具体见
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) B# o. }$ }) Q$ D& E3 Xhttp://www.matrixgames.com/forums/tm.asp?m=3185062! _; `" ?4 _8 |9 D
& `4 u, \. y8 c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:) B. V+ j) Z+ K) ?7 J
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H' z `# G/ L2 I/ r o7 MChange History:! Q1 m4 G4 d3 Q0 k0 @: H+ L
V1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17)
- Z v9 h; U0 g8 e: s, W1. Seventh Update – This release is a comprehensive release updating all previous
& B5 S6 Z: l) E- u( F: Vversions to v1.01.17 beta
4 U/ E% l* n; r) L2. Code Changes
' \: B; c4 z2 R E) ~$ DFixed# O3 P6 C3 X8 { \1 e0 [$ S
1. Display of AF/Port icon between player saves based on player's intel
t0 ~' d1 C$ n; g- i4 K- |$ V2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when) J6 G+ d. v+ j. }
weapon list updated
% E+ t n5 Q" m3. Reported cargo/troop safety values incorrect when no cargo/troop space
/ h# |) J! p3 J0 ?5 ~2 z3 ?: Z4. Allow smaller 'reserve' space for small groups on ships; f$ N& V5 M5 K2 m* K
5. Preserve some more data when swapping fragment and parent to prevent lost of parent3 G5 z) z( [# l* p$ c3 |% Q
6. Correct attacking plane count before final post-air combat+ P2 \) v: l6 C5 N' L9 X
7. Pilot promotion may have occured in error sometimes
3 [; g+ b0 O* l& \8. Raid detect message sometimes dropped of the combat report
, R8 D% u2 }# i$ D8 M9 F9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply( a9 b# ^2 S [& D
generally# n" M* L1 n& }$ d1 M& c% h u h
10. Some pilot-leader connections were being corrupted
: z% J8 s$ h" [4 Z: C, ]2 E" D, \: C11. Movement bug with following units due to incorrect move indicator. Seems to fix a few5 H! N1 h2 H6 l9 E \+ c
other move issues due to the incorrect indicator/ h) t/ e) C+ v# R+ V+ E4 M% i
12. Wrong ship sometimes reported in Ops report for TF movement which causes some
" B7 L" }0 q6 V7 k& n# y2 l% qdamage
3 x* _$ {8 B. Z8 j; ?6 n) `3 I% x8 g13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool
2 {& E# k0 ?1 P' P! D2 q; O5 w14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the
c& @0 B5 }$ i, t# P9 i2 sdate sort- C& e. n1 S" K1 ~8 l% \- g1 q
15. ASW groups not allowed to attack sometimes
* x) ?, y/ y( A- e8 N16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing
9 b1 {3 D2 U& }1 ]HQ/LCU to jump to reinforcement queue! b. n7 J3 N) G! k3 Q0 A8 e
17. Bug in bomber intercept if too many rounds of fighter v fighter combat
% M. ^+ B8 d m8 H18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed
( b7 ^9 E% }" z, z* x4 dat start of AE but crept back in sometime during updates: K+ i8 u# F/ P3 l3 q& q
19. Removed the fragment/parent swap during a TF unload as it could often orphan the
p. [4 Z$ Z8 b6 D2 E3 pfragment.: E8 ?# }6 }* i7 S/ w. b
20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade0 p3 K4 U' W7 X" h2 q! Z: R1 m8 b
21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not; {& x9 {9 J" X
short scenario). This was fixed in a previous patch but only for one of the VCs, not the full
1 @# U+ Z; H6 C! D$ Q- C5 Jset$ H$ q n9 }% ~5 ~( G
22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base6 n/ N- [' Q! p0 x4 u0 }' ]
23. Enabled 'z' to speed up all animations; was commented out in a few animation replays- k Y0 m) [- Q$ A7 w! h3 ~- o
24. Bug caused F/FB to sometimes bomb at low altitude
9 M0 G; J7 ^- Q6 L. I0 ~25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not
* W1 [9 M, \' H: X2 V7 l0 |occurring properly., O$ l4 }6 u, m( |% W- d
26. Bug in Industry 'failed' indication not showing properly sometimes
' ]) _2 a8 t9 r3 E! H) d' x5 z27. Location check at scenario load to include small map sceanrios
& W0 u# s9 B- z$ L28. Bug in air supply to fragments in a non-friendly base hex
. W! W# z! r" c5 X% x" a29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was
2 _: P- x9 t5 b+ U& fbeing set to homebase before execution of the mission – ie was returning to base% J6 H3 h+ N: L/ R' T6 t! ?8 w9 n- p
immediately0 t4 Z3 \3 ~$ N) C" [
30. Error in Strategic map display5 [9 v/ D; \6 v- M1 V8 P1 P
31. Additional and stockpile options were not turned off when base was captured$ b( D* P. v' f1 P
32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on
+ F. ?% N/ k0 [# y+ t: F# Gmouse over; s. j8 S4 L p& J. `; z
33. Army experience being gained when not 100% prepared as per manual; changed to allow5 M- u& b. D6 N- w: y( k
chance to gain experience if >75% prepare and < 50% national exp level
- \2 ^4 f2 U w) c8 k0 T34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to" a+ {9 R0 [' w4 s9 J1 Y4 x
alleviate the incorrect experience gaining happening while in reinforcement queue
3 m6 k+ C1 v, V5 u35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –9 z- n+ Y, j$ A1 a% C
caused unit to jump “off-rail” and move overland
& Z& g& H, D1 \/ s: D36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ
' A4 z% U8 L0 T; x/ c5 d3 [37. Excessive accident messages on unload from TF reported
# V. O2 x; E8 @) D4 m38. Reworked editor sub-unit merging as some devices could drop off the unit list when
/ P i2 @6 P8 A E" qmerged causing smaller size unit than expected6 a G" i! I6 H+ b6 i
39. Corrected possible TOE error in scenario data load for inactive units
1 \( \* m7 d* I3 [, I, l40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can
( j i _) l# ?. U6 nhowever be allowed to do this.9 X6 ~6 p5 w5 c/ C/ I
41. Possible CTD if sinking ship's load was a group
, {7 ?: m; y5 h42. Limit the number of devices built from resources per unit during LCU replacements; this
7 _( W7 l1 P5 e1 Jwas causing an over production for that turn
. b( I" n4 A% L' r43. Retain day/night setting when creating group fragments
* z* A! e, j _& `4 z& ?44. Adjusted supply and fuel values in base list not to overrun the space. z3 U0 v; R/ V6 T. {0 U
45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but
' |+ \1 D& W# N4 \) @! a) @9 ]added YMS to Sweep TF in line with manual and code
) l, `9 i( o8 p6 f9 a4 \2 |46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the3 {/ F5 _- b0 k8 g# ^0 `7 \
rule relates to the abundance of manpower and is not covered by replacement pool. Normal
" k! [+ z0 X/ arebuilding of destroyed units is not affected by this.
: i' M: o* g" G5 d47. Carrier capable and trained text not showing together on Group screen
% t! f" B( b+ M8 c48. Handle any blank re-name changes by ignoring them
Z) {4 s& f; J$ L2 c& }/ S |% x49. Possible CTD when air fragments combine- p/ e% T, s( v- L' \+ u
50. Unloading TF can freeze a LCU onto a ship under some conditions, g- G0 j' y, m$ \. ?$ \0 P
51. AI not behaving if main HQs missing (affects small map mainly)
8 v3 f2 d) l6 f7 L: k2 n5 C3 E52. AI using AGC for normal land units – removed from TF if not needed
) p7 D8 Q0 |7 J. m6 G4 t53. Soviet activation message not in Ops report1 v, Y' s. P# q. |
54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range
) U- S! A2 d' Z: B: P8 q4 _# a55. Clear Soviet air balance if not activated. Possible incorrect base switching# _ j% x& [0 H* e8 ~
56. Sub attack against docked TF not happening for port size <35 k; I) s+ k9 Y% o) S, I! }
57. Unit type changing unexpectantly
0 t$ F" u X' b* w1 c58. Torpedo replacement on plane sometimes is missed) u2 n0 X+ x p( J" b" K
59. Double handling of overstacked supply requirements
# W( K* U1 A! w* {( a. S0 @60. Fixed alternate weapons for port attacks8 a% H7 Z- Y& W! }
61. Corrected weapon system damage to show after combat on ships in port rather than wait till
' ?2 U1 s: m0 x; H3 Y. P9 Lsometimer in the ship repair cycle.
8 [; B. w: x/ J/ s62. Ship tonnage over 32K could cause repairs to fail& ^1 A( t; o# }5 X. L& |7 z
New4 ?: x9 b) K# F+ e% C1 Q% i
1. Show Port re-arm level on ship list screens at base. Does not account for tenders, just the
2 r7 S- q5 G" ]2 D$ w4 `! ]port
# @3 l" p# ?- |! `3 C0 C2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.
0 Q: ~7 a Y8 ]Tenders not counted
1 O) k o& F1 V1 a$ o/ F, E( _% f; w. Z3. When showing mine device on ship, show '!' next to mine ammo if can reload at base
" _# ~/ k) F7 l* v1 O4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method
* x% A! T, F# F% @5 Dto remove damaged ships from TF
$ x! Q, N0 j+ C5. New filter for “non-building” devices in Industry pool screen
8 X5 T% y# H) ~0 |& z; L6. New filter for “non-building” aircraft in Air Replacement pool screen$ i2 R: Y& \. k
7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy
' ]- J; l% U9 n5 j4 @5 ymines (^) detected% s0 b! d" ]! y0 F" R
8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the
5 O/ K) j6 }* p7 ~. |$ E0 Y‘button6..’ image files, then these will be shown. If not, by default there are shown as* ^9 q" Q/ g3 O& J! p2 v! u2 L
standard parachute unit icons+ P' ]+ ~+ [; p V
9. Air/port damage and building is shown in base mouse over
5 ]" l5 b( A2 u: a( B10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on6 S$ o. [* K. B6 l/ _& M2 S4 X
11. TF can be routed to stay within coastal hexes as much as possible
1 D! Y% D J0 Z# S6 k/ p12. On Top Pilot screen show the 'ace' cut-off value if more than 1
% ^! ?2 D% m" U0 N/ t" J! ^13. Added option on group and LCU reinforcement screen to turn off replacements
. ]; o* i% u" s% D7 k5 G14. Current base can get supply returned to it when reserve planes returned which were
7 C/ d0 z3 _( `$ joriginally supplied from another base
3 `4 w4 u9 Y+ H+ c15. Unit type filter on Troop Loading screen
8 p3 n) C1 K. ?8 L16. Report killed ground units if not in combat report
$ N- R, x4 S5 k& P3 G2 n3 Q6 gChanged
% B/ [5 o/ d. h1. AF of 8+ have AV support doubled for purposes of determing support for air operations
) X" K7 g/ }. ]* K. a(complements fix 18 above)- r) Y/ y$ F q p
2. Permanently increased pilot array to 70K) C' E9 ?% E+ P# ^
3. Increased number of air combat rounds are a factor of total aircraft involved
# x# `0 i3 y" E& H4. Allowed submap to submap movement if land connected for land units. Should have been
; \1 V3 ~! u: z, f8 ^) nso as per Andrew Brown/ ~3 o' b% y, F* j: A
5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message5 E4 f+ `7 a2 r3 v4 r, J* S" T
delay toggle instead$ R! c+ I l8 d$ ]3 |+ U
6. Aircraft being grounded for maintenance factors in durability also. This will spread out the
' r8 B' V) a: u* K5 I0 G( e, q- Jmaintenace a bit more
4 L" Q2 n3 N! D; a7. Support device replacements won't decrease the overall experience of LCU units. This does8 Z0 j6 ?) |# X: r% Z& _0 U6 Y
not alter the overall EXP change due when any replacements are received. F! L0 @! P' ?! T9 ]. Z/ c
8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction$ a c7 o: Z' O3 M9 Z. p3 q
between the two but could break current games., ]1 Q. _8 j% {: M5 Y. v
9. Some LCU Prep points may be retained if unit is experienced2 T8 k! m p( g: I1 g0 P
Notes
5 h3 C+ W4 U$ _1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario
1 ]. }& m7 u; v$ }should not change player or HQ, even if not in play. These original HQs are used by the AI
0 I/ c! ?' E# _& S7 _& w: d/ Vroutines so changing or deleting them can put the AI off. Changing other elements should; u1 G8 h- m+ Z6 r1 ]: L6 L" ?" c
be okay.
6 ?! H, j8 j' P9 J7 a6 z, a2. Clarification to weapon filters for aircraft:* p8 s, L' p% n( y/ L; U% f
PM_NAVAL_ATTACK 2 // used for naval attacks
# H! r1 [+ E) _ sPM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)
# E: r, V* x0 p$ j" \" C! oPM_LAND_ATTACK 8 // used for land (ground) attack* K9 b' W! m+ Z! }
PM_PORT_ATTACK 16 // used for port attack& a; J; r3 i* F5 o: X. X) l+ C
PM_AF_ATTACK 32 // used for AF attack/ X6 u& Y. h. N/ f4 e* o
Dropped any reference to secondary values for land and AF as they served no special use.
( n4 j+ f6 p3 \9 kClarification changes
( {# ~ q6 X" R6 R' p# w% X! F. h6 }1. Some clarification and changes in regard to use of the Soviet Motherland bases. These
& w# T! T: N Sbases are those defined as having an original Soviet hex ownership of SOV_UNION (90),
9 a5 v- c9 ?9 p' H6 eMONGOLIA(91) or TANNU_TUVA(92).* J G p2 u' p. B6 ?( c% N6 w
a. Allied non-Soviet groups can't transfer to Soviet Motherland bases
7 B; t. @& r8 ~& L5 G0 e2 }b. Allied non-Soviet LCUs can't move into Soviet Motherland hexes' A$ p0 w, b8 R' j# T
c. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases: B8 \' I8 L0 d2 f
after Soviets are activated, but can’t move
1 z% i, P, g3 Z, D$ nd. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if
0 n) o" N6 o( N! E6 H: k/ f2 Q* rdisbanded in port.6 h* m& {. J r# n8 G2 ^5 f
e. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently: `# m" P8 U/ a/ h4 T
f. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |