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& j8 r# A4 V3 R6 I0 T1 hhttp://www.matrixgames.com/forums/tm.asp?m=3185062% C& p) t3 I! d; \* r. F4 Q
: r; K9 ^( @1 ]% y已经共享到岛群QQ和本论坛置顶资源帖% j! A9 E7 \8 a7 r( d( f
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大量更新,详见列表:, O5 `$ Y+ V# y& k% R: p
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) G. Q6 m5 V; P( T1 K& L/ kChange History:! ~' F$ ~$ \0 a; R* g6 Q/ F
V1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17)3 f7 E8 e* l7 ?
1. Seventh Update – This release is a comprehensive release updating all previous
4 i' Y1 f; p/ K8 n7 M! }% l9 A8 @0 n' r, Nversions to v1.01.17 beta
3 ~( a7 o3 c+ W% J. m- |2. Code Changes* |6 f" t+ }5 i- g" Z
Fixed
& r* `0 ] F; b. l, [) U) w1. Display of AF/Port icon between player saves based on player's intel9 b( G T$ l) Q# L9 ^
2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when% |3 \" H) Y" w$ N! r3 ^( ~! m# v }
weapon list updated
' U6 i" J2 x; O( P3. Reported cargo/troop safety values incorrect when no cargo/troop space
0 m1 Y! I4 J B$ W/ ], { b4. Allow smaller 'reserve' space for small groups on ships
$ J) u2 ?5 ^1 C' {9 `" [+ [5. Preserve some more data when swapping fragment and parent to prevent lost of parent
8 m9 Q3 S3 \! n5 b6. Correct attacking plane count before final post-air combat f/ E1 S7 s Y% L5 O( B
7. Pilot promotion may have occured in error sometimes
) r# d: J6 ~: w9 \* L1 ^5 E0 ^8. Raid detect message sometimes dropped of the combat report8 z' b+ U8 h C. G$ E, M2 x' v
9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply
?9 R4 G5 R& E2 ~! r: s/ Xgenerally
% K' }7 Z% V/ M10. Some pilot-leader connections were being corrupted
+ p, N( L: l/ B# s c11. Movement bug with following units due to incorrect move indicator. Seems to fix a few7 T2 K5 q7 S; p) i
other move issues due to the incorrect indicator
( w2 V; F& g$ z5 s12. Wrong ship sometimes reported in Ops report for TF movement which causes some
; `2 I6 I7 m4 I$ S2 tdamage' f/ B U3 h6 R C* f7 U
13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool
3 n0 S& ~" p. m x& f& C8 @5 R8 d/ O* w14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the
/ \ ]8 u6 F0 \% b7 G- Y' z2 Pdate sort
" u8 w5 E F6 e2 t/ ^15. ASW groups not allowed to attack sometimes. P/ y0 y& p2 q- K, k5 V7 e: O
16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing
' C5 c; s6 U8 h6 RHQ/LCU to jump to reinforcement queue
0 s2 ?. L4 m4 k7 \" J17. Bug in bomber intercept if too many rounds of fighter v fighter combat$ R' B9 Y3 O5 X* f k( U
18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed
" O9 C- x4 ~, J& I# Zat start of AE but crept back in sometime during updates' z3 v f! ]; y& N- K& ^
19. Removed the fragment/parent swap during a TF unload as it could often orphan the6 K- p! j9 u+ {( W5 a3 g" z% s/ {- h# Q4 N
fragment.
9 s/ I" B6 ^: c2 f6 P2 y4 Q+ ?* F! E20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade9 d: j0 S+ Y4 C1 a
21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not* x# k# R. U h1 r4 E! f. \0 B
short scenario). This was fixed in a previous patch but only for one of the VCs, not the full! r% w+ X8 c" M2 l* r! ?# B C* Q- T
set) [8 P. a4 [/ p& c+ I# q. F8 U
22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base i% B7 U6 T3 w; N
23. Enabled 'z' to speed up all animations; was commented out in a few animation replays& h0 A: t, r6 }! ?; L% m
24. Bug caused F/FB to sometimes bomb at low altitude
# N( N# G# Y* v" J+ P% x25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not
5 G. }7 {. [" Z Poccurring properly.. D$ R) F4 C; H1 s
26. Bug in Industry 'failed' indication not showing properly sometimes1 L% C4 O8 \* t* I0 O6 t3 y
27. Location check at scenario load to include small map sceanrios3 I8 C, X4 O" H& A/ p
28. Bug in air supply to fragments in a non-friendly base hex
2 _/ ]5 }: |. D* x" e( ~2 c! E ^29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was8 b5 z0 X; m6 f2 L5 F& x
being set to homebase before execution of the mission – ie was returning to base
- O! E) ^) H: ^1 ^6 T- j( [immediately. Y3 j8 a, g5 p6 n) e
30. Error in Strategic map display
- s& Q/ @0 \& G6 s1 @. \31. Additional and stockpile options were not turned off when base was captured
2 }, w0 t; A1 w32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on
2 d0 l) ^5 g0 T! U, }mouse over( a9 i$ H# W* ~. S
33. Army experience being gained when not 100% prepared as per manual; changed to allow
% e3 E+ f' r" X; q! g; Achance to gain experience if >75% prepare and < 50% national exp level$ g) Y9 x3 a, }0 P
34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to2 X1 n+ ~8 s6 v( j
alleviate the incorrect experience gaining happening while in reinforcement queue3 W, a9 u3 q! U7 g1 D8 j3 M
35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –& \8 A5 ^9 B# t* R% E
caused unit to jump “off-rail” and move overland
9 g1 d9 e+ ^* {2 [% ?+ e: p6 w36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ* _3 G, W# v& M: e
37. Excessive accident messages on unload from TF reported% b' Q, O& w( K* y. @! P
38. Reworked editor sub-unit merging as some devices could drop off the unit list when5 U# m) F9 ^: b! x9 i% i2 j
merged causing smaller size unit than expected
( x9 @' Q. v3 b+ _ }39. Corrected possible TOE error in scenario data load for inactive units
9 b$ K" }+ F6 m40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can
# |- z" l v: E$ I$ D8 Qhowever be allowed to do this.3 e8 y# J- Y1 _# U: T4 _$ f
41. Possible CTD if sinking ship's load was a group+ a0 z/ K; z6 q# |; q
42. Limit the number of devices built from resources per unit during LCU replacements; this
& q6 F* b* `. J3 N" |) _* ]was causing an over production for that turn
% t* j, o ~' s43. Retain day/night setting when creating group fragments
6 y+ |6 a* o& r0 x( ], X9 `) u6 W( C44. Adjusted supply and fuel values in base list not to overrun the space- [5 y" V& T* G5 v) a+ ]. N
45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but
; d- O2 |3 T3 p V, [) [" badded YMS to Sweep TF in line with manual and code
$ v U# S8 O7 T* G* C4 E46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the2 j% Y9 J2 x% P; ` p! W7 M
rule relates to the abundance of manpower and is not covered by replacement pool. Normal
1 R/ @: f3 n. l& _6 brebuilding of destroyed units is not affected by this.+ a; {; ]1 G7 c& T0 X5 [
47. Carrier capable and trained text not showing together on Group screen
1 w7 d$ F2 L7 h: F9 p$ {48. Handle any blank re-name changes by ignoring them6 I; O3 X) b$ [* A6 z) I
49. Possible CTD when air fragments combine8 a5 L& r ?- G4 } |, m
50. Unloading TF can freeze a LCU onto a ship under some conditions
. Z/ G! k ?6 u! y51. AI not behaving if main HQs missing (affects small map mainly)
/ Z* }* C2 c* y9 r52. AI using AGC for normal land units – removed from TF if not needed
1 M$ w9 w7 A& |$ @/ z- Y& P53. Soviet activation message not in Ops report
4 D- X2 U ?2 W- U: s; } ^54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range' k/ Z7 t+ }/ d' n5 `/ t g- B
55. Clear Soviet air balance if not activated. Possible incorrect base switching# d: }4 Q: J u6 c5 a h
56. Sub attack against docked TF not happening for port size <32 h" w! I1 f& S! Z+ d) b2 q
57. Unit type changing unexpectantly- N. }6 [- U1 T1 [3 K
58. Torpedo replacement on plane sometimes is missed
9 u. R P) Y8 n. C. `' ]8 p# _4 U% k59. Double handling of overstacked supply requirements; s L2 c# ? T' L7 I1 |7 f. i8 A
60. Fixed alternate weapons for port attacks
0 [5 o7 ~$ N' j% J2 M5 |2 J61. Corrected weapon system damage to show after combat on ships in port rather than wait till
: V% z/ V" N( n* s; R# H. msometimer in the ship repair cycle.
4 @& ~/ s5 ~3 O1 @2 ~62. Ship tonnage over 32K could cause repairs to fail0 o1 d% Q( V. I k5 N
New, Y! M! v3 f: Q: ?
1. Show Port re-arm level on ship list screens at base. Does not account for tenders, just the
4 c2 l, v' n' W( U4 ?# o' kport' R0 P4 q7 w8 \; f8 ?
2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.
: U, \. I6 P7 s- m4 BTenders not counted
# V( L% @; k. x' H+ g/ x3. When showing mine device on ship, show '!' next to mine ammo if can reload at base6 t" Q O9 n8 y+ f2 M
4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method
. n- b: p3 ^( j! R M3 m% Y" kto remove damaged ships from TF
* H- E6 o) G1 T. M1 p( z5. New filter for “non-building” devices in Industry pool screen0 {% h' Q6 q: {' @* [" v
6. New filter for “non-building” aircraft in Air Replacement pool screen' f: J9 A. {% a, _+ l
7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy- L8 j# S) E1 W! |0 y& ~
mines (^) detected8 \# V" L. O* W/ D1 D
8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the/ |; F# r A- H" O% |$ L2 D2 J/ j
‘button6..’ image files, then these will be shown. If not, by default there are shown as
" t6 x0 |7 E, H5 h, pstandard parachute unit icons* H5 h5 }7 J6 d5 }
9. Air/port damage and building is shown in base mouse over" b5 Z% E5 B$ e9 R: B
10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on
: L% k) v& |! f9 y( p11. TF can be routed to stay within coastal hexes as much as possible( F$ {5 Z5 c! q4 H- `
12. On Top Pilot screen show the 'ace' cut-off value if more than 1: f- S" }% D' d# L: T/ t1 L6 S
13. Added option on group and LCU reinforcement screen to turn off replacements
\: V. V) |) c1 t$ X: _% m% o14. Current base can get supply returned to it when reserve planes returned which were
" k p, j- L. S( r8 ?2 Xoriginally supplied from another base
) S j8 i4 p) B2 v% x& _9 E15. Unit type filter on Troop Loading screen
a: C" z1 d$ {: @2 I( ?! X16. Report killed ground units if not in combat report
9 l/ u4 W8 ~/ O$ j4 }. j9 RChanged
2 l$ @- s9 O- q5 X+ G. }0 V, p( R1. AF of 8+ have AV support doubled for purposes of determing support for air operations
" v( U7 t2 c$ t5 y(complements fix 18 above)) M" ]: @. p+ x+ W/ x+ U
2. Permanently increased pilot array to 70K
6 N/ y$ T+ a2 g4 [- Y3. Increased number of air combat rounds are a factor of total aircraft involved# \: X- R4 J9 V
4. Allowed submap to submap movement if land connected for land units. Should have been- A1 t/ g0 _& Q
so as per Andrew Brown' a- p5 \' E9 B. X( T3 }0 H) I/ \: c8 d
5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message1 ?6 y1 b7 p n1 Q( m
delay toggle instead
+ B/ q! O4 w3 k& n9 }6. Aircraft being grounded for maintenance factors in durability also. This will spread out the# p- a3 O1 f7 d
maintenace a bit more" ^5 g2 N% R" i1 K1 j& \7 J
7. Support device replacements won't decrease the overall experience of LCU units. This does6 [. J6 O7 D. h
not alter the overall EXP change due when any replacements are received.
9 W4 z9 X6 l( u8 M( @8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction
/ j4 q5 F! O- |% C1 a2 a& Zbetween the two but could break current games.; {8 O: G' q& ^ [& o" }
9. Some LCU Prep points may be retained if unit is experienced# j( h- P; T- v/ @" n
Notes
7 I, d' }% R* {; `+ E, d$ } V5 Q1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario
7 T- t- p7 C$ B; E' q) P2 d, X# Sshould not change player or HQ, even if not in play. These original HQs are used by the AI
3 u- _6 o) x# A4 froutines so changing or deleting them can put the AI off. Changing other elements should; Z$ X: q3 C" i5 G; s
be okay.
2 \2 e" O* c& N) N" ~2. Clarification to weapon filters for aircraft:
* _# Q$ b6 _3 ] D; h9 `( kPM_NAVAL_ATTACK 2 // used for naval attacks
! H5 i* i: a' {2 uPM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)1 q' G3 f# H1 `# V
PM_LAND_ATTACK 8 // used for land (ground) attack$ n& z8 |) H- X! f( _" X
PM_PORT_ATTACK 16 // used for port attack
) M: U) B( S+ Z' BPM_AF_ATTACK 32 // used for AF attack
) a& r+ I3 E3 _1 L3 oDropped any reference to secondary values for land and AF as they served no special use.
0 b& Y3 d& Q4 P( G& x( }& bClarification changes+ p. y1 i9 B( i3 _
1. Some clarification and changes in regard to use of the Soviet Motherland bases. These+ m- h- K7 ? ~0 q
bases are those defined as having an original Soviet hex ownership of SOV_UNION (90),6 j/ D% |/ ^; D5 ]
MONGOLIA(91) or TANNU_TUVA(92).( P& |) w* k3 ?& L; Q8 k9 B
a. Allied non-Soviet groups can't transfer to Soviet Motherland bases7 F, x) f1 g4 N# l9 w+ B
b. Allied non-Soviet LCUs can't move into Soviet Motherland hexes1 S8 n- K }3 r
c. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases
0 @& u8 v' z* m; V+ Tafter Soviets are activated, but can’t move
; S3 J# {4 }# q. U+ ~d. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if
# Q+ H c7 c1 e/ t: h l! I1 Rdisbanded in port.4 ]2 s! v/ e% t7 E
e. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently
/ y1 x4 R) _! }* |# ]5 j* Bf. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |