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http://www.matrixgames.com/forums/tm.asp?m=3185062$ R2 E4 u7 r2 p
0 f8 e. f3 b- D9 y# M& U6 O) H已经共享到岛群QQ和本论坛置顶资源帖* g/ q. B2 I. y1 _ u
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大量更新,详见列表:
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2 R- z4 h5 f9 A3 j" ^- @% C' l5 LChange History:: }' i; {* X; M6 R" a
V1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17): u% C# z, G4 _5 x
1. Seventh Update – This release is a comprehensive release updating all previous
^, {4 T( N& F: Sversions to v1.01.17 beta
) s. ~) c, U9 V: e2 N1 f3 _% k2. Code Changes" {( K _7 L7 o5 z7 X( ?
Fixed& {% f" q" ~: W. ]9 P3 H
1. Display of AF/Port icon between player saves based on player's intel
. d7 D8 f" [9 Y8 ?' d* [2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when4 |/ H" c5 A1 X& y! y! t; C( B i
weapon list updated
/ k: ?; p& c( l3 ~. q3. Reported cargo/troop safety values incorrect when no cargo/troop space
4 ~1 Y2 r6 o6 z; _- Z4. Allow smaller 'reserve' space for small groups on ships
& r) I6 h: A8 I0 j1 u+ Y. [5. Preserve some more data when swapping fragment and parent to prevent lost of parent
) Q Y9 G4 i6 k0 J0 W) @6. Correct attacking plane count before final post-air combat/ I7 G* a, ~5 \$ p$ J
7. Pilot promotion may have occured in error sometimes7 b( v" A2 d# V' F% }8 j. C, P
8. Raid detect message sometimes dropped of the combat report' T, ]' n# M+ v+ K
9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply/ y; v3 g; i0 Y( ~0 r
generally
; Z5 L( u5 m& V' [# |10. Some pilot-leader connections were being corrupted- a) e& c3 m Q) P( t2 S
11. Movement bug with following units due to incorrect move indicator. Seems to fix a few
. A8 }; p# J' M! y6 Gother move issues due to the incorrect indicator
4 z' i! w' `; ?( I+ j2 J12. Wrong ship sometimes reported in Ops report for TF movement which causes some- _) \3 o4 q' H$ x
damage3 I; n" k% O0 ]( J3 D
13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool/ n# W% h% s9 G! o m+ h
14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the0 y- o5 \) p/ l! Q5 V
date sort
6 F. R; v7 M8 h. ]2 D/ ^% d( C15. ASW groups not allowed to attack sometimes
0 v6 e7 \% U0 c& a3 ?16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing
5 u. @ D& z9 [" b4 oHQ/LCU to jump to reinforcement queue. A/ O! I6 K2 i
17. Bug in bomber intercept if too many rounds of fighter v fighter combat
w" o W- T& Z7 y' G/ V* _18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed( c- ]5 R5 F% S1 ?" W) w
at start of AE but crept back in sometime during updates
& ]( d1 B( ^5 @: \$ P8 z19. Removed the fragment/parent swap during a TF unload as it could often orphan the2 \; i) U9 k/ F# c
fragment.
9 f% h4 g2 W1 h$ z) ?20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade' E% ^3 |/ G/ m& X7 P* v
21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not
- f* g" F8 [' P! Q; k; wshort scenario). This was fixed in a previous patch but only for one of the VCs, not the full' |8 G+ W# P6 z! o5 J2 N4 J' L4 `
set1 @' h; J1 M. k
22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base! b# s+ U" N6 t2 C
23. Enabled 'z' to speed up all animations; was commented out in a few animation replays
5 S d% E# Q* W: S; ]% y24. Bug caused F/FB to sometimes bomb at low altitude# i. ~" F7 M8 V) v
25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not
& K6 g$ ?) q" x' S" h. p7 z3 q7 Goccurring properly.
) F6 A+ q& K- f- `9 A$ d6 o, ^# S/ |26. Bug in Industry 'failed' indication not showing properly sometimes* `4 i O- P6 A' i/ R
27. Location check at scenario load to include small map sceanrios- l! h# J0 c, L$ m1 U9 }" u2 X
28. Bug in air supply to fragments in a non-friendly base hex
+ V% x9 ^) b5 g* o& I8 c7 U9 \29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was
9 m% V3 M' Z1 H( A) R' N! i' [! x6 h) Lbeing set to homebase before execution of the mission – ie was returning to base
+ d1 R+ G3 I, H* T: a+ a" ?$ V9 ^immediately* I% G: ]; m# C4 w
30. Error in Strategic map display. @ m, l6 t+ M: ~$ Y
31. Additional and stockpile options were not turned off when base was captured
; p7 ~9 p) J( g9 c32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on. I' e. c- m: q7 \2 t2 I+ L3 E, m
mouse over
9 n- g$ I0 _% f' H33. Army experience being gained when not 100% prepared as per manual; changed to allow1 R0 E+ a; |! I8 A5 |/ S7 E/ J
chance to gain experience if >75% prepare and < 50% national exp level
% f* [" O! K3 ]' \, W/ x34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to
! Q7 P& S: y' k9 \alleviate the incorrect experience gaining happening while in reinforcement queue( `# B% e( G1 ~# I+ z
35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –
- t3 T1 C. N8 r' z2 E# ?caused unit to jump “off-rail” and move overland
: r# V4 ], Q) }7 t( G36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ
. q& W$ A0 m' ]" j7 f: R4 u37. Excessive accident messages on unload from TF reported8 D& J, _4 x% m
38. Reworked editor sub-unit merging as some devices could drop off the unit list when1 @* |8 Z- G0 X! ~; _
merged causing smaller size unit than expected! x' X9 J3 ~; P' k, Y- s) J
39. Corrected possible TOE error in scenario data load for inactive units
! w4 ]1 V9 f- _! R40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can
" w- A. R6 r0 `7 Ohowever be allowed to do this.
( J, e& b6 j; x5 `! R( S/ c41. Possible CTD if sinking ship's load was a group
; R+ [, A9 h9 ^4 k* ]+ V' ~8 k42. Limit the number of devices built from resources per unit during LCU replacements; this
+ x% ~! L7 F; ]! bwas causing an over production for that turn
0 u- b& k1 K- `4 c5 t( u" B* t43. Retain day/night setting when creating group fragments* p$ i$ L- E+ H% u! h! m$ e0 Y0 ^
44. Adjusted supply and fuel values in base list not to overrun the space
2 F/ e' ~& Z+ t8 _45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but
# Q# v) ~& ~9 z+ Oadded YMS to Sweep TF in line with manual and code; p6 e6 _* W, F8 H# s7 i
46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the3 }0 A; x0 I, ?2 S
rule relates to the abundance of manpower and is not covered by replacement pool. Normal$ K. y* |' P. z" N) ]! j% O9 ^% \( Y( K
rebuilding of destroyed units is not affected by this.
( ^3 ]* V% Y* h. f47. Carrier capable and trained text not showing together on Group screen
; k# z# _" m3 u48. Handle any blank re-name changes by ignoring them3 l8 [0 W6 x: a' y# |# V; z: R
49. Possible CTD when air fragments combine& b6 c" s* @# z4 g3 D) |
50. Unloading TF can freeze a LCU onto a ship under some conditions. C9 u0 m6 [* f, B% i
51. AI not behaving if main HQs missing (affects small map mainly)
. J$ E+ i7 H* x, h8 u5 P52. AI using AGC for normal land units – removed from TF if not needed
) q7 M9 Y3 ~; l2 r% ]/ G" D& L53. Soviet activation message not in Ops report( R- z% A3 d+ u* A8 v. ^, r0 J
54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range; O0 p3 ]1 N' @( M2 a! F! L+ H
55. Clear Soviet air balance if not activated. Possible incorrect base switching# W. g# P% C3 m5 |6 ^ ]- Z
56. Sub attack against docked TF not happening for port size <33 c- Z0 b- q$ ?; ]7 v2 s" I# O
57. Unit type changing unexpectantly
; y# C1 J, D% G# t7 u" }7 r58. Torpedo replacement on plane sometimes is missed
h: v2 |+ Y& g/ F C# A8 R59. Double handling of overstacked supply requirements- U5 x' R- L6 W; L j. v
60. Fixed alternate weapons for port attacks
2 P/ |& ]+ L' v* O5 x61. Corrected weapon system damage to show after combat on ships in port rather than wait till
* Z# T% Q, M$ ]; C" @$ @3 n8 nsometimer in the ship repair cycle.
$ ?( i6 B0 M' P5 `5 T+ @9 z( O62. Ship tonnage over 32K could cause repairs to fail
K' ]' r3 \3 b# Q, ]! v KNew4 p7 u, l0 ?" L3 b+ q
1. Show Port re-arm level on ship list screens at base. Does not account for tenders, just the
' Z* Y2 x" p8 t `& iport
8 u" W) K A1 A8 d2 i, K1 F9 x2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.
2 s! q$ C O6 h/ Z. k r7 YTenders not counted3 p6 Y2 |: a- m! k
3. When showing mine device on ship, show '!' next to mine ammo if can reload at base d+ n9 _! ^+ b0 i- o9 o* X2 z
4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method' r, w9 O. F) J3 g
to remove damaged ships from TF
. e, c/ F* r* z4 G& _5. New filter for “non-building” devices in Industry pool screen
5 e5 `2 {: a. @' `6. New filter for “non-building” aircraft in Air Replacement pool screen
4 r; D' n3 Z6 N; A o. y ^. \7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy4 B, T" y6 V% h+ I; f3 f& |$ r
mines (^) detected" R" v7 C) F. E7 v
8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the
( o, W; E9 h# l: J2 j‘button6..’ image files, then these will be shown. If not, by default there are shown as2 d5 z7 P! {% T9 s1 E& o+ ?
standard parachute unit icons/ g* P2 x) S6 F3 o2 S
9. Air/port damage and building is shown in base mouse over, _ @% `7 C8 s: l
10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on3 v1 h. Q0 V& Y8 U% v! z, p* i
11. TF can be routed to stay within coastal hexes as much as possible
- I& E; {9 { Z3 o12. On Top Pilot screen show the 'ace' cut-off value if more than 1
3 A$ X: r8 S" u# ?0 L: \( M- W13. Added option on group and LCU reinforcement screen to turn off replacements; o \9 W# S( m k5 c, j! F$ {
14. Current base can get supply returned to it when reserve planes returned which were8 b9 _, m# y+ `1 M" P1 S
originally supplied from another base. V+ w+ P d9 r( H" t. x
15. Unit type filter on Troop Loading screen3 _ Y( Y1 s7 I" w/ U" e
16. Report killed ground units if not in combat report
, J; }" D9 q" s5 T- I [Changed
! |' w* s! T% l% q1. AF of 8+ have AV support doubled for purposes of determing support for air operations* B9 F; V9 F4 t/ E. q
(complements fix 18 above)4 k+ K, ?: O: l! K6 J. f
2. Permanently increased pilot array to 70K
1 S2 E9 P7 B7 L2 p3. Increased number of air combat rounds are a factor of total aircraft involved
# u5 G5 ~3 d5 N& y, X4. Allowed submap to submap movement if land connected for land units. Should have been* X: W8 [$ g) F: P: V u0 @, a" z% Z
so as per Andrew Brown
7 w# V3 u* A1 e! T. S5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message( W. n- _2 C0 [1 L' x1 J0 N2 [) I g
delay toggle instead5 V+ Z3 x( J4 M' o$ k3 a v
6. Aircraft being grounded for maintenance factors in durability also. This will spread out the: u; c N3 B+ _. k9 l! {
maintenace a bit more2 G) }# Q. w% _) ?# H# r% P D" `
7. Support device replacements won't decrease the overall experience of LCU units. This does+ [0 Y. M x* `: Y3 w
not alter the overall EXP change due when any replacements are received.
9 y( V7 U- O4 k. s8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction$ \3 t+ _& l7 v7 i* e) d
between the two but could break current games.1 U2 T2 n: |# d) M, [) G5 g- @# a
9. Some LCU Prep points may be retained if unit is experienced p5 i7 c% H8 |4 R
Notes
- ^6 K! k' Y# X! |1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario
8 c# m/ l7 q2 Sshould not change player or HQ, even if not in play. These original HQs are used by the AI
0 ^) I5 [ l9 T8 |2 O& droutines so changing or deleting them can put the AI off. Changing other elements should
& `; }" i( x* H5 Y* Ybe okay.
! C; t7 P3 |/ L; d& [2. Clarification to weapon filters for aircraft:2 L3 g5 r6 o% I
PM_NAVAL_ATTACK 2 // used for naval attacks% a0 R4 ~; }- T* g$ L g
PM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)9 T, k: I: Z8 V Q% W. G2 F
PM_LAND_ATTACK 8 // used for land (ground) attack4 ~+ g* ]0 G X/ u; y" }: v* P
PM_PORT_ATTACK 16 // used for port attack
4 A2 P6 j4 a" {6 c3 A4 s6 QPM_AF_ATTACK 32 // used for AF attack( s- C+ P- }- v$ p7 k
Dropped any reference to secondary values for land and AF as they served no special use.
5 @: V- g8 u5 f: W7 V9 k9 Q/ x* IClarification changes
# Q1 V! f8 n( [, w2 ^' u7 o0 k1. Some clarification and changes in regard to use of the Soviet Motherland bases. These
2 d8 {" }0 ^5 q" kbases are those defined as having an original Soviet hex ownership of SOV_UNION (90),# i2 l- A1 M8 Z$ J; v# |
MONGOLIA(91) or TANNU_TUVA(92).7 b! f! o0 g3 T6 K( ]5 x4 }4 R8 k/ m
a. Allied non-Soviet groups can't transfer to Soviet Motherland bases
+ G1 X* {( H' ?* J U3 L: nb. Allied non-Soviet LCUs can't move into Soviet Motherland hexes' A! ]' a' v: C+ R/ B N
c. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases/ j6 O' r6 Q! W3 q
after Soviets are activated, but can’t move, L# C" J2 Q7 p1 V" Q
d. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if
2 x5 r" F- ]7 D6 K. R& i) c" z3 Tdisbanded in port.
/ F9 c$ J Q+ ye. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently
" D" J! Q2 k; @+ a* Z7 ~, Uf. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |