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2 e2 a3 x0 |; _6 {$ C& nhttp://www.matrixgames.com/forums/tm.asp?m=3185062. t. ^, V ?" d# U4 y6 r9 S( D
9 b/ J. d$ Q/ _$ {7 D: s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:
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) u6 E3 J/ _. ]% |Change History:5 l: r2 K4 I" Y+ K* @
V1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17)$ x3 T9 y+ x1 Q/ i# j+ W8 M
1. Seventh Update – This release is a comprehensive release updating all previous
( z5 l6 h9 x" Y+ }8 U7 iversions to v1.01.17 beta
$ M* y* H3 P/ |+ o- J2. Code Changes
. i: R, t7 F! KFixed. |& s- G) J4 h# G d# F( V) P
1. Display of AF/Port icon between player saves based on player's intel }, O. C# k6 U# ]5 s; ?
2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when" j6 O3 {0 Y. H6 j) O, v7 L
weapon list updated& A$ y s& X5 f% M, K: S+ y2 o
3. Reported cargo/troop safety values incorrect when no cargo/troop space& Z8 w; y# H& @7 p
4. Allow smaller 'reserve' space for small groups on ships) S1 j1 M3 n+ O5 _3 ~. k1 M. J+ `$ k
5. Preserve some more data when swapping fragment and parent to prevent lost of parent
/ e) Z( ?( k# d: J2 G* I( c6. Correct attacking plane count before final post-air combat
; c5 E1 }; r7 F/ g$ @7. Pilot promotion may have occured in error sometimes
. U4 \# R M4 W3 F8. Raid detect message sometimes dropped of the combat report# ]7 E( k# I" z% S8 h, x# t
9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply0 g8 N. R' f6 D' }% |
generally
" j3 M; K; r, v( _+ r% Q10. Some pilot-leader connections were being corrupted
$ k# m3 ]/ P* M4 w11. Movement bug with following units due to incorrect move indicator. Seems to fix a few
' z: m, z6 V- G/ X9 Hother move issues due to the incorrect indicator2 m. i/ s. W0 u) c1 g$ t
12. Wrong ship sometimes reported in Ops report for TF movement which causes some9 ^: J6 K( T+ @3 z K: ]3 d& `
damage
: G b6 Q& n: ]( A& c13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool
! O' z' V+ m6 d' _14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the
4 g+ `0 ^9 m* w6 j6 ?2 P" Sdate sort
4 }2 |0 D! D7 Z+ L$ r15. ASW groups not allowed to attack sometimes8 J8 q# A( P4 M( e9 j8 U
16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing
% {" M( o% O' x$ [- I8 ]6 t+ N$ }HQ/LCU to jump to reinforcement queue
$ L1 F9 T- _$ K9 C8 j( e7 J- o17. Bug in bomber intercept if too many rounds of fighter v fighter combat6 T5 ~) U0 W, D4 r0 S
18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed
' c! a4 g3 }7 y6 l5 Hat start of AE but crept back in sometime during updates
9 n' T# O( v# }( b7 |0 O19. Removed the fragment/parent swap during a TF unload as it could often orphan the& k6 S9 b7 v1 Y& A
fragment.7 F3 S/ R) @5 ]4 d/ M* }
20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade2 L J! \9 z9 ]
21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not2 u5 p" m1 p# [, E- C
short scenario). This was fixed in a previous patch but only for one of the VCs, not the full
: U/ y6 y4 H! L. ]set y1 y* r2 G/ p, u
22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base7 ^' m& W/ X' [
23. Enabled 'z' to speed up all animations; was commented out in a few animation replays
% r {) W6 A" c2 s, T/ F' p9 X) a8 [24. Bug caused F/FB to sometimes bomb at low altitude! i5 y- ]+ q3 L8 S" W" I" N- J- o
25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not
3 |& O/ A: F2 n9 O3 y) ]occurring properly.. Z" S' ~* F* A
26. Bug in Industry 'failed' indication not showing properly sometimes
- s& c9 k. q2 Y: c! J27. Location check at scenario load to include small map sceanrios. K9 t2 n' t- } i8 t
28. Bug in air supply to fragments in a non-friendly base hex8 v5 `7 D3 `. l! w1 }1 ?* o
29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was
, ]' V9 ?9 D) d! ?; g, e: Wbeing set to homebase before execution of the mission – ie was returning to base/ i, K$ @% }, m/ K* a* _
immediately. ~( H8 |2 U% S' m& ]5 ~
30. Error in Strategic map display$ Y- a8 A! {; f
31. Additional and stockpile options were not turned off when base was captured8 F0 Z2 x6 b! A h; }' E5 _0 Z
32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on% N0 i2 E2 U9 E6 H
mouse over
$ k9 A; @+ z" `- |. L! u: m; R33. Army experience being gained when not 100% prepared as per manual; changed to allow
( w3 M3 \3 U0 N1 @/ Kchance to gain experience if >75% prepare and < 50% national exp level
) N$ G. s& H. F" M34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to
0 T0 R) M1 v9 T( Valleviate the incorrect experience gaining happening while in reinforcement queue
0 q1 L* F5 Q- p+ B/ R, k35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –, A/ h6 Y( r8 H# o+ Z8 @5 r5 x
caused unit to jump “off-rail” and move overland. |% f; t5 }' p* I1 B
36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ
9 V& a' ]7 d: Y$ j37. Excessive accident messages on unload from TF reported
" [" c( @3 U0 R8 Q5 x9 p- C38. Reworked editor sub-unit merging as some devices could drop off the unit list when
' {4 ~$ ]8 O( d' _merged causing smaller size unit than expected) o1 ^, Y3 i" {, h3 e
39. Corrected possible TOE error in scenario data load for inactive units
# z/ m" L# Z, f- c; P40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can
; t2 w. P2 J: s8 z! h7 L# x" Uhowever be allowed to do this.3 o8 s/ S0 K1 D8 s9 y
41. Possible CTD if sinking ship's load was a group
2 A. Z5 a, z7 z( J3 w* N42. Limit the number of devices built from resources per unit during LCU replacements; this2 D& Z/ \3 n8 x
was causing an over production for that turn
! c7 Q0 n4 i9 p3 ^/ d43. Retain day/night setting when creating group fragments
$ t2 A: k: b( B+ k+ M# T9 L4 o- D" i F44. Adjusted supply and fuel values in base list not to overrun the space! _. @+ a* {" N, L3 s2 D7 |
45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but- D6 c S9 X9 {- Y# a F: G! x- r
added YMS to Sweep TF in line with manual and code% D! ^$ ?1 i9 n
46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the( Z2 r1 y* ~4 {, i
rule relates to the abundance of manpower and is not covered by replacement pool. Normal
' J1 n5 `/ Z8 a3 v, nrebuilding of destroyed units is not affected by this.5 j/ v# N# h0 w0 Y
47. Carrier capable and trained text not showing together on Group screen w/ @, Q/ c8 t9 z- v7 a
48. Handle any blank re-name changes by ignoring them
3 i/ A% M( ~; y4 n o' K$ T+ C+ p49. Possible CTD when air fragments combine& g5 \& d. o0 K' n3 e
50. Unloading TF can freeze a LCU onto a ship under some conditions- }/ ^- N7 c; n/ Q9 t; L
51. AI not behaving if main HQs missing (affects small map mainly)
0 M' \7 j. f/ _3 I* {* M52. AI using AGC for normal land units – removed from TF if not needed
6 `7 b t( Q2 @/ M1 B7 p53. Soviet activation message not in Ops report
1 E g& n" D7 y54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range/ R6 X+ ?( n" _4 w
55. Clear Soviet air balance if not activated. Possible incorrect base switching
/ y7 m m v+ l56. Sub attack against docked TF not happening for port size <3
5 ]; J3 l @& E o( U; U4 A' R" ~& z V$ T57. Unit type changing unexpectantly
! C, p6 T( W3 L58. Torpedo replacement on plane sometimes is missed
: C. F v/ o1 U; K59. Double handling of overstacked supply requirements
+ \0 H+ X) A* x9 H60. Fixed alternate weapons for port attacks
9 c ]3 C! F3 _% |61. Corrected weapon system damage to show after combat on ships in port rather than wait till& X& R& H% ]0 b" p7 A
sometimer in the ship repair cycle.2 ^+ K3 N" @: h! R5 J! C
62. Ship tonnage over 32K could cause repairs to fail
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1. Show Port re-arm level on ship list screens at base. Does not account for tenders, just the
# G$ u1 Z" |/ l- \0 C: Rport0 @9 Z8 C {- W4 ?" U( ~
2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.
) N3 ?, P4 Z {Tenders not counted3 i* ]2 i5 w: C- m
3. When showing mine device on ship, show '!' next to mine ammo if can reload at base
" d% C- t# |2 o4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method0 h9 o- _+ v/ K1 s; W
to remove damaged ships from TF
s7 m, v4 m2 \4 i5. New filter for “non-building” devices in Industry pool screen
. V1 A2 U. B& x3 y: l: u6. New filter for “non-building” aircraft in Air Replacement pool screen/ ]& ^% `+ i! h* V3 D- B
7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy ]! y+ b' ^4 H5 X: f1 w
mines (^) detected% a2 M. o4 v) [, U" T% G8 j1 N6 |4 U* h
8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the
/ Y3 m: M( p& I" y‘button6..’ image files, then these will be shown. If not, by default there are shown as8 }9 i! X2 M' k
standard parachute unit icons6 Y8 Y* D9 p7 S: `! H8 Z% r
9. Air/port damage and building is shown in base mouse over- L9 Z& }1 p8 f+ y: J
10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on. A: A3 p2 D1 J4 @6 x8 C6 U
11. TF can be routed to stay within coastal hexes as much as possible4 I) q# J, \6 F' x: P2 m
12. On Top Pilot screen show the 'ace' cut-off value if more than 1" m" {( H1 m0 D
13. Added option on group and LCU reinforcement screen to turn off replacements1 K8 y0 q, m. g) Y
14. Current base can get supply returned to it when reserve planes returned which were" S1 P+ @/ V8 k' _* [: S0 w' p
originally supplied from another base
4 y" u7 x- b5 E* c15. Unit type filter on Troop Loading screen. m% b( u: i @+ w( ~: Q# }8 i% o
16. Report killed ground units if not in combat report
; s, C, i7 [/ s n8 ZChanged, A/ c4 J3 r4 X! ~: ?
1. AF of 8+ have AV support doubled for purposes of determing support for air operations
1 f. d2 p7 H, x7 J, |# M: U5 W(complements fix 18 above)) t1 o) ?: N) c3 m
2. Permanently increased pilot array to 70K
" y2 O( P5 g9 L$ M$ g- h4 S6 N3. Increased number of air combat rounds are a factor of total aircraft involved1 w5 k& ?$ P7 `+ ]& d& d
4. Allowed submap to submap movement if land connected for land units. Should have been
& X" ~. J) _3 Oso as per Andrew Brown: ^$ |* T5 p3 h! Y7 z/ x
5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message
: l5 b; A& s4 K* `' m: Hdelay toggle instead9 M1 o4 E, r! B
6. Aircraft being grounded for maintenance factors in durability also. This will spread out the
; o# X3 f- }' ]; t6 Z9 Z) H Zmaintenace a bit more
; ?' Y) n }, M8 I7. Support device replacements won't decrease the overall experience of LCU units. This does) @9 G I# n" o' g% \
not alter the overall EXP change due when any replacements are received.2 O ^$ e: h+ `' c) ^( C
8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction. x: g: q' O+ A. V& s
between the two but could break current games.
4 W( T5 b' l7 g' N* f) q9. Some LCU Prep points may be retained if unit is experienced
3 @7 w/ U' ?9 {9 f, B6 q' _Notes
# O& J2 N" S( @1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario" o; M9 ~ E4 P% F
should not change player or HQ, even if not in play. These original HQs are used by the AI- i- Y9 ?+ C$ f9 I
routines so changing or deleting them can put the AI off. Changing other elements should
; x8 G0 r4 V4 Q4 zbe okay.% p$ O; S1 O1 O8 s
2. Clarification to weapon filters for aircraft:
7 b1 k$ m# O2 KPM_NAVAL_ATTACK 2 // used for naval attacks
7 H! ~- k/ a2 d1 Q8 n9 APM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)
, y. K+ G. ?) JPM_LAND_ATTACK 8 // used for land (ground) attack5 D2 Q6 U7 x }7 K
PM_PORT_ATTACK 16 // used for port attack
" \/ A% R) a; o. {5 b$ rPM_AF_ATTACK 32 // used for AF attack5 m8 R( v# k: N$ i- c2 n
Dropped any reference to secondary values for land and AF as they served no special use.
# ]* {+ u. _4 n9 P3 P, Y0 @Clarification changes6 H* d0 Q8 T1 y8 o9 X
1. Some clarification and changes in regard to use of the Soviet Motherland bases. These
1 F. Z( L( b: |- p1 B' j6 ]bases are those defined as having an original Soviet hex ownership of SOV_UNION (90),8 r: R; W: T$ M, L0 h: R$ F, a) x
MONGOLIA(91) or TANNU_TUVA(92).) m1 ?/ r) a; _& O, K! V7 i
a. Allied non-Soviet groups can't transfer to Soviet Motherland bases
' K7 v/ j+ }+ rb. Allied non-Soviet LCUs can't move into Soviet Motherland hexes: }" I; {$ J: B
c. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases7 ~5 m5 v: r5 ~/ _6 E0 o' P
after Soviets are activated, but can’t move$ M g5 R3 g9 v! ~2 _$ B- ]
d. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if) i- F. \- t2 c9 e2 {
disbanded in port.
! B ~9 G2 j7 e+ A8 O2 \e. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently
_& X& e' m3 ]; f$ zf. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |