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$ j' J! n5 C* [! R9 |http://www.matrixgames.com/forums/tm.asp?m=31850623 |! P m! o2 d# w
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* Y; n, M9 z8 B7 o- v" h# z& K- n大量更新,详见列表:
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5 L; F$ T9 w) u8 T- f4 E+ ] I7 XChange History:9 @$ w- b& q9 W r) a" l6 @) G4 q$ s
V1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17)5 i* E% Q" F1 a# ^
1. Seventh Update – This release is a comprehensive release updating all previous, o% q0 w1 M* S+ W5 W
versions to v1.01.17 beta
- g$ C! E) s2 U% y5 C2. Code Changes
$ t% e! y+ U9 y: zFixed
# C/ L4 n% k+ {9 ?8 V# ?9 g1. Display of AF/Port icon between player saves based on player's intel
7 ?4 \* p# A6 y9 D& ?2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when
* B. G: h7 a8 R/ ~& s: xweapon list updated
! q- B$ u1 }9 B+ ^' L0 I3. Reported cargo/troop safety values incorrect when no cargo/troop space
, Q5 k7 Z ?' u, i4. Allow smaller 'reserve' space for small groups on ships
; Z, C& p. d4 N( Q2 X$ z5 g$ ]3 y2 H5. Preserve some more data when swapping fragment and parent to prevent lost of parent6 j0 ^, s( A, p
6. Correct attacking plane count before final post-air combat9 ?: @; ]7 z( {1 L
7. Pilot promotion may have occured in error sometimes
, z2 X( Q6 q: w$ Y! k1 B/ ]4 I6 ~' T8. Raid detect message sometimes dropped of the combat report' r4 i1 ?' S S$ w
9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply
) h' F- l) x/ a4 o2 P2 lgenerally; h+ C) R/ ~6 B# C' m/ l* ~9 f( f4 V. m
10. Some pilot-leader connections were being corrupted
; l6 C5 A6 @) w11. Movement bug with following units due to incorrect move indicator. Seems to fix a few
* A5 Z* S) ? X/ H% {0 z- zother move issues due to the incorrect indicator6 T& q- C2 W5 \2 a0 ~4 [9 z$ e4 h; I/ I
12. Wrong ship sometimes reported in Ops report for TF movement which causes some
: {; J8 D5 ?, y" T/ P6 L, }! Z# edamage) [" J/ \: h7 k6 Y
13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool3 R% Q/ ?* p5 s
14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the5 S; u: Q- r3 @: G! R/ F
date sort
$ B8 A0 O& i3 o3 ^15. ASW groups not allowed to attack sometimes
" D- n* C' ?3 q; Q8 |; q7 J0 x, D16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing
3 T4 H: A2 |7 k$ N" C2 D6 S1 y$ _2 pHQ/LCU to jump to reinforcement queue5 t* j4 f- D f2 w; z: J
17. Bug in bomber intercept if too many rounds of fighter v fighter combat# c5 ?0 V! J; S7 z4 x) x! E
18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed
" R. P6 t: X# K( z; g8 Z/ Pat start of AE but crept back in sometime during updates
- P" Q- L# F( |( G* c* P19. Removed the fragment/parent swap during a TF unload as it could often orphan the' M7 N, O+ J( p) I H/ J' N
fragment.( t; a1 G. P8 D8 ~" O0 X9 w& m
20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade
( P- I1 x& f9 n% x, V2 y21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not
8 w6 h! I. w! o& u& g9 {short scenario). This was fixed in a previous patch but only for one of the VCs, not the full1 q3 W4 A% j+ l0 ?9 U) o2 J
set
/ l0 b8 d$ Y" `, ^22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base2 }, M0 D1 l0 M1 {- o
23. Enabled 'z' to speed up all animations; was commented out in a few animation replays
+ {8 Q( r! Q) ~5 i24. Bug caused F/FB to sometimes bomb at low altitude
( x6 z7 } A J+ A25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not4 f8 o5 y# v! g6 W- z
occurring properly.
) L4 E9 Z$ n E" A) ^1 v26. Bug in Industry 'failed' indication not showing properly sometimes
3 ~' G+ t( O t27. Location check at scenario load to include small map sceanrios( h- ~0 L) ?* L- V5 x( |1 K
28. Bug in air supply to fragments in a non-friendly base hex; N# Y# {# G/ p2 N. O* [+ k+ S- u3 J
29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was2 q) z4 z% E& u; x$ Q" a. P
being set to homebase before execution of the mission – ie was returning to base% Q2 n+ W& z: x
immediately; u7 A( _5 F |& Q, E. R7 o, w7 _
30. Error in Strategic map display# c! P) F3 L# |* y, }3 ]
31. Additional and stockpile options were not turned off when base was captured
8 j* z/ F/ ^# e& ^4 A" H32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on
% ~# [2 A- G9 A. _; c# E8 |mouse over
$ O5 r! Q) S9 H33. Army experience being gained when not 100% prepared as per manual; changed to allow
4 l$ f: l2 Y" O% ^chance to gain experience if >75% prepare and < 50% national exp level
) L2 v3 \# T" `+ p; Z34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to
+ S8 u9 L% J7 |0 v4 Balleviate the incorrect experience gaining happening while in reinforcement queue
: g$ h; G @/ m S9 O& L7 [2 j35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –
& l7 y8 B4 @' q ^% f4 Ocaused unit to jump “off-rail” and move overland
7 D$ z8 i4 R6 t9 h9 d& `36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ
0 W) A7 s; u% e, H0 k" u5 j37. Excessive accident messages on unload from TF reported
! `/ r* p% K0 r' z+ u3 `9 Y38. Reworked editor sub-unit merging as some devices could drop off the unit list when3 t o5 c! v' `/ l
merged causing smaller size unit than expected: \* h9 W( Z- C' O2 R# a I9 e
39. Corrected possible TOE error in scenario data load for inactive units' b9 v6 O) b$ y/ P+ V# z3 U
40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can; {$ d9 k% W+ E& e
however be allowed to do this.9 ^6 r/ c6 U! b! n5 T2 b& W
41. Possible CTD if sinking ship's load was a group
$ R9 U9 C5 I" F/ I42. Limit the number of devices built from resources per unit during LCU replacements; this
+ R; ?8 R6 c6 U* d2 _6 s# j# G2 rwas causing an over production for that turn
0 `2 t4 h! l$ u+ s" h: j: x' w Z43. Retain day/night setting when creating group fragments' F' `/ ?5 ~# E% m& |& c
44. Adjusted supply and fuel values in base list not to overrun the space
- c& T6 S+ K4 U2 f45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but
' o9 `8 G6 C. ~7 Madded YMS to Sweep TF in line with manual and code
8 i0 n; }: P, q: B. z4 N46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the
6 r1 s) k- d irule relates to the abundance of manpower and is not covered by replacement pool. Normal
# F" S: [7 V) U1 Irebuilding of destroyed units is not affected by this.
5 q( M/ \6 r; m* ]" s! O" k- O: k47. Carrier capable and trained text not showing together on Group screen/ O$ f8 |) M( D$ y9 A' z
48. Handle any blank re-name changes by ignoring them
! K' c/ R, g5 p6 f, S7 B49. Possible CTD when air fragments combine8 N* ^4 Z4 \. \' j% W% }
50. Unloading TF can freeze a LCU onto a ship under some conditions
1 k0 ]& t& @6 Q( P3 T9 ?51. AI not behaving if main HQs missing (affects small map mainly)
V6 m, f* C' B: O0 ^7 o" d52. AI using AGC for normal land units – removed from TF if not needed2 H. p, {$ n4 J
53. Soviet activation message not in Ops report
+ _2 X1 I, |; A54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range: P' H. | P# e1 K: D
55. Clear Soviet air balance if not activated. Possible incorrect base switching. ?( [+ [7 S! @ w* ~# t. L- l
56. Sub attack against docked TF not happening for port size <3 p/ a: g& G# S6 P$ N* P
57. Unit type changing unexpectantly
2 X4 l8 ?# {% j, u9 z58. Torpedo replacement on plane sometimes is missed
# c! K- y9 A" q1 b59. Double handling of overstacked supply requirements, Q/ W8 L X4 g7 ~: s) o' D h
60. Fixed alternate weapons for port attacks
- u/ n! Y2 v, A6 e( z3 V! ]6 e61. Corrected weapon system damage to show after combat on ships in port rather than wait till5 Z% n, Y4 v% k W
sometimer in the ship repair cycle.! b0 j8 L5 r' R, C
62. Ship tonnage over 32K could cause repairs to fail
/ v/ c1 J/ T$ Y$ v) `New# H* R/ Y1 w- e+ `% X9 @
1. Show Port re-arm level on ship list screens at base. Does not account for tenders, just the
; C7 P( v5 K( e. N- Q. c: bport
# H. W8 W6 ]1 v. j* i2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.
# w. {" m) U( ATenders not counted
- B! X3 L6 Y, x: p+ Z8 q3. When showing mine device on ship, show '!' next to mine ammo if can reload at base' L! a9 a" `2 z2 _" I5 d4 u6 S
4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method& A) s% H6 Y1 s2 x' J3 o
to remove damaged ships from TF
- V5 r, X7 J8 A: `- e5. New filter for “non-building” devices in Industry pool screen, t/ [/ E+ E* C% W p( k8 b# ?9 l
6. New filter for “non-building” aircraft in Air Replacement pool screen4 a7 X4 P) @ v* t. T$ X( n
7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy, Z& c* x. e- Q
mines (^) detected
. |2 A! w" g. U9 i5 [. v8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the
4 ]' w f" @) U; G* p‘button6..’ image files, then these will be shown. If not, by default there are shown as
* h+ B% r3 G4 K, L: S$ ^) _ Fstandard parachute unit icons
9 c) Y( {8 E: J; h; i+ G/ q9. Air/port damage and building is shown in base mouse over
6 g, _" R' B' ?5 G0 v- h# W10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on6 s, @ M* ?9 ~" C) {
11. TF can be routed to stay within coastal hexes as much as possible% n6 o d4 A* z( S7 B$ T5 U8 Y, z
12. On Top Pilot screen show the 'ace' cut-off value if more than 1
/ o- W2 X* J: m' b13. Added option on group and LCU reinforcement screen to turn off replacements
+ K1 W$ @% F/ {14. Current base can get supply returned to it when reserve planes returned which were
( x% @8 U6 C& p7 a/ Xoriginally supplied from another base
; b* ^) h7 W+ z) Q% Y15. Unit type filter on Troop Loading screen
! S% O1 z( M9 ?+ O. l16. Report killed ground units if not in combat report% U7 _8 S% T( e$ D. S' M7 n
Changed$ ?( L! }6 I3 F
1. AF of 8+ have AV support doubled for purposes of determing support for air operations
9 i o2 q4 g D4 e2 k& w# w(complements fix 18 above)9 S( z* U } W2 w( e% K
2. Permanently increased pilot array to 70K; y6 A' x- r. U- T
3. Increased number of air combat rounds are a factor of total aircraft involved
+ n5 d1 s; z1 B8 y d4. Allowed submap to submap movement if land connected for land units. Should have been1 A# s$ j" C+ K
so as per Andrew Brown
7 O* {9 e+ ]. ] v: _' h8 g5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message
1 u4 l5 a$ a$ kdelay toggle instead; ]7 C% r" @) k
6. Aircraft being grounded for maintenance factors in durability also. This will spread out the* T: |( G2 F) }: g+ E( P
maintenace a bit more" X5 D! W; [: a9 W7 N2 I3 x5 U3 D
7. Support device replacements won't decrease the overall experience of LCU units. This does
' ?$ x, J% k" v8 T4 o Fnot alter the overall EXP change due when any replacements are received.- b3 B3 F2 U0 E+ Z
8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction
# e2 x. c: A! g5 u; t8 ~% Hbetween the two but could break current games.6 f( N" f8 t: U$ T
9. Some LCU Prep points may be retained if unit is experienced) |" o) p4 o& ]4 l7 n
Notes2 F% b; F7 g. h( u* F! R
1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario# l* E% @0 Q3 Z
should not change player or HQ, even if not in play. These original HQs are used by the AI
* `: C. o% {, f( o) ~routines so changing or deleting them can put the AI off. Changing other elements should9 `6 R- \8 X7 J" _! }5 j
be okay.
1 p4 s+ Q* j! z# O6 A2. Clarification to weapon filters for aircraft:3 v6 D$ X, Y. e' q( i
PM_NAVAL_ATTACK 2 // used for naval attacks0 ^8 } A) `1 R: M/ `2 R6 m5 H5 u
PM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)
& @- T6 Q! G6 b& \& b" X( dPM_LAND_ATTACK 8 // used for land (ground) attack* }, q# v4 q! Y& ?( Z
PM_PORT_ATTACK 16 // used for port attack
6 n: H3 Z3 b4 aPM_AF_ATTACK 32 // used for AF attack
' A3 w# E' v- ?, o tDropped any reference to secondary values for land and AF as they served no special use.
) o3 q, h& d7 f$ f, w1 I, [Clarification changes. s3 {2 F! A$ i: g5 S. G! `
1. Some clarification and changes in regard to use of the Soviet Motherland bases. These
+ w# } a" H# fbases are those defined as having an original Soviet hex ownership of SOV_UNION (90),
( ?+ M0 j8 a I4 \9 P' H0 ^& ]MONGOLIA(91) or TANNU_TUVA(92).
5 S# {- c" |% f" y, ?. Na. Allied non-Soviet groups can't transfer to Soviet Motherland bases
" v1 Y: p# D4 |$ V. Fb. Allied non-Soviet LCUs can't move into Soviet Motherland hexes x) e J! _, o8 _; H
c. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases0 R" W9 U2 g- }1 T
after Soviets are activated, but can’t move! _2 b2 Q ?! k+ ~- x0 K7 [' l
d. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if
! O7 m" q. q" K- {- l5 }8 ~disbanded in port.2 h0 G$ R3 l1 R& D0 e2 h* s8 z
e. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently7 z0 H/ j7 x: u' ], O
f. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |