具体见
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http://www.matrixgames.com/forums/tm.asp?m=3185062: o1 ^4 F4 I8 Z7 Y3 L9 V7 x
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已经共享到岛群QQ和本论坛置顶资源帖- Z+ R- e5 z+ [ J+ H4 p
- Y" f2 L+ m* B$ E1 i大量更新,详见列表:& l; v7 s: g8 L
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Change History:
# k; t, `0 D, o4 h2 nV1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17): F w7 Z: o, [( J' y8 N
1. Seventh Update – This release is a comprehensive release updating all previous
0 H" v3 d. L3 ?/ S% pversions to v1.01.17 beta& y8 G& Q/ j, M. u% k# v
2. Code Changes
9 [, q7 n) ~7 R- h: u5 ?Fixed9 u# x& \8 O' \0 h& Z+ J- n
1. Display of AF/Port icon between player saves based on player's intel! S9 b/ P; S% \& L% a3 L
2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when
5 J3 ^$ m. j; A& K( g. `weapon list updated' y) K5 }$ g$ a' o# v2 h
3. Reported cargo/troop safety values incorrect when no cargo/troop space
% F' G. _- h6 j; U; z) L6 |: A4. Allow smaller 'reserve' space for small groups on ships" i# [/ Z& P8 e- X( ]' Z7 t
5. Preserve some more data when swapping fragment and parent to prevent lost of parent
3 B0 N+ |* g9 \5 t( s) p6 s. p6. Correct attacking plane count before final post-air combat
6 K. Z) `" m- ]: V4 P7. Pilot promotion may have occured in error sometimes
, }+ z( o% m& G" q( i( w8. Raid detect message sometimes dropped of the combat report
, d+ C! z7 j9 x& e* c9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply( ~2 I; I+ S4 @9 b3 }3 Y
generally5 G1 _5 }; r9 u& W
10. Some pilot-leader connections were being corrupted
4 ]' T6 J3 p) y. t/ X3 e7 L7 ~11. Movement bug with following units due to incorrect move indicator. Seems to fix a few
3 e* P0 K0 u; |8 v: oother move issues due to the incorrect indicator
. K/ P2 }& d k- d' F$ y2 {. ]2 [12. Wrong ship sometimes reported in Ops report for TF movement which causes some) o# [$ D, f; g P% O
damage
3 E4 F# {; i, I! S: l7 {+ i7 q% S13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool
$ y6 p# c# t5 k4 Q" E1 o* t5 H14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the
2 [8 l: _7 L; N# A7 |( F2 Vdate sort/ r/ M. z5 W( D3 a% ~# a( ~& B8 M
15. ASW groups not allowed to attack sometimes; K7 Q3 `$ h& s6 H8 d
16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing) \$ Q) D* W( r
HQ/LCU to jump to reinforcement queue
+ H4 r1 w0 j: J5 @4 x' E17. Bug in bomber intercept if too many rounds of fighter v fighter combat
; O" Y7 _+ b7 Z18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed8 V2 K7 V8 V# ~
at start of AE but crept back in sometime during updates
& {" P$ h5 I: `8 s4 V. g# u% u& K19. Removed the fragment/parent swap during a TF unload as it could often orphan the
5 ~9 r- R- |. ~9 F" rfragment.. H& Q& ]+ O$ h7 Z( A+ q# N' W
20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade7 V" b4 C* Q8 O: r
21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not
T! E Z* L+ @0 rshort scenario). This was fixed in a previous patch but only for one of the VCs, not the full6 ]/ c3 y; ?$ B& {4 G) h7 W, g6 l
set3 t' e' s9 T* A$ {" _3 _+ r6 i6 q
22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base
' B6 b. i" H1 U) z3 [. X; M23. Enabled 'z' to speed up all animations; was commented out in a few animation replays1 k. J+ V" C, f6 y9 G, s7 p. J
24. Bug caused F/FB to sometimes bomb at low altitude: H5 C" y l8 C. j: y- A" t: ]5 O2 I
25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not
" C4 S" U `1 o3 g& V4 joccurring properly.
; g' `- E6 } L3 j. W" t( e# |. w( K ~# B26. Bug in Industry 'failed' indication not showing properly sometimes0 z w8 q6 [! T; R$ \, ]2 r
27. Location check at scenario load to include small map sceanrios3 G4 w7 ?0 I; Z8 U# j
28. Bug in air supply to fragments in a non-friendly base hex
5 Y# x6 A( j3 O8 v, u" J29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was
4 w: `( s! X, w$ N2 q6 @" y5 tbeing set to homebase before execution of the mission – ie was returning to base z8 k" q: P8 u6 ~4 R
immediately5 h3 C0 X. |2 d# Q4 S- X8 Y& Q" h
30. Error in Strategic map display/ |+ m. G7 Y( y8 K: G
31. Additional and stockpile options were not turned off when base was captured7 \( g8 r2 _6 m- F9 f' {
32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on
% L" z* f4 A6 a5 Pmouse over
) g" Y: G; o8 S7 {9 R& Q: f0 N; ~33. Army experience being gained when not 100% prepared as per manual; changed to allow
8 f$ S" T: V* B I3 w9 [chance to gain experience if >75% prepare and < 50% national exp level
2 u3 c1 i, R5 z% I2 Q# b34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to" N. R, q- c9 P9 ^* T+ S6 m
alleviate the incorrect experience gaining happening while in reinforcement queue
) b* ~7 `( H9 J6 p* n9 J35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –8 r; l" G. E6 E0 x
caused unit to jump “off-rail” and move overland9 I% ~5 a, T" w+ N* o
36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ0 Z9 Q F8 E! S$ H' |6 ?' P% E+ {
37. Excessive accident messages on unload from TF reported/ f9 q0 m. f& {$ s
38. Reworked editor sub-unit merging as some devices could drop off the unit list when
/ o6 d* w% a6 R& X" q5 bmerged causing smaller size unit than expected
/ b1 Z8 B/ K2 c- l D9 u, K% ^6 U39. Corrected possible TOE error in scenario data load for inactive units
( {9 H% w8 ]# i/ I40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can
4 Q, `: i$ k+ w$ Rhowever be allowed to do this.. K H% X- t, e3 y* `& w9 z
41. Possible CTD if sinking ship's load was a group
k J# g/ L3 x! R* P+ H2 Q9 s42. Limit the number of devices built from resources per unit during LCU replacements; this
$ s" S- a l/ V4 F; u, Wwas causing an over production for that turn
% d! s2 `" Y7 x$ u* ]# I; b* V8 [43. Retain day/night setting when creating group fragments
0 b. i0 b! j2 ^& m* P, D4 `44. Adjusted supply and fuel values in base list not to overrun the space9 s3 A1 P' w9 M; o" X
45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but( G7 i! g Y. Z: U$ j, z- n
added YMS to Sweep TF in line with manual and code
4 p' H6 ]* V3 o0 t* j. b8 c4 K46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the
. I$ Q t6 L2 n& Mrule relates to the abundance of manpower and is not covered by replacement pool. Normal7 V- O7 J3 M" ]+ t i) b; {( t: R
rebuilding of destroyed units is not affected by this.8 [' F4 q R ]: \1 T: n6 y. x
47. Carrier capable and trained text not showing together on Group screen
- [9 x! ^1 C" B) `48. Handle any blank re-name changes by ignoring them
" b6 b. Q& F+ N! u$ `49. Possible CTD when air fragments combine% ~* A6 r1 T; n8 g
50. Unloading TF can freeze a LCU onto a ship under some conditions A' V5 t! w+ C) Y
51. AI not behaving if main HQs missing (affects small map mainly)4 H9 \7 W/ K( ^, \4 {! N
52. AI using AGC for normal land units – removed from TF if not needed
& |1 Q4 h: m, k$ d53. Soviet activation message not in Ops report! s7 S: z: e4 m. j4 H) z2 k
54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range
0 |+ w( k8 W1 u: v: H- g* x% [55. Clear Soviet air balance if not activated. Possible incorrect base switching
* M' B0 S/ ^+ ^) J56. Sub attack against docked TF not happening for port size <3
# u$ [0 ?1 X9 S* \57. Unit type changing unexpectantly k1 @4 }# C* F
58. Torpedo replacement on plane sometimes is missed
. B2 r2 J9 O. J8 X1 j t+ ]59. Double handling of overstacked supply requirements
4 x' C& ^5 ? }2 o1 {/ |8 g/ a. E3 p60. Fixed alternate weapons for port attacks! g" X( i7 o! W9 U3 R" p' {3 N
61. Corrected weapon system damage to show after combat on ships in port rather than wait till
1 i5 M' ?2 g. T; f8 O! p7 r9 R0 ksometimer in the ship repair cycle.
7 L" j" b" x! _& Q z( D( X62. Ship tonnage over 32K could cause repairs to fail
, y$ ]% n& ?& [6 x3 W6 i0 ~* G' D0 ^$ {New
; [+ W; M# @4 O' J2 {1. Show Port re-arm level on ship list screens at base. Does not account for tenders, just the
1 \ p- x' Y, q) E5 R" Mport5 W" y j( q) x0 _$ o
2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.! r2 y" s9 `: n7 Z4 d7 C! W) l( [
Tenders not counted
) \5 v2 d3 g, F8 Q3 i& b4 C4 [3. When showing mine device on ship, show '!' next to mine ammo if can reload at base' I, E8 _& L# F& {
4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method
0 N. _+ m& F7 F. A9 j \! P* ^to remove damaged ships from TF# L$ a v, n6 V9 `
5. New filter for “non-building” devices in Industry pool screen
) r$ ~3 Z3 _ u" r6. New filter for “non-building” aircraft in Air Replacement pool screen
% o+ B/ `8 G% {' W) E- ^% C7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy8 W# v) I1 p! F* ?# F" l
mines (^) detected, ?! z* S" o, h0 }, F9 Q
8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the- P: X9 y" X- Z" _7 e" v3 Z- f
‘button6..’ image files, then these will be shown. If not, by default there are shown as& x$ w3 r7 W N0 `8 @3 l
standard parachute unit icons
& l) [0 i1 @: ?9 |! y9. Air/port damage and building is shown in base mouse over& Z$ @4 D. j! b& O9 v, v; q
10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on: F' B% ?* B) z! t4 y
11. TF can be routed to stay within coastal hexes as much as possible
c5 y0 J; k# a6 r. h12. On Top Pilot screen show the 'ace' cut-off value if more than 1
. L8 |: _* f1 }4 P' [# k13. Added option on group and LCU reinforcement screen to turn off replacements
" v* d/ S; q' Z% l0 i14. Current base can get supply returned to it when reserve planes returned which were; z4 l. _ q- p1 J3 H" s% ]
originally supplied from another base
% v2 q/ u4 v* O' t, t15. Unit type filter on Troop Loading screen
6 H+ J: u9 O1 E8 ]( m- x* D16. Report killed ground units if not in combat report
6 n0 `; m) m. [ N6 mChanged3 }/ I' ~$ W4 B) c! |& p+ m/ O
1. AF of 8+ have AV support doubled for purposes of determing support for air operations1 i( z' [1 g6 }
(complements fix 18 above)& w+ [0 L0 A; L, `. @
2. Permanently increased pilot array to 70K% G' c; ~/ f' u6 |3 M1 R2 M
3. Increased number of air combat rounds are a factor of total aircraft involved, n! m a5 W4 h
4. Allowed submap to submap movement if land connected for land units. Should have been
8 Z9 Y5 j. f9 a$ Dso as per Andrew Brown% v. x! |/ h( u/ ~/ Q
5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message
- b8 J: L# z5 s, C) X' p& n9 [, qdelay toggle instead5 b b2 z; n$ m4 ~5 M5 S
6. Aircraft being grounded for maintenance factors in durability also. This will spread out the" P0 v6 ? c3 N
maintenace a bit more7 Z. |$ ]' ~: {# |3 U. B1 F- \4 l' l
7. Support device replacements won't decrease the overall experience of LCU units. This does9 w! K/ @/ K9 U! j! t6 }
not alter the overall EXP change due when any replacements are received., x' d" s9 ]. W
8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction F2 i. x: g" C5 I
between the two but could break current games.1 T, K% ]$ S1 J: x5 T; @5 E. W
9. Some LCU Prep points may be retained if unit is experienced
$ f: h2 @8 X- J) x* O- q4 n: a, d! zNotes
( s$ x) V+ X/ `1 F1 F1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario- k$ {8 \1 v, U6 i# y% ?
should not change player or HQ, even if not in play. These original HQs are used by the AI: u1 Y2 P+ l! u* f
routines so changing or deleting them can put the AI off. Changing other elements should% z: x( o2 H' O8 n9 |, v1 O
be okay.7 R% z" A0 c8 @
2. Clarification to weapon filters for aircraft:3 u9 r' b, e& Q+ M4 [" x4 l
PM_NAVAL_ATTACK 2 // used for naval attacks4 i2 M6 k. Y% u ?1 [+ L
PM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)
( l- J& J/ w! Z8 ~# w3 b7 NPM_LAND_ATTACK 8 // used for land (ground) attack" g* y4 u* o+ `/ t; z( a+ `
PM_PORT_ATTACK 16 // used for port attack U3 }" Y) i8 J( `
PM_AF_ATTACK 32 // used for AF attack; n! S( T, ~; X1 F
Dropped any reference to secondary values for land and AF as they served no special use.( q H! y3 c4 \7 K* |5 L) N$ {, @7 V
Clarification changes0 C/ l% I* }9 J B9 W4 H
1. Some clarification and changes in regard to use of the Soviet Motherland bases. These
& e8 a' ^" E" i9 J/ S9 pbases are those defined as having an original Soviet hex ownership of SOV_UNION (90),0 K' D4 e5 L: U7 A0 B% g$ p' J
MONGOLIA(91) or TANNU_TUVA(92)." F7 D+ C! d4 X7 C' z9 n% C
a. Allied non-Soviet groups can't transfer to Soviet Motherland bases
$ q4 @5 Z" J2 [& Mb. Allied non-Soviet LCUs can't move into Soviet Motherland hexes" g/ }! L4 D) R. l+ {) A
c. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases
j! t1 ^' a. N! {after Soviets are activated, but can’t move; ]/ I( ?) B+ I6 U! H: H
d. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if6 G4 \ P! r" L6 ^, J$ r( J
disbanded in port.3 Q+ _0 b& D% _3 i0 w+ A8 w( P
e. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently
7 r" J$ x k7 T) e5 ~1 ?! xf. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |