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http://www.matrixgames.com/forums/tm.asp?m=3185062$ ~7 R( |: ?- G( e1 z* I! e6 X4 K& @( X
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5 w% ]5 V. k3 Y" C3 H6 \" y& s7 {- [大量更新,详见列表:
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Change History:
6 P) R. h7 E: O1 f* t, l7 s( Z% fV1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17)
" R4 {% D* `% m; |; D1. Seventh Update – This release is a comprehensive release updating all previous s! s" i, ?+ t( | Y7 k
versions to v1.01.17 beta
" {1 w) O$ R$ i7 b: u2. Code Changes$ B+ M7 O4 t. G: Z$ I
Fixed. B ^7 X( Q9 B: U ^' s4 d7 `
1. Display of AF/Port icon between player saves based on player's intel
5 h( U! o; c' v$ x) Z- T5 W/ ^# |2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when
' N6 x% A6 o) _& Hweapon list updated
0 E. s( R( ?' Q) f3. Reported cargo/troop safety values incorrect when no cargo/troop space
& c( u g, \5 I8 Q( m" ]4 a4. Allow smaller 'reserve' space for small groups on ships. g6 T/ G3 a; h( ]/ J, m4 k/ l
5. Preserve some more data when swapping fragment and parent to prevent lost of parent! d7 G9 s, w7 b+ J
6. Correct attacking plane count before final post-air combat8 x# j0 s& k: t/ q) B8 _
7. Pilot promotion may have occured in error sometimes* Y4 A6 o) C! I
8. Raid detect message sometimes dropped of the combat report) R8 W- b- ^8 t5 M/ Q6 k# a# l
9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply8 c+ q C& u( |0 [4 x# @
generally8 L- o" g4 _. W2 M Z* T; g+ ]
10. Some pilot-leader connections were being corrupted9 H2 V. `' n( f. A% D2 @ \
11. Movement bug with following units due to incorrect move indicator. Seems to fix a few
, ~8 T1 h6 b tother move issues due to the incorrect indicator: _9 w2 C) A3 Z# J8 ~' s+ ?
12. Wrong ship sometimes reported in Ops report for TF movement which causes some' @3 [& R( T" o( D J( g
damage
- T1 n& |4 T; w0 K: W* j9 N13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool. b+ Q# c. ~, D$ [2 i' M
14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the; H" K- o! S! c
date sort
2 J+ l# a( N+ |. d( r- E15. ASW groups not allowed to attack sometimes8 V+ B' I- u& ?" } Z8 U- j0 v0 ^
16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing, K7 C9 H3 @2 w
HQ/LCU to jump to reinforcement queue3 ^3 x" z& [# r" u; ^
17. Bug in bomber intercept if too many rounds of fighter v fighter combat+ U) [( p5 g0 w, f
18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed
; y, p7 g" H: ~- ~7 j: a3 aat start of AE but crept back in sometime during updates& p2 _" a ]7 G" i* x
19. Removed the fragment/parent swap during a TF unload as it could often orphan the
3 s' F$ ?0 i; D$ Bfragment.* X! l3 x0 {5 m1 e+ J K
20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade
! H3 u Y7 L" I- r9 G: _# f4 W21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not- j: W, n0 t. g7 l1 {" D* _
short scenario). This was fixed in a previous patch but only for one of the VCs, not the full
& p7 k+ U# ~ V4 b/ @5 Iset: \* J+ n, {0 g. E1 A% ^
22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base
8 E* W( k/ u! l3 V23. Enabled 'z' to speed up all animations; was commented out in a few animation replays
$ ?, e) W+ w# n; m& m' R6 Y& ~24. Bug caused F/FB to sometimes bomb at low altitude! B9 i& {- q3 i3 q
25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not5 E7 F: N; v0 K/ F' k. b3 I$ b: M2 t3 `
occurring properly.
/ c* h. B1 |: ] M! b/ }4 J( V. y; Y26. Bug in Industry 'failed' indication not showing properly sometimes9 t0 n. R2 y- |/ K/ I. m
27. Location check at scenario load to include small map sceanrios# E8 P) I1 ?8 Z5 u; F
28. Bug in air supply to fragments in a non-friendly base hex
- ~, r3 M3 K) V4 J! C& u1 m29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was
% P# r! d, h4 R! J+ [) Pbeing set to homebase before execution of the mission – ie was returning to base/ y+ Z* I0 z( v- c3 c
immediately
3 N# p/ E" z; r' H30. Error in Strategic map display
5 F8 ?/ ^* M1 m1 f0 i7 Y0 C31. Additional and stockpile options were not turned off when base was captured2 r Y% F+ {* P# ?1 j; ~ ?$ u4 x
32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on
% r9 r8 d7 V4 X9 D- Q" a1 v" Omouse over
1 h5 ]$ z0 T8 J; k* `7 ?1 |3 O33. Army experience being gained when not 100% prepared as per manual; changed to allow- M7 W# B& g* U( |' Z* J8 @( a( N
chance to gain experience if >75% prepare and < 50% national exp level0 f. L' o$ ~3 Q/ y( o
34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to8 J5 _9 v" d4 a5 Q: W
alleviate the incorrect experience gaining happening while in reinforcement queue
4 ?7 m) Z# Q! x+ X" \0 I35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –. ?# f1 @* a$ B3 L( w! {% L
caused unit to jump “off-rail” and move overland
% y# ]- ?, J' V" x" r; Q36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ
! ~6 n3 Q6 z0 h5 @. X" H37. Excessive accident messages on unload from TF reported4 `, i" ` m; X
38. Reworked editor sub-unit merging as some devices could drop off the unit list when
( n2 w. R, j+ K, v7 p; L. m; E/ Jmerged causing smaller size unit than expected
$ M( U% u$ C( w% V) u5 F+ ~/ ~& j39. Corrected possible TOE error in scenario data load for inactive units
( o# ?7 |+ @% H40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can
8 a v5 [+ h1 F I+ [& bhowever be allowed to do this.
3 X( ^8 ^. K9 M# Q( q( P41. Possible CTD if sinking ship's load was a group( P, C# h3 V z/ Z" x. R$ ~! n. }
42. Limit the number of devices built from resources per unit during LCU replacements; this$ Q- M- f1 `: D' C6 N
was causing an over production for that turn* t3 C5 ^% f! G3 K4 L9 _
43. Retain day/night setting when creating group fragments" V. j4 `; N3 z# I$ P3 d5 L0 w
44. Adjusted supply and fuel values in base list not to overrun the space, I; u& d8 _1 n' j/ e5 l2 x
45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but
' ]: ~/ \6 n+ K8 ]/ ?added YMS to Sweep TF in line with manual and code3 Q6 B, [3 ]! R0 Z" Q' u" T2 z1 Z
46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the3 k- r9 F( r |! E( g5 M+ j% }
rule relates to the abundance of manpower and is not covered by replacement pool. Normal
$ u( x& J* |! n% N& i {rebuilding of destroyed units is not affected by this.
5 v* V/ W6 T1 B) m47. Carrier capable and trained text not showing together on Group screen
* n4 L" Y% [% m1 w48. Handle any blank re-name changes by ignoring them$ w# x* t9 w6 x7 a
49. Possible CTD when air fragments combine) I9 ^ h3 ]1 o% c- ]+ ]
50. Unloading TF can freeze a LCU onto a ship under some conditions
- ?1 x0 p |3 B* H51. AI not behaving if main HQs missing (affects small map mainly)2 q, o# u( R: m$ p, k5 n+ K& B
52. AI using AGC for normal land units – removed from TF if not needed
1 f9 l) M N5 A. l2 T+ R53. Soviet activation message not in Ops report+ l3 y# u6 J5 A% d3 g* }
54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range
5 c8 |2 N7 p* E) j3 L55. Clear Soviet air balance if not activated. Possible incorrect base switching
, M* b7 a: ?; W& Q& }56. Sub attack against docked TF not happening for port size <3% U8 R: P+ C/ F
57. Unit type changing unexpectantly
2 A+ W& t% B/ ?# y7 y58. Torpedo replacement on plane sometimes is missed: Q' G( F: }4 W5 R2 B o& b1 `+ `
59. Double handling of overstacked supply requirements- `, X+ t Y f5 i
60. Fixed alternate weapons for port attacks# L$ v3 t/ l, Y) i0 S* b0 P
61. Corrected weapon system damage to show after combat on ships in port rather than wait till# |+ l6 V l" U+ E$ J! G8 r6 u5 r
sometimer in the ship repair cycle.
2 \: z( ~, Z1 w: c1 A, n8 K( [; D# K62. Ship tonnage over 32K could cause repairs to fail! T: o+ T1 b( f) [' ]% o. Z
New. `& f( c0 A2 M" q
1. Show Port re-arm level on ship list screens at base. Does not account for tenders, just the
& l& f9 Q6 Z/ R# R3 |4 y }port
3 e# L. J H( e: f! c1 i; h: K* I8 a) B2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.
1 q/ s% p: T2 ` t2 e% {Tenders not counted# f) M% U. A6 D1 h! t
3. When showing mine device on ship, show '!' next to mine ammo if can reload at base
/ N& {* U0 [6 Z: @4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method* z1 ]* e" L& ^# o+ f: Y
to remove damaged ships from TF
/ n/ E: G2 ]. P4 c% L5. New filter for “non-building” devices in Industry pool screen( A. W1 Y# }* M. e! t/ A2 R
6. New filter for “non-building” aircraft in Air Replacement pool screen, I3 b, c1 H5 A$ d
7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy
1 l8 `* i/ y2 q% B3 {mines (^) detected) k: h1 U; I; \: ~/ q" Z. j! p
8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the
# A% k3 n% _6 L) ^: B, y) e* M5 ]+ L‘button6..’ image files, then these will be shown. If not, by default there are shown as
0 j! R; r- d) R$ cstandard parachute unit icons0 N5 @3 G" c! D2 ^7 L* {- G
9. Air/port damage and building is shown in base mouse over
" e* Y& r i. q10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on
& j' I+ z- @: W% p3 }, c, ^11. TF can be routed to stay within coastal hexes as much as possible# ^- @7 w/ Q6 V* m+ u
12. On Top Pilot screen show the 'ace' cut-off value if more than 1
, L, h( q; f4 y8 B9 ~" G13. Added option on group and LCU reinforcement screen to turn off replacements
' Q( s+ N' W' Y7 B" X |+ U14. Current base can get supply returned to it when reserve planes returned which were4 H/ F0 ?+ ^# U2 h; x
originally supplied from another base
% f- u( ]) K* M15. Unit type filter on Troop Loading screen
) Z# D% T( \8 @" [! [16. Report killed ground units if not in combat report t) B6 K5 k! L' N
Changed
" k) _# {7 ]5 V5 f, L3 y1. AF of 8+ have AV support doubled for purposes of determing support for air operations$ ?' x8 o- |# o6 t3 l$ ]% o' r
(complements fix 18 above)
4 Q0 [( w: @. \4 t% l2. Permanently increased pilot array to 70K
5 F( n ~% j' {* d) W: {3. Increased number of air combat rounds are a factor of total aircraft involved
$ @1 Y+ y; e& N1 T( s4. Allowed submap to submap movement if land connected for land units. Should have been
" o; @ H3 R! R3 s) sso as per Andrew Brown
! ~7 s" H8 t9 C0 T: W5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message
2 V9 i7 @/ Y8 q# @delay toggle instead0 Z0 l8 Z$ Q8 {" ?" l* e
6. Aircraft being grounded for maintenance factors in durability also. This will spread out the p g y& P& J: v- y! }4 F$ Z8 {+ h
maintenace a bit more! d+ q7 M# ~ N: k' C7 {
7. Support device replacements won't decrease the overall experience of LCU units. This does
' N+ H A" r3 _* Gnot alter the overall EXP change due when any replacements are received.3 n& J% S5 _, Z8 ~6 B5 w
8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction
; Y6 j7 c4 _3 u+ p7 E" Jbetween the two but could break current games.9 W9 _1 B! f& Y! O! l( g
9. Some LCU Prep points may be retained if unit is experienced
; S4 J5 T4 ?* d2 B* T8 PNotes
. R0 l6 g' u: g0 k- t# e1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario
1 d& n$ A/ ~9 R" k; a0 \3 Mshould not change player or HQ, even if not in play. These original HQs are used by the AI( Q% _; a+ M& U
routines so changing or deleting them can put the AI off. Changing other elements should4 [2 I# Z/ x3 A
be okay.
% ~$ F. I* d4 Y* r& W p2. Clarification to weapon filters for aircraft:
$ j* X$ O# x4 N2 v% ]" H9 WPM_NAVAL_ATTACK 2 // used for naval attacks0 u( Q+ T) C3 z
PM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)- `) M/ _4 e6 [7 ^3 v, j
PM_LAND_ATTACK 8 // used for land (ground) attack
4 D2 e8 ?2 ~0 L9 ]7 T6 {PM_PORT_ATTACK 16 // used for port attack! ?5 `# d5 |# E" K! i
PM_AF_ATTACK 32 // used for AF attack
: Y& ]- P3 t# {! B* w: R5 KDropped any reference to secondary values for land and AF as they served no special use.# j& z& s/ r: I0 {
Clarification changes& |) H8 R/ ~: }3 t2 q0 T. L
1. Some clarification and changes in regard to use of the Soviet Motherland bases. These# H% P! c. |- `7 \
bases are those defined as having an original Soviet hex ownership of SOV_UNION (90),
; ?- n% `' l& G& \( u+ Q4 ]/ d1 vMONGOLIA(91) or TANNU_TUVA(92).( u7 s/ ~# R4 @3 `$ c* o
a. Allied non-Soviet groups can't transfer to Soviet Motherland bases3 ]2 ^7 `& V0 q3 h9 i4 o
b. Allied non-Soviet LCUs can't move into Soviet Motherland hexes
/ K- w- e' `$ f Cc. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases! u8 B; S: t4 r9 r/ K' s+ J3 I+ X+ ^
after Soviets are activated, but can’t move' ]% P7 Z! w5 l7 y+ f, z" P6 m
d. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if
0 }& ]8 s+ q3 V7 sdisbanded in port.( S$ J2 t/ x$ g2 ]& _
e. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently8 O: m3 d4 l' E% a& q- D0 h
f. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |