 h. {7 @' A; h. d2 f0 F) Q' d# Q50. Unloading TF can freeze a LCU onto a ship under some conditions
4 Q5 @" s' V! {% v9 D- T! o5 [51. AI not behaving if main HQs missing (affects small map mainly)
% O1 H: {$ d4 B! [/ d52. AI using AGC for normal land units – removed from TF if not needed+ G, \8 i, d/ y: }4 I% R0 M
53. Soviet activation message not in Ops report
1 d7 h$ w0 ?4 g, t- q4 X S3 u1 A# X54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range
; u- m& W3 n- t4 p5 z55. Clear Soviet air balance if not activated. Possible incorrect base switching* k( c$ }- Y8 K- Y+ t* m
56. Sub attack against docked TF not happening for port size <3, ~6 L% D( p1 X' _* S6 _
57. Unit type changing unexpectantly1 s/ w P4 x: J1 z
58. Torpedo replacement on plane sometimes is missed
% M N' I+ f# m' p! F, M59. Double handling of overstacked supply requirements
7 A& h* v8 h! J0 b) F' `60. Fixed alternate weapons for port attacks* _' p. @3 J- b1 y: |# N2 B
61. Corrected weapon system damage to show after combat on ships in port rather than wait till X' T- `4 x' c! @0 t7 r/ B
sometimer in the ship repair cycle.& T' ?1 _# @' U1 s" ]# b
62. Ship tonnage over 32K could cause repairs to fail
1 {# [8 c4 [9 C, H7 a+ [* @New
$ d! M4 \* Y) p1 _2 Z3 C1. Show Port re-arm level on ship list screens at base. Does not account for tenders, just the2 D, d/ A1 H0 ~/ t4 c; E4 b; R$ v9 e
port0 @0 u, P: [, `
2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.
; }' Q; j; w1 O; D8 mTenders not counted# o9 o3 T9 U4 n: Z
3. When showing mine device on ship, show '!' next to mine ammo if can reload at base) q6 c7 f1 n' R' d) G
4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method$ {0 g! w: W0 @/ r6 Y" J" j, t/ }
to remove damaged ships from TF( O w- p. r1 S" u/ Y+ a+ ~+ T' L+ I9 A
5. New filter for “non-building” devices in Industry pool screen5 \. ~- M# k- M
6. New filter for “non-building” aircraft in Air Replacement pool screen. j% y1 W+ h/ n1 u i% G
7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy
0 t4 L3 h2 h5 _/ ?- Umines (^) detected8 n& R+ M' D8 M0 u+ v. O
8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the
8 ~% ^7 |/ Y/ t3 o# V9 x3 v7 m‘button6..’ image files, then these will be shown. If not, by default there are shown as
/ @8 c; c9 Y! T6 ]# a% Ustandard parachute unit icons
- u! r0 B) y0 Z0 A: ~9. Air/port damage and building is shown in base mouse over
4 Q+ ?8 F: i4 Q6 O4 |/ ]10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on
2 m4 ~ r/ y" s: U" w. h11. TF can be routed to stay within coastal hexes as much as possible
* h6 P3 b% g/ J5 [, L12. On Top Pilot screen show the 'ace' cut-off value if more than 1
1 Y6 P% X+ w' q' T13. Added option on group and LCU reinforcement screen to turn off replacements
! V! `' E2 S* @, {7 [" u4 |14. Current base can get supply returned to it when reserve planes returned which were
! s* z$ ?3 G$ G4 |) joriginally supplied from another base d" E \$ [3 g3 F- m" E
15. Unit type filter on Troop Loading screen' L9 v, b+ w3 v. M5 D7 F" @
16. Report killed ground units if not in combat report
* p7 p- l( D/ g/ y$ M0 z* Q5 q3 A% }4 iChanged, X- v5 U. ^( |$ h$ S, |2 |1 T
1. AF of 8+ have AV support doubled for purposes of determing support for air operations# l; u2 D0 K+ `- ]4 O
(complements fix 18 above)
, u( G( s; z' U% ~" p& T2. Permanently increased pilot array to 70K6 f/ e# F" B+ F
3. Increased number of air combat rounds are a factor of total aircraft involved
, V; }5 r# g7 Y/ M8 ~/ D* e2 p4. Allowed submap to submap movement if land connected for land units. Should have been' c6 t4 y8 B: ^$ ^1 a& ?. ^* y
so as per Andrew Brown; E1 B4 h y* n+ A
5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message6 a! v# m L) \! H* s [8 R4 [! ?
delay toggle instead& \- W9 D3 ]+ p) J
6. Aircraft being grounded for maintenance factors in durability also. This will spread out the( v% U1 J4 a% S+ t* A
maintenace a bit more. n, J0 t' }$ d9 B; U
7. Support device replacements won't decrease the overall experience of LCU units. This does
$ V* C+ g9 e5 G' w5 G9 xnot alter the overall EXP change due when any replacements are received.
! A* A/ j5 w- e8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction
# j9 D- f% O+ b$ p; l1 \/ ybetween the two but could break current games.
9 B6 f5 v- v; G! i6 z9. Some LCU Prep points may be retained if unit is experienced- z) x+ H- N$ Q- W6 r6 l& N
Notes
1 C3 u" I0 X% r2 |1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario/ H2 g5 ^* g9 } i6 O4 c: L; o9 Z
should not change player or HQ, even if not in play. These original HQs are used by the AI
8 v# Q9 G$ y x# s6 W, Croutines so changing or deleting them can put the AI off. Changing other elements should( N) t. O! S" g/ |
be okay.1 j$ o, r" K1 j( {1 |
2. Clarification to weapon filters for aircraft:1 R' o. U. S4 R! ^4 p j
PM_NAVAL_ATTACK 2 // used for naval attacks( f# ^- {1 U6 M" T
PM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)
# p, x7 z* o' ^PM_LAND_ATTACK 8 // used for land (ground) attack
9 Y& x% f1 h& H5 QPM_PORT_ATTACK 16 // used for port attack* }3 @; s+ U$ |
PM_AF_ATTACK 32 // used for AF attack+ {8 V3 [& A* A# N) O: `, Y9 e+ d
Dropped any reference to secondary values for land and AF as they served no special use.
4 ^2 g/ | }6 W8 }( Z+ [Clarification changes
% b8 W7 `9 ~1 y3 a% T1. Some clarification and changes in regard to use of the Soviet Motherland bases. These7 @/ p( V3 {( I' @
bases are those defined as having an original Soviet hex ownership of SOV_UNION (90),
& M5 ]! M0 j- T# k; r$ i0 sMONGOLIA(91) or TANNU_TUVA(92).2 N6 {6 L" a- J* j, i$ R/ t `
a. Allied non-Soviet groups can't transfer to Soviet Motherland bases
. I$ R! z/ k+ Y6 L7 [0 D! Z8 Nb. Allied non-Soviet LCUs can't move into Soviet Motherland hexes2 s' Z$ n4 s7 C7 U: g
c. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases- d# j' u0 o2 y* r+ |" H
after Soviets are activated, but can’t move& M8 h5 G! F) t' ]9 n9 U, O' _& a
d. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if
1 N% ^7 H! r6 p/ o! L2 Kdisbanded in port.+ g' e: _9 x/ E1 M
e. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently
- S6 r) y! ^8 R2 A; b7 Zf. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |