具体见
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$ s. W, B& p$ n, J4 u4 N( U" V+ ^http://www.matrixgames.com/forums/tm.asp?m=31850622 o0 C# |5 M% W. l8 ~ d7 o! O
; D6 ^+ ?! `- N7 e9 V已经共享到岛群QQ和本论坛置顶资源帖8 F9 a! E+ X8 H+ L( T4 d1 k
% c5 \8 Z$ _& ? l5 o4 [大量更新,详见列表:
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Change History:
4 a2 j: ^; p3 f- V3 [# P1 VV1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17)
( _7 r' L2 g1 P2 P0 y2 c R0 [1. Seventh Update – This release is a comprehensive release updating all previous
- I B$ \' f$ a6 Yversions to v1.01.17 beta
* |8 o$ L. N! p8 q7 j2. Code Changes
' `: k! v+ I1 t+ iFixed
( B8 I. s- r. E+ P6 a9 ^8 a5 M1. Display of AF/Port icon between player saves based on player's intel0 L0 D5 t1 |/ f" t8 j9 Y2 r
2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when6 Z4 a0 ]6 k# I" X8 w4 X; {
weapon list updated
5 E* s7 \' G" ], \0 f! C3. Reported cargo/troop safety values incorrect when no cargo/troop space
0 Y; G$ c* G" V$ r4. Allow smaller 'reserve' space for small groups on ships
6 \9 Q1 M# R1 [- D& g+ C; k2 @& O5. Preserve some more data when swapping fragment and parent to prevent lost of parent+ d! T: \7 l/ K7 Q$ c4 w
6. Correct attacking plane count before final post-air combat
7 p# Z, x* m0 Y W1 ]2 Z7. Pilot promotion may have occured in error sometimes
2 d' Q! R: }$ ~4 p' v5 j8 `0 u! f8. Raid detect message sometimes dropped of the combat report
# f# Q; R% B; e9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply- r+ r G( j m4 @9 W! s, `* N
generally
0 A! Q) `% f3 }, y2 C10. Some pilot-leader connections were being corrupted
+ ]7 Y; e$ @+ S11. Movement bug with following units due to incorrect move indicator. Seems to fix a few
5 O* S% q7 h3 j, J9 @. M' l2 Hother move issues due to the incorrect indicator( B$ r5 \* y9 N6 `" B& W
12. Wrong ship sometimes reported in Ops report for TF movement which causes some+ I A, \0 `% ?! ~- L! P$ ]' v
damage; b) x% g# ~' t9 T7 B' e" F8 q
13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool
" M4 b2 b4 ~; k* z0 {$ X14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the
! H5 ^! w; L! x! Pdate sort( s) a/ ~; O( O0 x) ]
15. ASW groups not allowed to attack sometimes
4 [, M/ x4 F$ e$ {3 w16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing2 T& a7 {: J' K5 F
HQ/LCU to jump to reinforcement queue
' Z6 E& s n. l3 S" Z' J& K( \17. Bug in bomber intercept if too many rounds of fighter v fighter combat# R9 N! `$ X0 t) d0 j
18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed4 g: B9 g# E1 g- z
at start of AE but crept back in sometime during updates
' n- _0 O$ s1 d6 o19. Removed the fragment/parent swap during a TF unload as it could often orphan the! o/ M6 R4 J( X% q, n
fragment.
G1 L! o/ C6 t5 y0 Q! j1 m& D20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade/ X8 o* K8 I0 {# {- G" }) J
21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not
/ V2 i5 u4 x8 |8 {% Q3 y( yshort scenario). This was fixed in a previous patch but only for one of the VCs, not the full% T1 m' ]/ J+ R$ x8 s* Q
set
, h/ b8 P1 c E6 @( ?" Y# j22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base
2 G* `! x1 N0 x$ J23. Enabled 'z' to speed up all animations; was commented out in a few animation replays% G* I% \/ {) }) U& _
24. Bug caused F/FB to sometimes bomb at low altitude* G1 y" g+ N F- } ~/ j1 \
25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not- k4 y5 b0 p4 d. ^( X7 C: v
occurring properly.
9 @/ N3 i' x8 g! Q/ d1 V5 Q, o$ \: i26. Bug in Industry 'failed' indication not showing properly sometimes( Z0 h7 l; |8 |" X+ n+ d- c' N! o) J
27. Location check at scenario load to include small map sceanrios( a9 ^0 ~& X2 |, L
28. Bug in air supply to fragments in a non-friendly base hex
) S" L) h4 S, t) N29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was
2 g' K" w R! [; a% W9 z# l8 hbeing set to homebase before execution of the mission – ie was returning to base
* ]7 E+ Z- m- @' p5 ]! timmediately; O0 k+ e: e5 x2 g4 Q# |
30. Error in Strategic map display9 E7 n" g; T" D% b w4 D7 Q
31. Additional and stockpile options were not turned off when base was captured7 E( ]: `; E2 S' n
32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on; K* o0 x, i3 k' }! Y# g
mouse over
# ?4 ?( o' k& [# u% ~33. Army experience being gained when not 100% prepared as per manual; changed to allow. ?+ b8 ]. J' D8 p
chance to gain experience if >75% prepare and < 50% national exp level z. ?1 a I# R, D9 e! D4 B/ m
34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to9 M9 S. h# l! H7 N& D
alleviate the incorrect experience gaining happening while in reinforcement queue2 L0 m6 ?% ~8 e
35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –
' c: E. h1 y: Rcaused unit to jump “off-rail” and move overland9 p5 A) X( z2 R; }! P7 g
36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ% M) l3 v( C4 X
37. Excessive accident messages on unload from TF reported
$ [" g$ U( _5 B5 X7 v38. Reworked editor sub-unit merging as some devices could drop off the unit list when
y. G, ]$ v- }# f% @) hmerged causing smaller size unit than expected: ~' h9 \9 K F1 |- Z F$ s" Z. C
39. Corrected possible TOE error in scenario data load for inactive units# ]* w+ [# u9 Y% O$ }
40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can
/ U/ A; @$ a7 Y5 jhowever be allowed to do this.
4 V9 B- H9 E3 P, h: p$ x. ~' T6 ~41. Possible CTD if sinking ship's load was a group( J# s( ?6 K' X' F- B2 n4 J3 f
42. Limit the number of devices built from resources per unit during LCU replacements; this$ i2 M. {. K9 b! K+ i; s8 U
was causing an over production for that turn. d% |+ B" e8 T1 D) Y2 K2 I$ ~* n
43. Retain day/night setting when creating group fragments, B( J% Z T) \
44. Adjusted supply and fuel values in base list not to overrun the space
9 t' D4 z8 e/ a5 ?45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but! M: _" D; H3 G* `
added YMS to Sweep TF in line with manual and code* d0 q, b. V0 k7 g3 {& [ @
46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the
, N j5 g- f4 Q9 jrule relates to the abundance of manpower and is not covered by replacement pool. Normal$ N9 S" x% R) N7 R/ x$ d1 Z, W. r3 V
rebuilding of destroyed units is not affected by this.2 X* Y9 k5 n. b' F
47. Carrier capable and trained text not showing together on Group screen
; C: L4 k) R( }1 {- e/ J48. Handle any blank re-name changes by ignoring them
, A+ B* c1 `+ w6 r5 ]3 g* X49. Possible CTD when air fragments combine9 H9 T/ z' I% c$ V5 X+ H
50. Unloading TF can freeze a LCU onto a ship under some conditions
, A% d; Q$ ^. {7 P51. AI not behaving if main HQs missing (affects small map mainly)
7 t8 _' v' h' x- m0 v. o" F52. AI using AGC for normal land units – removed from TF if not needed' }2 C( e- Q4 ^7 e8 z( Q- j
53. Soviet activation message not in Ops report t' U1 ^, j; P( d! B9 |9 o
54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range
, i1 J8 L+ f6 p4 F55. Clear Soviet air balance if not activated. Possible incorrect base switching- f$ [ q: r" G9 c
56. Sub attack against docked TF not happening for port size <3- a) T) Y, O% y! g! ^9 d. u9 A
57. Unit type changing unexpectantly
' o. D6 O' R) w58. Torpedo replacement on plane sometimes is missed
/ z& @( s, G6 Y# X; u" X( v# U/ I59. Double handling of overstacked supply requirements
/ q! b2 R8 T4 @; i6 l60. Fixed alternate weapons for port attacks& v0 R( I. E5 A6 c! {' i. T, F
61. Corrected weapon system damage to show after combat on ships in port rather than wait till# @' L- [$ V3 f- B5 B" K
sometimer in the ship repair cycle.2 W- v8 l! p, `, t/ _2 ~# o
62. Ship tonnage over 32K could cause repairs to fail
/ b& @% U* l/ c, @New
' V' Z9 b9 q1 o& u0 p7 o* T) {1. Show Port re-arm level on ship list screens at base. Does not account for tenders, just the& {# p! ]( U3 F: s+ Q8 ~) j
port( c) v/ Q. Y; N& H. P* R8 ^7 c1 b
2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.
0 n5 i/ D- e6 R& O3 z" jTenders not counted
. c! U: m* H0 V# X3. When showing mine device on ship, show '!' next to mine ammo if can reload at base) h2 p% |# _+ @1 N
4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method. x) l5 X% m$ P1 b% ?0 }
to remove damaged ships from TF! ^+ D+ c( b7 V* u( Q0 x; S* y' v
5. New filter for “non-building” devices in Industry pool screen
5 |+ k! E+ A2 q) ~3 k, `6. New filter for “non-building” aircraft in Air Replacement pool screen
5 I# G! W0 X5 G7 R* i/ c1 M7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy! ]) T" {. g- }7 W) I8 v
mines (^) detected" A- l7 P6 @1 t- F+ J6 I( y; K( k
8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the
7 D1 p9 {( M# k+ o‘button6..’ image files, then these will be shown. If not, by default there are shown as
" U3 Q) j' N: h) d- m3 u& ostandard parachute unit icons9 R! m9 E" k4 P4 V( { I. o
9. Air/port damage and building is shown in base mouse over8 w/ I; t# Z2 o2 F* ]" c
10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on
( L: l! j; T4 S$ _- ]2 l4 B' F& I11. TF can be routed to stay within coastal hexes as much as possible
6 A" t) [0 U0 H4 @12. On Top Pilot screen show the 'ace' cut-off value if more than 1# f9 k* g3 i0 T9 ]/ K
13. Added option on group and LCU reinforcement screen to turn off replacements9 C& ~4 ~* | X. o
14. Current base can get supply returned to it when reserve planes returned which were R+ b$ \% g6 t4 r, {* z3 e
originally supplied from another base
5 V- N7 K6 `: m# V; l15. Unit type filter on Troop Loading screen( \7 O1 b# s3 l. z# [. v8 I [/ a0 M
16. Report killed ground units if not in combat report
1 ^$ N$ g, J/ o. X# [* `Changed( p& `9 m; `; v
1. AF of 8+ have AV support doubled for purposes of determing support for air operations+ U- [* w1 f. b7 L. m, N
(complements fix 18 above)
$ v9 H* ^# f C i1 B% Y' a2 j2. Permanently increased pilot array to 70K
/ {. V* _" F2 \, w7 ?( a& F- X8 ]3. Increased number of air combat rounds are a factor of total aircraft involved; Y m9 C7 j0 b/ w j8 ?
4. Allowed submap to submap movement if land connected for land units. Should have been
% ^, ?/ z/ x3 x/ s% F0 h& K) Tso as per Andrew Brown
m8 h% M, y1 ?+ j. B4 T5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message
% A1 K) t0 ]# {) v8 v7 Y6 ^delay toggle instead
' F2 i# @# k- d- C6. Aircraft being grounded for maintenance factors in durability also. This will spread out the
# `1 A$ g9 h4 S% gmaintenace a bit more
; r4 J( p$ B, q( ]* ]$ H- C3 v R+ \7. Support device replacements won't decrease the overall experience of LCU units. This does+ a. q4 I& G1 u$ H z, ^0 ?; M
not alter the overall EXP change due when any replacements are received.3 F4 y- h& w. i; D H3 K
8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction
8 C* k* n" w: `+ @2 T5 V1 K+ t1 ?between the two but could break current games.
; @* s- u6 m3 U8 l# S9. Some LCU Prep points may be retained if unit is experienced4 a3 r- n& P+ Z" D" p \
Notes
- K0 K( @: f6 e5 E' K4 p" a1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario
8 r" x0 z1 g; O$ E2 l$ t8 nshould not change player or HQ, even if not in play. These original HQs are used by the AI
% R' T# j! u q% r0 aroutines so changing or deleting them can put the AI off. Changing other elements should4 H+ E z5 ~/ J$ D% E' v1 L
be okay.
7 u# K! ~# o6 e$ A) U$ e* M2. Clarification to weapon filters for aircraft:' k; l/ T2 F2 \) S. Q, \2 p
PM_NAVAL_ATTACK 2 // used for naval attacks2 Z4 A! S9 h7 W$ S. L( {7 c7 G, H- }
PM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)3 I& i6 b, v' `6 ^$ { {! P
PM_LAND_ATTACK 8 // used for land (ground) attack
) r! s8 ^# N, S! y% U' h7 sPM_PORT_ATTACK 16 // used for port attack
7 f0 P- G7 A) x0 uPM_AF_ATTACK 32 // used for AF attack
/ Z( Z( c2 y3 g- [3 w% _% `8 i" zDropped any reference to secondary values for land and AF as they served no special use.
/ j P0 s5 c: I4 W1 YClarification changes; _1 c( ~2 p( w$ s* W5 F8 m
1. Some clarification and changes in regard to use of the Soviet Motherland bases. These
0 l6 c+ B1 u0 i- X( Ebases are those defined as having an original Soviet hex ownership of SOV_UNION (90),
9 }/ Y5 T2 K9 oMONGOLIA(91) or TANNU_TUVA(92).4 h" m% c$ |* ^, T& e$ B' C4 u, o
a. Allied non-Soviet groups can't transfer to Soviet Motherland bases
0 Q V* n; Q; B8 h/ vb. Allied non-Soviet LCUs can't move into Soviet Motherland hexes
5 q$ x0 r! o! L2 [( r+ Xc. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases
9 A! i( H7 n. Y* @% v/ Pafter Soviets are activated, but can’t move
o9 ]9 D4 {; z: v9 J! Y* o2 ]d. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if, U P9 V- y8 V' @3 \+ U
disbanded in port.
% N; b1 X: ?2 z) E6 q1 e; de. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently" U# Q( b0 y4 t7 e. z$ D
f. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |