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http://www.matrixgames.com/forums/tm.asp?m=3185062
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已经共享到岛群QQ和本论坛置顶资源帖% C0 i2 p7 |* z/ T, X
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大量更新,详见列表:
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+ L, z; e; L9 ~8 m6 z0 q9 LChange History:
( a$ S3 L" h: e/ D4 i* gV1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17)) {- x( X' c2 w3 t7 t" R1 a
1. Seventh Update – This release is a comprehensive release updating all previous
$ L4 L, T. Z& r( ^" [9 {: [versions to v1.01.17 beta
) Z9 L( g% A0 _, N- `( Y# f2. Code Changes2 t* O t2 z+ _" s
Fixed
* p F2 y: k4 k Z8 p1. Display of AF/Port icon between player saves based on player's intel u) r6 k) r' G' L) @
2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when s7 X# |. {) q' p) K0 r
weapon list updated
4 ?* [$ e9 M V8 a0 B4 _+ g3. Reported cargo/troop safety values incorrect when no cargo/troop space
6 A; p; G( e. M1 N$ Z" |4. Allow smaller 'reserve' space for small groups on ships4 a+ b+ V) _* P
5. Preserve some more data when swapping fragment and parent to prevent lost of parent
; f& H; I( J, _ j7 B+ `) @6. Correct attacking plane count before final post-air combat) H d% k8 w, V0 g% U
7. Pilot promotion may have occured in error sometimes' g/ n2 `7 q4 P ~# U
8. Raid detect message sometimes dropped of the combat report
) `3 w: |( h i6 v9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply4 S3 Z8 O# N2 L6 i K5 E) ?
generally
+ C3 f) s0 \4 N- \( N/ P( l) T; F10. Some pilot-leader connections were being corrupted
: Y1 y! H m( m. [4 { U* \ I9 \11. Movement bug with following units due to incorrect move indicator. Seems to fix a few3 W8 @6 O! r; n, B
other move issues due to the incorrect indicator
; p* Z* K+ F3 f6 I! c12. Wrong ship sometimes reported in Ops report for TF movement which causes some
) r9 S6 l$ ]$ C! A$ _( Ydamage2 q+ @7 T" V! z( x' }
13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool
" W2 k7 g4 l0 t14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the
, U6 z0 V: `' edate sort+ H3 U n2 X5 S2 \* }
15. ASW groups not allowed to attack sometimes
* V8 O9 f& ~2 ~( p16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing
0 P& b" G+ l+ aHQ/LCU to jump to reinforcement queue7 U% J' {# `& w$ d1 K, Q
17. Bug in bomber intercept if too many rounds of fighter v fighter combat# Y7 m5 p+ l4 |, C" _( ~
18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed- r7 x. a, j: O0 c( E
at start of AE but crept back in sometime during updates: |+ h+ G( } H; C
19. Removed the fragment/parent swap during a TF unload as it could often orphan the
- r# o2 @+ r9 j) }2 ^0 H2 xfragment.1 v; u$ D8 [1 H: U' v# X; R/ h, F
20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade4 m9 a: S( K+ g3 k7 o; m9 Y
21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not4 p; E% x: n6 T& A
short scenario). This was fixed in a previous patch but only for one of the VCs, not the full( r& L1 r: C |4 o+ m" i
set
4 e) ]' r5 [+ j# n! ~6 V/ }) z1 K, x22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base
/ Y8 [- o! x7 }23. Enabled 'z' to speed up all animations; was commented out in a few animation replays+ n- u$ T! M8 u1 ^) I! |
24. Bug caused F/FB to sometimes bomb at low altitude
' S% C8 Z# x' D6 v1 j$ `4 o) H25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not
2 e# H0 c6 y- }% k# `$ A, Coccurring properly.$ d" w! A x0 r+ `/ d6 T2 m
26. Bug in Industry 'failed' indication not showing properly sometimes$ N3 W9 w/ h2 O2 x1 ]6 l( A
27. Location check at scenario load to include small map sceanrios+ \2 s" J& t/ t: ]9 i
28. Bug in air supply to fragments in a non-friendly base hex& L! w9 O9 J, ^. V! A; \) _" t- w
29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was
5 e Y" J0 _4 p9 L3 hbeing set to homebase before execution of the mission – ie was returning to base
3 W- A8 _3 A p1 q6 Oimmediately
8 z7 z7 ?4 ~0 V% m1 w) l30. Error in Strategic map display
, d6 X& }+ M3 m/ A31. Additional and stockpile options were not turned off when base was captured4 A$ A' E6 M2 M. F5 H: c
32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on U. t, h K5 ~
mouse over
$ A" F3 d! Y4 u; ~8 r33. Army experience being gained when not 100% prepared as per manual; changed to allow8 g8 a( I/ N( T2 P" M
chance to gain experience if >75% prepare and < 50% national exp level
* y0 ^# [+ k ?34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to
6 [, o: P& a+ v: n f1 y* ?alleviate the incorrect experience gaining happening while in reinforcement queue0 I. g* Q1 G. L% K5 t5 |, A: J7 I+ I
35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –3 j! i* }6 y# }- I& c$ a+ r( Q9 e2 [
caused unit to jump “off-rail” and move overland
5 s- W; G. j2 C( |6 I8 j36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ
* E4 @* V( ^7 c3 H) V2 `37. Excessive accident messages on unload from TF reported
6 m2 C5 l6 d2 D6 R- H5 F38. Reworked editor sub-unit merging as some devices could drop off the unit list when" a' K `8 T( v& U7 p
merged causing smaller size unit than expected1 L! P0 o( J2 T0 v. Z( T
39. Corrected possible TOE error in scenario data load for inactive units& W0 d `2 e8 f2 K& [
40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can
2 |! y* v+ A% b8 _7 Vhowever be allowed to do this.1 Z) I) f$ r; P3 m4 ~! c. u
41. Possible CTD if sinking ship's load was a group
+ |5 w% ]0 N0 F: H; z- e4 R* B42. Limit the number of devices built from resources per unit during LCU replacements; this
}0 M6 n" n2 C- n$ h& O: [was causing an over production for that turn
8 }4 d1 A: \* K2 g7 l43. Retain day/night setting when creating group fragments
) Z; M( M% O7 Q9 V44. Adjusted supply and fuel values in base list not to overrun the space& Q5 t& `0 L8 O# ] X! @
45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but
1 @; k, | Q3 g8 B/ gadded YMS to Sweep TF in line with manual and code; o% e9 Y. b! Q6 i9 k
46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the
/ b$ X" z7 m g1 ]rule relates to the abundance of manpower and is not covered by replacement pool. Normal
1 O8 n: p& _* z6 t* ]/ |2 `# Drebuilding of destroyed units is not affected by this.
2 w* N9 D- L; _ v4 _/ [' G( v! ^) L* m47. Carrier capable and trained text not showing together on Group screen6 t, c7 n$ D4 o; S
48. Handle any blank re-name changes by ignoring them p0 B; T) |' Z+ e H+ D- A# ]
49. Possible CTD when air fragments combine& q$ m9 m) h3 d+ g- D( [
50. Unloading TF can freeze a LCU onto a ship under some conditions, B% [2 @) C6 @; V9 o/ Z) a
51. AI not behaving if main HQs missing (affects small map mainly)
3 M8 S `/ Q0 l$ X5 Z52. AI using AGC for normal land units – removed from TF if not needed; i" F0 v% i" Q4 P. ]3 q: ?% K
53. Soviet activation message not in Ops report
8 r! E1 a d$ J! b. k) j1 u54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range
5 A: N) H9 z B* G2 g7 g4 O55. Clear Soviet air balance if not activated. Possible incorrect base switching
" W3 Q- F. ]% f3 T9 d) n56. Sub attack against docked TF not happening for port size <31 b: ]" S; u U9 Q- O7 {
57. Unit type changing unexpectantly
0 k/ ]1 F9 i# v8 N3 D3 s* L, q/ i58. Torpedo replacement on plane sometimes is missed& p5 F* Z6 F- q$ o. z+ p0 G
59. Double handling of overstacked supply requirements; n$ _ P( v0 {
60. Fixed alternate weapons for port attacks+ q) X: \% q1 ^2 S9 b, C6 d
61. Corrected weapon system damage to show after combat on ships in port rather than wait till
2 q; f$ b" T, @! _& t. Ysometimer in the ship repair cycle.1 e) H% c! T# j/ g2 y
62. Ship tonnage over 32K could cause repairs to fail
% W8 A. r+ Q6 w1 x6 ?: B2 w9 TNew
. q; R+ T) {5 t% g& B1. Show Port re-arm level on ship list screens at base. Does not account for tenders, just the) a" |$ `: k' _" B( i6 o
port. R4 m/ x; j1 X. D
2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.% T! w$ H( `) F6 b& ]; D! \2 D
Tenders not counted5 |. X5 {9 q! M
3. When showing mine device on ship, show '!' next to mine ammo if can reload at base
' |0 l8 o" L3 C) N8 A: ]2 c4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method; ]* j# ~9 {% n* Q* s8 k
to remove damaged ships from TF
- w5 s' O! P0 E) S5. New filter for “non-building” devices in Industry pool screen
( k- }# Z8 q! ]8 p9 G; A m6. New filter for “non-building” aircraft in Air Replacement pool screen
" q% l8 W8 j0 F& O. x7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy/ y+ @0 H1 s8 p9 d+ x$ ]
mines (^) detected
$ h$ L2 v8 P# |8 H8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the& S; h5 R/ ?" B7 Z/ Q, Z7 k, l
‘button6..’ image files, then these will be shown. If not, by default there are shown as; R3 U3 d# F1 s# q8 x
standard parachute unit icons
: i! V* n2 D% W. a: n4 x9. Air/port damage and building is shown in base mouse over% `' E, s4 G( r3 n
10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on/ \9 S% v- L, T) Q, c1 M* h9 b
11. TF can be routed to stay within coastal hexes as much as possible3 T" J: d* K; w, I8 h( f
12. On Top Pilot screen show the 'ace' cut-off value if more than 1$ q* `* g) j) a) l/ n' W. e, m# W
13. Added option on group and LCU reinforcement screen to turn off replacements: M$ s8 I: U) T+ G, U: G
14. Current base can get supply returned to it when reserve planes returned which were
& n% w( c2 _1 Y7 F0 J* zoriginally supplied from another base6 i* |) y) t. Y
15. Unit type filter on Troop Loading screen
: Y( [' j. h( O( ]7 l16. Report killed ground units if not in combat report
: [" x1 x* k/ c, T3 {- HChanged& o$ H# v$ E7 B! r/ I: t
1. AF of 8+ have AV support doubled for purposes of determing support for air operations
3 h2 y& S% t3 I8 n. E(complements fix 18 above)$ b% h* Z+ Y) V G/ J- [
2. Permanently increased pilot array to 70K) ~. {* Z L k9 j8 H( G+ w4 I
3. Increased number of air combat rounds are a factor of total aircraft involved- ?( n2 N# A/ {* G) u* ]
4. Allowed submap to submap movement if land connected for land units. Should have been" V1 ^3 _* }$ B2 x+ J
so as per Andrew Brown$ H; E2 Y* F k L$ |
5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message
+ I2 w6 D2 l; j# v0 Z9 V3 sdelay toggle instead: |7 T) v! i( N0 ^
6. Aircraft being grounded for maintenance factors in durability also. This will spread out the
& \- y3 ` t0 D, s7 b0 emaintenace a bit more0 q# A ^, y: k- ?- I; `$ [
7. Support device replacements won't decrease the overall experience of LCU units. This does
( r4 P, J9 D* S' p- G7 i' p1 bnot alter the overall EXP change due when any replacements are received.
- @; h; K' V( [: j, R% Z% D8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction5 @2 j+ N* b" K
between the two but could break current games.' J: J- i& x4 W& _& i
9. Some LCU Prep points may be retained if unit is experienced: _0 m/ Y0 o3 C: C7 Z# c- R. Y
Notes
: U& o! \" A( V: O- n1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario
! G/ f- v2 W) C. S) M7 ]' K. Mshould not change player or HQ, even if not in play. These original HQs are used by the AI
, S) H$ k0 Y1 x6 y) l* Croutines so changing or deleting them can put the AI off. Changing other elements should
& q4 c; Y$ _- kbe okay.) @5 L! [# d' C t: ?5 l% X/ O4 ]. O
2. Clarification to weapon filters for aircraft:( K0 r, l$ Q+ f
PM_NAVAL_ATTACK 2 // used for naval attacks
, K I# b7 s3 e: @( G4 Y+ [' ]PM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)
1 D7 e+ g# P# g1 L6 kPM_LAND_ATTACK 8 // used for land (ground) attack
. O, s( }1 M. P$ E* _( cPM_PORT_ATTACK 16 // used for port attack
/ f0 S# S4 v) u7 z3 l, X6 |* VPM_AF_ATTACK 32 // used for AF attack
0 g. I9 k) y9 IDropped any reference to secondary values for land and AF as they served no special use.$ M$ q) k2 ?- i( `% ]- r+ ]
Clarification changes
" G3 G4 s: A* Z" Y1. Some clarification and changes in regard to use of the Soviet Motherland bases. These
/ A! F; f4 u0 a' p V3 qbases are those defined as having an original Soviet hex ownership of SOV_UNION (90),+ }. {$ I4 @$ ^5 D+ D5 p6 h- Y8 ?+ w+ z
MONGOLIA(91) or TANNU_TUVA(92).
" Q6 f8 C$ A: j+ n* }; qa. Allied non-Soviet groups can't transfer to Soviet Motherland bases
( ]4 y$ x* H u: wb. Allied non-Soviet LCUs can't move into Soviet Motherland hexes- U: M G$ c) d! r& w" Z
c. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases
9 y0 A! Q' L5 a% Dafter Soviets are activated, but can’t move6 `7 K; w% @9 ]- G, X1 \
d. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if/ y" w1 M H' j6 w! E" w7 u: T
disbanded in port.
6 b5 C2 h$ ^. H: je. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently
# { e% Q# `" ?: c. @f. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |