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4 o: K, z/ l9 z; xhttp://www.matrixgames.com/forums/tm.asp?m=3185062
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9 \3 t7 }# S( p+ x! e& N, |大量更新,详见列表:
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# S# p7 X f# E) X, Y( R$ k" AChange History:7 i s' n, H9 v$ j' z
V1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17)
" M) L2 q+ {* Z1. Seventh Update – This release is a comprehensive release updating all previous
; h4 J8 s5 N/ g7 n3 Iversions to v1.01.17 beta$ q I3 q9 b3 O# u
2. Code Changes" b% H% @* F4 L1 x' d
Fixed* X! Z. i- L% r! U
1. Display of AF/Port icon between player saves based on player's intel7 a( H: K- y9 B$ W: \8 k% [0 I
2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when
" w: }+ h2 d- d% mweapon list updated4 h- ~ R: G x# B" j
3. Reported cargo/troop safety values incorrect when no cargo/troop space
' s+ i$ d2 ~/ ^( L; H4 }$ ~) R' V4. Allow smaller 'reserve' space for small groups on ships
( F) S4 f* @$ e: n5. Preserve some more data when swapping fragment and parent to prevent lost of parent( b+ m3 |! \9 G4 b" ~# y
6. Correct attacking plane count before final post-air combat
% W6 {" @; A9 }! b8 h7. Pilot promotion may have occured in error sometimes
: W5 ~* N) |' s! ~) \1 W7 s# T7 T8. Raid detect message sometimes dropped of the combat report
6 c! G6 g# d4 D; ^9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply
6 s( |! y: u5 d0 e/ Z+ Igenerally9 z/ r, n1 Z6 \. g# N C
10. Some pilot-leader connections were being corrupted
. b" f" T" T5 q! e+ f11. Movement bug with following units due to incorrect move indicator. Seems to fix a few1 H, F% ~6 g* V0 ~; U4 l$ f1 N
other move issues due to the incorrect indicator! M9 `# b: B" i+ l
12. Wrong ship sometimes reported in Ops report for TF movement which causes some. ~& y* b! |# J, g
damage
- Y* Y6 p4 H s9 U# c13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool
& [* C2 F6 w0 m9 I8 R14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the
3 _; A7 Z9 `: ]7 O4 Y: h' ~1 ^date sort
, h. V! V5 C: n/ h& ]) J. U0 E15. ASW groups not allowed to attack sometimes6 r+ c# g" `& ^% A: @% z
16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing6 P0 \ h! G, Y, a7 R; R
HQ/LCU to jump to reinforcement queue; [/ E' w3 e$ z( x6 f2 P' u6 |2 g7 T
17. Bug in bomber intercept if too many rounds of fighter v fighter combat3 Q: j3 t/ @5 b3 n+ {
18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed
, m/ a% o2 y1 x f+ Tat start of AE but crept back in sometime during updates
( h3 B F) A% t! h19. Removed the fragment/parent swap during a TF unload as it could often orphan the+ N6 ^" I E- z
fragment.
. b. s* m% Z6 _. s1 h0 O20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade
C8 X. v: @0 {21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not4 f% P a6 h. M- z/ m
short scenario). This was fixed in a previous patch but only for one of the VCs, not the full
$ f' B- l9 |, L" x0 w) _/ hset
, ]" r3 R2 U: o/ n22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base' O# s/ k' N9 V9 J; g H( {
23. Enabled 'z' to speed up all animations; was commented out in a few animation replays
9 i* C0 M3 X' E24. Bug caused F/FB to sometimes bomb at low altitude
5 ^( z# {% F# O" D3 N25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not4 o" i7 R# A: Q# w5 E4 o
occurring properly.
+ G. k/ c' ~3 H/ u$ i26. Bug in Industry 'failed' indication not showing properly sometimes
" k6 A3 e v8 L6 P' g& D7 Q27. Location check at scenario load to include small map sceanrios+ C: Y' i) N6 V- t# G
28. Bug in air supply to fragments in a non-friendly base hex
1 P8 v J: s, ~' v29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was
( k1 j7 C* `+ ^, c# S lbeing set to homebase before execution of the mission – ie was returning to base
/ v* a S* D8 f& T6 pimmediately
1 [" d- B* Q9 R1 Y7 c30. Error in Strategic map display3 w% u0 X E* N! v
31. Additional and stockpile options were not turned off when base was captured6 Y% V: m" m8 t. H: m
32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on
o* a# {) d7 f& `mouse over9 M- a( g% i! r# c9 {# k8 ~
33. Army experience being gained when not 100% prepared as per manual; changed to allow8 j0 v# K" l- e. Y
chance to gain experience if >75% prepare and < 50% national exp level5 R# q) x8 w' Z
34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to# N; v7 z/ ?6 q* ~) ^
alleviate the incorrect experience gaining happening while in reinforcement queue* a+ @; Q, f: n [5 Q
35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR – x5 t" O; U6 @( a) N- @
caused unit to jump “off-rail” and move overland6 g% ^/ L/ v- o% o' |5 m0 o
36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ: |& f; M- F! H
37. Excessive accident messages on unload from TF reported
2 z8 [2 T" r- ^) ?' s38. Reworked editor sub-unit merging as some devices could drop off the unit list when9 q" w- @' P0 X9 S4 ]% f" \
merged causing smaller size unit than expected+ S5 @. K/ C4 d2 ~% w
39. Corrected possible TOE error in scenario data load for inactive units! ]" s, g# ~; H1 |" s% U2 N
40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can: V& a. I. B0 x6 x* `0 \6 E
however be allowed to do this.$ K$ [( q2 N6 L7 n; I' ~
41. Possible CTD if sinking ship's load was a group' v$ j- K M* Y8 Q
42. Limit the number of devices built from resources per unit during LCU replacements; this
9 S" e! T3 R! j' f/ G" H( G# @was causing an over production for that turn
5 w& r' ?5 h: d8 b' a43. Retain day/night setting when creating group fragments' N2 j& J7 Q5 p& Y' S
44. Adjusted supply and fuel values in base list not to overrun the space
8 ~! p% O) C, h0 C2 C45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but1 n" d' X- Y# @5 o2 z% B+ I# [2 L% S
added YMS to Sweep TF in line with manual and code
7 m) ~, m" W! E y3 E: L46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the
# v! e2 S( r6 F& H' \1 zrule relates to the abundance of manpower and is not covered by replacement pool. Normal N' C$ Y! v7 H
rebuilding of destroyed units is not affected by this.8 h$ o- c+ K+ D. `, ^( E/ a
47. Carrier capable and trained text not showing together on Group screen) f3 ]% a+ x6 K3 e5 |
48. Handle any blank re-name changes by ignoring them
/ [" x g+ @: v: a49. Possible CTD when air fragments combine. }* k+ x/ U: K3 o8 E
50. Unloading TF can freeze a LCU onto a ship under some conditions6 D4 b1 }( g" b5 ]5 P
51. AI not behaving if main HQs missing (affects small map mainly)
, s0 W$ {7 `& H1 y5 B52. AI using AGC for normal land units – removed from TF if not needed5 ]& G9 C0 X* A% L2 w
53. Soviet activation message not in Ops report/ F, y7 a! A9 ^$ V' Y
54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range3 W8 n4 E6 W0 O3 e) ]
55. Clear Soviet air balance if not activated. Possible incorrect base switching
$ D1 }9 n& }" z; ^0 J& T# b+ H, V56. Sub attack against docked TF not happening for port size <3
2 _7 b, \# j# U5 c* f8 e0 R+ b3 w57. Unit type changing unexpectantly3 ?" R$ g6 O* d$ X4 S2 [+ q
58. Torpedo replacement on plane sometimes is missed+ ^3 O% v: c' u; G
59. Double handling of overstacked supply requirements. M, t& Y" g# M* N. p8 ~! k8 i
60. Fixed alternate weapons for port attacks) g( u o5 x6 G+ L
61. Corrected weapon system damage to show after combat on ships in port rather than wait till2 h0 D) I# Z, z
sometimer in the ship repair cycle.' v* m8 |$ s. v/ b. [0 O$ K9 C
62. Ship tonnage over 32K could cause repairs to fail# ^9 z/ N: t; l: w, z5 t$ k
New
- U* m! ?5 j8 P. F% R1. Show Port re-arm level on ship list screens at base. Does not account for tenders, just the9 d# x- e9 ?* D1 ?+ f! y
port
& z! a3 J6 D6 L; b% m2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.+ J: z& m3 ~ W l( _6 e/ \- M5 a7 ~
Tenders not counted
( u; _' `+ A/ Q! h6 p3. When showing mine device on ship, show '!' next to mine ammo if can reload at base3 j; \1 H3 r/ m
4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method
! b" Z4 q4 k) W$ H: ~4 {to remove damaged ships from TF [0 D. B1 M U# P6 ?( B: H
5. New filter for “non-building” devices in Industry pool screen
, D4 ?$ ^, R" K4 A4 w* h6. New filter for “non-building” aircraft in Air Replacement pool screen
1 J N* w4 @5 N$ ?6 C" A7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy
6 l6 _* X* x5 x7 Lmines (^) detected4 I! h/ E" {) p2 d+ f
8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the
" T! i" J3 {4 n0 E' a$ C‘button6..’ image files, then these will be shown. If not, by default there are shown as
# W, S% r1 U5 o- ^" \9 y( u) Astandard parachute unit icons2 K% K! \0 Z6 \6 O2 Y8 J
9. Air/port damage and building is shown in base mouse over I+ M2 g7 v) n' D
10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on/ R9 k4 C1 J1 V1 c
11. TF can be routed to stay within coastal hexes as much as possible
K/ W8 b7 C8 G9 s9 s* g12. On Top Pilot screen show the 'ace' cut-off value if more than 1
$ y& b2 G: Z4 m13. Added option on group and LCU reinforcement screen to turn off replacements
$ G* S$ @9 {$ n, G0 R# n# J2 v14. Current base can get supply returned to it when reserve planes returned which were5 }9 N9 y: B' I2 z' y
originally supplied from another base
5 K' o+ x) c8 P2 ~15. Unit type filter on Troop Loading screen
k. Z' x7 r# T2 t" O16. Report killed ground units if not in combat report6 ^* W3 I/ ]3 w% j0 } ^
Changed; z' n5 Z' q; F* s
1. AF of 8+ have AV support doubled for purposes of determing support for air operations
: [5 | a* @; D" z7 K3 K# W& g+ M(complements fix 18 above)
; r( ~0 d' c$ R. h2. Permanently increased pilot array to 70K0 f' ~# Y! }5 _( N& c
3. Increased number of air combat rounds are a factor of total aircraft involved/ j* h/ Y* q; Q2 L* z9 G2 |$ A8 q
4. Allowed submap to submap movement if land connected for land units. Should have been7 |. U0 \: G6 h& k$ M
so as per Andrew Brown
" e8 h% D6 \8 V$ c+ m4 T. ^+ ]5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message
8 C+ e; m$ p3 O$ Ddelay toggle instead4 ~: P; b! M# I1 B$ K
6. Aircraft being grounded for maintenance factors in durability also. This will spread out the
: x3 j/ K, j) i% s5 o4 A% J2 k% tmaintenace a bit more9 L- h+ E9 q9 u. n8 v
7. Support device replacements won't decrease the overall experience of LCU units. This does) `9 @5 p7 l& s$ m$ @" E
not alter the overall EXP change due when any replacements are received.
% h* ^# e& X4 I: U! S) G8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction `( G% S0 ~ N, d# J" r- B4 B2 n
between the two but could break current games.
' [& c8 ?. c4 A) i' W, M- k9. Some LCU Prep points may be retained if unit is experienced
+ U3 Y% b; z5 L4 H" Q7 h2 GNotes8 X- U; U, ?' b9 a( l
1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario
; q+ k" Z1 j. ? \7 Dshould not change player or HQ, even if not in play. These original HQs are used by the AI, [# l, s+ k3 K* z- p9 w. S
routines so changing or deleting them can put the AI off. Changing other elements should
+ A# f2 l# a( B3 X( V& Ebe okay./ g; Q) o$ @9 B& }
2. Clarification to weapon filters for aircraft:
3 d- T) ^ H! f M- QPM_NAVAL_ATTACK 2 // used for naval attacks
: l/ P* ~5 y/ ?: ]3 l, ]PM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)4 S7 T) l* U' [/ n1 w
PM_LAND_ATTACK 8 // used for land (ground) attack
0 p" O$ b" t& H0 E* u/ ?* s" s APM_PORT_ATTACK 16 // used for port attack
2 s) k' c7 |4 n9 }, tPM_AF_ATTACK 32 // used for AF attack
/ T( O" U; F3 hDropped any reference to secondary values for land and AF as they served no special use.
4 s y" i" e# @: e. r' s$ LClarification changes
( y( [6 a$ W2 m7 P- ~1 ?4 ]1. Some clarification and changes in regard to use of the Soviet Motherland bases. These
* G3 w- P- N& c8 m0 { bbases are those defined as having an original Soviet hex ownership of SOV_UNION (90),
# i8 ]9 C# x# ]5 m4 SMONGOLIA(91) or TANNU_TUVA(92).
' k& F) ^$ q; M9 v7 e. ma. Allied non-Soviet groups can't transfer to Soviet Motherland bases( ~' \. \ V7 C2 {: X8 I
b. Allied non-Soviet LCUs can't move into Soviet Motherland hexes
, |" Z/ B. E0 ic. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases4 w7 a7 C. b( D6 _ c
after Soviets are activated, but can’t move
# ~! ]% f- m6 Ld. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if/ v3 Y9 E) t& Y5 I$ b
disbanded in port.
3 x- ]( X. V' k& z+ G; F le. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently+ a+ B# j0 \5 ]& i3 J
f. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |