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( E$ |: {0 h6 X# I- r L. Rhttp://www.matrixgames.com/forums/tm.asp?m=3185062; ?8 c+ M8 @5 b7 s
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+ [- x2 C3 e4 C* s大量更新,详见列表:
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. c/ t' l5 C1 K5 g- M! c# [7 h9 L0 N) ]
Change History:
. _! I$ Z$ T7 t% K6 lV1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17)
3 l3 ?7 g' ^& O1 G1. Seventh Update – This release is a comprehensive release updating all previous3 P/ M# Y3 r% ?( n; P
versions to v1.01.17 beta
o! F$ P# A' h) C1 h* S2. Code Changes
7 d1 q+ ~7 q6 `, ?% o0 E5 A3 dFixed
+ U6 e9 O4 o) P4 {+ \) U1. Display of AF/Port icon between player saves based on player's intel: V6 G' i) F" t+ K
2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when
; `- I" O& e0 ?: C: Wweapon list updated
; s; [3 I( T& {2 Q3. Reported cargo/troop safety values incorrect when no cargo/troop space
5 _" y7 {6 S) @7 d4. Allow smaller 'reserve' space for small groups on ships% b# B4 V1 S6 `: p3 g
5. Preserve some more data when swapping fragment and parent to prevent lost of parent7 \1 j$ C) u* r; ?' F+ F% [4 e: b2 J
6. Correct attacking plane count before final post-air combat
% P7 v* a7 [0 m3 M) R, n9 c: K7. Pilot promotion may have occured in error sometimes
/ B: Z! c8 y, z1 o( {8. Raid detect message sometimes dropped of the combat report, u7 a6 j- d* l6 l) D! v- S" X8 F! ~
9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply3 A! ^& ]: ]6 U( P* x
generally7 R, L! K" R r- {) B& L7 i5 I8 Q: T
10. Some pilot-leader connections were being corrupted
3 J4 i' t9 @8 A1 o. w" g+ L9 _11. Movement bug with following units due to incorrect move indicator. Seems to fix a few" G( r" r! C I* v) Q5 s
other move issues due to the incorrect indicator, ~+ j- F9 F% j& ~/ K6 b! z
12. Wrong ship sometimes reported in Ops report for TF movement which causes some
2 V$ o/ [, Q) Y+ h9 l0 k( Udamage
5 z6 b# A0 m! u5 {, m" @. l13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool
9 ]2 r( q( Y0 W/ x4 z14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the
; G. I0 B( c0 I4 J' `date sort
0 F$ J/ F M1 c0 k8 [3 h15. ASW groups not allowed to attack sometimes
- N/ \+ A' f" v' w4 s# u16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing
* h$ `1 A8 u3 O0 ~8 iHQ/LCU to jump to reinforcement queue
: K% B) F+ H/ r4 N) q17. Bug in bomber intercept if too many rounds of fighter v fighter combat
; @/ u8 w7 ?' R9 l) Q18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed
5 j7 z. o }1 Y2 H) Xat start of AE but crept back in sometime during updates
* f5 r A3 ]0 @: L" {, d19. Removed the fragment/parent swap during a TF unload as it could often orphan the
. j/ j/ k9 C z' i5 j& {5 y5 _fragment.
$ L# [* U7 a2 z1 d4 h! g20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade! M+ V+ A2 k g6 g/ v
21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not
' p* U7 @# m+ |short scenario). This was fixed in a previous patch but only for one of the VCs, not the full
. W8 _' M# x; _% U6 g0 a# nset
1 e% f# B8 T. y! _22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base& i5 x" X. x2 w4 N
23. Enabled 'z' to speed up all animations; was commented out in a few animation replays
. c; y: B' z! l( r) g24. Bug caused F/FB to sometimes bomb at low altitude) k7 r/ C$ X8 ~& j7 a# P$ c) Z
25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not! w1 k; n) h$ s2 j
occurring properly.8 }* l- Z' ]) |9 _1 y7 o$ x
26. Bug in Industry 'failed' indication not showing properly sometimes0 [& z8 I3 W9 D' q& D+ \, H8 @
27. Location check at scenario load to include small map sceanrios i, n# v: s. h6 @/ T
28. Bug in air supply to fragments in a non-friendly base hex
6 L- ?5 ?: Q. i8 n' |; H29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was
. q/ _ j+ u- Q1 Qbeing set to homebase before execution of the mission – ie was returning to base* h+ `: Y% i, b
immediately
9 U9 O+ M- ]# j9 j" A30. Error in Strategic map display# S) n' a" ~5 T
31. Additional and stockpile options were not turned off when base was captured; W+ u/ O% a! r! D6 p
32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on7 M% k* j& e3 c2 h0 g4 q- A
mouse over
* A1 N {5 `. e, d+ [3 }7 J33. Army experience being gained when not 100% prepared as per manual; changed to allow# g+ ~8 o4 X8 S# B4 j$ [! K [1 m+ x4 T
chance to gain experience if >75% prepare and < 50% national exp level
( ` z$ S- V. l6 S9 }5 s3 N7 B34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to3 G. l2 y, D% M! ]9 Y+ n
alleviate the incorrect experience gaining happening while in reinforcement queue( Q" I6 x- V1 i
35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR – W& N, D0 J, T% T) ~" T4 ], Q2 }3 K6 C
caused unit to jump “off-rail” and move overland
6 q3 L7 k- e ?3 K$ W' t1 G2 e36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ }0 _3 M* a# G7 R
37. Excessive accident messages on unload from TF reported
7 O1 \) o! a* ^. l G- Z* X38. Reworked editor sub-unit merging as some devices could drop off the unit list when/ @+ [9 e1 U* b- I$ z) s
merged causing smaller size unit than expected" @3 B! l8 w9 `! m, m
39. Corrected possible TOE error in scenario data load for inactive units
! o) ~8 K/ t' V+ a, Q( U" t% d% ]0 A40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can
. w9 h' }, p0 v- f- m F5 ~however be allowed to do this.* y! h. O R0 ^* x
41. Possible CTD if sinking ship's load was a group
( k$ R% [7 Q2 X9 ^; n3 S) C42. Limit the number of devices built from resources per unit during LCU replacements; this# o2 g6 z- h( W% n! w8 C. T' x+ D
was causing an over production for that turn
$ |6 W9 q' Q2 x( O* Y43. Retain day/night setting when creating group fragments
" M6 i, c4 {$ h1 R, L44. Adjusted supply and fuel values in base list not to overrun the space; Y! O9 R/ K9 ?# d1 r
45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but
; o9 l | ?3 jadded YMS to Sweep TF in line with manual and code
( y9 [8 `5 d% R! P# n# C46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the4 p8 @8 G4 _! H" E9 G& p, d
rule relates to the abundance of manpower and is not covered by replacement pool. Normal" g: U. y ?0 d) u2 d
rebuilding of destroyed units is not affected by this.- j6 k. T) q6 R h7 m
47. Carrier capable and trained text not showing together on Group screen$ F* [" ^; K6 @ Q) [
48. Handle any blank re-name changes by ignoring them3 K* [( K3 w& o5 s
49. Possible CTD when air fragments combine
$ k( G( [0 ?) G. |: E: |50. Unloading TF can freeze a LCU onto a ship under some conditions
7 ~ [& q. Y z0 ~7 x. R51. AI not behaving if main HQs missing (affects small map mainly)
- N7 @+ ~: u) J/ c7 w2 R. G4 q+ M52. AI using AGC for normal land units – removed from TF if not needed
# e7 {7 I6 W! l53. Soviet activation message not in Ops report
e8 E& X; e1 T54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range7 {. t1 B$ q; g6 ?. \+ w1 c: F
55. Clear Soviet air balance if not activated. Possible incorrect base switching; u& F$ }2 V* v% |7 s; d
56. Sub attack against docked TF not happening for port size <3' X/ E: v) x) v8 z8 }+ @
57. Unit type changing unexpectantly) V$ f& D0 Y; m5 p! `5 F
58. Torpedo replacement on plane sometimes is missed! o4 h) D* o) ]0 E+ y
59. Double handling of overstacked supply requirements0 d7 E: e5 |( N
60. Fixed alternate weapons for port attacks
& ?$ D# F F5 O' e1 i }' |61. Corrected weapon system damage to show after combat on ships in port rather than wait till
( b: m- S/ J7 }5 osometimer in the ship repair cycle.& z6 C4 R. G! O! l$ @- `# |: U: G
62. Ship tonnage over 32K could cause repairs to fail
% P% r# `6 r" E% t, o0 M9 iNew
/ D2 H0 E' \8 E5 g1. Show Port re-arm level on ship list screens at base. Does not account for tenders, just the
8 |0 r! E8 u4 d$ [port
/ C9 R+ } D1 k2 h' B" ^& D8 @2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.9 C. C* @3 ]9 h) @( a
Tenders not counted$ U: W& |& O& @- v$ d4 T+ a
3. When showing mine device on ship, show '!' next to mine ammo if can reload at base4 ^6 x Z6 ]9 M4 K" F
4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method
h: a% }- X. i% i' N* u& Lto remove damaged ships from TF7 f, W j# D. X
5. New filter for “non-building” devices in Industry pool screen# k) `# i) ~5 g' s7 d
6. New filter for “non-building” aircraft in Air Replacement pool screen& B4 s1 Q% p) @8 Z: _
7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy
& d/ \" s$ h0 qmines (^) detected
6 }4 F5 {$ i% i# X4 h7 N" ?1 c8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the1 p( g6 f# }: j& P6 w! A* p
‘button6..’ image files, then these will be shown. If not, by default there are shown as
- E( o8 p' u% _standard parachute unit icons |' s! O" C% h2 i4 N
9. Air/port damage and building is shown in base mouse over3 h" ] \1 [$ z' B9 P# h2 P
10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on, D! ]/ N+ i8 {' w/ N* A
11. TF can be routed to stay within coastal hexes as much as possible
; i. W$ q, ]1 A. _# w5 i6 i12. On Top Pilot screen show the 'ace' cut-off value if more than 1
1 D P8 o7 J9 \/ @, T* J" X6 c' e13. Added option on group and LCU reinforcement screen to turn off replacements
1 t& S" k: _+ k( Z; ~4 O14. Current base can get supply returned to it when reserve planes returned which were- K4 t( j0 t" q& t
originally supplied from another base2 y: i) k- y4 S T
15. Unit type filter on Troop Loading screen' H6 r( m' N3 R2 z0 N- |- p5 y
16. Report killed ground units if not in combat report
8 q5 N4 R* {; r* ?8 TChanged t. Z$ T" H7 h8 M) E' J
1. AF of 8+ have AV support doubled for purposes of determing support for air operations
$ X \/ R) c8 |5 m(complements fix 18 above)' n s1 ^# g1 p' Y# d
2. Permanently increased pilot array to 70K
) R8 h4 k0 N4 [) H" d3. Increased number of air combat rounds are a factor of total aircraft involved; i/ P8 p5 I, z0 \0 M
4. Allowed submap to submap movement if land connected for land units. Should have been3 e5 q$ P. d, h1 M' Y" }) H8 K
so as per Andrew Brown
2 j9 T. U; T! B" d9 }' }: C) L8 s5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message/ m8 `7 b$ m' D5 N) K5 K) A, H; S
delay toggle instead( G1 _; I0 u, w$ V
6. Aircraft being grounded for maintenance factors in durability also. This will spread out the
6 t3 W3 A4 n1 @, U$ E4 F9 Gmaintenace a bit more
3 a/ \% t* q' s0 M7. Support device replacements won't decrease the overall experience of LCU units. This does, Y+ d# b; F; X( e3 |
not alter the overall EXP change due when any replacements are received.
, q& E2 O7 f* u8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction# O" ^9 K- C- ^1 [3 C; E
between the two but could break current games.
8 _3 _1 F# g) b2 R0 ?( ]9. Some LCU Prep points may be retained if unit is experienced0 y3 ?2 l% l q/ P, k. R4 L j# ]+ X5 E
Notes! O# `' ]1 I# T3 ]# A) v5 Q* C1 n# G
1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario* t7 H0 o9 S& K2 i/ E: \6 _
should not change player or HQ, even if not in play. These original HQs are used by the AI( ^! {# W+ P* N. F8 V! g9 T5 R* s5 U
routines so changing or deleting them can put the AI off. Changing other elements should$ |2 B$ M# x2 h/ e" C
be okay.
# `/ L4 @/ h2 J; g1 y2. Clarification to weapon filters for aircraft:
% C0 @0 H- t8 |PM_NAVAL_ATTACK 2 // used for naval attacks1 C3 t- y: v2 ?8 l& D0 [" _
PM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)8 i, J8 j/ r& e; {9 F) F4 w! G, Q/ W
PM_LAND_ATTACK 8 // used for land (ground) attack
8 g; _* W% y; wPM_PORT_ATTACK 16 // used for port attack( A. f3 w8 t9 D! @$ g1 Z
PM_AF_ATTACK 32 // used for AF attack
6 k; k i b7 J3 d+ U/ Z f5 VDropped any reference to secondary values for land and AF as they served no special use.
" A$ g+ D( }# E8 r) `; Y# E4 wClarification changes; J6 ^ |0 q: ]$ i
1. Some clarification and changes in regard to use of the Soviet Motherland bases. These5 m p! V. U( l3 |, a% z
bases are those defined as having an original Soviet hex ownership of SOV_UNION (90),
0 ]! [1 u. r% K! ^7 D( jMONGOLIA(91) or TANNU_TUVA(92)., f l8 Y5 V8 S4 S7 T$ g: C1 B
a. Allied non-Soviet groups can't transfer to Soviet Motherland bases
- Q" u0 Y) w- ]b. Allied non-Soviet LCUs can't move into Soviet Motherland hexes* d$ E- Q+ c: j, |# w
c. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases
& a( w* V) o$ r/ |; ?after Soviets are activated, but can’t move* p4 a2 {: X3 H% l$ G/ }- b+ Q
d. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if# _* U. j) I+ ]1 E7 X
disbanded in port.
7 b5 m7 l; E9 g* ne. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently
5 `3 y% T0 k7 A$ ^* x! sf. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |