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http://www.matrixgames.com/forums/tm.asp?m=3185062
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2 U( E* h0 y! n0 o5 t# @已经共享到岛群QQ和本论坛置顶资源帖
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4 E! w* j# r3 B3 P; |* B大量更新,详见列表:
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8 |5 V# U0 m, `3 H+ ]7 kChange History:3 Y+ K4 L3 }- u; `/ [0 I
V1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17)
- b; y j+ j2 L! k; r) _1. Seventh Update – This release is a comprehensive release updating all previous
9 j3 x7 X' B. I7 H- c* @versions to v1.01.17 beta
, u- C3 N5 a9 I" e2. Code Changes/ ^! [! W7 R/ A! ~# e
Fixed
$ W( A( M5 ~$ j6 p6 T1. Display of AF/Port icon between player saves based on player's intel
7 e. |3 O o U3 m8 d% V2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when
, c( v7 `8 _9 S/ t" Bweapon list updated% D' C7 q; f( D; N
3. Reported cargo/troop safety values incorrect when no cargo/troop space
6 N, J, g" C' I5 `8 X0 ?4. Allow smaller 'reserve' space for small groups on ships
- c A, k- k t; T, I5. Preserve some more data when swapping fragment and parent to prevent lost of parent2 X7 r& H5 [ D& c9 }
6. Correct attacking plane count before final post-air combat
6 B) E* u% v! g" J9 M( Y7. Pilot promotion may have occured in error sometimes
4 r9 @; O: F: e0 H4 s, H0 n" ~8. Raid detect message sometimes dropped of the combat report+ a9 e7 m( s, d8 R6 ]6 F
9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply! a, l% C0 J/ Q/ S" w
generally
* h z& u2 X& W6 n5 W8 D& c6 L10. Some pilot-leader connections were being corrupted
0 U8 `- V( G4 t) y11. Movement bug with following units due to incorrect move indicator. Seems to fix a few
' @$ b0 r: S9 g/ m5 F! ]other move issues due to the incorrect indicator, |7 b5 u5 v# H: t" R
12. Wrong ship sometimes reported in Ops report for TF movement which causes some
$ V9 h8 W) o7 ddamage: D) x ~6 Z5 m- [! b
13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool) S, W& ?# o, H6 @( s- v! N
14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the& K0 }$ W" C: L2 Q
date sort
9 }& q1 J5 A' D! x6 S* c, b! v( G1 T15. ASW groups not allowed to attack sometimes o0 b- J( M( ?3 `. G1 m
16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing3 \8 z* P E% `& L
HQ/LCU to jump to reinforcement queue
; x2 X+ q8 O ]17. Bug in bomber intercept if too many rounds of fighter v fighter combat
5 i! y( ~7 l9 @" [5 | O. D18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed2 R, i+ C3 C: G& n G' ^) i
at start of AE but crept back in sometime during updates
6 H A B3 R1 n% s8 d19. Removed the fragment/parent swap during a TF unload as it could often orphan the
/ ~, B( c) f1 X4 ]9 L/ u3 A0 B# zfragment.6 z% L) N$ ]: c
20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade- D( U6 x* x; w/ @" w; Y |
21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not
3 q3 L* ^; R" j: `& vshort scenario). This was fixed in a previous patch but only for one of the VCs, not the full2 L7 ]; `4 x7 `8 ?' _& e7 W" x
set! z3 V0 G* x; ~
22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base
& _9 h0 v# `# F9 K8 h: L23. Enabled 'z' to speed up all animations; was commented out in a few animation replays9 `7 j& h4 M* `. g! g4 r! X- ~
24. Bug caused F/FB to sometimes bomb at low altitude
2 V& u5 u+ f2 e25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not
/ u, C0 ]/ T& n7 j! soccurring properly.
1 W% R" J+ ]6 E+ h6 e. }26. Bug in Industry 'failed' indication not showing properly sometimes8 |7 ]( u+ s" i- n- B
27. Location check at scenario load to include small map sceanrios v5 @6 z$ S [ ?
28. Bug in air supply to fragments in a non-friendly base hex
! M6 h" R$ N" ~+ x) H8 u3 i29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was4 h1 h9 x' R9 x+ W, K9 ~
being set to homebase before execution of the mission – ie was returning to base
7 G9 t3 j; \! W) bimmediately& x" C8 F0 y, B, u
30. Error in Strategic map display$ Y( q8 ~( e+ }' Q6 D- ^
31. Additional and stockpile options were not turned off when base was captured
+ G9 f0 I4 a) H" @% g32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on
) W& S: p; B6 | Gmouse over* P2 g0 P0 g Y" h+ j8 i, U, |
33. Army experience being gained when not 100% prepared as per manual; changed to allow
: ^5 H F+ Q: x. Kchance to gain experience if >75% prepare and < 50% national exp level$ J8 Z. z2 s5 l7 G3 j4 Y9 j1 {
34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to/ w0 r7 T& t8 K; T5 B
alleviate the incorrect experience gaining happening while in reinforcement queue* U; R- O2 F& j
35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –
9 F/ h2 w: J) @caused unit to jump “off-rail” and move overland/ a' |9 h% y: C
36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ& j: i9 ]- C7 I, C! Z
37. Excessive accident messages on unload from TF reported
7 a9 { n; q* i) o G38. Reworked editor sub-unit merging as some devices could drop off the unit list when
( C7 ?2 q% }8 d4 B7 o; \6 {merged causing smaller size unit than expected
' }& h G; y- E39. Corrected possible TOE error in scenario data load for inactive units
1 _7 i, l2 C7 ?3 L* H; H! n, [40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can7 R5 B$ ]* [4 Q! p" ^! M1 q
however be allowed to do this.
( c/ C* r. ~- h/ A" [) m1 d5 s$ d41. Possible CTD if sinking ship's load was a group1 G; F! b/ r& h+ Z7 R6 D8 W0 V
42. Limit the number of devices built from resources per unit during LCU replacements; this
: E Y x% l/ l+ m* ^/ twas causing an over production for that turn) F5 h8 q5 u+ ?/ d
43. Retain day/night setting when creating group fragments- h: }+ ^0 c# f, M5 Y3 k+ u
44. Adjusted supply and fuel values in base list not to overrun the space) z& n* p# h5 A. g* x, c2 p8 }
45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but% r( j9 _& j4 }) P" T+ e4 J
added YMS to Sweep TF in line with manual and code7 r/ h! G* n7 c) S/ U0 R& O
46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the) {! \% I$ {6 \4 E/ f
rule relates to the abundance of manpower and is not covered by replacement pool. Normal
$ C" e: [% u# b! y% \4 urebuilding of destroyed units is not affected by this.. x9 ~5 H" Z6 ?$ x& ]* m2 g, F
47. Carrier capable and trained text not showing together on Group screen: E, ]$ \& }1 O
48. Handle any blank re-name changes by ignoring them: v9 P; g7 V& A: z( }* v% Q _
49. Possible CTD when air fragments combine& Q% H6 P4 k1 Q8 t! I8 {
50. Unloading TF can freeze a LCU onto a ship under some conditions
7 f0 e0 s5 \& |1 X# [% V( ?/ c& @51. AI not behaving if main HQs missing (affects small map mainly)
. @! D4 J+ |8 E8 I. V52. AI using AGC for normal land units – removed from TF if not needed
( ^ J X8 U9 {/ m9 F1 N4 ^53. Soviet activation message not in Ops report6 b/ f5 x Q6 t# r) G p! O
54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range& G/ L1 N5 _9 [* N+ v
55. Clear Soviet air balance if not activated. Possible incorrect base switching' I8 J0 Y! R% c7 o9 X8 h0 L3 C" U
56. Sub attack against docked TF not happening for port size <3/ ~9 n' h# I/ W4 O `: l
57. Unit type changing unexpectantly! ^4 s9 h+ D, p: X
58. Torpedo replacement on plane sometimes is missed
4 K7 s3 E5 u# g4 M59. Double handling of overstacked supply requirements
6 d; e! F; w7 _" W. v- s/ @60. Fixed alternate weapons for port attacks
) e/ r& L5 T( ^. c2 Q61. Corrected weapon system damage to show after combat on ships in port rather than wait till* t# r7 i1 y7 V3 G! S0 @; H9 `' J
sometimer in the ship repair cycle.: R% j/ B9 J( h1 G
62. Ship tonnage over 32K could cause repairs to fail- C2 d9 R' n8 R, I* g s" \9 w$ K
New
F3 J: V+ Y8 m1. Show Port re-arm level on ship list screens at base. Does not account for tenders, just the
% S* U' M4 f/ ~3 N5 \( pport
1 d! K* l# e; n5 h/ J2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.
9 t( g* P, x$ q$ Z3 ~Tenders not counted
% w( ]' N9 c' A# H3. When showing mine device on ship, show '!' next to mine ammo if can reload at base2 }0 o4 l; @4 R8 L! g
4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method% G( x6 O/ n' G- Y- g- T
to remove damaged ships from TF
. Z9 D8 k+ d# \% Z- \$ H% z+ q5. New filter for “non-building” devices in Industry pool screen
! M. U1 Q. J' d6. New filter for “non-building” aircraft in Air Replacement pool screen
) Q' S$ o0 j' U C6 j8 }7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy1 C* D& N: |# ~% q& k
mines (^) detected$ I* m6 j0 m& E6 B2 W9 z
8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the5 q% |5 [2 D1 t9 ~! v/ u' M
‘button6..’ image files, then these will be shown. If not, by default there are shown as. _* X2 e6 u9 I/ ?
standard parachute unit icons
; A: \( I% x% R+ ~9. Air/port damage and building is shown in base mouse over, \( z5 X6 H! S
10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on. C( }. F( C; g# W! [) b- G
11. TF can be routed to stay within coastal hexes as much as possible0 R/ A2 [4 J. F3 N9 Y
12. On Top Pilot screen show the 'ace' cut-off value if more than 1
( E( j$ `" g6 G, V7 l& P13. Added option on group and LCU reinforcement screen to turn off replacements; ~1 f2 K7 i# R
14. Current base can get supply returned to it when reserve planes returned which were, }* Y/ |' U% Q
originally supplied from another base
1 b2 `1 b) J( l9 L' s15. Unit type filter on Troop Loading screen6 e3 F4 V7 v% J2 e
16. Report killed ground units if not in combat report
/ p8 g6 L% n# I5 \/ ]; fChanged, ~5 ]) M) ~& b- |
1. AF of 8+ have AV support doubled for purposes of determing support for air operations9 X2 Z5 D9 D9 s g9 N" r
(complements fix 18 above)
% Y$ ?. J+ M% g0 h2. Permanently increased pilot array to 70K, O2 h5 D# j5 m# f( n+ B' G
3. Increased number of air combat rounds are a factor of total aircraft involved
8 C. {% V; F4 Y' o4 X/ J, r4. Allowed submap to submap movement if land connected for land units. Should have been. h$ b, p4 P- E2 q# y1 M' y
so as per Andrew Brown
/ H) h% u! m% m8 T5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message- p4 i" t' d/ [9 d
delay toggle instead
) w9 x4 m; H( I8 S6. Aircraft being grounded for maintenance factors in durability also. This will spread out the
: D# u# T" T3 h& C( d/ P# Lmaintenace a bit more
. \! O: p8 _( Y; u$ `7. Support device replacements won't decrease the overall experience of LCU units. This does4 R* s$ N& A7 D
not alter the overall EXP change due when any replacements are received.
& W7 j# u% @% |3 B6 O- M* J8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction
2 X& r7 m, H8 Pbetween the two but could break current games.
) d/ A" q: b6 {# R" h6 N. p4 o9. Some LCU Prep points may be retained if unit is experienced, e0 e5 {$ j4 ]8 o" `) H9 A
Notes3 q/ I4 s+ A0 z; M( k: U
1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario/ F' G- `. i; W3 A8 _+ Z& O
should not change player or HQ, even if not in play. These original HQs are used by the AI% f, V9 o( K# C3 [) h0 ~4 u/ g
routines so changing or deleting them can put the AI off. Changing other elements should: D6 a5 W* p0 C' Y
be okay.
+ Q9 V! {$ s! `2 z2 A/ Z2. Clarification to weapon filters for aircraft:
; k; `- x7 I5 @ R7 m1 YPM_NAVAL_ATTACK 2 // used for naval attacks! t/ ?" L' {, C4 L) R
PM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)
. y, s9 }9 [( a5 \# }* E+ CPM_LAND_ATTACK 8 // used for land (ground) attack9 _( f% Q# k: C2 V5 P
PM_PORT_ATTACK 16 // used for port attack/ ?3 ]2 u6 o m; a4 j6 P$ k S! l
PM_AF_ATTACK 32 // used for AF attack" s9 U9 T* l+ A0 b2 K6 r: ^1 J
Dropped any reference to secondary values for land and AF as they served no special use.
2 H* G) [0 f3 ~5 v$ NClarification changes
" d' o0 q6 p8 s4 e9 f5 ^1. Some clarification and changes in regard to use of the Soviet Motherland bases. These9 ^6 E4 c) D; q
bases are those defined as having an original Soviet hex ownership of SOV_UNION (90),3 c% y, y& K' H8 S' p# k! q
MONGOLIA(91) or TANNU_TUVA(92).. L* Z% t+ q: m+ P# N
a. Allied non-Soviet groups can't transfer to Soviet Motherland bases) G9 m; W% ?% K9 v9 ?; [4 M. H
b. Allied non-Soviet LCUs can't move into Soviet Motherland hexes
4 p" G9 n. d# z4 ^4 |c. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases0 d# N' P' S, C; f+ A
after Soviets are activated, but can’t move# Q2 J/ v4 ?) Z, l, V1 m' c
d. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if
# u* G9 w* p Q; idisbanded in port.
) o3 C. _. T. I* ve. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently
" z9 w" D; _, k: g! m/ Ff. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |