具体见
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6 ^: F! P+ c; [1 e* M$ ?! X: bhttp://www.matrixgames.com/forums/tm.asp?m=31850622 t0 T, S2 l- D5 H2 F4 m
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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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Change History:
- |2 H& J Y. D0 W6 b% {4 ]V1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17)
! y: ~7 n2 N* m2 l* o H6 Z/ g# x6 \1. Seventh Update – This release is a comprehensive release updating all previous) D9 o: V% c( N4 C
versions to v1.01.17 beta
9 e3 x8 |2 q+ d) h6 w% ]4 \2. Code Changes* g8 ~) U% H) J( D t: j) s
Fixed6 X2 k% ?/ G/ Y+ `# h% ]% }
1. Display of AF/Port icon between player saves based on player's intel( O9 ?7 v, N/ S$ {% [3 c" v
2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when
: m1 s+ a7 Y: x) H6 u/ H3 B! ~weapon list updated
- R9 \$ y- `. \% S9 U% ^# f3. Reported cargo/troop safety values incorrect when no cargo/troop space; Y" ?2 G' t8 x9 ]$ z6 G7 _! @
4. Allow smaller 'reserve' space for small groups on ships
3 Z, O" y5 C5 Y2 |" L' _, E6 @3 ^( r5. Preserve some more data when swapping fragment and parent to prevent lost of parent
2 d: q8 [ [+ Z! r- M6. Correct attacking plane count before final post-air combat
* \& [6 a m! a% V/ R0 U7. Pilot promotion may have occured in error sometimes
: ~' h8 p: E' m1 g- Y. A8. Raid detect message sometimes dropped of the combat report. L9 c4 B3 R" r
9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply3 j5 l; m8 H( U p8 y
generally
; P3 g3 u8 A6 _4 u: L5 a" d10. Some pilot-leader connections were being corrupted/ A6 q% i0 I' L4 K5 S; I
11. Movement bug with following units due to incorrect move indicator. Seems to fix a few4 \7 [$ f6 A; g% \& o! C; u# f8 Z
other move issues due to the incorrect indicator
/ L9 Y/ R$ f/ X, o/ v1 J+ [' t12. Wrong ship sometimes reported in Ops report for TF movement which causes some
" z; I5 J5 g8 l# I$ E6 odamage% a9 X- \% O5 y- {# `2 M& R4 |5 m- E
13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool% \1 ], I( h" i1 G
14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the
7 n, v! g' V1 Q, F5 n& Odate sort
' y# w2 P% L2 }9 |/ J1 B15. ASW groups not allowed to attack sometimes
, k% m# i) p$ F( X16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing5 c" J& G" B, Z6 z
HQ/LCU to jump to reinforcement queue& ^9 y) j7 c8 }! L |/ p8 |
17. Bug in bomber intercept if too many rounds of fighter v fighter combat
1 I* t* A" M/ J- @+ l18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed. P- H _6 }) [" n
at start of AE but crept back in sometime during updates+ p0 j# a5 |0 y( r ^
19. Removed the fragment/parent swap during a TF unload as it could often orphan the8 H, o7 U+ ~) x! i4 j k
fragment.
]+ n U0 F! }! X# o20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade. P: A* C8 `* P+ o M9 ]
21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not# \% |8 U h [- _# S
short scenario). This was fixed in a previous patch but only for one of the VCs, not the full1 x9 `. S6 N8 c, j1 x
set
6 r1 U# @7 {) ?, O22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base
3 b& l1 _( g: L# K23. Enabled 'z' to speed up all animations; was commented out in a few animation replays6 [0 ]1 w" }+ u/ K! s
24. Bug caused F/FB to sometimes bomb at low altitude
+ L j5 l- q* n8 z& G( j25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not
1 ]# d% o+ k) x. Uoccurring properly.6 x0 f: j0 u# c* \: j6 i: W
26. Bug in Industry 'failed' indication not showing properly sometimes
7 _" y% o& W& D3 S- v5 m U. ?& l27. Location check at scenario load to include small map sceanrios
0 X6 M5 O$ U+ \4 V6 E' A7 g4 G* l! h28. Bug in air supply to fragments in a non-friendly base hex
) U6 T; i2 b5 B1 U8 ?3 l3 J29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was, x4 Y8 j! y" W$ W
being set to homebase before execution of the mission – ie was returning to base
: k9 C9 s% P" p' bimmediately
4 h/ D2 c" O" \7 K0 d% a30. Error in Strategic map display
' y6 Y0 o8 d9 l# j- ^" [0 D31. Additional and stockpile options were not turned off when base was captured
( p0 R- e% Z1 C1 m4 l+ W; P7 }32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on3 g! u6 h' s' d! W/ R
mouse over
1 r5 \8 o! A& S' b33. Army experience being gained when not 100% prepared as per manual; changed to allow
7 o G) G7 w5 P9 a% E: u2 j, n9 @chance to gain experience if >75% prepare and < 50% national exp level- e# X- r0 @0 w1 t( n
34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to4 O7 z. z3 ~' y' h
alleviate the incorrect experience gaining happening while in reinforcement queue
$ t7 X5 V8 a$ v+ V0 s35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –
9 [8 V+ x0 |( `( H& q) S) A7 B( ucaused unit to jump “off-rail” and move overland
- g' C0 y( d5 f5 p36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ
4 P5 T# w1 [& s, d. C6 d9 i37. Excessive accident messages on unload from TF reported
! `2 v Y3 A7 [9 |; Y38. Reworked editor sub-unit merging as some devices could drop off the unit list when6 E$ D6 i0 r" [' H3 Y
merged causing smaller size unit than expected
7 A0 W8 N, T! L39. Corrected possible TOE error in scenario data load for inactive units2 i8 Y$ k L! U5 e
40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can8 H; w# ]/ M1 F2 m
however be allowed to do this.
3 [" X" q6 y8 F5 n- c% s* j41. Possible CTD if sinking ship's load was a group
1 E2 D0 ` z' [42. Limit the number of devices built from resources per unit during LCU replacements; this
! L2 d! t$ N2 ]! a: zwas causing an over production for that turn( ]; {% b$ b5 E5 f
43. Retain day/night setting when creating group fragments
. q) n" ~) Q1 V. D44. Adjusted supply and fuel values in base list not to overrun the space. ?2 J# k+ J" O* ^
45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but* B. c. D3 A m! M
added YMS to Sweep TF in line with manual and code
6 l& G/ u3 b* R) o. N/ O3 _46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the
. \. V4 G- J O) r8 C0 R) j* drule relates to the abundance of manpower and is not covered by replacement pool. Normal6 m1 _& r; x# |6 C" l
rebuilding of destroyed units is not affected by this./ [9 J6 p; k. G5 H
47. Carrier capable and trained text not showing together on Group screen: D( ~8 S- V- z H4 \3 a& Y2 n
48. Handle any blank re-name changes by ignoring them
3 }9 g) a$ ~ |. r7 \49. Possible CTD when air fragments combine
7 d4 b; W" Z* a50. Unloading TF can freeze a LCU onto a ship under some conditions
! n4 b3 k+ \4 X1 s0 M: m51. AI not behaving if main HQs missing (affects small map mainly)) s: f) R7 z+ q Y# M
52. AI using AGC for normal land units – removed from TF if not needed
* u% a% E* g" l- J53. Soviet activation message not in Ops report
- y! h# {" y: e6 v4 B& q54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range
- R! X, B. n2 H1 V7 F" P: R( l55. Clear Soviet air balance if not activated. Possible incorrect base switching
1 ?" Z( e6 h5 G7 T+ x6 e3 \56. Sub attack against docked TF not happening for port size <3- m: U" R/ W6 }9 ^ F6 |
57. Unit type changing unexpectantly
% |) s0 S, Z& k% \58. Torpedo replacement on plane sometimes is missed8 P' V5 N6 V G
59. Double handling of overstacked supply requirements( e. u9 u2 g0 n& x& W9 U
60. Fixed alternate weapons for port attacks: I6 h6 x: O1 R) ?7 l
61. Corrected weapon system damage to show after combat on ships in port rather than wait till
N. r. e, ] W& ~8 ssometimer in the ship repair cycle.
+ h6 i/ O" X4 V0 A62. 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
8 o$ C7 E1 _3 Rport
* B2 l/ `5 e) Z: k4 x8 R0 g3 A$ v2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.* A8 V+ B, n5 O$ @# o8 x( B, f
Tenders not counted
* F- H( \ o/ m7 u3. When showing mine device on ship, show '!' next to mine ammo if can reload at base
5 B3 {/ D8 Y, Q* C/ ]9 u* m4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method
7 S9 i! p; W& [' b& P* v( lto remove damaged ships from TF# L. I' w. Z6 P+ z& D/ H
5. New filter for “non-building” devices in Industry pool screen
8 S; t) X/ F, f6. New filter for “non-building” aircraft in Air Replacement pool screen3 u+ n, n# S( i4 i" a
7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy- E' p+ g+ c. K* S) Q. E! V- d
mines (^) detected
. l" V0 b* `# p3 |8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the8 J# l0 g8 F z0 z
‘button6..’ image files, then these will be shown. If not, by default there are shown as e' Q( a! B7 `! D. v5 M; i% o8 D
standard parachute unit icons I! Q5 E9 g* R7 U8 E
9. Air/port damage and building is shown in base mouse over8 a+ Z# W1 t! N8 y
10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on
4 \# Y. L5 y# O# A4 y/ ], v11. TF can be routed to stay within coastal hexes as much as possible$ A9 I# V+ S5 X. G/ e& p
12. On Top Pilot screen show the 'ace' cut-off value if more than 1& a3 P; x' }4 }: b
13. Added option on group and LCU reinforcement screen to turn off replacements) ~' @ { U& A: ^9 x5 W
14. Current base can get supply returned to it when reserve planes returned which were
: B! K% y$ J& _2 Qoriginally supplied from another base
2 p! A7 n9 K! Q) ^" _* ]15. Unit type filter on Troop Loading screen
1 i. g! [# q$ J& D- y- _$ Z" J16. Report killed ground units if not in combat report
( d4 p0 V* w9 ]Changed) d$ k1 g% }" j4 a. j, o( y
1. AF of 8+ have AV support doubled for purposes of determing support for air operations
) F, j4 L# ]3 H" `(complements fix 18 above)8 a4 F8 P+ z! I; s* B$ A# Z2 |$ X) N
2. Permanently increased pilot array to 70K3 ^7 s8 h$ R+ [$ a. h+ @
3. Increased number of air combat rounds are a factor of total aircraft involved
0 w' |& M' W& x: e# B1 X4. Allowed submap to submap movement if land connected for land units. Should have been! Z6 P8 V1 g$ _7 |3 H
so as per Andrew Brown$ H+ J: g, z, O7 x1 r2 }+ N& f
5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message
, x) d7 B* _; k& m: p/ }delay toggle instead: {3 u5 i1 v# _ {- k* t- u, u
6. Aircraft being grounded for maintenance factors in durability also. This will spread out the
( n5 }5 w5 P" j" Fmaintenace a bit more% N' n" ^$ g5 W
7. Support device replacements won't decrease the overall experience of LCU units. This does
+ U2 R' l6 A' ^) D! N) O, knot alter the overall EXP change due when any replacements are received.
* l, ^5 { B: `3 _0 I3 Y" m8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction
7 R9 K( H/ a# I7 y1 `) S& Ebetween the two but could break current games.* T8 k+ r/ B2 I+ |9 \" d
9. Some LCU Prep points may be retained if unit is experienced
) |' @5 a3 K1 Y" G( U8 `Notes2 I! {3 K6 n/ O1 i. U* y$ Y! r% m
1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario
; V M4 V$ ]2 \/ ashould not change player or HQ, even if not in play. These original HQs are used by the AI
; N% \+ ~1 a( r! W Y- T2 Groutines so changing or deleting them can put the AI off. Changing other elements should
" h, \# H5 X% m6 v/ K; t; k$ n' b0 Sbe okay.! e" c9 i3 a& U6 b8 S4 z) ^
2. Clarification to weapon filters for aircraft:5 ?0 k: j! z. o9 L4 k
PM_NAVAL_ATTACK 2 // used for naval attacks
8 |6 d7 L8 c5 J- \PM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)
# c& N- o. [5 b. ]PM_LAND_ATTACK 8 // used for land (ground) attack
- ^! u: `- f7 FPM_PORT_ATTACK 16 // used for port attack
% U! f/ k, ]% E+ J. cPM_AF_ATTACK 32 // used for AF attack
. e( `& P# ?( v. _3 n0 m) GDropped any reference to secondary values for land and AF as they served no special use.
3 J" p4 m$ J) T4 r6 @0 j7 Z% ~, MClarification changes6 t) G; V/ y) c/ y
1. Some clarification and changes in regard to use of the Soviet Motherland bases. These
3 X6 ]. _+ L' G( G- Y: @0 qbases are those defined as having an original Soviet hex ownership of SOV_UNION (90),
8 \* K* A+ A; B4 B% \MONGOLIA(91) or TANNU_TUVA(92).
# v4 ^' B0 T) D& o; \, fa. Allied non-Soviet groups can't transfer to Soviet Motherland bases
/ r/ m; j. ^3 Q' J/ r* Y' Zb. Allied non-Soviet LCUs can't move into Soviet Motherland hexes
7 }* M$ J' z7 a% w. Y- K2 L0 nc. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases
/ T7 f/ O; M1 @+ ^% wafter Soviets are activated, but can’t move& B! n2 m5 V+ L0 H" a" n/ T
d. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if! N% O4 ?2 F4 j* B( g
disbanded in port.
+ Z9 f9 j! P7 Z0 C9 Y# Ge. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently% T8 x; D/ z' g1 | S
f. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |