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http://www.matrixgames.com/forums/tm.asp?m=3185062
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, N' a' o! e" f大量更新,详见列表:
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! q5 P8 [! \+ O: z7 mChange History:
& e {% |2 f& SV1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17)
2 Z. y' V8 X: q# H1. Seventh Update – This release is a comprehensive release updating all previous
& M3 E/ F* e( m( u* q& Pversions to v1.01.17 beta
2 i/ j" @+ y+ i8 n6 i6 H2. Code Changes' H0 \( b& J% r+ i5 Z
Fixed
2 W) W6 w( X* z. x1. Display of AF/Port icon between player saves based on player's intel
- H% [% g6 b0 X- y* N7 |. Z2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when
! |$ C1 O$ l8 \/ V/ V/ o/ Sweapon list updated
' u/ X3 H" I* ]3 P6 C3. Reported cargo/troop safety values incorrect when no cargo/troop space" S" G3 N- F& ~6 r. j- o
4. Allow smaller 'reserve' space for small groups on ships
w5 @9 y v/ I5. Preserve some more data when swapping fragment and parent to prevent lost of parent- `% V, w# o+ ~( M/ L, ~; T9 h
6. Correct attacking plane count before final post-air combat
' k8 m. j$ w' p7. Pilot promotion may have occured in error sometimes& x# \) R7 R+ l! g* [2 d
8. Raid detect message sometimes dropped of the combat report& m6 b" M8 L: ~% h" c t0 u
9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply
) Y0 \- u) D+ y: O* |* egenerally
, b s! H. |1 O4 A/ p f' f+ \10. Some pilot-leader connections were being corrupted( u4 u$ b) N& n" K
11. Movement bug with following units due to incorrect move indicator. Seems to fix a few( T* U2 j0 W5 t s& I
other move issues due to the incorrect indicator" H' q2 F6 T+ l- ]' {
12. Wrong ship sometimes reported in Ops report for TF movement which causes some$ e( P5 ^/ N n! q5 Z& T
damage
7 M [5 @2 i. r& z0 ]( S& ~13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool% P% U0 @/ G8 ~* {! C$ x: H
14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the
5 x4 x% O8 ^0 K) k7 x ]; K/ ?date sort. v- s3 W* a' Z4 ^
15. ASW groups not allowed to attack sometimes
3 t4 W+ n5 G# d( N16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing; t, Q' b% E$ }8 n* q
HQ/LCU to jump to reinforcement queue) @; `+ H% I- l2 ~1 r4 [; ^8 Q
17. Bug in bomber intercept if too many rounds of fighter v fighter combat
; \$ x( m) E* s' }" V( O& j18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed
5 z. g, ^! T9 K1 s& P; S- qat start of AE but crept back in sometime during updates- e/ m' L9 }7 d* N! v) ^0 b6 V+ e! [
19. Removed the fragment/parent swap during a TF unload as it could often orphan the
- `. o2 h7 d( }: Lfragment.
9 [$ n6 c( ~% B# N0 O3 i20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade
( w2 E3 `6 L8 n+ i, L( r# @0 W21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not
' Q3 T; d" @: |! k3 K7 cshort scenario). This was fixed in a previous patch but only for one of the VCs, not the full4 ]- F1 T7 ~! o( w- h+ [
set& P1 R7 _, c, _: L
22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base
1 I m# V* R; u( g, T3 }23. Enabled 'z' to speed up all animations; was commented out in a few animation replays5 H N$ a o3 T- m4 v) g3 b+ c
24. Bug caused F/FB to sometimes bomb at low altitude q5 T: A- L' Z- N5 E
25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not
& B$ I7 F+ N, N$ ]/ P. V I# d. Ioccurring properly.4 k; m( X; m7 u6 ^
26. Bug in Industry 'failed' indication not showing properly sometimes! ]4 S/ B5 a( `, X
27. Location check at scenario load to include small map sceanrios
! H( M. }/ _$ w) Z2 B28. Bug in air supply to fragments in a non-friendly base hex; e9 f" J0 D# x. D0 |* w& K
29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was
; e9 t! d/ R2 t* g6 x& z$ C/ Sbeing set to homebase before execution of the mission – ie was returning to base
7 g' o0 M6 x/ w. @2 Yimmediately) A& i* g3 a* ^$ J$ x% U8 D
30. Error in Strategic map display2 b" f" z! v( E6 w& i; x p* A
31. Additional and stockpile options were not turned off when base was captured3 e) ~) q# q( @$ h3 z
32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on* A, {2 E0 d) ` C9 g+ N8 f3 ^
mouse over1 D( j+ @, f/ _/ ]5 I) T
33. Army experience being gained when not 100% prepared as per manual; changed to allow
! q: N' Y" `% S8 J" S Pchance to gain experience if >75% prepare and < 50% national exp level* x Z j7 ~' N
34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to
5 J$ H( r1 f6 i6 U0 o2 U galleviate the incorrect experience gaining happening while in reinforcement queue
: j3 Q& q' n4 a/ R35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –
( I' x) s" }4 W; N+ v/ H9 F6 C7 Qcaused unit to jump “off-rail” and move overland o9 y O, s3 z1 }
36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ
1 q# x! I! s, T& C, _1 B5 c; i37. Excessive accident messages on unload from TF reported
* j& o# {& x9 Z# ^/ y38. Reworked editor sub-unit merging as some devices could drop off the unit list when
2 E+ C$ T5 t) h! o& [3 bmerged causing smaller size unit than expected' i# ^5 j& q4 P5 S0 m( D
39. Corrected possible TOE error in scenario data load for inactive units
3 S3 o0 K8 h* V1 K40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can: u7 k, l: p, s7 [8 @) i: R
however be allowed to do this.) j5 c2 V9 G$ X; }: E
41. Possible CTD if sinking ship's load was a group
, {* j& E4 y# H0 ? G; G% e* n42. Limit the number of devices built from resources per unit during LCU replacements; this
* y3 l1 L* H K) r7 Uwas causing an over production for that turn
: n! c- T# n/ r0 o, H43. Retain day/night setting when creating group fragments% J! f3 k7 U# y5 c# Q2 w
44. Adjusted supply and fuel values in base list not to overrun the space( }6 j8 }! l1 s' k; V: [, |
45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but1 h! }9 g; G6 X! R$ n2 c3 B Y$ Q
added YMS to Sweep TF in line with manual and code
4 p5 k6 F) _3 w& ]" c46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the8 ^# V5 R0 N4 A9 y
rule relates to the abundance of manpower and is not covered by replacement pool. Normal
0 V3 u' z' d- S3 Hrebuilding of destroyed units is not affected by this.* j3 Z( I0 b! R$ B, M# d; R( e
47. Carrier capable and trained text not showing together on Group screen
/ T+ }8 X7 o# J# I+ A7 N8 \8 n48. Handle any blank re-name changes by ignoring them. i+ |- i2 o: E2 |
49. Possible CTD when air fragments combine0 x. J/ D! T5 l$ Q2 G5 T
50. Unloading TF can freeze a LCU onto a ship under some conditions
( ?6 x* c; v# a1 N; S1 g51. AI not behaving if main HQs missing (affects small map mainly)! d$ O. C1 a3 w' U. c) C' l
52. AI using AGC for normal land units – removed from TF if not needed2 u, F' _; h6 c* h
53. Soviet activation message not in Ops report
7 n- Y( X! g: V, R54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range
5 X4 s$ q9 U- z" T: j/ Y55. Clear Soviet air balance if not activated. Possible incorrect base switching9 q! m6 `& n/ {' |
56. Sub attack against docked TF not happening for port size <3( z1 q) u( U1 o3 a
57. Unit type changing unexpectantly
$ c2 c5 |. Q& p58. Torpedo replacement on plane sometimes is missed/ w, X& u$ }- ~; k3 }# U- N
59. Double handling of overstacked supply requirements+ _, m4 a. M9 e; o
60. Fixed alternate weapons for port attacks
5 }2 z9 g0 J% C, p2 L61. Corrected weapon system damage to show after combat on ships in port rather than wait till( t2 H; l: d; }! D
sometimer in the ship repair cycle.2 \, C5 A% o+ P2 ]
62. Ship tonnage over 32K could cause repairs to fail
0 j5 D' i) G" HNew; I* U' W5 o; i$ m/ A1 H6 T5 @/ x
1. Show Port re-arm level on ship list screens at base. Does not account for tenders, just the* d$ Z, i( k+ w+ v
port
: D3 f! C( g. V n! a; ?) j: M2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.& c) L4 I6 Q, H7 S$ R
Tenders not counted* m- q7 U+ f+ n5 ~+ G* {1 u9 E; E5 M
3. When showing mine device on ship, show '!' next to mine ammo if can reload at base
& A9 a( D2 D, F# [/ [ g! V3 ?4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method
) n7 a4 ^9 ]7 }5 h; lto remove damaged ships from TF
; ]/ Q# C; T: L; T/ Y$ K' P2 T! y5. New filter for “non-building” devices in Industry pool screen% L* c* d, {( N4 E
6. New filter for “non-building” aircraft in Air Replacement pool screen
( Q; E0 f! c2 C3 e* _$ A7 w7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy
/ V" a1 \/ O8 a8 z- rmines (^) detected: O- h. o- R( I& d3 t' }, r8 W& Z
8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the e- d- }4 y4 O1 U
‘button6..’ image files, then these will be shown. If not, by default there are shown as
( J6 q5 t& A: o+ V( C$ Ystandard parachute unit icons
/ X+ C. O& n- X5 j7 k6 v" }9. Air/port damage and building is shown in base mouse over
! q' v8 W2 ~' {* s& c: m% L8 Z10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on
- B. W4 R8 j, ~5 D; L) r, Q/ h9 i11. TF can be routed to stay within coastal hexes as much as possible
# a( s# i6 ]4 k, |, `12. On Top Pilot screen show the 'ace' cut-off value if more than 15 `& Q; M- R- v4 e/ d* n
13. Added option on group and LCU reinforcement screen to turn off replacements) o5 F) V3 W/ v
14. Current base can get supply returned to it when reserve planes returned which were
1 g3 h! I L2 H z. f+ ?& b& Koriginally supplied from another base; Z9 H7 q' W& ?! ~2 N1 q) N
15. Unit type filter on Troop Loading screen
3 t/ r p5 }- V% z. y' S7 g16. Report killed ground units if not in combat report+ A2 ~: y9 ~' ?, f; i! x
Changed
1 a: ~$ b3 G1 K ^$ Y1. AF of 8+ have AV support doubled for purposes of determing support for air operations
- Z' A8 g; M9 f: s(complements fix 18 above)
' C& L0 t; I& `) {* K) d. b2. Permanently increased pilot array to 70K
5 I2 i: y; n" a8 M4 G3. Increased number of air combat rounds are a factor of total aircraft involved" `1 W# a: e) F. ^
4. Allowed submap to submap movement if land connected for land units. Should have been
5 @6 h5 c* e `& a' U9 Wso as per Andrew Brown7 R9 N3 S7 \8 `8 k: _. B
5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message
7 m& q# Q; b5 v& ] X2 C8 ddelay toggle instead6 [/ p8 p0 Z; X |0 Y0 }
6. Aircraft being grounded for maintenance factors in durability also. This will spread out the
+ W' w3 D7 J8 z3 u* `maintenace a bit more
* P) ^0 o* L; | L7. Support device replacements won't decrease the overall experience of LCU units. This does5 ?- G- F: c! [
not alter the overall EXP change due when any replacements are received.( ~8 Z: k6 f: Y7 R% S# P4 ~
8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction$ q/ A, ^9 o( V6 ^5 E
between the two but could break current games.. z& {9 G! V! k( d1 f
9. Some LCU Prep points may be retained if unit is experienced
' f2 Z, }- M9 ~% P4 z2 J! ]Notes3 u2 ]( w; W# M/ N
1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario
) _: S" y# c7 M. s1 }9 |7 q$ Nshould not change player or HQ, even if not in play. These original HQs are used by the AI
! _4 R2 t$ p: ~1 Y" J, Z2 H4 eroutines so changing or deleting them can put the AI off. Changing other elements should
# E$ b( x# \% _6 H/ I* `be okay.
6 F3 G4 d2 m7 }. ?3 v5 U, f2 x% g2. Clarification to weapon filters for aircraft:+ g6 O1 b- s0 z7 s
PM_NAVAL_ATTACK 2 // used for naval attacks
O/ ^, h+ A: ^4 a* M8 r! zPM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)
+ s# ]$ |! A5 \; IPM_LAND_ATTACK 8 // used for land (ground) attack
h+ y( [4 Z0 l$ z' p4 K, }" r4 y- bPM_PORT_ATTACK 16 // used for port attack
5 O- j _8 P9 n/ a7 vPM_AF_ATTACK 32 // used for AF attack* g& t& k" G7 k1 v. \- ?: _- _
Dropped any reference to secondary values for land and AF as they served no special use.2 i: n5 N8 k' S8 O6 T% g
Clarification changes
. m" i6 s0 U1 R& J, {% ^) N1. Some clarification and changes in regard to use of the Soviet Motherland bases. These
6 S5 l3 N3 }7 V# ^1 P# nbases are those defined as having an original Soviet hex ownership of SOV_UNION (90),
, e3 M& Y. {3 T/ J0 ]. t: a( `MONGOLIA(91) or TANNU_TUVA(92).9 X! }' o' R6 d. H& _- Y+ t
a. Allied non-Soviet groups can't transfer to Soviet Motherland bases
8 y% R! h, Z& d W. |2 Z9 Qb. Allied non-Soviet LCUs can't move into Soviet Motherland hexes. T L: A/ c) H
c. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases" K# s, J* f- K" V" d& b- V
after Soviets are activated, but can’t move
! A/ E/ d H2 n. e' H% b; vd. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if9 w( Y) ]! z$ L( r S0 l
disbanded in port.6 {% j! _! p/ u8 Z% f+ m& \
e. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently- q2 D- W) r+ l
f. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |