具体见
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http://www.matrixgames.com/forums/tm.asp?m=3185062) V5 j% [ v! f) t1 q) e3 K, `1 I* ]
4 Y* ] u$ i% m' V8 U已经共享到岛群QQ和本论坛置顶资源帖; d; f3 h' G" ]* W
! k; r: ^2 S* {" b大量更新,详见列表:0 X, y! @$ Z2 F I+ u
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Change History:
" ]) O! U3 K6 x7 X7 u) S2 CV1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17)) C; b" [7 F0 e, i$ a5 }
1. Seventh Update – This release is a comprehensive release updating all previous
. F+ L! Q* t+ r3 O7 P2 cversions to v1.01.17 beta
, @7 j. J1 R$ C/ l* O) m! d; ^2 q2. Code Changes
9 d7 ]4 s2 \0 j9 mFixed
5 V% Q8 T" L. T( O6 x! J8 C: ^3 o6 [1. Display of AF/Port icon between player saves based on player's intel* b7 B$ g5 o4 r$ U( ^7 y1 m3 [8 ^( ~* p
2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when
2 H8 `9 j& Q! T* c' N/ h! uweapon list updated% Z/ U! r7 M7 D& h( s
3. Reported cargo/troop safety values incorrect when no cargo/troop space
! r, D3 @% t8 B0 J4. Allow smaller 'reserve' space for small groups on ships
2 v( V) s5 C1 v0 x, \- k5. Preserve some more data when swapping fragment and parent to prevent lost of parent0 t0 Y. ~+ q* o! M; a$ b5 A8 j
6. Correct attacking plane count before final post-air combat
' ]$ R5 t) E3 s& E7. Pilot promotion may have occured in error sometimes& n' I+ t+ i$ t+ K3 G
8. Raid detect message sometimes dropped of the combat report
; s3 ?2 F) v5 D" e: X2 g9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply
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10. Some pilot-leader connections were being corrupted! M7 l k0 E( B D7 j
11. Movement bug with following units due to incorrect move indicator. Seems to fix a few) h- K9 P( u1 `6 g5 ^7 v
other move issues due to the incorrect indicator h) N7 y! I( |4 o& ~5 }2 ^
12. Wrong ship sometimes reported in Ops report for TF movement which causes some, H8 X) I( B! M- x: i+ p0 j3 g' r
damage) w+ p9 s$ ?1 Z: f
13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool" r+ C# z3 W8 q# Q' z2 ~
14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the
8 i5 R& [4 Y" M! q5 z, Qdate sort
5 [( Y+ {- @% c15. ASW groups not allowed to attack sometimes. z2 \- Q8 c R1 a
16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing8 A8 R/ X3 Z8 e, |# S0 d
HQ/LCU to jump to reinforcement queue
1 t/ O/ Q6 D' b/ A& M17. Bug in bomber intercept if too many rounds of fighter v fighter combat1 `2 m$ Z2 ]0 X* S; [
18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed* `) v8 M; I' [! n" X
at start of AE but crept back in sometime during updates( q& e0 P! I3 s- _ z
19. Removed the fragment/parent swap during a TF unload as it could often orphan the4 F+ f7 P5 B! }, \4 c
fragment.! B6 j8 ^7 L/ y p3 A3 |* I
20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade) z/ K; K" S3 j
21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not! N9 d6 n% W- O h& F, k
short scenario). This was fixed in a previous patch but only for one of the VCs, not the full
- c5 Z5 L' Z/ Bset6 U2 R. {: A$ e
22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base
/ B% H/ g3 Q' d+ B+ E/ Z( e23. Enabled 'z' to speed up all animations; was commented out in a few animation replays0 N4 n) `" `3 a: ^" M# T0 t% E. ]
24. Bug caused F/FB to sometimes bomb at low altitude
( O. ?7 }" O' H25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not
6 X& i, x9 y9 C: |4 L/ K" C8 a% @) goccurring properly." {: w, d! t) r ]( p2 ~5 {# i
26. Bug in Industry 'failed' indication not showing properly sometimes/ b: U5 S1 G, r7 C8 k g
27. Location check at scenario load to include small map sceanrios
7 s7 h* U, f0 J$ x- {9 n/ n28. Bug in air supply to fragments in a non-friendly base hex2 H5 c! _% t- b) u3 u
29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was
2 Q& N9 u9 `) V; T0 ^being set to homebase before execution of the mission – ie was returning to base: H/ b( O( z2 I1 p' `4 j5 G
immediately
6 _3 `8 I9 b& V, P30. Error in Strategic map display5 W- K" @5 l$ z j- s0 D
31. Additional and stockpile options were not turned off when base was captured
8 ^: E' i. H' p$ h32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on$ }; B# M# N" Y1 W4 B
mouse over
+ h+ y% i! b/ t d. h+ ^2 Y33. Army experience being gained when not 100% prepared as per manual; changed to allow2 \* @" U+ I. X) e6 A4 `4 u
chance to gain experience if >75% prepare and < 50% national exp level
( e+ ?7 b; S k, p/ h+ @# j8 C. b34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to
& _: X% r% D( \# `- r- _alleviate the incorrect experience gaining happening while in reinforcement queue
- P# g( b% X, I3 F35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –
( n0 p* @0 R9 g% c _7 G$ pcaused unit to jump “off-rail” and move overland
4 F7 T( e8 O" ~ p0 @7 r7 n4 N4 X36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ6 ~% Q) E& m- ~& ~4 l$ H* Z! y
37. Excessive accident messages on unload from TF reported
E% D$ p) z8 C5 c38. Reworked editor sub-unit merging as some devices could drop off the unit list when1 {' c9 q2 U3 v. t4 {
merged causing smaller size unit than expected# \# i1 Q& g: I3 X4 J- [1 c
39. Corrected possible TOE error in scenario data load for inactive units$ n7 |8 W4 a# P4 M1 m; B
40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can R- K+ [' `! V
however be allowed to do this.
, k% q- U7 k! }0 E* |. B41. Possible CTD if sinking ship's load was a group$ }0 d% k b& ~/ q- b
42. Limit the number of devices built from resources per unit during LCU replacements; this
- A1 ~5 W6 R! V; lwas causing an over production for that turn
- b# y; o0 z! i2 p* K43. Retain day/night setting when creating group fragments5 ^" k* l c( E6 ]# O
44. Adjusted supply and fuel values in base list not to overrun the space
0 m1 g( n) n; E/ [% p45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but3 J( |6 m/ I; f7 `4 t# c
added YMS to Sweep TF in line with manual and code D9 v9 U) u7 L/ q) Y
46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the
+ c4 d1 n* Q2 |# crule relates to the abundance of manpower and is not covered by replacement pool. Normal B! g' \' H! [$ z0 m
rebuilding of destroyed units is not affected by this.
/ Q; ?0 i+ N8 X0 J ~0 e47. Carrier capable and trained text not showing together on Group screen
6 g/ i, B' n" Q; k; E48. Handle any blank re-name changes by ignoring them* y/ X- l& ]2 N# N/ q
49. Possible CTD when air fragments combine
" p+ t: x6 o$ |" w: d50. Unloading TF can freeze a LCU onto a ship under some conditions, X+ r! z# |* w R, M$ |
51. AI not behaving if main HQs missing (affects small map mainly)6 a! s+ x G! o' B
52. AI using AGC for normal land units – removed from TF if not needed0 N C6 J, |& x
53. Soviet activation message not in Ops report/ E4 Y0 T* H- C7 `2 {& L
54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range( y0 q) D5 h* H( k" B8 Y* v
55. Clear Soviet air balance if not activated. Possible incorrect base switching
! T j3 I# D$ N# U% U1 M |" c' C56. Sub attack against docked TF not happening for port size <3
! F' k3 L9 Y s: q" g9 N5 m1 j' }& J57. Unit type changing unexpectantly6 P! \4 y% ?3 I
58. Torpedo replacement on plane sometimes is missed R! q/ H3 e6 E; \2 `/ A& Z1 x
59. Double handling of overstacked supply requirements" M: O+ B% G1 g- v- S3 |
60. Fixed alternate weapons for port attacks. Y( a/ d# ~( B4 E$ Z. u
61. Corrected weapon system damage to show after combat on ships in port rather than wait till) e6 e2 ?- Z L+ g9 M z: F; d* x
sometimer in the ship repair cycle.
& |9 c' V6 m# m# i62. Ship tonnage over 32K could cause repairs to fail9 J6 H( s3 C0 F$ K( h
New
. m% l0 |8 `6 U1 R; X. v" ^1. Show Port re-arm level on ship list screens at base. Does not account for tenders, just the. X/ l6 @8 a4 A7 U/ ^
port; I: g0 W5 }$ U/ T3 z
2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.
) R5 J C' R4 U% j6 ATenders not counted
# S) o+ u/ G) r- Z& h* T. j: ^3. When showing mine device on ship, show '!' next to mine ammo if can reload at base( V7 z: G, D, y& v7 v4 z+ ?. L% J
4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method) v0 X% H* d, \4 L& Q6 }7 ?1 M/ w
to remove damaged ships from TF
% X1 `* V* Q/ a+ @* s& z. p1 F5. New filter for “non-building” devices in Industry pool screen
- H& T0 R) M1 ~3 m6. New filter for “non-building” aircraft in Air Replacement pool screen
M; }) i% e; ?+ N: e7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy
/ {9 V+ s, H1 h; r; w/ o8 g8 {# hmines (^) detected
' Q- g. R) U6 g$ q1 Y9 V; x& Q0 L8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the2 o7 P* c. Q. o# g% e# q' v
‘button6..’ image files, then these will be shown. If not, by default there are shown as/ L- T, }6 g( I
standard parachute unit icons }2 M% W! _1 Q
9. Air/port damage and building is shown in base mouse over
6 z7 n" j3 E4 h% K g v, I6 X0 W10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on
8 n- j6 i/ T E# d! _% n0 |+ r11. TF can be routed to stay within coastal hexes as much as possible( a2 \6 f& q( j4 w8 w. T, h
12. On Top Pilot screen show the 'ace' cut-off value if more than 1
6 W6 T* q W" K6 ^9 ]5 R13. Added option on group and LCU reinforcement screen to turn off replacements3 ?8 W# ?6 r& E* w. A
14. Current base can get supply returned to it when reserve planes returned which were, @# b/ C. C6 l/ O. |2 Q
originally supplied from another base
* L2 m, p' L0 D15. Unit type filter on Troop Loading screen
6 e" c3 V3 w) t6 `0 J) z5 ^16. Report killed ground units if not in combat report4 [- P6 W: G2 H& C+ `
Changed& x8 F3 ?' q7 E6 z7 B4 ?) d6 A
1. AF of 8+ have AV support doubled for purposes of determing support for air operations
+ _' i( s7 J" _4 C- z/ ^$ K(complements fix 18 above)
9 m7 k1 j! H& h% u2. Permanently increased pilot array to 70K
) H! w4 Y5 E' `2 O! |* E3 O3. Increased number of air combat rounds are a factor of total aircraft involved
. I0 `( H! @/ u# Z; e4. Allowed submap to submap movement if land connected for land units. Should have been7 x9 O1 k- ^9 J7 }- ~* B% U6 Y4 G
so as per Andrew Brown
% t; P& D& [2 c' A3 r, l4 Y: B; e5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message
) s' y4 L+ h8 u6 Tdelay toggle instead
5 a3 _ n7 T w9 M( b! h6. Aircraft being grounded for maintenance factors in durability also. This will spread out the
1 M6 r8 B& u/ Umaintenace a bit more, e2 H1 _0 ^/ Z7 H/ p
7. Support device replacements won't decrease the overall experience of LCU units. This does
5 E: L, n2 H/ C9 h8 b* S4 q" nnot alter the overall EXP change due when any replacements are received.( C6 ~8 V% g0 {+ }! R
8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction) T" _. ^* s# i t9 T( Y% j+ f7 t
between the two but could break current games.6 Z( k1 d. m" r7 H9 }
9. Some LCU Prep points may be retained if unit is experienced' b% G/ k9 t/ _7 P5 W5 _. u9 l+ l
Notes- U! s$ P3 H# S# ^% y
1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario
9 A+ K7 D$ c' G1 M8 Nshould not change player or HQ, even if not in play. These original HQs are used by the AI
! c9 o% z% c. F4 A- e( R2 Zroutines so changing or deleting them can put the AI off. Changing other elements should
1 a. I0 r l. j" w' W4 K7 t* |) Cbe okay.$ A4 n( c( R+ s- C; x1 u
2. Clarification to weapon filters for aircraft: Q% \6 ^4 K( l: X
PM_NAVAL_ATTACK 2 // used for naval attacks6 n& b% }- F! y' b1 g8 f2 I
PM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)8 W/ r0 V7 b! W/ ?. Q
PM_LAND_ATTACK 8 // used for land (ground) attack$ Q9 i/ _: }+ c/ U
PM_PORT_ATTACK 16 // used for port attack2 c. g$ R4 p% {# q- ^; z3 e
PM_AF_ATTACK 32 // used for AF attack# w& }, b, b9 y0 H, ]1 k
Dropped any reference to secondary values for land and AF as they served no special use.: [6 Z0 P4 k# j! _- X
Clarification changes2 e- o) m1 T$ L2 i& P
1. Some clarification and changes in regard to use of the Soviet Motherland bases. These8 C( ^0 C2 y: Q# {
bases are those defined as having an original Soviet hex ownership of SOV_UNION (90),
3 k4 q m% X& c7 d' E1 l3 XMONGOLIA(91) or TANNU_TUVA(92).* k1 ]0 a4 T# Y/ z5 h6 h! u- A
a. Allied non-Soviet groups can't transfer to Soviet Motherland bases
& G3 F3 ^$ T. ^8 s) U+ x- Ib. Allied non-Soviet LCUs can't move into Soviet Motherland hexes! U* {2 m7 r' o& F" ]* L' Q
c. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases3 p( g! s- t5 T* T1 o- q) y
after Soviets are activated, but can’t move" p' X( K- w) Q. C ^
d. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if8 Y1 F0 S L" A) o' g' r6 a- J _
disbanded in port." Q9 c Y7 N. z" M% Z6 o0 P7 Q
e. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently q5 `% l. n- |3 L) f% G
f. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |