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' z: f! Q; O- Y jhttp://www.matrixgames.com/forums/tm.asp?m=3185062
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大量更新,详见列表:( t9 k! A% ?7 Y' K5 U" y5 A: w" v
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Change History:# C; W7 i5 p" `! m( J
V1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17)
3 s [% B* e; O1. Seventh Update – This release is a comprehensive release updating all previous4 [9 k$ w3 h* W
versions to v1.01.17 beta
+ a9 E7 Z' f3 o9 F2. Code Changes9 n H) J+ q% W! M# @
Fixed
0 Z5 X. c: v0 V9 f1. Display of AF/Port icon between player saves based on player's intel
% ^/ F) n) v' ~, D2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when
' U3 d/ M$ r: B0 K1 y& Xweapon list updated5 n2 I i5 |1 T9 o* v2 q
3. Reported cargo/troop safety values incorrect when no cargo/troop space/ |* Z2 V1 \8 N8 X" d1 h' s7 w* F3 P8 _
4. Allow smaller 'reserve' space for small groups on ships
6 I% |7 r% _* m, A: P5. Preserve some more data when swapping fragment and parent to prevent lost of parent6 q, b% o# Z& O, r$ h! o* Y
6. Correct attacking plane count before final post-air combat2 P3 q' o! `7 M. ?( x# H
7. Pilot promotion may have occured in error sometimes5 w& D( X; n, t6 W& A
8. Raid detect message sometimes dropped of the combat report
( c$ N; z$ |6 G8 g0 m! @9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply
0 q. u! @$ W$ Zgenerally
# Z8 p! g& P/ f u5 \% @10. Some pilot-leader connections were being corrupted; s% m' I% q7 s% W4 G! F6 W& z
11. Movement bug with following units due to incorrect move indicator. Seems to fix a few
4 X' X; z" N! O7 P! y. K) vother move issues due to the incorrect indicator, P# E! b7 g2 U# x
12. Wrong ship sometimes reported in Ops report for TF movement which causes some; w0 g( [/ ]6 x- y
damage
, O; z- y4 L- m+ t! x! v13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool2 e5 X& x1 b5 ^& S% q
14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the
T; l) ?, _0 [9 K0 Pdate sort
0 b+ T8 h( m" S6 ~8 }: O5 Q' Q15. ASW groups not allowed to attack sometimes* O+ x& w: Z; t" b
16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing
' y8 R8 ^7 _8 zHQ/LCU to jump to reinforcement queue$ k$ R5 q" p8 t/ s S) U( Q. O
17. Bug in bomber intercept if too many rounds of fighter v fighter combat9 x$ v* w* o) }1 G
18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed
9 v8 ^5 g7 j* M6 y8 Fat start of AE but crept back in sometime during updates0 I: Z& t' `8 ~
19. Removed the fragment/parent swap during a TF unload as it could often orphan the! h# w2 s O: Z( b7 g8 G7 f) n: `
fragment.
; }9 ^3 h0 a4 l20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade2 a) T% y1 z# q$ H9 ~( ~8 Y
21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not2 F1 l& U/ Y6 I. i% C. s1 e
short scenario). This was fixed in a previous patch but only for one of the VCs, not the full/ v% w- v. m. k {6 y3 g
set
; ^, X( I p( |7 d/ ]1 g4 {22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base
3 L' S# p# y& x1 X) |5 S7 E23. Enabled 'z' to speed up all animations; was commented out in a few animation replays' N2 G% i* |& E
24. Bug caused F/FB to sometimes bomb at low altitude
- ^/ ~" I+ s& L; x4 D25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not3 H. f: j+ l& D6 I/ Q# D
occurring properly.% o( y8 S; w" L$ j3 P
26. Bug in Industry 'failed' indication not showing properly sometimes
7 u8 L! @3 R# T7 w27. Location check at scenario load to include small map sceanrios
. o: U! f& W3 x4 a2 N; m) |28. Bug in air supply to fragments in a non-friendly base hex( G& \+ `3 [& d4 c9 f( t; l
29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was' F7 m! \9 Y7 h4 ~
being set to homebase before execution of the mission – ie was returning to base5 O: ~4 A9 X' P6 C4 r
immediately
# n7 a0 ?% n3 p( l, Y30. Error in Strategic map display
) ^ P9 v; b* u! v; M31. Additional and stockpile options were not turned off when base was captured
, N- j( Z* x' D3 `/ |32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on
0 ~+ T2 G. t3 emouse over7 Y( G: J+ Y. \, M
33. Army experience being gained when not 100% prepared as per manual; changed to allow
9 B- p3 _& M4 u G$ T, u; nchance to gain experience if >75% prepare and < 50% national exp level! h, f. A1 C8 z/ P! f+ S. z4 j: s5 `
34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to# f1 I" C# \7 o( O
alleviate the incorrect experience gaining happening while in reinforcement queue
# V! L% q- C* m. `% X ~, }35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –
2 F( c S0 C8 z! w9 tcaused unit to jump “off-rail” and move overland
3 S" y, ~5 T6 D" h& T7 @36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ, [" T3 J5 b: e$ H4 B0 M( ]0 y
37. Excessive accident messages on unload from TF reported
8 U3 ^' |$ n, \38. Reworked editor sub-unit merging as some devices could drop off the unit list when
2 H! C+ u( F1 T1 ~8 V/ O$ Umerged causing smaller size unit than expected
& e/ f9 x+ y. W8 l/ i0 A6 Q. I39. Corrected possible TOE error in scenario data load for inactive units( v# X: S& U _" ?1 O! R
40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can
. }# @2 |0 }" h: O, Q4 Chowever be allowed to do this.* e* ? U: D, }* o1 O0 H
41. Possible CTD if sinking ship's load was a group
" {0 N' y" d2 X; h* ?1 c3 X42. Limit the number of devices built from resources per unit during LCU replacements; this: Q6 z' v1 a% w5 W, U: J2 w
was causing an over production for that turn
- o' X2 n! i8 {; @) A43. Retain day/night setting when creating group fragments, r8 ^) \/ }& |% O3 m6 j# V
44. Adjusted supply and fuel values in base list not to overrun the space
' ~, q) ]( r$ ^: G- y9 o45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but
: O* u4 T& R) ]/ B. S3 ~/ }0 _added YMS to Sweep TF in line with manual and code1 F6 O' \! ~4 G8 l
46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the
$ a$ W! h ?" C' H- _) _& n6 frule relates to the abundance of manpower and is not covered by replacement pool. Normal) f1 m8 p q: Q; |# u, o1 x
rebuilding of destroyed units is not affected by this.
; y' W3 Y4 K0 ~# H( \47. Carrier capable and trained text not showing together on Group screen% Z9 S0 K R2 b) ?( R
48. Handle any blank re-name changes by ignoring them# i: r. w- j- k8 v2 S5 w. D" G
49. Possible CTD when air fragments combine
5 n. F# {. t/ F9 n- s) X1 ~50. Unloading TF can freeze a LCU onto a ship under some conditions0 c3 B* w* Q3 @; e7 M; d
51. AI not behaving if main HQs missing (affects small map mainly)
/ W. m/ K. y! z" A2 B+ o" m52. AI using AGC for normal land units – removed from TF if not needed8 i" j& h0 m( X) G" ~; i, n- Q
53. Soviet activation message not in Ops report7 M% o0 X) a Q" F. _5 C
54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range
7 S4 _9 t# b# Q55. Clear Soviet air balance if not activated. Possible incorrect base switching- J6 v0 c. J& U m1 u6 F7 ^' E5 v, S
56. Sub attack against docked TF not happening for port size <3+ z4 K( W- I- c+ f" G) ?
57. Unit type changing unexpectantly
8 P' Y6 V9 T! R3 c58. Torpedo replacement on plane sometimes is missed0 c* r2 @" f( W$ O* q; w9 X- D
59. Double handling of overstacked supply requirements
# W; m5 X3 N* {" [: G) I60. Fixed alternate weapons for port attacks
0 U; R; V: I. \4 r9 T: w! L2 G, {61. Corrected weapon system damage to show after combat on ships in port rather than wait till1 c; q' U# i/ Z. U
sometimer in the ship repair cycle.
" k1 ^. J; Z& K3 W62. 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# e% x: V5 | U! A% o: @
port3 W. i! G7 Q) v/ a6 A
2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.
E3 r( C7 S4 x/ d% [( ^Tenders not counted
5 g- D4 r! r& I% e9 u0 z9 X/ {: d3. When showing mine device on ship, show '!' next to mine ammo if can reload at base
3 p0 g$ e0 f* b7 m: f8 q; k4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method
; v+ \ l2 t- @) m- k9 ^4 t. Lto remove damaged ships from TF; `. W/ ~6 m4 w1 I- R' ]: C+ n8 T6 }6 E
5. New filter for “non-building” devices in Industry pool screen: {# d" C1 F1 {% R C0 O
6. New filter for “non-building” aircraft in Air Replacement pool screen
* v8 K# D: y2 @7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy8 G( _5 j3 {8 l' L/ ?+ p/ b
mines (^) detected
) ?1 P6 V/ @/ W" H/ Z7 @( |8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the( F0 `3 r. s1 l; U
‘button6..’ image files, then these will be shown. If not, by default there are shown as& B) u4 f I7 e2 M
standard parachute unit icons# U$ k+ o$ M: d" h" C/ c- g
9. Air/port damage and building is shown in base mouse over
% ?* U! k! t( u6 Y& C" R1 J4 V10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on
- }; ]6 M d8 X' `0 {' t9 P; O11. TF can be routed to stay within coastal hexes as much as possible* H9 w9 A9 g' ] T- B
12. On Top Pilot screen show the 'ace' cut-off value if more than 1, d/ n1 E& l3 P1 B3 g
13. Added option on group and LCU reinforcement screen to turn off replacements
7 e7 G! p+ X% X' u' P14. Current base can get supply returned to it when reserve planes returned which were6 A* R2 h0 T- _* U6 z, `* u3 k
originally supplied from another base
* v) y) Q ]' n: M7 J15. Unit type filter on Troop Loading screen
+ [# K: h: w# G* v# h8 D16. Report killed ground units if not in combat report
: [9 h* j1 D+ ?" zChanged
) p7 z- c) E7 v! \1 Q5 E1. AF of 8+ have AV support doubled for purposes of determing support for air operations
+ l; I3 g- Q" ?5 s( e9 m+ J(complements fix 18 above)/ ]- x. {. n- q4 S
2. Permanently increased pilot array to 70K% D, _1 z+ Y+ f0 V/ b
3. Increased number of air combat rounds are a factor of total aircraft involved
6 R: b& K2 w$ M& o+ Q! R# y6 i4. Allowed submap to submap movement if land connected for land units. Should have been4 k* H0 T9 j, g- e
so as per Andrew Brown) ^( D d6 Y O" r e
5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message
) \- _' k2 [9 y. W5 q- c0 Ldelay toggle instead
; i$ C4 f0 f! x6. Aircraft being grounded for maintenance factors in durability also. This will spread out the* @+ U7 H0 P# O8 f$ C; {+ c
maintenace a bit more
6 `& H: |5 _6 {" m' H+ q( H7. Support device replacements won't decrease the overall experience of LCU units. This does
, B" @% z& x) [8 i; ~; P/ Hnot alter the overall EXP change due when any replacements are received.! u6 Q0 h/ i, W0 A4 G/ k' D9 Y! c
8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction
/ Q5 ^5 L. z; |between the two but could break current games." O2 f1 e$ \& K6 R
9. Some LCU Prep points may be retained if unit is experienced
- `% J& n8 _2 m( @) }* INotes
( A8 }! C! r" e& ~6 B5 l1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario) {( f+ _9 |0 \- l) {
should not change player or HQ, even if not in play. These original HQs are used by the AI
`/ z; F& ^; c# h6 `! Iroutines so changing or deleting them can put the AI off. Changing other elements should+ f/ ~( s z% b1 J0 L- @6 r8 X
be okay.
+ y0 Y( s+ l3 n% k2. Clarification to weapon filters for aircraft:; b$ K9 E- O' l) a y/ W' [
PM_NAVAL_ATTACK 2 // used for naval attacks3 ^9 E2 j* @! J# O+ l& a6 F* `
PM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)
: Z6 _# T# o: J' g' yPM_LAND_ATTACK 8 // used for land (ground) attack* T `4 H- b% R+ k& v4 h
PM_PORT_ATTACK 16 // used for port attack
N6 L: W, S# PPM_AF_ATTACK 32 // used for AF attack
3 }* K; f! B' M. B8 _; K3 k5 @& lDropped any reference to secondary values for land and AF as they served no special use.9 {7 ?8 P4 m5 b
Clarification changes
" m5 y$ E" P' F& W u/ G1. Some clarification and changes in regard to use of the Soviet Motherland bases. These: D/ {: h7 q3 \9 E: V+ M
bases are those defined as having an original Soviet hex ownership of SOV_UNION (90), k! ]# ]# b5 F9 R: _+ u9 D
MONGOLIA(91) or TANNU_TUVA(92).* D/ x' m0 K# ~6 l
a. Allied non-Soviet groups can't transfer to Soviet Motherland bases s; o: U6 \/ f9 W
b. Allied non-Soviet LCUs can't move into Soviet Motherland hexes5 Z$ s% D! q7 t4 d: m3 Z; N
c. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases2 f1 p( Y9 A) b& w
after Soviets are activated, but can’t move
8 j* D2 r1 a: h; {2 a+ Hd. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if3 A+ G$ i& a: G# \
disbanded in port.% A% w' ~: f7 J$ E0 E- s, \
e. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently
" a8 D2 B6 p- A" ?4 Sf. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |