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+ g5 Q% p2 N# R0 S7 ohttp://www.matrixgames.com/forums/tm.asp?m=3185062/ b* \9 W! [2 w- {, ~; ~; _9 [
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已经共享到岛群QQ和本论坛置顶资源帖, G9 i0 h+ r5 v! ^- T
, P) j; i, e5 k' J% ]$ ~大量更新,详见列表:
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( I" D& `( \. R) q7 \Change History:6 X, n0 l5 r1 k; \
V1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17)
# i+ U- r- J6 i m8 ?+ t1. Seventh Update – This release is a comprehensive release updating all previous% ~% P% S8 w+ `& Y$ U2 a- E
versions to v1.01.17 beta5 I" b3 s! N, p% D5 S- \9 N* ?! s: x
2. Code Changes4 |" ]+ U9 a- m b1 z4 V
Fixed7 H* ^ H" t" G* S& q3 [
1. Display of AF/Port icon between player saves based on player's intel) n$ K9 s3 e7 L4 O! a _
2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when3 ~* ` c6 l+ L' ?
weapon list updated
]2 R& x" ?: H# J6 R7 l0 x; |: `3 y3. Reported cargo/troop safety values incorrect when no cargo/troop space3 i4 w9 {( w' o) N5 |3 z/ F
4. Allow smaller 'reserve' space for small groups on ships
8 d4 u. P) T* ?$ _6 L: z+ \6 z5. Preserve some more data when swapping fragment and parent to prevent lost of parent
: l0 D+ Z+ p- D2 F9 ]6. Correct attacking plane count before final post-air combat
, h; [# {, ^6 n: [) U7. Pilot promotion may have occured in error sometimes
8 r5 w- N$ q: y* Z8. Raid detect message sometimes dropped of the combat report
4 d9 R0 G7 t3 o7 d8 d; f3 c9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply
9 R* P. r, ~5 N0 s6 t8 f' F9 i9 }generally
& s" C$ ^' k3 r" ?% s/ I9 I10. Some pilot-leader connections were being corrupted# l! y7 \! g6 V, H* u4 b
11. Movement bug with following units due to incorrect move indicator. Seems to fix a few
6 R- |, m% w$ ~8 L' e, W+ mother move issues due to the incorrect indicator
" G" ?! U4 Q! {/ O/ k6 s+ T0 V12. Wrong ship sometimes reported in Ops report for TF movement which causes some
) Y7 f# m- K# ?- |8 G6 ddamage( O* P7 t# N) Q' u+ ?9 _
13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool
+ z+ M8 Z3 M4 o2 B- s2 P: ?5 P14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the
- {. k7 M! w2 fdate sort7 _! _0 z9 l) V, n( j, ~8 }
15. ASW groups not allowed to attack sometimes
. U" Z* b' r& Y$ {16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing9 c' g0 O. J; F& M
HQ/LCU to jump to reinforcement queue
7 \" J6 N9 m9 h g; L3 A- K {8 a17. Bug in bomber intercept if too many rounds of fighter v fighter combat
) o/ h5 M( h8 M- o* P0 B18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed# E" F7 _: ~& P/ q% P7 j
at start of AE but crept back in sometime during updates
* M+ E: i4 D6 M& S3 I19. Removed the fragment/parent swap during a TF unload as it could often orphan the
; E. I+ f% A: d7 Ffragment.. Z, J& i. H: `5 f2 M$ f; \% G7 ]
20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade$ m6 m* W: A+ h; P9 r5 ~, u
21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not
3 T$ |9 J) |7 [- u4 @# s) xshort scenario). This was fixed in a previous patch but only for one of the VCs, not the full
- U- A8 G0 u; N3 v, G2 C8 ]2 C0 eset
% s# q- y: y7 f: g& k22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base9 P8 N4 G% i8 z5 G6 f* g
23. Enabled 'z' to speed up all animations; was commented out in a few animation replays
& d1 K' d- l* f0 |- Y; o24. Bug caused F/FB to sometimes bomb at low altitude" m# p+ V( i/ P" ~, q1 k% i
25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not3 `; w4 H* N% @8 M
occurring properly.
( i) [) D* a, n' Q: z26. Bug in Industry 'failed' indication not showing properly sometimes
6 E$ f2 z8 n) ~, ?6 A27. Location check at scenario load to include small map sceanrios& m9 `. o" a' l4 |5 n) `' y6 b$ ^
28. Bug in air supply to fragments in a non-friendly base hex3 j" Y ^0 w/ v( Y( j
29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was
" a5 T' W( R9 J Jbeing set to homebase before execution of the mission – ie was returning to base( D# P$ @0 }. Q# D
immediately/ A/ S% |: k6 S8 p
30. Error in Strategic map display/ o# m- W9 r: Q& o8 _
31. Additional and stockpile options were not turned off when base was captured
3 L8 ~( o( L; N, ~3 B4 ^, r; L& C32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on; K X$ N& j. q% B
mouse over5 W+ S w& U6 G; w: x( f8 c! t
33. Army experience being gained when not 100% prepared as per manual; changed to allow
4 q7 {) o+ B4 v$ r; Jchance to gain experience if >75% prepare and < 50% national exp level, c. {3 y- v+ C0 H: f6 X$ I1 Z
34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to
! e# u; ^1 C* k& A. F+ w8 d7 Ealleviate the incorrect experience gaining happening while in reinforcement queue
5 K" ?* Z& Z! D35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –
4 B, w; i- ]& ?0 H) w7 R' hcaused unit to jump “off-rail” and move overland
) Z/ d- F% s/ b: C# v% F" C36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ/ t' E/ s( Z9 u+ a! x& X0 ^
37. Excessive accident messages on unload from TF reported
1 t* g3 h. _( @38. Reworked editor sub-unit merging as some devices could drop off the unit list when! v1 B: Z- r6 v. n4 W' V% Z! d
merged causing smaller size unit than expected
# ~$ ?+ s+ g1 h9 H+ v39. Corrected possible TOE error in scenario data load for inactive units
R5 s$ E( v$ ^- Y; K% i8 X40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can
6 K* I' k) D* Chowever be allowed to do this.
9 G1 d. N' t! n; {2 E9 f6 D$ {: o3 p' S41. Possible CTD if sinking ship's load was a group
$ |" E* w0 f( H' s& O42. Limit the number of devices built from resources per unit during LCU replacements; this
$ H9 _" e4 C$ }7 ?* `was causing an over production for that turn
# q! `3 q* ^( X1 l7 S% D43. Retain day/night setting when creating group fragments: E, R' z$ z" R, R
44. Adjusted supply and fuel values in base list not to overrun the space) q; Q1 n# ^2 R3 L, n
45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but
% e6 e3 A7 L% s6 i$ \added YMS to Sweep TF in line with manual and code4 i$ o/ k, A3 p9 Q. p. \
46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the
. v- b k) C7 D1 ]rule relates to the abundance of manpower and is not covered by replacement pool. Normal
- e/ s) n0 X* o, P! prebuilding of destroyed units is not affected by this.) m Z B3 _ p( \# P
47. Carrier capable and trained text not showing together on Group screen
+ E) P) }% F1 g2 x5 x U8 D48. Handle any blank re-name changes by ignoring them
7 U% ~: A: T( W% U, W49. Possible CTD when air fragments combine ~9 s- A4 O7 G. Z6 n1 t
50. Unloading TF can freeze a LCU onto a ship under some conditions* f$ T' }8 Q* ]4 _
51. AI not behaving if main HQs missing (affects small map mainly). \8 ^9 a, b/ b" ^# F
52. AI using AGC for normal land units – removed from TF if not needed
1 [9 K9 @# w4 @53. Soviet activation message not in Ops report
- @6 o$ |4 J" f. m3 W) u& _$ L54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range5 |1 G7 o, l& s' z
55. Clear Soviet air balance if not activated. Possible incorrect base switching- l, c$ x6 O# Z4 N
56. Sub attack against docked TF not happening for port size <3& m5 M. r! x1 N: @! o6 {9 R
57. Unit type changing unexpectantly: D I( \% z* j' K
58. Torpedo replacement on plane sometimes is missed
1 h# M4 R8 d t( K# y59. Double handling of overstacked supply requirements) Q8 Q/ A: V; Z
60. Fixed alternate weapons for port attacks0 v' M3 [5 C9 d9 a I
61. Corrected weapon system damage to show after combat on ships in port rather than wait till$ O- ]7 S) B G- U* q$ @
sometimer in the ship repair cycle./ u" b/ u' }! b# a, b
62. Ship tonnage over 32K could cause repairs to fail5 \! R+ P" D8 K; O9 v$ K: J
New
) L: [0 D5 k' `& w2 F1. Show Port re-arm level on ship list screens at base. Does not account for tenders, just the1 |4 w5 }' N+ `5 _0 b4 R, l" m$ p
port. p" Y6 l% K8 f: v' L
2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.
# g# _4 Q. `# r! p1 _$ cTenders not counted( e3 E. e& O- i( f
3. When showing mine device on ship, show '!' next to mine ammo if can reload at base7 c6 o6 C, K! ]" A! ^
4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method
Y( y7 J* o m6 w+ U' {8 uto remove damaged ships from TF
/ b: {; O. U% T: P( X+ y$ l) q5. New filter for “non-building” devices in Industry pool screen
8 x* ~" F, x- w( q& n% j: d) R6. New filter for “non-building” aircraft in Air Replacement pool screen
" L5 R& C1 Q5 c9 f% D7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy7 _- J) p/ B; H( F8 P9 V# w
mines (^) detected
. w# d; ^: V, d6 k+ h, E8 V& U, [6 Y8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the
! ~* @% k; `' q& \, w. ^: {‘button6..’ image files, then these will be shown. If not, by default there are shown as/ K( |, w& w$ [. P
standard parachute unit icons7 T m% n% ~+ T# _- f, w; n0 D/ v
9. Air/port damage and building is shown in base mouse over8 w+ W; N' b6 l& R$ }& V8 S; E
10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on
`7 Z u, }4 i( \8 U11. TF can be routed to stay within coastal hexes as much as possible
0 `6 V/ O+ n; F/ Y; ~; E12. On Top Pilot screen show the 'ace' cut-off value if more than 1- N: Z3 |% G3 f
13. Added option on group and LCU reinforcement screen to turn off replacements* |& ~# J8 ^3 ^. ?5 a
14. Current base can get supply returned to it when reserve planes returned which were; `, H+ T9 O/ ]+ f. Q: t: ~
originally supplied from another base* Z7 X" q: [3 \- N3 c' [
15. Unit type filter on Troop Loading screen3 Q! H$ G* | G; B7 ] a; |
16. Report killed ground units if not in combat report
3 l* T6 m- G7 [, h; ` m% ~Changed
$ ^' x0 q! a( o& c* s: @2 G1. AF of 8+ have AV support doubled for purposes of determing support for air operations
- C* {- Z' c; c2 s(complements fix 18 above)4 {- J3 P: \( q$ U% @
2. Permanently increased pilot array to 70K
, d- R! T0 K0 k* A3. Increased number of air combat rounds are a factor of total aircraft involved
; V; ^1 V) d! T- K9 U4 r- F4. Allowed submap to submap movement if land connected for land units. Should have been
2 w O1 v; j X% j! Y- R4 E0 m6 jso as per Andrew Brown
( X* _' E8 c; K" L7 D, n5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message" d+ |' P: ?( e$ S3 K5 F
delay toggle instead
2 Q# ^9 {) z2 G6. Aircraft being grounded for maintenance factors in durability also. This will spread out the# T0 r% G5 m7 f" c
maintenace a bit more0 L7 Z, {$ w0 J8 x' T+ M; E
7. Support device replacements won't decrease the overall experience of LCU units. This does
3 b1 M- G# k( [) V5 q3 O7 V- jnot alter the overall EXP change due when any replacements are received.
: j' b/ V3 f- Z8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction6 f1 t9 h$ ~6 H
between the two but could break current games.3 b. w: H- r8 J4 U1 l) y0 r2 y& G' N4 Q
9. Some LCU Prep points may be retained if unit is experienced3 \& V& L4 C# F7 ~ q
Notes
: z4 q: g/ `( A+ W1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario
" t% B, ~& P8 h( ashould not change player or HQ, even if not in play. These original HQs are used by the AI2 N9 h/ I' f! n
routines so changing or deleting them can put the AI off. Changing other elements should3 N3 l* V/ _5 Z( c1 B5 J1 U
be okay.
, V* O% b; x1 f1 D5 n* C2. Clarification to weapon filters for aircraft:
7 X3 s0 T; p$ k1 R' tPM_NAVAL_ATTACK 2 // used for naval attacks. I8 `5 V6 G `: o; ]% u3 s
PM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)
" H3 i/ r" o; P4 v) Z, [) y) X& RPM_LAND_ATTACK 8 // used for land (ground) attack2 f. d' v0 _8 o' o g% |$ [0 `* _
PM_PORT_ATTACK 16 // used for port attack5 Y4 W% O g1 b9 M% a$ L6 J
PM_AF_ATTACK 32 // used for AF attack
7 x0 ^* B, _, _( w% }3 y. kDropped any reference to secondary values for land and AF as they served no special use.1 \- d2 \7 H5 E0 Y `/ Z
Clarification changes0 t B7 K4 O8 C" L
1. Some clarification and changes in regard to use of the Soviet Motherland bases. These+ S4 _5 J% L7 b& \( v7 B$ b' g
bases are those defined as having an original Soviet hex ownership of SOV_UNION (90),
# V- y8 R! G2 L$ G# aMONGOLIA(91) or TANNU_TUVA(92).: k3 A- ?; _# ?4 W
a. Allied non-Soviet groups can't transfer to Soviet Motherland bases6 ?( Y" [% c4 z! y9 P
b. Allied non-Soviet LCUs can't move into Soviet Motherland hexes4 h' p2 \7 u! W
c. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases
) c7 g0 `- Y3 b5 e# j8 B3 {! Fafter Soviets are activated, but can’t move& V7 D1 y0 G, H. K0 P4 D7 B
d. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if* t& A$ B1 u* j2 P4 i1 r( m
disbanded in port.3 |- n6 X$ ~! A) x% k
e. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently! p) V9 m( |" |/ b' R& X1 T
f. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |