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http://www.matrixgames.com/forums/tm.asp?m=3185062
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1 f$ ~4 W0 g/ s6 L" y% P- P# Q( x5 o" A大量更新,详见列表:
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4 Y2 N: v0 M. M1 f4 ~+ F& vChange History:* `' N V6 o6 y; @( F$ c5 t f
V1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17)! L8 K# p( B$ G/ ]5 g
1. Seventh Update – This release is a comprehensive release updating all previous4 P1 H, ^9 @: L/ |" I* L
versions to v1.01.17 beta
d" b0 a+ A/ D8 D. S) E2. Code Changes
; x% L" M* @* x% O9 ~Fixed
7 d8 w, J7 E0 t' g9 y. |4 s9 T1. Display of AF/Port icon between player saves based on player's intel1 F2 T3 P* L1 @, x3 k# q8 ~
2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when9 v* ]5 U+ E8 U$ t0 E
weapon list updated8 h0 ?! A* T. `# {4 b6 ], v
3. Reported cargo/troop safety values incorrect when no cargo/troop space
7 B+ i; c$ C# d7 G* J4. Allow smaller 'reserve' space for small groups on ships7 N% W% P8 i4 S, \; z: j9 }8 w
5. Preserve some more data when swapping fragment and parent to prevent lost of parent9 F4 O f4 K% s4 H$ B& R; t! M2 z
6. Correct attacking plane count before final post-air combat* ~3 K2 c) A4 v, \/ T0 L( d
7. Pilot promotion may have occured in error sometimes
6 i$ `/ p$ }+ h3 T' {8. Raid detect message sometimes dropped of the combat report" M# ~# V5 p+ K: n
9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply" I, m, @ N, I. \( ^
generally- H4 `8 x& X- S* j2 W6 o
10. Some pilot-leader connections were being corrupted6 b0 r6 J r/ k# \+ J
11. Movement bug with following units due to incorrect move indicator. Seems to fix a few
4 Q: z5 R1 w9 T3 t- z7 Xother move issues due to the incorrect indicator0 f6 R' X3 N9 G' q! d) s0 P
12. Wrong ship sometimes reported in Ops report for TF movement which causes some D/ o. A! o* a$ Y9 g7 @
damage
( Y) D; \ c1 k9 O0 R" Q2 t13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool
( C: {1 L( h5 V6 j5 |14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the! b# _, Q& w- r# y# h* K9 _
date sort
! i+ E) l5 C) T2 }. P15. ASW groups not allowed to attack sometimes& M1 F% \/ N+ \! K6 N2 q$ O0 O0 A
16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing. e$ J$ M. O* c4 i; L
HQ/LCU to jump to reinforcement queue/ D9 G; P3 h. q1 [/ o& H5 r4 T
17. Bug in bomber intercept if too many rounds of fighter v fighter combat8 }" j: ^ i5 p& a- @# R
18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed1 e! B# c0 {- Q4 t( y
at start of AE but crept back in sometime during updates5 c8 @ P. v. i0 D+ {
19. Removed the fragment/parent swap during a TF unload as it could often orphan the
% ?) n5 H2 e; M }9 W' Afragment.. ^6 c6 h2 Q+ I" L7 ?
20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade
M+ N1 I5 t: n, ]21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not v8 o- A% z# M3 j2 A
short scenario). This was fixed in a previous patch but only for one of the VCs, not the full
# A% }0 a/ h0 rset- q+ h6 W# _2 F- M
22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base
2 L( U0 X! T& {8 `' c2 ~23. Enabled 'z' to speed up all animations; was commented out in a few animation replays
* B* r+ R8 ]' W6 B$ ?( `$ b' H5 p24. Bug caused F/FB to sometimes bomb at low altitude
- v$ d e; Q& A4 u) L2 n5 M25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not
d- E: |/ k; ~- A) i8 zoccurring properly.
z! _ P2 h9 \$ W1 O7 W* S26. Bug in Industry 'failed' indication not showing properly sometimes
; _: e+ E* m% o& Z$ O: l27. Location check at scenario load to include small map sceanrios% ?- }5 V, L& T! m% M" d
28. Bug in air supply to fragments in a non-friendly base hex& ^. w" ~; P( ]. Z- W% h
29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was
. J5 ^- M1 o1 |. d5 K3 s/ |" qbeing set to homebase before execution of the mission – ie was returning to base3 ~7 s( B- i) q6 N4 M/ {! e. q
immediately
7 z5 M3 t* n# U/ g6 w. D30. Error in Strategic map display
4 L0 F; [: \, z' j _ o31. Additional and stockpile options were not turned off when base was captured) {) ^" C3 y6 ]& y! f9 a5 B
32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on
, @7 `( z6 }: y/ Kmouse over
3 s }; h9 L) ^33. Army experience being gained when not 100% prepared as per manual; changed to allow
: R2 i3 b# {0 u( L" Gchance to gain experience if >75% prepare and < 50% national exp level6 i" I1 H# F7 m7 V# l& C% D8 m
34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to1 I% l& _" x2 R4 Z/ R
alleviate the incorrect experience gaining happening while in reinforcement queue+ ]2 L1 `+ z" ~; ~
35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –9 a l9 d( E6 P8 O
caused unit to jump “off-rail” and move overland Y( u6 n( t; E- x* Y
36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ
2 z, l7 I% \6 m* ^. F! b+ N37. Excessive accident messages on unload from TF reported6 e& y, U' e3 P' `) H- U
38. Reworked editor sub-unit merging as some devices could drop off the unit list when
# d+ d/ j. J7 F/ m+ s1 e5 m% o4 hmerged causing smaller size unit than expected: Z! v0 g% S# i
39. Corrected possible TOE error in scenario data load for inactive units+ i: D4 Q) x1 C& }
40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can
5 w* B- v. P$ ^4 `& Nhowever be allowed to do this.
3 K9 G/ Q: R- N. h: }# v, u* F6 r j41. Possible CTD if sinking ship's load was a group4 C1 a$ K* X' D5 s# X
42. Limit the number of devices built from resources per unit during LCU replacements; this+ ~$ R* B6 v# y" ^
was causing an over production for that turn8 }2 U2 h" x7 m; C) l# u) z
43. Retain day/night setting when creating group fragments
; [) r" ]' _( ]( [, U44. Adjusted supply and fuel values in base list not to overrun the space
# {* c' F, w! c5 `2 K) J45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but
( {6 b. g5 u1 madded YMS to Sweep TF in line with manual and code8 [' W/ M1 e8 f, T
46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the9 j5 F8 p5 w9 j
rule relates to the abundance of manpower and is not covered by replacement pool. Normal: r7 l: b0 T# v. `& u
rebuilding of destroyed units is not affected by this.7 D' n/ Q: n8 U7 z* d$ b
47. Carrier capable and trained text not showing together on Group screen
" u5 p% m0 z1 ]- Z R48. Handle any blank re-name changes by ignoring them
, }, h( ^8 _; u& Y$ L3 I3 j# Y/ N49. Possible CTD when air fragments combine
7 o" j; C9 v$ J( p& ?- J7 d4 d50. Unloading TF can freeze a LCU onto a ship under some conditions8 z0 A, j) t" W! k0 f
51. AI not behaving if main HQs missing (affects small map mainly)
& @& T, b6 F2 t- b7 c# d3 N52. AI using AGC for normal land units – removed from TF if not needed
; z* d* C: u' O0 q* m9 O/ I/ o53. Soviet activation message not in Ops report6 x0 M9 x/ J/ f4 e" D |0 w
54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range
# Q1 m' ]# ?; V$ J55. Clear Soviet air balance if not activated. Possible incorrect base switching
, c& t/ s. k* U3 G& V3 [ q1 o( `56. Sub attack against docked TF not happening for port size <3, I' t& u' E& S) p o9 | O
57. Unit type changing unexpectantly i' Q; w" S: g
58. Torpedo replacement on plane sometimes is missed( `: S* a: o5 \, u; h+ B5 B
59. Double handling of overstacked supply requirements6 A+ S5 K% F, e5 T7 U
60. Fixed alternate weapons for port attacks
, u( [; ` W+ P: K! M61. Corrected weapon system damage to show after combat on ships in port rather than wait till6 t5 e- S4 N$ r0 u3 K& F) M4 E8 ~
sometimer in the ship repair cycle.' ^6 ?5 K1 l( r3 { y1 _
62. Ship tonnage over 32K could cause repairs to fail
3 D2 `" n( h' T7 q5 rNew
" m0 a+ b% g8 K; e- u( e1 u0 A; r1. Show Port re-arm level on ship list screens at base. Does not account for tenders, just the, ]! z- D% s4 G' W1 G# C
port
. x/ j" A1 T% x% ?( N, I3 f2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.
1 C7 b1 ~: ^) L4 g6 w9 c3 @Tenders not counted1 g+ k( z" x9 g0 D# v
3. When showing mine device on ship, show '!' next to mine ammo if can reload at base
: b- i6 B2 _7 C4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method2 w. Q5 G# w4 Y4 q+ s) b) X* Y
to remove damaged ships from TF
$ W/ B% N8 @8 A# X( v5. New filter for “non-building” devices in Industry pool screen0 A7 @2 j$ w0 e
6. New filter for “non-building” aircraft in Air Replacement pool screen
% ^- S" h" U# F: `$ N C( s/ Y8 g7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy2 `2 {+ O9 k1 |: p
mines (^) detected
( u6 T* Q: r6 N( M) u+ d8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the$ s& B; e5 L1 s6 M
‘button6..’ image files, then these will be shown. If not, by default there are shown as+ ]# Y- X) D# t* H4 |4 `+ ]( A) I
standard parachute unit icons3 P( d7 o1 p: }' X4 K5 z: y
9. Air/port damage and building is shown in base mouse over3 K0 O( k2 z' E/ m
10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on) G7 }5 ~6 @$ |% W( Z
11. TF can be routed to stay within coastal hexes as much as possible7 R9 g" X5 o( i
12. On Top Pilot screen show the 'ace' cut-off value if more than 13 R/ G- h- b/ U8 ]' x* x* G
13. Added option on group and LCU reinforcement screen to turn off replacements
8 ^3 s/ \$ [5 c( ?! w* s14. Current base can get supply returned to it when reserve planes returned which were8 F% x# u2 H T" \1 `- r
originally supplied from another base1 t+ M, D* M) V, g6 {9 H, e/ u
15. Unit type filter on Troop Loading screen- h- m+ k, a4 ?5 K9 p, Q
16. Report killed ground units if not in combat report
' c- B! t: c4 u1 X8 m& t S; KChanged
9 F. R; E2 T2 A) ~+ f; \: s; w1. AF of 8+ have AV support doubled for purposes of determing support for air operations
" F( X# v/ ^( M) _& V5 m' n(complements fix 18 above)
0 x6 h! P: o H, ]9 r& f2 e2. Permanently increased pilot array to 70K
# a6 {3 ^3 o7 W* t5 o/ _3. Increased number of air combat rounds are a factor of total aircraft involved
' e2 e" n; s( [ d; ~; m8 h7 A4. Allowed submap to submap movement if land connected for land units. Should have been* } B2 n6 c# ^6 `
so as per Andrew Brown
$ K" `. n% G* B, Q# ^5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message; E7 R0 c. X1 n% S; M: ]
delay toggle instead
1 e) d' u9 @$ H! d& a6. Aircraft being grounded for maintenance factors in durability also. This will spread out the* R+ d9 O) L% J$ h
maintenace a bit more& r4 P: N4 k6 D, L# ^/ o/ U+ _7 A/ h% k
7. Support device replacements won't decrease the overall experience of LCU units. This does( k, w9 e* G9 U5 d
not alter the overall EXP change due when any replacements are received.
1 c+ z4 n7 m. L1 L/ y! z3 x8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction* I4 y# n g. Q
between the two but could break current games.- z ~$ E0 I8 V
9. Some LCU Prep points may be retained if unit is experienced6 X p8 G, K& o
Notes
9 x* U, s& |$ W2 H6 I3 j. Z1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario2 A: R, K6 i3 k9 ]! n9 p
should not change player or HQ, even if not in play. These original HQs are used by the AI
5 |, s3 v. G4 Y/ \) iroutines so changing or deleting them can put the AI off. Changing other elements should+ Z: e: C/ U. k1 v% x1 H) Z0 s
be okay.5 A- X6 b- ]5 |: ^# X
2. Clarification to weapon filters for aircraft: S2 h6 @8 b& L" X$ m$ [. O% O$ X
PM_NAVAL_ATTACK 2 // used for naval attacks. r1 g9 O) ?4 f4 w& ]
PM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)
. P2 A( ?6 p! V CPM_LAND_ATTACK 8 // used for land (ground) attack
7 r* z) H% m% p* C, a2 L' TPM_PORT_ATTACK 16 // used for port attack3 Q& a0 E3 s' g
PM_AF_ATTACK 32 // used for AF attack
) r9 R$ c7 i0 c4 q8 T$ V# ]7 y6 aDropped any reference to secondary values for land and AF as they served no special use.6 R7 m* }' h$ A) s8 i
Clarification changes
. A% k' J) l. R+ X5 G1. Some clarification and changes in regard to use of the Soviet Motherland bases. These4 q3 ~$ C/ X& _1 j; o
bases are those defined as having an original Soviet hex ownership of SOV_UNION (90),% s: L2 A) L8 o. ^0 T; E, s
MONGOLIA(91) or TANNU_TUVA(92).9 s+ \0 w) `0 z2 Q- x: \0 _
a. Allied non-Soviet groups can't transfer to Soviet Motherland bases) @/ w& S6 }9 A8 ] `, B6 M; H
b. Allied non-Soviet LCUs can't move into Soviet Motherland hexes
2 D# @$ `: P% q. z& z# }c. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases, t" W' n+ }0 U3 x& `. y
after Soviets are activated, but can’t move
* c& c1 c1 ]9 O5 Kd. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if
5 I' _5 O0 o/ O& ]. q0 }disbanded in port.
' a( o* g2 H, g2 De. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently
, }. L4 h ~. W0 i; T; ~; b4 Mf. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |