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( p; ]0 k" o6 C+ B6 W3 X+ m* |http://www.matrixgames.com/forums/tm.asp?m=31850623 v/ I8 V% y( T/ ~7 h; k9 U
/ u/ }) l7 W; _( T" N; Q& s已经共享到岛群QQ和本论坛置顶资源帖, U8 y. ~; X- R
7 B6 i; J% _: D4 F大量更新,详见列表:
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% i; f5 ^) t, y \- Q# R' [Change History:3 `& X1 z/ v/ h, b2 t
V1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17) F( X0 r: `/ p" }, |
1. Seventh Update – This release is a comprehensive release updating all previous
0 e' o5 b/ g @' Dversions to v1.01.17 beta
% A& Y8 r* k0 Z2. Code Changes
* c$ _, i. U& U: W/ F8 }' dFixed
) ~% T8 \# i, q% O1. Display of AF/Port icon between player saves based on player's intel( R% s4 g3 x" g, K( s
2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when5 o l% @/ o2 _# {5 E* S
weapon list updated
- a' [9 p3 X+ Q T0 M1 I6 y4 H3. Reported cargo/troop safety values incorrect when no cargo/troop space1 d! P3 p+ z5 E6 a4 u( C
4. Allow smaller 'reserve' space for small groups on ships; c) P% R3 j1 P& F8 V9 [
5. Preserve some more data when swapping fragment and parent to prevent lost of parent
/ m6 Y, D" P5 q" n6. Correct attacking plane count before final post-air combat1 w/ o& v( A F+ b# ~
7. Pilot promotion may have occured in error sometimes; q m- v4 O) `" @) F
8. Raid detect message sometimes dropped of the combat report
. L* f$ L- ?4 {! l9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply
! u5 ?/ c2 W/ m8 [1 Ogenerally7 ]: o9 t+ N" T' Q6 G6 e
10. Some pilot-leader connections were being corrupted9 h2 a0 _* H7 X1 c& p* F S
11. Movement bug with following units due to incorrect move indicator. Seems to fix a few) T* n$ b% N6 c8 s
other move issues due to the incorrect indicator" P3 L! Z( {. g- Y- ~
12. Wrong ship sometimes reported in Ops report for TF movement which causes some, Z- T9 z) o7 Q; S8 y
damage0 t( Q& z2 ^2 Q; O0 L3 y
13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool x' ~0 H! V9 ~- W# ]; f- C6 Q$ O
14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the! c& }2 Z1 E2 s1 c- @+ b
date sort4 {7 g5 u: y7 Y# ~6 H6 G
15. ASW groups not allowed to attack sometimes8 I$ q$ W1 a( J" F' n
16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing- N" P' z5 [5 X
HQ/LCU to jump to reinforcement queue8 J+ k' z0 |0 f4 v' N) `
17. Bug in bomber intercept if too many rounds of fighter v fighter combat7 V8 A: B1 @2 `& A
18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed
( q3 g7 E# I! s6 r. [at start of AE but crept back in sometime during updates( l5 L8 f5 V& N6 m& T8 S' m; B3 z
19. Removed the fragment/parent swap during a TF unload as it could often orphan the- O) B. l* E) I( G$ K/ ?# [
fragment.* H; h$ A+ Q0 n
20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade
* @" E$ D! c0 B0 ~! i21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not
& I) H" e$ [9 K' E7 s/ K% Lshort scenario). This was fixed in a previous patch but only for one of the VCs, not the full# t3 X3 C) }; k' h0 O- U t2 B
set
0 `: N: q( L, M/ l22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base
$ S) B- S9 ]; f" w23. Enabled 'z' to speed up all animations; was commented out in a few animation replays
8 F$ d# F6 Z. j: ~24. Bug caused F/FB to sometimes bomb at low altitude
& A3 N* p' v! |25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not
3 V9 f/ G& J+ P7 O* o! Yoccurring properly.
! ~8 N; f. w2 _3 D& F26. Bug in Industry 'failed' indication not showing properly sometimes
, d( ]5 r8 l9 A' J. Z: [0 V7 m27. Location check at scenario load to include small map sceanrios
4 Y! I; v% N7 l- v" _4 g28. Bug in air supply to fragments in a non-friendly base hex
7 u1 e0 M2 d, s9 @/ J( L N29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was
( D4 U' B b1 d# G+ M2 p3 }+ R5 M) Mbeing set to homebase before execution of the mission – ie was returning to base
! `6 [# Y4 }; A3 K. b0 n0 Aimmediately
& A& r% {& k w( c30. Error in Strategic map display s9 y% c) W1 y% p! `( p
31. Additional and stockpile options were not turned off when base was captured
! u" i5 L" k, F" v9 ~0 F f9 \; O7 ]32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on
9 q; g. d% l+ {7 u# h6 vmouse over0 a z- P! M4 {. S# B; R
33. Army experience being gained when not 100% prepared as per manual; changed to allow
4 P# J# q6 r* s, `$ \$ z# Pchance to gain experience if >75% prepare and < 50% national exp level6 a, W0 G2 v3 t$ V8 H; v7 o, y
34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to
1 K& k( {2 j, j+ K; Jalleviate the incorrect experience gaining happening while in reinforcement queue
2 |9 p, Y& @5 P35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –- B$ ?( e2 a+ p9 I
caused unit to jump “off-rail” and move overland
2 W9 R3 i. f3 Q, b: A5 S: a36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ; F+ G8 n& W9 M+ E: ]
37. Excessive accident messages on unload from TF reported
, z; n- m1 `9 e38. Reworked editor sub-unit merging as some devices could drop off the unit list when- h9 O0 g: z9 f* T$ n/ A; N
merged causing smaller size unit than expected
; s! s! k( K$ s: S39. Corrected possible TOE error in scenario data load for inactive units
2 |, Y8 m, \% g# V3 e40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can ]* [" ^3 ^+ }& p6 ?, }1 B3 q
however be allowed to do this.
! k% T: w! G9 L$ p7 v& [! R" X41. Possible CTD if sinking ship's load was a group
+ Z& X( `1 b0 L0 g+ D42. Limit the number of devices built from resources per unit during LCU replacements; this
+ K* ]6 j% ^( |0 Kwas causing an over production for that turn9 Z8 k4 F; @. r1 m. P
43. Retain day/night setting when creating group fragments
, K6 x6 c1 j) E44. Adjusted supply and fuel values in base list not to overrun the space
4 ~8 w) X' d# ^+ R8 G45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but9 s' x# p+ d* n7 {5 t, H* u2 f
added YMS to Sweep TF in line with manual and code# c6 V7 E M( l; g
46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the
! b4 v9 G9 w2 X; Orule relates to the abundance of manpower and is not covered by replacement pool. Normal: {0 R+ b; v! q
rebuilding of destroyed units is not affected by this.$ `' g4 `9 M. I# v* N9 W8 \% b6 U; O
47. Carrier capable and trained text not showing together on Group screen9 d2 X. v# L! u. u7 W/ b. j
48. Handle any blank re-name changes by ignoring them5 x; ]+ i( S- R. Q0 G
49. Possible CTD when air fragments combine
+ U; d9 N" ?% b& J" X50. Unloading TF can freeze a LCU onto a ship under some conditions$ q- }, f; t6 W( x0 k% w
51. AI not behaving if main HQs missing (affects small map mainly)4 K! f( ?; j5 a7 N' [
52. AI using AGC for normal land units – removed from TF if not needed, x6 u8 F0 G, X
53. Soviet activation message not in Ops report
4 O3 ?# X1 o6 P54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range
5 M( j& m+ {( v. b, j1 z55. Clear Soviet air balance if not activated. Possible incorrect base switching: e, y6 T; e# z w; `* [" o
56. Sub attack against docked TF not happening for port size <3' }5 e) G. s/ g9 Q4 X
57. Unit type changing unexpectantly, V% ]" t7 c- j$ b7 a3 A$ e
58. Torpedo replacement on plane sometimes is missed x! j: I! f4 N4 \2 [3 G
59. Double handling of overstacked supply requirements
. W9 ^+ H+ D: ^5 g: h3 F, \# S60. Fixed alternate weapons for port attacks8 N2 [. J* o. r( E* l
61. Corrected weapon system damage to show after combat on ships in port rather than wait till- G( S3 y) l: [
sometimer in the ship repair cycle., I+ d4 d! ` W: d
62. Ship tonnage over 32K could cause repairs to fail! [2 |' Z( x4 P' T0 P
New
( f7 f% w }2 }& K" Y2 v$ a. r5 Q1. Show Port re-arm level on ship list screens at base. Does not account for tenders, just the; u/ y% G: p1 O: K
port* |1 O: E* B5 Y( b, v
2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.
/ ^* i1 q6 ]. S# i4 Z5 |" |Tenders not counted* u* P/ [5 k) @, t1 t$ W! p
3. When showing mine device on ship, show '!' next to mine ammo if can reload at base
5 U9 B4 V+ \0 W! B" A; X: g8 p2 S4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method
; o: _) i k6 H5 I, J' C& v5 lto remove damaged ships from TF- e8 S: f0 T, C! W
5. New filter for “non-building” devices in Industry pool screen
: s4 o+ H" }3 G+ ]6 w) Q! W9 o( y6. New filter for “non-building” aircraft in Air Replacement pool screen( {* `# p+ ^3 |, L
7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy. T: P! n- M7 _4 _
mines (^) detected7 g! A- m; }- V# g! E9 t
8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the5 G# M o6 c; }2 \% c/ }( u
‘button6..’ image files, then these will be shown. If not, by default there are shown as
7 q) W! V% a: f" d0 ^( r9 U/ gstandard parachute unit icons/ R6 a" c9 F% ]" \" g f
9. Air/port damage and building is shown in base mouse over6 h& ^6 s* K1 \
10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on* c% M2 e. Y' k9 N4 |, V
11. TF can be routed to stay within coastal hexes as much as possible
; ?/ ]# ]8 ~' X7 U# ~" }2 G12. On Top Pilot screen show the 'ace' cut-off value if more than 1
7 y8 C, x2 i6 n# r9 W1 k" \* f13. Added option on group and LCU reinforcement screen to turn off replacements
7 S0 Z/ z' [: }6 ~# s9 C9 d14. Current base can get supply returned to it when reserve planes returned which were0 L$ E! e# v1 _6 B# Q( V% q
originally supplied from another base
3 n& }& Y2 x4 G8 O- B$ z1 ] q15. Unit type filter on Troop Loading screen
; Y( K C# E: G0 a16. Report killed ground units if not in combat report- F7 X6 e0 C- j7 P! U, f+ y
Changed
5 P5 y2 J' {5 B! B `1 o# r5 E1. AF of 8+ have AV support doubled for purposes of determing support for air operations* U/ w; R% W7 ^8 D1 D6 c( Y- d; c% G
(complements fix 18 above)
$ n' H) b+ g+ m2. Permanently increased pilot array to 70K
2 ^: `- G1 {, r* N; J) A3. Increased number of air combat rounds are a factor of total aircraft involved
4 V' \% F- ~6 H8 H5 I6 q4. Allowed submap to submap movement if land connected for land units. Should have been& k4 t Z- Y, u5 W, t3 A6 g/ j
so as per Andrew Brown' K, e6 T8 ^2 \7 Q; p E
5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message4 N2 X9 v4 o( |5 H) P# S( V: _
delay toggle instead5 z! E0 I" F8 p1 n
6. Aircraft being grounded for maintenance factors in durability also. This will spread out the1 |0 O3 _+ _, c( I; d
maintenace a bit more
v) i$ v, s9 p7 p: V& I ]2 a& x7. Support device replacements won't decrease the overall experience of LCU units. This does1 p3 V5 E) d Z/ @- p
not alter the overall EXP change due when any replacements are received.- u7 G$ a- v7 U" c/ T; |
8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction
) m B: p2 Q! h6 O1 ~/ }between the two but could break current games.
! \0 @& u/ z1 n' `9. Some LCU Prep points may be retained if unit is experienced
+ L; S0 g) Q2 w+ g& JNotes8 d. {* N% T+ J
1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario O# v" d% D5 V- ]
should not change player or HQ, even if not in play. These original HQs are used by the AI
- S& p2 W% W* H' I6 _7 t' h0 v+ }routines so changing or deleting them can put the AI off. Changing other elements should) P) }0 a& q+ r; W; X
be okay.; }% v8 \8 A1 l {/ I) V" D
2. Clarification to weapon filters for aircraft: Y: o. o; I4 {% o
PM_NAVAL_ATTACK 2 // used for naval attacks
5 |) Q( {/ E/ h, ~PM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)
( l4 U3 s' l9 a- K9 ~PM_LAND_ATTACK 8 // used for land (ground) attack
0 H& `$ E$ Q; r3 h4 RPM_PORT_ATTACK 16 // used for port attack4 Z( Z) v5 }2 z2 o9 J; S) }: c
PM_AF_ATTACK 32 // used for AF attack- v5 o7 P2 Q; ~
Dropped any reference to secondary values for land and AF as they served no special use.! L$ F5 v: Z! q& N/ Y
Clarification changes
8 s+ A6 V5 ^: O" p; Y1 F* W& _# r1. Some clarification and changes in regard to use of the Soviet Motherland bases. These0 b( c/ \" t+ x) k3 z' u( y" Q
bases are those defined as having an original Soviet hex ownership of SOV_UNION (90),
. ?/ k# n$ H/ Z% p% R. uMONGOLIA(91) or TANNU_TUVA(92).- Y1 C4 W& ?0 j: f4 M0 p
a. Allied non-Soviet groups can't transfer to Soviet Motherland bases
: C$ J( I# \6 X8 mb. Allied non-Soviet LCUs can't move into Soviet Motherland hexes
/ G1 T/ n3 ]; ]. `; @c. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases
2 n! j, Q4 ~. [& pafter Soviets are activated, but can’t move
% B1 J. `) f8 gd. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if/ p: e) g/ x/ x: {. X
disbanded in port.
: W4 j. u* Z; Ee. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently
1 n& I/ f; S1 d! v$ X3 f' D6 x, |/ sf. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |