具体见0 c) Z6 h9 } R$ P% o; X
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http://www.matrixgames.com/forums/tm.asp?m=31850621 ]. B. }1 b) e |. ^8 c
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已经共享到岛群QQ和本论坛置顶资源帖
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大量更新,详见列表:/ Y9 K! s% M( x! q4 a9 }
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Change History:
6 A" o6 T7 C' XV1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17)6 T2 v3 w( ^8 _4 ?2 @/ v
1. Seventh Update – This release is a comprehensive release updating all previous% E8 X, r8 j% Y# q2 l7 C
versions to v1.01.17 beta" _( l1 {; E. V/ j' b- g4 j$ R
2. Code Changes; X2 c) C& h% ]" x$ Z* M
Fixed
2 ]. A% v. S, H" }# s1. Display of AF/Port icon between player saves based on player's intel
3 o! h; b i. \) M2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when' w1 @, V- i: f8 M# n
weapon list updated
. X! g/ \( B W* m3. Reported cargo/troop safety values incorrect when no cargo/troop space
+ O7 i3 X( b% ~ u! _# ?4. Allow smaller 'reserve' space for small groups on ships
& e3 P2 l! ?% Y! m. n5. Preserve some more data when swapping fragment and parent to prevent lost of parent6 \% Q; w4 B+ _0 v: x n
6. Correct attacking plane count before final post-air combat) g, l0 e! g) D# |3 z Z- v4 g2 M
7. Pilot promotion may have occured in error sometimes- _5 {: M5 x7 K3 C M/ X
8. Raid detect message sometimes dropped of the combat report
5 `$ M/ R* \) I4 [6 g9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply
2 ~2 `+ V- K; j7 P- c! ?generally
& z3 e" r; M4 H9 ~; p0 T% H2 D# e( z3 S10. Some pilot-leader connections were being corrupted
# A6 g! L1 T/ _11. Movement bug with following units due to incorrect move indicator. Seems to fix a few
; e8 q+ y. F. A6 pother move issues due to the incorrect indicator
& v3 |% H1 C# z3 w5 V: a12. Wrong ship sometimes reported in Ops report for TF movement which causes some
# e; i! s$ P$ v6 A, F" p/ tdamage
$ \+ }; s1 L9 t13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool E( D! V4 U* e8 s
14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the
4 e9 F6 T, T7 Y5 ?3 bdate sort/ J, Z% \& ~9 E
15. ASW groups not allowed to attack sometimes
' s8 F- a& n! S8 P7 P- X3 M; {/ n16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing. }" ^$ n# z% R
HQ/LCU to jump to reinforcement queue( k. Z9 O' ?: p2 B0 h9 R
17. Bug in bomber intercept if too many rounds of fighter v fighter combat2 ^0 s h) |% t
18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed/ U4 Y$ C! o! k2 B9 X
at start of AE but crept back in sometime during updates
- T2 q( C& `$ p$ L. Q: [% u19. Removed the fragment/parent swap during a TF unload as it could often orphan the# `2 U8 B- ?, X
fragment.5 _5 k$ W8 w) u5 D$ W0 B# ?
20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade% m7 y" S9 u) {
21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not7 N. t' {* c. q% Y r
short scenario). This was fixed in a previous patch but only for one of the VCs, not the full
7 h' @( e8 i% U/ ~$ @* a$ rset
- m% d5 r( `. l8 i/ `4 j( u/ a6 q22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base8 \' r$ x$ n' F) }) q' }- F% n2 Q
23. Enabled 'z' to speed up all animations; was commented out in a few animation replays
5 b/ F' F, a& a24. Bug caused F/FB to sometimes bomb at low altitude+ }" ^6 S5 \' ?4 B+ b
25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not
N( T& j7 R" J- }2 D2 B) U, ~+ E8 t# roccurring properly.
0 q1 ?* X5 Z3 f/ p5 O26. Bug in Industry 'failed' indication not showing properly sometimes7 a8 \* n! t9 R1 g# N
27. Location check at scenario load to include small map sceanrios
# z( W4 G v) a' j28. Bug in air supply to fragments in a non-friendly base hex
+ V) o0 j7 A) X29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was0 X' w5 a2 v% k7 ^2 i9 [6 p
being set to homebase before execution of the mission – ie was returning to base5 n% I8 \# K7 o, I
immediately) U! o. z! i- \, T* H2 C, I3 ]* J: B
30. Error in Strategic map display) `' g# [- K, H/ M* I s
31. Additional and stockpile options were not turned off when base was captured. Y) P. y7 ]+ t9 x+ R' i8 s# D
32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on4 C$ o3 q6 N& I5 f9 o6 v. W
mouse over) C0 s; F$ _* r$ |
33. Army experience being gained when not 100% prepared as per manual; changed to allow
, G4 J6 I( b; _& |+ b9 J' achance to gain experience if >75% prepare and < 50% national exp level; c1 ~! a3 P. N# U
34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to
7 Q, Q1 `6 r+ y( K$ r6 m! @alleviate the incorrect experience gaining happening while in reinforcement queue3 P8 {( R4 p5 V
35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –6 q* @/ r1 {, P$ x% U T4 c5 U
caused unit to jump “off-rail” and move overland/ e3 X& [! H* J1 H3 X6 n$ s0 a3 t7 p8 L
36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ; U1 o- V' S- B: F% L$ A
37. Excessive accident messages on unload from TF reported
5 h+ D4 {- j5 B L! i38. Reworked editor sub-unit merging as some devices could drop off the unit list when
6 D% ]" l) A8 ]5 X4 A1 R' G' m; lmerged causing smaller size unit than expected6 C/ ?! B# m- ~$ u
39. Corrected possible TOE error in scenario data load for inactive units
5 ]5 T( l+ e: t- S, }. x1 O/ \40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can
) D0 {% l* ^3 L$ o) {however be allowed to do this.
7 G! S( w+ K* ~7 [4 ~0 e41. Possible CTD if sinking ship's load was a group; x/ H' P& V. k% O6 n* W
42. Limit the number of devices built from resources per unit during LCU replacements; this$ W1 v' F' |9 g! b" m+ a" Z* O6 d: f
was causing an over production for that turn
/ e- c: Y; {: v$ E) j43. Retain day/night setting when creating group fragments$ I, ^4 L2 q6 P6 M) t# g" c) Q/ p
44. Adjusted supply and fuel values in base list not to overrun the space
: K2 H4 H6 ]$ `! i# W45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but
$ r% p. _1 Q9 o' V7 `' z. u5 Sadded YMS to Sweep TF in line with manual and code9 T# l3 [( ]8 u1 S9 T
46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the
$ {# p5 {$ D, j. m' x1 \rule relates to the abundance of manpower and is not covered by replacement pool. Normal
; _/ l; | z! nrebuilding of destroyed units is not affected by this.
' t+ M9 Z7 o0 _# b47. Carrier capable and trained text not showing together on Group screen# }- m6 w+ h" U& f
48. Handle any blank re-name changes by ignoring them
2 J/ ^2 K8 T8 J: {( K1 i. y* |* k5 z49. Possible CTD when air fragments combine |1 q2 P- u4 [! l" p4 s
50. Unloading TF can freeze a LCU onto a ship under some conditions
1 h0 z" H+ v4 [4 N& T: B1 m51. AI not behaving if main HQs missing (affects small map mainly)" y& ?( Y/ H4 J: a3 `
52. AI using AGC for normal land units – removed from TF if not needed0 h- U7 u' U5 U! q
53. Soviet activation message not in Ops report- q9 _3 z9 [* P8 F
54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range
; J5 ^ O u( z' E7 }8 Q. q55. Clear Soviet air balance if not activated. Possible incorrect base switching
Q4 T2 U+ w# U- w$ d56. Sub attack against docked TF not happening for port size <38 [; v5 I3 S6 j. a
57. Unit type changing unexpectantly
& }* b( \7 D. Z7 `58. Torpedo replacement on plane sometimes is missed
+ {+ b3 k0 K/ z7 K5 w+ w+ }59. Double handling of overstacked supply requirements
4 ~! x1 p7 ^7 w3 v9 I" S2 @; b# f60. Fixed alternate weapons for port attacks
K7 J& o+ c+ M4 N61. Corrected weapon system damage to show after combat on ships in port rather than wait till
. i" O, v4 ~; A( Z2 h; M' q' s* lsometimer in the ship repair cycle.
1 b0 n5 i& ]7 S& {62. Ship tonnage over 32K could cause repairs to fail- ]8 D$ f3 j2 r# e
New
) p- b& W# G6 T1 W3 A% w# j1. Show Port re-arm level on ship list screens at base. Does not account for tenders, just the6 d2 [4 l0 Y% O
port
0 E5 D9 D* @3 f( o' _2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.
* i( A$ i' j; T7 f7 vTenders not counted7 K5 C$ t( T- D
3. When showing mine device on ship, show '!' next to mine ammo if can reload at base
. @. w: }0 q3 Y5 M; H4 c7 Z# N4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method8 Q! B5 u' ^7 h- _
to remove damaged ships from TF, w2 ]' F- R4 \/ W4 ~" V
5. New filter for “non-building” devices in Industry pool screen
$ V* D& l! r3 ~% y6. New filter for “non-building” aircraft in Air Replacement pool screen! N; d e, ^+ I. }/ j1 O' {: ]
7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy3 ?1 X: p; o7 V b
mines (^) detected. Y |6 n0 Z& M. [ F
8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the! L& @$ B; N- `
‘button6..’ image files, then these will be shown. If not, by default there are shown as
, {/ f7 [7 U1 i+ {standard parachute unit icons* q ]2 v# E# h b( T: A
9. Air/port damage and building is shown in base mouse over
$ ]% w& m8 ?, Y+ ~1 O10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on8 F, a2 S9 m% {1 z. j: k
11. TF can be routed to stay within coastal hexes as much as possible
) {3 s5 o: d2 K: f8 A12. On Top Pilot screen show the 'ace' cut-off value if more than 1
3 ^2 g B4 P0 z |8 a. ], ~1 n! e+ |13. Added option on group and LCU reinforcement screen to turn off replacements
; J d$ f/ l& S5 {3 [" i# A14. Current base can get supply returned to it when reserve planes returned which were
1 r% e2 v2 h; }3 Horiginally supplied from another base9 U( X6 F B. z2 X0 Z8 D
15. Unit type filter on Troop Loading screen
/ `; N7 z4 ~) H, ?. \6 G- K* x: V16. Report killed ground units if not in combat report
) G/ U: {* K- r+ h) ? i# q9 mChanged; I- C7 V* }1 [ x1 B. Q! L
1. AF of 8+ have AV support doubled for purposes of determing support for air operations
, e! n0 y& n0 N$ t, l$ _(complements fix 18 above)+ B$ r3 C1 z1 F' n4 _
2. Permanently increased pilot array to 70K1 B/ A _) S! w# l2 l! c
3. Increased number of air combat rounds are a factor of total aircraft involved. }( _' o1 g0 A0 @/ p7 }2 T
4. Allowed submap to submap movement if land connected for land units. Should have been
" q/ N2 \6 R4 r" h& \: Nso as per Andrew Brown
% t+ F3 o" W- p }: g, Z5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message
( I" d0 w+ a) g. |3 I) w) ~delay toggle instead. ~. Z; F8 }3 |: D0 E
6. Aircraft being grounded for maintenance factors in durability also. This will spread out the' v6 _( E3 Q* x( S; a* Y! t& E
maintenace a bit more
, n4 k% \6 ?1 o, d2 g7. Support device replacements won't decrease the overall experience of LCU units. This does% T9 |+ l: V' i6 Z0 [5 ` V/ E
not alter the overall EXP change due when any replacements are received.1 v/ f. a# X7 A" e
8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction
' ?( J A+ i- l' A6 i, fbetween the two but could break current games. |: K0 @8 y: Z# y' ?, ~# l9 s
9. Some LCU Prep points may be retained if unit is experienced3 t% x! ~0 G. {/ M
Notes
$ q, |" ^! ], ^1 l1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario
y/ D# C7 P H: m8 A; bshould not change player or HQ, even if not in play. These original HQs are used by the AI; _- M, @2 C( ]6 \2 z, s
routines so changing or deleting them can put the AI off. Changing other elements should
5 ~- c4 c: y4 ]! r* b9 _: \% Xbe okay.0 a1 R6 |8 i7 _$ y
2. Clarification to weapon filters for aircraft:
; |( I4 c9 }9 Y6 lPM_NAVAL_ATTACK 2 // used for naval attacks3 R& [. o9 k! F
PM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)
4 S* `* Z' G+ v& s, r4 QPM_LAND_ATTACK 8 // used for land (ground) attack4 R+ V4 W( v( f
PM_PORT_ATTACK 16 // used for port attack# n) z9 D& k |9 f1 D2 u
PM_AF_ATTACK 32 // used for AF attack* ]0 }! M1 @4 n. v
Dropped any reference to secondary values for land and AF as they served no special use.4 N/ ~2 O+ D; l7 W
Clarification changes
7 p4 V' d3 w) Y* I# N l$ f/ p1. Some clarification and changes in regard to use of the Soviet Motherland bases. These
% }8 K! Z& I& @0 I1 G1 x8 Rbases are those defined as having an original Soviet hex ownership of SOV_UNION (90),
5 q: n, E% |" \4 n+ bMONGOLIA(91) or TANNU_TUVA(92).
+ j f# ~! ]9 z7 ^" U* ja. Allied non-Soviet groups can't transfer to Soviet Motherland bases
a; f& ]' d' J# s' Xb. Allied non-Soviet LCUs can't move into Soviet Motherland hexes* p l+ l% v* T. N2 B6 ~" _1 X
c. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases( G4 Z; w s; p
after Soviets are activated, but can’t move
, Y8 P& u. y* Hd. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if
# \* x P J* c& h+ bdisbanded in port.: B& Z, S9 O; C, j2 @4 C
e. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently a$ V! @. y! D3 Y. ?! Y
f. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |