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) Z4 M2 [0 Y' d8 Y3 |5 dhttp://www.matrixgames.com/forums/tm.asp?m=3185062
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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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! q* g c k( {% U4 NChange History:5 s3 \- S6 a1 }! d0 E F- s, R
V1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17)
7 q& A! U6 G5 C) `1 Q5 }- O/ p1. Seventh Update – This release is a comprehensive release updating all previous
5 _) o- B0 R E& f* v# g) jversions to v1.01.17 beta7 {) g/ p- F# Y
2. Code Changes
# {* E5 d3 n( G1 e6 h$ w1 m# hFixed
) _+ y9 P6 s) ^( v9 j2 @1. Display of AF/Port icon between player saves based on player's intel+ b& h2 E$ K7 p2 u
2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when
w3 C0 ~1 w% sweapon list updated" {7 `( K3 ], r& p* G
3. Reported cargo/troop safety values incorrect when no cargo/troop space
6 f# m: {6 \% H, }. O4. Allow smaller 'reserve' space for small groups on ships8 {$ o& \* i5 P; o5 r
5. Preserve some more data when swapping fragment and parent to prevent lost of parent
& D% N& d0 l0 [& `+ Z' k- X% |6. Correct attacking plane count before final post-air combat
* G v0 P: q4 J& @ l8 \) i7. Pilot promotion may have occured in error sometimes
! h$ {: m4 M H8. Raid detect message sometimes dropped of the combat report! F! H1 C+ ]) ]- ^# m- v; Y
9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply( U! ~4 {$ |6 L& S) b n4 P' v
generally
; h: l' W% }' f% W10. Some pilot-leader connections were being corrupted' q5 a" G+ e a! H
11. Movement bug with following units due to incorrect move indicator. Seems to fix a few8 b _' O) x1 b8 v* V
other move issues due to the incorrect indicator/ N1 h; H5 O' q
12. Wrong ship sometimes reported in Ops report for TF movement which causes some5 X0 I/ w- n5 q" O
damage1 R0 u* H) V% R2 Q. u3 H( Y% Q
13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool. F4 c4 M) n" n, I
14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the
- s; [" e9 c7 n1 Kdate sort4 n7 [" D. U+ V: C3 D; G1 R2 \
15. ASW groups not allowed to attack sometimes
+ e% D$ U( _: b( P0 ?16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing
# d5 F; v" F4 [2 Z' `6 mHQ/LCU to jump to reinforcement queue
8 J+ \& ~/ O: x, A4 `17. Bug in bomber intercept if too many rounds of fighter v fighter combat
1 e( a9 R8 x! ]' S( j; f5 i18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed
9 U5 f6 [7 R# p( |* nat start of AE but crept back in sometime during updates) Z. \7 v% c G0 u2 t6 N
19. Removed the fragment/parent swap during a TF unload as it could often orphan the8 [" Z S ?4 P" C! L% O7 V
fragment.* d2 d- c1 r% c
20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade
- p4 T- W K1 O/ H9 U0 e$ h21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not5 `% r* R/ z8 r+ v* @, G
short scenario). This was fixed in a previous patch but only for one of the VCs, not the full9 s2 x, j$ }1 F5 v8 Z' [
set; R+ q9 F- s7 v
22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base. j& M" y2 A) a& r# u6 @2 K% M
23. Enabled 'z' to speed up all animations; was commented out in a few animation replays+ e. z% y+ }% W6 f8 K3 J" D
24. Bug caused F/FB to sometimes bomb at low altitude4 N, k# { j$ \4 W$ |+ m
25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not
; U; v6 F' n( g* O4 I6 noccurring properly.
# _2 N( m; U# w0 H1 O! K26. Bug in Industry 'failed' indication not showing properly sometimes
; G4 ~* ^/ n3 d, y4 ^27. Location check at scenario load to include small map sceanrios5 H- f0 K8 V; u4 n+ R* O+ v; r5 X
28. Bug in air supply to fragments in a non-friendly base hex
" b% V5 o, z2 u* x" Q* O! r29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was
$ p3 `/ d* a1 U" q; lbeing set to homebase before execution of the mission – ie was returning to base
; m1 ~/ B2 }# ]/ O) ~immediately
* G0 R$ I6 J; X, R1 q j30. Error in Strategic map display
. ?! W) i4 A: w* g0 ?31. Additional and stockpile options were not turned off when base was captured* c3 h% C' s8 p* L# A
32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on2 I& V1 q# C6 g9 v6 u
mouse over7 [! r( _ g0 [4 T, A
33. Army experience being gained when not 100% prepared as per manual; changed to allow
! z" e+ A! C5 L( U$ }5 Tchance to gain experience if >75% prepare and < 50% national exp level, \( B" g$ a3 j1 E
34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to+ r4 F$ e8 s7 r4 \$ Y' k
alleviate the incorrect experience gaining happening while in reinforcement queue1 r3 K0 M2 g% J( L5 ^2 a* K
35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –
1 k; \- G& V& `) n. ~7 `caused unit to jump “off-rail” and move overland8 D+ }8 d* y; s! t: i* \! }
36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ6 L9 |0 ]- D$ A! |
37. Excessive accident messages on unload from TF reported3 m* I, a1 c+ }8 `+ g& j
38. Reworked editor sub-unit merging as some devices could drop off the unit list when4 I; [8 d6 W9 s
merged causing smaller size unit than expected
% F) H0 w% W9 y* ]. h( ]# g39. Corrected possible TOE error in scenario data load for inactive units
- f! X" Y7 \6 p+ E' T4 ^* D40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can1 m9 Y% s! [9 j4 s7 K4 u) ?, t
however be allowed to do this.3 K- ?2 G/ O* {+ g* v1 m3 r
41. Possible CTD if sinking ship's load was a group1 X7 s) B2 d* V! v2 b$ H
42. Limit the number of devices built from resources per unit during LCU replacements; this
: ^# Z/ N6 h) w9 `3 F9 Rwas causing an over production for that turn
+ s7 u6 S& W) b" ~( k8 D( w( q43. Retain day/night setting when creating group fragments
; z2 Y; A% [- {; f44. Adjusted supply and fuel values in base list not to overrun the space& ~- b5 ~) `2 S4 U9 c
45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but
! x* {2 A; _0 X. J5 m. h) gadded YMS to Sweep TF in line with manual and code
k% ]2 d v0 D: i$ O/ M46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the
5 m6 _/ o+ ]& b3 _6 q$ Z/ d" Qrule relates to the abundance of manpower and is not covered by replacement pool. Normal
0 d( Z$ H1 A2 m* p `* Z* drebuilding of destroyed units is not affected by this.
/ |7 F) |0 s6 l2 F v47. Carrier capable and trained text not showing together on Group screen
. \/ G- i! G6 @* l& Z4 v48. Handle any blank re-name changes by ignoring them
+ T5 e) A. `! p2 S+ D49. Possible CTD when air fragments combine7 M) C- e! S! K
50. Unloading TF can freeze a LCU onto a ship under some conditions
; v8 B4 \5 R: X+ v51. AI not behaving if main HQs missing (affects small map mainly)8 @& j* K( J, c- T! X
52. AI using AGC for normal land units – removed from TF if not needed' }( u# M( Y/ _ h1 c$ D9 n1 \$ c
53. Soviet activation message not in Ops report' a; q* Z% g3 O8 `4 x
54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range
% x/ p2 Q8 C, f/ }. W. W6 K55. Clear Soviet air balance if not activated. Possible incorrect base switching
( u" o9 E4 w$ N: M2 Z' v56. Sub attack against docked TF not happening for port size <38 N7 x* [; f$ [ J# u6 y5 j
57. Unit type changing unexpectantly. D3 n5 b* u9 [
58. Torpedo replacement on plane sometimes is missed" I0 f% O% I" `" v% d
59. Double handling of overstacked supply requirements
& f" M6 ], G9 `/ f60. Fixed alternate weapons for port attacks) o& P% o- V. d6 f( q$ e. j
61. Corrected weapon system damage to show after combat on ships in port rather than wait till& e" m- ?5 _- O" ]7 s% q
sometimer in the ship repair cycle.0 A4 W; e/ U7 D4 C4 v7 q
62. 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
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2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.' D7 O8 W% _+ P/ L
Tenders not counted
' Q W* t4 H& x. x3. When showing mine device on ship, show '!' next to mine ammo if can reload at base
' C2 h; q; U: k5 K7 q# i4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method
" j8 e, w0 F! r9 Dto remove damaged ships from TF
# Y& C; I, v0 b5. New filter for “non-building” devices in Industry pool screen- G% c: C9 M5 e4 T
6. New filter for “non-building” aircraft in Air Replacement pool screen
# {5 ^3 k2 c0 M% E7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy
3 h$ @6 E% s. ], t. y5 Kmines (^) detected, p8 k$ y v0 r+ J
8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the0 `: n8 s0 @4 @; e
‘button6..’ image files, then these will be shown. If not, by default there are shown as* Z/ q9 E9 W3 E5 H2 A
standard parachute unit icons
$ q: \0 x3 s8 h, l9 [* s3 e9. Air/port damage and building is shown in base mouse over, f. x, l( ~1 T( y3 @! P& ?" a6 c+ P6 ^
10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on6 e! k( n! k/ C3 v! q: i; l
11. TF can be routed to stay within coastal hexes as much as possible
3 K& p: F, y" y8 i12. On Top Pilot screen show the 'ace' cut-off value if more than 1# C( g; U$ [0 r/ F
13. Added option on group and LCU reinforcement screen to turn off replacements
7 R7 W% q" B! S0 S$ n4 r) W& y14. Current base can get supply returned to it when reserve planes returned which were. z2 r0 b5 `" F8 H* r' Q f6 m
originally supplied from another base+ L. g0 a( g% e5 A# u" U4 Y) F
15. Unit type filter on Troop Loading screen& ~4 ?2 t9 D& P' \/ g/ `. P. I
16. Report killed ground units if not in combat report$ o' n- C1 C1 @" }6 R/ c7 W
Changed
$ Z# c; _7 P, j) d" Z" I4 T6 f1. AF of 8+ have AV support doubled for purposes of determing support for air operations
" Z; }9 V( c; B% y5 w(complements fix 18 above)
+ j7 x* j; K* M' Q2. Permanently increased pilot array to 70K& ^3 L# t6 {$ v& t* p Q% y, R+ d% @
3. Increased number of air combat rounds are a factor of total aircraft involved
4 R* d" M! V/ w* n0 \1 `2 q2 {3 \4. Allowed submap to submap movement if land connected for land units. Should have been6 R9 l7 G2 V. `, Y; l/ z
so as per Andrew Brown) Z8 |% s% G4 l3 s& ~
5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message
: a8 \7 |% `$ l$ M: ~delay toggle instead
5 M; ? f2 C- y+ [0 [ I6. Aircraft being grounded for maintenance factors in durability also. This will spread out the
/ Q4 @% f) j: }7 k8 x9 K" u; imaintenace a bit more A, L" g- L( j2 Q
7. Support device replacements won't decrease the overall experience of LCU units. This does
' M! w' P1 T2 U& I6 i5 E2 T( r7 Onot alter the overall EXP change due when any replacements are received.. H* M, H9 g9 g" s9 `7 x+ i
8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction
5 H' Z) N1 w- ]; z# g3 pbetween the two but could break current games.
7 e3 k( P" \3 ~# I7 J9. Some LCU Prep points may be retained if unit is experienced: {+ O" E1 Q3 E; B) A
Notes# D% P4 h. _2 P' `8 t: T1 \
1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario/ }7 p% r) P, N
should not change player or HQ, even if not in play. These original HQs are used by the AI
$ E1 n! O6 p0 |# e+ v0 ?( proutines so changing or deleting them can put the AI off. Changing other elements should& G2 k3 h( n" \) W8 p n* ~& B
be okay.* y/ A! k' v# J: {7 Z
2. Clarification to weapon filters for aircraft:2 d6 @6 \3 h# ]" l7 |+ M6 f; p
PM_NAVAL_ATTACK 2 // used for naval attacks
4 q ^' a/ ^6 H- c' [& B- @' ePM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)/ R; q7 ?/ d) k5 C$ s
PM_LAND_ATTACK 8 // used for land (ground) attack: P$ a2 a6 W9 d# F' ]+ i
PM_PORT_ATTACK 16 // used for port attack0 c/ }' C+ B/ h
PM_AF_ATTACK 32 // used for AF attack7 p" n$ Q: G$ H8 k$ g
Dropped any reference to secondary values for land and AF as they served no special use.
/ V2 }8 X" ]" w- M \7 r/ \Clarification changes, i+ s+ z: `' v Z+ x
1. Some clarification and changes in regard to use of the Soviet Motherland bases. These% O, w) l e3 a
bases are those defined as having an original Soviet hex ownership of SOV_UNION (90),
$ q" q. k, g6 `" m7 PMONGOLIA(91) or TANNU_TUVA(92). B* k( f: z2 V; K, B5 w& s
a. Allied non-Soviet groups can't transfer to Soviet Motherland bases
: h& D2 T5 N( Rb. Allied non-Soviet LCUs can't move into Soviet Motherland hexes, a7 @* S! C0 |6 V+ S+ q
c. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases3 Y4 G, o% B) ~' ~/ l9 B
after Soviets are activated, but can’t move
; y! I, t9 L: ~7 u# T! E" {d. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if# z( e$ y k2 [& i' q9 I$ D& ~/ B
disbanded in port.8 Q+ a: L. {, R
e. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently
- n# K8 s, L# _f. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |