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1 a7 A0 D9 }* W) ihttp://www.matrixgames.com/forums/tm.asp?m=3185062
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2 A9 w8 d+ s, Y+ f% O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:- N( K" y" i" F$ `8 _7 B
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3 a/ J' g" q( V: q) {2 rChange History:- z4 X) p3 [7 d: A
V1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17)
+ @8 P% z7 S1 V# ?1. Seventh Update – This release is a comprehensive release updating all previous
; y6 `" z/ H, V# [' V% B" Xversions to v1.01.17 beta3 ~9 E9 k9 |3 @- R8 A
2. Code Changes9 e& Q* X6 x3 g0 s
Fixed
4 L) @! o/ M$ P1 j# [4 }1. Display of AF/Port icon between player saves based on player's intel* K1 Q1 W; w: Y" I7 m
2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when" g2 }- Q7 v5 m4 b! k
weapon list updated
6 Q ^; r9 D: Z! A5 D3. Reported cargo/troop safety values incorrect when no cargo/troop space
8 K% s% E/ ^$ `. B4. Allow smaller 'reserve' space for small groups on ships5 w3 D6 w( q) U; m$ K
5. Preserve some more data when swapping fragment and parent to prevent lost of parent
9 d4 ~- t+ {+ L% }( e% @6. Correct attacking plane count before final post-air combat
! F8 }* V+ [4 o, p" X8 F7. Pilot promotion may have occured in error sometimes) Y9 R2 n- x" |! x
8. Raid detect message sometimes dropped of the combat report2 b" r _5 g; l& f2 M
9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply- C& M* n7 B, ^: ^/ V7 {
generally( t7 R M% n2 ?1 @( N* H' k7 F& I2 ]8 x
10. Some pilot-leader connections were being corrupted
" F$ r0 z1 i' c& }11. Movement bug with following units due to incorrect move indicator. Seems to fix a few
7 e9 G5 t" A8 \% V" J0 iother move issues due to the incorrect indicator: c+ d! H! `1 P3 C C( R
12. Wrong ship sometimes reported in Ops report for TF movement which causes some
1 r; I4 S' _% [2 o3 Tdamage
& g8 A' X/ @: ?- q0 c# z$ V# Z4 o13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool
7 o& i- B5 d- |! j; m14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the' H2 T e: Q( x1 u" u
date sort
, r, x O& }* F( R$ L15. ASW groups not allowed to attack sometimes+ K( D# U, @# \1 t5 j) `
16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing$ [1 H8 m/ S- |& k' z1 M1 [
HQ/LCU to jump to reinforcement queue
X/ z& |! I9 Z' Z3 l# H8 | {/ m( @17. Bug in bomber intercept if too many rounds of fighter v fighter combat
4 g6 Q$ a8 X2 ?* d18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed# b4 Q( H5 M8 u$ `& w- ?- P5 w
at start of AE but crept back in sometime during updates6 d7 S2 n4 y$ I1 K
19. Removed the fragment/parent swap during a TF unload as it could often orphan the
( h! a" A0 \7 ]; X& ?fragment.) f5 b$ k7 l+ ]* w9 [, k# [* `
20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade
" P2 E _, w0 r* T( U4 s* w8 n21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not
" B7 r) s3 q3 a3 Sshort scenario). This was fixed in a previous patch but only for one of the VCs, not the full
# o ^3 L" z/ ~6 @6 w2 T( Mset) X; g4 q, i- Z6 w- {7 N
22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base( T; Z# u. |9 A8 E: ?
23. Enabled 'z' to speed up all animations; was commented out in a few animation replays
) |# d: J+ o+ G% }$ `* S: j24. Bug caused F/FB to sometimes bomb at low altitude
9 g f! C2 G5 x25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not8 [# o7 E. T8 d8 a& u6 R& f0 I
occurring properly.1 N' c$ M7 I" ^7 y% o1 L: ?
26. Bug in Industry 'failed' indication not showing properly sometimes
9 W, r2 E3 n* l& R# m27. Location check at scenario load to include small map sceanrios9 s$ y Q2 f& U' E3 V. [7 e! Y' G
28. Bug in air supply to fragments in a non-friendly base hex. r, \% y8 {% r7 g m U! L* C+ y
29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was5 Z# b2 P1 I4 X! J: Y
being set to homebase before execution of the mission – ie was returning to base/ M: R$ s( R6 |& R5 Y# B
immediately# {5 |9 O5 I+ t" |/ j
30. Error in Strategic map display* b9 H( [" }7 L0 k& p; G
31. Additional and stockpile options were not turned off when base was captured8 E4 [7 A$ G8 O" o3 f8 b
32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on3 { ^& |5 M8 M: P1 c
mouse over
+ ?& V6 i( x+ C7 e) H5 v33. Army experience being gained when not 100% prepared as per manual; changed to allow
: O! Q! w: B9 T" q" vchance to gain experience if >75% prepare and < 50% national exp level. H6 D6 [1 g0 R1 s* O( ?( G& N8 z) q
34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to- J5 R1 w* `4 R; p9 f( Z, u, N
alleviate the incorrect experience gaining happening while in reinforcement queue
' {( C: @) D% g6 Y, n35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –0 m' I* \2 [. X
caused unit to jump “off-rail” and move overland* p3 g( m0 n4 @( o, s0 F" t
36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ- F! X' X$ s; Q# @/ M
37. Excessive accident messages on unload from TF reported& P) L( a9 ` r! f8 w2 E c3 H7 G# W
38. Reworked editor sub-unit merging as some devices could drop off the unit list when
/ E0 O0 w$ V( Y$ [8 y9 i% }merged causing smaller size unit than expected
& S2 C( t* Y8 L' L; m6 y# {39. Corrected possible TOE error in scenario data load for inactive units
, J4 b. O Q$ g. n' T40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can
6 e7 j$ W" h; Z2 v! L. H0 e0 F% Ghowever be allowed to do this.+ [% V6 E9 q+ k5 O4 h- \# s+ M9 Y5 R. L
41. Possible CTD if sinking ship's load was a group% J& n+ S( |+ Z9 k( g" O7 g0 M3 ?6 ~
42. Limit the number of devices built from resources per unit during LCU replacements; this
3 v7 C4 [3 @0 c0 h4 Jwas causing an over production for that turn1 V& E2 B0 K- B: O9 a, a# J5 T
43. Retain day/night setting when creating group fragments
7 G9 b- G. u4 c9 |- D" K44. Adjusted supply and fuel values in base list not to overrun the space
7 `7 q0 Y! U9 ?% W45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but0 f6 f8 J: l& s1 K4 h* Z/ O2 y
added YMS to Sweep TF in line with manual and code
# L+ V) {7 A8 \46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the) H' p5 V0 l- M( [
rule relates to the abundance of manpower and is not covered by replacement pool. Normal
) F0 b' B; s' G" _" b5 q/ A1 urebuilding of destroyed units is not affected by this.
) c; t4 h/ N' d5 P$ y7 \! ]47. Carrier capable and trained text not showing together on Group screen1 u# ?" d$ U" |! G$ ?8 F
48. Handle any blank re-name changes by ignoring them2 h% i8 a' ^6 I1 I
49. Possible CTD when air fragments combine+ o9 I6 q G7 e6 o
50. Unloading TF can freeze a LCU onto a ship under some conditions
% E' v% ?( d8 c# x' b51. AI not behaving if main HQs missing (affects small map mainly)
r* a# P% d% v9 c- |" {+ o7 ?52. AI using AGC for normal land units – removed from TF if not needed1 z3 ?- x' X/ j5 E
53. Soviet activation message not in Ops report
5 x6 w0 f) a9 T& t1 W# p$ ]4 ^54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range
( v$ g. V2 B- v55. Clear Soviet air balance if not activated. Possible incorrect base switching' } o0 u8 s5 P& H. C6 x( R" P
56. Sub attack against docked TF not happening for port size <3% J# l6 A8 y" J+ K+ @3 h
57. Unit type changing unexpectantly
% C" M( T2 Q; N58. Torpedo replacement on plane sometimes is missed
p* c) _7 X4 E& ~. _2 L59. Double handling of overstacked supply requirements' g# H# r. h! z8 P7 W. C
60. Fixed alternate weapons for port attacks
. J# @1 z3 e; h61. Corrected weapon system damage to show after combat on ships in port rather than wait till
+ G5 Q8 Y, A+ Q3 I: |5 _sometimer in the ship repair cycle.9 N Y; {) T, Q5 p" I% ~! \
62. Ship tonnage over 32K could cause repairs to fail
9 b( k0 w" \1 n% G% ^9 QNew
- P5 u, p: P3 V/ c1. Show Port re-arm level on ship list screens at base. Does not account for tenders, just the) q. H/ R( ]. F
port1 e, K* U6 A) H/ Q1 G
2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.
1 _3 F- i! E/ ~$ x$ tTenders not counted5 {' [" B0 J- W* p+ e, }
3. When showing mine device on ship, show '!' next to mine ammo if can reload at base
2 E" O3 D7 L* F4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method* C# [# o# U1 p3 `9 H
to remove damaged ships from TF. I& z! L! r. I
5. New filter for “non-building” devices in Industry pool screen
" k' H. w! c( v: g# B. O) a6. New filter for “non-building” aircraft in Air Replacement pool screen
9 L% f& T( @9 n0 ]; J3 |0 o7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy" e" w6 O' _( X5 p- A/ c' U+ a
mines (^) detected/ P' E- V0 M7 D1 l
8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the. m |) `, u# Y1 {8 }
‘button6..’ image files, then these will be shown. If not, by default there are shown as4 }5 l- k X/ e7 Y+ ?6 f( n
standard parachute unit icons
5 B, U+ Z8 u0 l# d0 W# I9. Air/port damage and building is shown in base mouse over
, ?; @" X; j: W10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on
8 z. [! o( R2 n+ V8 C# M% g11. TF can be routed to stay within coastal hexes as much as possible
; E$ E k# W9 R3 U" P12. On Top Pilot screen show the 'ace' cut-off value if more than 1& ^1 W5 h% x$ C" q9 i
13. Added option on group and LCU reinforcement screen to turn off replacements
* I, }# [/ D! f9 r- d2 R14. Current base can get supply returned to it when reserve planes returned which were
9 X6 T# y% g$ A: E7 _originally supplied from another base
( Z8 p& _* a$ I! W6 s! T15. Unit type filter on Troop Loading screen7 ?1 }5 C/ }0 p. y4 H Q1 G
16. Report killed ground units if not in combat report. a Z8 F* y Z4 P1 t# v: m
Changed3 |3 i& p1 F! G" Y
1. AF of 8+ have AV support doubled for purposes of determing support for air operations
. A# p/ H7 j4 Y( Z2 L3 s(complements fix 18 above)
) R7 E9 \" g3 ^2. Permanently increased pilot array to 70K( p! J. a+ ~! x5 [* t9 ]# U) b- T
3. Increased number of air combat rounds are a factor of total aircraft involved* W9 n9 H* S; A3 C( X
4. Allowed submap to submap movement if land connected for land units. Should have been
9 ^! l; _& a( E8 X( }so as per Andrew Brown
( s5 V w6 U9 o2 @9 w: [5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message% ?; ]! e# r0 a1 G4 t9 L- O
delay toggle instead/ A2 l% t2 n! c8 a
6. Aircraft being grounded for maintenance factors in durability also. This will spread out the
4 E b8 E9 e" E2 L( k ~maintenace a bit more
* ]1 E6 ?( ^) @$ M" a# k7. Support device replacements won't decrease the overall experience of LCU units. This does% ~1 E7 k# n8 T/ L' @" C- W0 B# c
not alter the overall EXP change due when any replacements are received.
% [4 U1 B; n" m z% L3 L# o8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction$ ^" F D, r1 [. d# U
between the two but could break current games.
3 L1 m8 `( h; W9. Some LCU Prep points may be retained if unit is experienced
" T7 {8 m% S" m8 E2 O# INotes/ t- j3 w8 v5 B0 p& e
1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario
- t- z& j# u' R+ l- w bshould not change player or HQ, even if not in play. These original HQs are used by the AI9 ?% ]: x' c7 f
routines so changing or deleting them can put the AI off. Changing other elements should3 h( h+ g$ b* t' D1 i M" m: M5 W" u
be okay.) b# G' Y" U# g: h- ^, V
2. Clarification to weapon filters for aircraft:3 |! b% B* Y: B* W# @
PM_NAVAL_ATTACK 2 // used for naval attacks3 e9 B+ r! H% `
PM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)
- N4 n9 Y2 ~+ j3 xPM_LAND_ATTACK 8 // used for land (ground) attack: O. X! o8 ?) R2 | z' n& D
PM_PORT_ATTACK 16 // used for port attack/ K' d- @5 r; f. m, Q
PM_AF_ATTACK 32 // used for AF attack
! o, F2 \1 `8 J! CDropped any reference to secondary values for land and AF as they served no special use.- [7 Q8 M( v) k2 Q2 `* \# Q" M
Clarification changes$ [; X$ l5 e5 U0 P2 I
1. Some clarification and changes in regard to use of the Soviet Motherland bases. These+ p2 _; G( \' ?8 N
bases are those defined as having an original Soviet hex ownership of SOV_UNION (90),
* J g6 x: N% r ]) @# pMONGOLIA(91) or TANNU_TUVA(92).# T$ Y5 u+ f3 m, E/ e0 A8 B
a. Allied non-Soviet groups can't transfer to Soviet Motherland bases
0 \9 |" C) U# Yb. Allied non-Soviet LCUs can't move into Soviet Motherland hexes
3 {4 J1 u1 D( d- f! \c. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases
1 A% K& n* B9 ^1 z7 ~4 y! oafter Soviets are activated, but can’t move
$ `9 i! M! G& @" z7 D0 h9 ?% x; Cd. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if7 [ i j4 O1 D8 X1 u; ?! j/ E2 y' l
disbanded in port.
& W, g) v4 l) C- E: |9 [! qe. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently C y, l$ |' K, G
f. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |