具体见
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http://www.matrixgames.com/forums/tm.asp?m=3185062, k8 N0 [; M) a# d5 _) c) s
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已经共享到岛群QQ和本论坛置顶资源帖4 N9 ~ s8 L! Y) l
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大量更新,详见列表:
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V7 d% @3 f1 RChange History:
# C3 [1 h3 c, ~9 }$ PV1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17)2 Q* D1 m7 p+ E8 h' J1 w9 N
1. Seventh Update – This release is a comprehensive release updating all previous
6 M7 P5 V% ^8 S& Bversions to v1.01.17 beta# K4 ]. S- k& H* c' X3 U
2. Code Changes+ S3 G, u3 r4 Z; T: F: @
Fixed
1 y6 p+ l8 g2 y; b6 s3 _+ c4 V1. Display of AF/Port icon between player saves based on player's intel5 G/ }3 S4 _4 H R: j p
2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when
: t- U/ v! @, Q2 [weapon list updated
2 {+ D$ X8 @1 @8 @( J3. Reported cargo/troop safety values incorrect when no cargo/troop space
) ?- X, ^5 B; k; x. l6 C+ M6 b4. Allow smaller 'reserve' space for small groups on ships# z3 }* N* d1 l# V2 o
5. Preserve some more data when swapping fragment and parent to prevent lost of parent4 w& v$ @% p- M8 Z( I- }+ ?4 @9 O& Q/ [
6. Correct attacking plane count before final post-air combat
, a! n" A2 P3 T9 \3 K/ a7. Pilot promotion may have occured in error sometimes) q, T. I, n' ~) \
8. Raid detect message sometimes dropped of the combat report3 Q$ r$ E7 c# `% q) _3 F' Q
9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply
7 ^3 H0 G# X9 A; ?0 g/ tgenerally
+ C4 J9 i/ D3 B7 {. G10. Some pilot-leader connections were being corrupted
# J z+ K/ i5 r' z v11. Movement bug with following units due to incorrect move indicator. Seems to fix a few: r$ b8 y L! y& T2 E0 q; D
other move issues due to the incorrect indicator2 V2 T# X' _) W3 G G
12. Wrong ship sometimes reported in Ops report for TF movement which causes some
. C7 K7 v e; B; I. {damage
" s# Y8 T- }/ Y. G k7 j13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool ]1 }% G: m1 Y8 {
14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the. n) P% _/ u3 M4 r+ V$ C+ s* J) U
date sort
% |- K. u4 [3 H+ h% _3 z15. ASW groups not allowed to attack sometimes# ^9 G) J, a) i- F6 _5 Z
16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing7 b* n7 v6 V9 C. e
HQ/LCU to jump to reinforcement queue
# s6 g+ r) o$ M4 N& O17. Bug in bomber intercept if too many rounds of fighter v fighter combat% M* z' B9 u% e/ x6 H: W. S% n
18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed
9 x. \: i# h. |# {at start of AE but crept back in sometime during updates$ O6 J: G0 ~( d8 v3 _" G% f; v
19. Removed the fragment/parent swap during a TF unload as it could often orphan the! N3 W! F* A+ `9 l1 ^
fragment.+ ?; @4 t/ }2 m3 N7 l6 F
20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade G7 K9 M2 y7 y7 f0 y/ a, Z9 L
21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not
, T, B+ N0 p+ @. {& {short scenario). This was fixed in a previous patch but only for one of the VCs, not the full; J" o% d5 f+ ?
set! G) o9 Z! l6 t5 {
22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base
& h; e7 T# s8 @0 M% H; V6 L23. Enabled 'z' to speed up all animations; was commented out in a few animation replays
9 H* F/ ^0 c4 w, T$ ]24. Bug caused F/FB to sometimes bomb at low altitude& I- T7 X# p& d! D& _9 g
25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not3 c) H$ D i5 V; C
occurring properly.) M9 D- p2 T% K. H: M4 Y
26. Bug in Industry 'failed' indication not showing properly sometimes* L o7 P- X3 A0 f$ T; C
27. Location check at scenario load to include small map sceanrios
% ?. a8 r9 v6 ~5 Q/ ^; ]2 i28. Bug in air supply to fragments in a non-friendly base hex( l. I7 b' @$ {; N" v3 A# T6 }
29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was2 d/ n) T8 N; g3 b" n! K9 u) v
being set to homebase before execution of the mission – ie was returning to base
# V# q `# u( {9 G2 pimmediately
) ? r4 o. B- W( c, |- \# F30. Error in Strategic map display |/ @/ r7 v7 r
31. Additional and stockpile options were not turned off when base was captured4 c# g4 \; X7 F! Y( ^9 L" {5 P
32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on
3 A( z0 X. W( p: I, ~mouse over
K/ Y1 D% s6 h33. Army experience being gained when not 100% prepared as per manual; changed to allow, o+ B" @* ]. k
chance to gain experience if >75% prepare and < 50% national exp level. D) t, c+ L9 B( Q" p' B' c
34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to
6 g$ y* K* `! p, m4 C7 Galleviate the incorrect experience gaining happening while in reinforcement queue
* t Q! ?! k r O8 P35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –2 a9 }% J6 V& s
caused unit to jump “off-rail” and move overland
$ K( D0 F: |7 j# s! g. L# U0 x$ Y36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ) E; K3 e( s: ?: C1 w- i2 Y
37. Excessive accident messages on unload from TF reported
* _( u1 g! |$ [& o38. Reworked editor sub-unit merging as some devices could drop off the unit list when
8 P5 e2 U+ S8 bmerged causing smaller size unit than expected# B5 I$ R3 y( x% ~" M
39. Corrected possible TOE error in scenario data load for inactive units. K, v9 T* Q: T+ \
40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can
) Q, m6 L3 j5 n4 g/ showever be allowed to do this.
. n2 _. _9 T) ]41. Possible CTD if sinking ship's load was a group& b3 I, c8 X! v" n
42. Limit the number of devices built from resources per unit during LCU replacements; this* C( C- q' B, P; ^/ N/ {
was causing an over production for that turn
4 K6 p8 r5 H- O8 \) C43. Retain day/night setting when creating group fragments& G0 M' A3 r/ |1 k8 ^
44. Adjusted supply and fuel values in base list not to overrun the space! n2 u& U* B2 j7 [6 ~ J: ^
45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but
M, g) u3 r1 Yadded YMS to Sweep TF in line with manual and code0 f! I0 Q- @: ~6 }
46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the
8 g- B7 ^( r8 y8 N2 krule relates to the abundance of manpower and is not covered by replacement pool. Normal
0 _5 A' Z9 x3 M2 s; C/ s: L1 H7 `6 ]rebuilding of destroyed units is not affected by this.
. J1 H% x& ?. f47. Carrier capable and trained text not showing together on Group screen
) f V! d# t- U- a, m48. Handle any blank re-name changes by ignoring them
$ H( n4 ~) g. `) p7 V# Y2 t6 `49. Possible CTD when air fragments combine
. p5 b- S" n6 Z+ C50. Unloading TF can freeze a LCU onto a ship under some conditions6 f6 B0 q9 m) V4 ]# f
51. AI not behaving if main HQs missing (affects small map mainly)
+ d( H. X) _: @$ t/ g) U0 @52. AI using AGC for normal land units – removed from TF if not needed
' W% \+ |6 k7 L7 [53. Soviet activation message not in Ops report' o6 p: S1 h( g0 a+ E
54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range
# \8 q% K- }6 E- m55. Clear Soviet air balance if not activated. Possible incorrect base switching& r4 ]& c1 k% m. Z: @
56. Sub attack against docked TF not happening for port size <3
/ z# c8 f. Q* m$ ^. R3 X# a57. Unit type changing unexpectantly, G# i9 A; ~9 j: K6 O4 K; N
58. Torpedo replacement on plane sometimes is missed
7 \- l& v# L0 J. @3 W" E59. Double handling of overstacked supply requirements
5 Y6 S8 w2 V! r0 l |# S0 b( g$ s60. Fixed alternate weapons for port attacks) w6 F2 |' | n2 k
61. Corrected weapon system damage to show after combat on ships in port rather than wait till
2 k6 F$ o# s3 k* U3 k7 I1 Ksometimer in the ship repair cycle.7 G# q$ ^) ~+ Q! X4 S G
62. Ship tonnage over 32K could cause repairs to fail1 O' f) o- U) |, }. \
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1. Show Port re-arm level on ship list screens at base. Does not account for tenders, just the# q% g4 G2 j4 q7 g8 B
port
, M" k3 O; L1 U4 G' K! Z) g' h1 S2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.$ y9 x+ N% {9 s9 w
Tenders not counted& A Y: s8 S6 `+ p9 L% a* i
3. When showing mine device on ship, show '!' next to mine ammo if can reload at base
8 c7 J& m+ C* m+ c. o% F1 [: ^4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method
8 n8 n1 K' T3 B6 q6 Y; q8 _to remove damaged ships from TF7 m& Z2 ?0 e" R) h4 J% F
5. New filter for “non-building” devices in Industry pool screen
7 p% X! ]: x/ c9 ?- q6. New filter for “non-building” aircraft in Air Replacement pool screen1 {; _. }8 h: ?( {" V& c
7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy: v8 ~( [$ ^8 N
mines (^) detected' N; ?# O a4 q: r% z* { k
8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the
8 o% @, @/ b3 Z‘button6..’ image files, then these will be shown. If not, by default there are shown as- T1 B r7 v- O3 ~2 w( |
standard parachute unit icons( g$ w+ \, {4 B/ I# r; U
9. Air/port damage and building is shown in base mouse over
. ?/ p! p/ t9 j4 C4 v$ W% R$ _% G10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on
- i, p* I* T' D7 G- J7 T, {11. TF can be routed to stay within coastal hexes as much as possible
4 ], @, I3 ?" j' g& @12. On Top Pilot screen show the 'ace' cut-off value if more than 1
; c- [3 c7 V/ I3 U; W4 v13. Added option on group and LCU reinforcement screen to turn off replacements
Z! F. z$ r' p& b; @5 j2 Q) d. h14. Current base can get supply returned to it when reserve planes returned which were
. S9 v2 O4 m- eoriginally supplied from another base
- \; b( r# ]2 G7 K: T! _7 E* ~5 K3 |15. Unit type filter on Troop Loading screen& y6 y3 E" `- _4 f, J- t
16. Report killed ground units if not in combat report7 G# G9 ~; v1 o2 ?1 H/ e4 B; b
Changed
/ C( `7 K2 m% z! {5 T, Z4 Y, [1. AF of 8+ have AV support doubled for purposes of determing support for air operations+ t. }4 g r4 Y! ^; c9 {
(complements fix 18 above)8 Z- { d0 L* D9 S( M3 T7 J
2. Permanently increased pilot array to 70K5 N O1 b- p$ ^: l/ L: F5 Y% B
3. Increased number of air combat rounds are a factor of total aircraft involved
( u# q `/ a* h; _. S4. Allowed submap to submap movement if land connected for land units. Should have been
3 Z; ^. o E& E% mso as per Andrew Brown6 u9 R. h# Z4 H7 H( {
5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message, N8 v3 K+ z: M8 V3 m0 C
delay toggle instead+ y+ v% P- C. J6 G2 e3 [# W
6. Aircraft being grounded for maintenance factors in durability also. This will spread out the! @! v3 } j3 g8 O* ^
maintenace a bit more1 h% x( N0 [5 e3 r8 m) j+ T
7. Support device replacements won't decrease the overall experience of LCU units. This does
4 O) l3 Z3 D% i) ?8 H0 Qnot alter the overall EXP change due when any replacements are received.: O! s" }5 r0 m" l) v3 x
8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction
* _+ W) s+ X, U) w3 |9 fbetween the two but could break current games./ G9 M' L# p6 O8 Z
9. Some LCU Prep points may be retained if unit is experienced( L0 {0 Z: W$ A$ \
Notes* V$ W3 x/ C5 J
1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario: [% j3 n* C/ l
should not change player or HQ, even if not in play. These original HQs are used by the AI
% L. }4 n! K3 r; I1 F9 Qroutines so changing or deleting them can put the AI off. Changing other elements should' R0 i, M: D0 K7 P, @; ^$ w5 [
be okay.
+ `7 V3 x7 e' u2 X9 ?/ i6 J2. Clarification to weapon filters for aircraft:
" m* T0 o2 V0 D8 y2 mPM_NAVAL_ATTACK 2 // used for naval attacks
2 y$ E! @) z& C6 J. R! aPM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)
( m \' e, N1 qPM_LAND_ATTACK 8 // used for land (ground) attack' c3 V* p8 F: M- {% m5 [ n3 Z' \
PM_PORT_ATTACK 16 // used for port attack
3 m5 _2 k: D6 k/ y: {* f! ~% jPM_AF_ATTACK 32 // used for AF attack* Y0 k) w2 c) @& F" ^
Dropped any reference to secondary values for land and AF as they served no special use.
) h& J/ y! U% x6 yClarification changes; x5 g8 X4 E+ z! P
1. Some clarification and changes in regard to use of the Soviet Motherland bases. These" g* }7 [$ Y, P2 u% S/ ^( ^# q
bases are those defined as having an original Soviet hex ownership of SOV_UNION (90),
" k% v! a( I! g) Y$ R( {+ }MONGOLIA(91) or TANNU_TUVA(92).
) T- `2 Z0 I" X5 \; o- @a. Allied non-Soviet groups can't transfer to Soviet Motherland bases
1 [( t3 n# x: b5 J O! sb. Allied non-Soviet LCUs can't move into Soviet Motherland hexes! Z' D, Z% U$ {) o7 ?) d* X( F Q
c. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases/ D( K3 G0 C( E3 m- p
after Soviets are activated, but can’t move1 ], R% ]7 @- U5 P
d. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if* a" A2 l6 j+ t3 k# l) H* s: |& f1 S6 L% X
disbanded in port.
' I k0 e5 @ [, a6 o- q/ {. Ye. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently
. V- X% O, \3 @- b! m& n9 C }1 jf. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |