具体见
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http://www.matrixgames.com/forums/tm.asp?m=3185062
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: [+ I4 B+ q! O0 S% k+ Q已经共享到岛群QQ和本论坛置顶资源帖# n( l( t* {3 _: R- n, Y+ a
1 T! r2 S( b7 W Q" W/ I C大量更新,详见列表:- J/ Q7 u* w, t: W; x
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- ^% \" A% l" ]# s d$ G( ~' p6 J* GChange History:
$ ~5 [; X% @' }7 C/ P- K; \V1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17)
, E" M8 L" x/ g4 f; p8 N# @1. Seventh Update – This release is a comprehensive release updating all previous4 ]: D8 Y J( i5 Z9 g
versions to v1.01.17 beta2 |! ~8 u- x% V A& R8 G+ n
2. Code Changes2 q/ Z( Y' l% q- Y0 ?0 B" t
Fixed
; g* S. D6 O5 s8 f2 ~: ] Q. N( V1. Display of AF/Port icon between player saves based on player's intel
( Q/ J) k2 Z* r, m% _( j2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when
9 r/ [7 w& H. K q/ r; yweapon list updated& ~0 R' P: y, ^" L' `+ n" N3 Q
3. Reported cargo/troop safety values incorrect when no cargo/troop space
2 f# w( r$ O1 N. ? O4. Allow smaller 'reserve' space for small groups on ships
; R, b+ ^5 s& V' Q% o8 i1 D5. Preserve some more data when swapping fragment and parent to prevent lost of parent
4 x9 N5 E. B# N6. Correct attacking plane count before final post-air combat- R6 l u0 r7 M; C& r% y3 n
7. Pilot promotion may have occured in error sometimes
9 O3 p, h) f5 Z: X8. Raid detect message sometimes dropped of the combat report
; {- y8 S: K( e* V9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply5 a- B3 |6 P: t9 ^2 Y" A
generally8 v+ Z7 y @- _* L1 Q, M2 n
10. Some pilot-leader connections were being corrupted
, r( y" {1 D( d$ a/ R& g* [11. Movement bug with following units due to incorrect move indicator. Seems to fix a few! L4 i; A: R5 l+ g* |4 J1 k
other move issues due to the incorrect indicator
% b# @2 a* s* W/ h" r+ m12. Wrong ship sometimes reported in Ops report for TF movement which causes some
/ g0 t# A3 L4 i# J6 O' @damage
0 I- x$ G% U" B0 |$ F- a13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool( ^; k" f/ t5 i$ A5 e, x# \
14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the
# s( C" _4 g; J! j: u" x7 Ydate sort
& z9 h0 C- F8 g' p+ t15. ASW groups not allowed to attack sometimes
5 f ]: [5 X) e, O% U0 E16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing1 C% u9 A1 |$ @
HQ/LCU to jump to reinforcement queue; x8 I5 ~: d( b' C% C) f
17. Bug in bomber intercept if too many rounds of fighter v fighter combat: U0 k* e j! `
18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed1 G1 q" l6 g$ a- S
at start of AE but crept back in sometime during updates
# I) `& K" p. E- U3 {19. Removed the fragment/parent swap during a TF unload as it could often orphan the: a1 a6 z1 a" E( I
fragment.3 p2 {1 S* \: E( j6 B8 |1 U& Y
20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade
$ f6 w d9 H9 m7 ?+ ~7 ^4 }21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not0 {" s3 `: h' l. b( A* j/ F7 k
short scenario). This was fixed in a previous patch but only for one of the VCs, not the full' F H( T8 n# x0 d9 g z
set1 C+ h5 F/ Y* S) G r. r
22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base7 p+ ^7 e3 m3 a' o5 I2 W3 P; y/ L! J
23. Enabled 'z' to speed up all animations; was commented out in a few animation replays
: `9 O0 g+ P# b( P24. Bug caused F/FB to sometimes bomb at low altitude
1 Z5 w) e% p: ?6 z! V6 z' b. u" s25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not$ m+ ?4 T. B* Y. {8 ~1 W# A
occurring properly.
5 R9 X! f1 [) \! H. V m26. Bug in Industry 'failed' indication not showing properly sometimes8 ^9 o6 R J( `0 u; [3 i2 Y
27. Location check at scenario load to include small map sceanrios
8 d6 e5 k/ o5 @& H+ g# @28. Bug in air supply to fragments in a non-friendly base hex
/ w. I) V8 D: d7 A/ W) @" ]- c( e7 y29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was6 X/ a- Q% n5 m- Q" ^& {
being set to homebase before execution of the mission – ie was returning to base
1 O! g$ u5 |$ x- |immediately7 w' [, O: X) S, r
30. Error in Strategic map display
6 E8 |- I# K6 h5 K4 ^% y, F31. Additional and stockpile options were not turned off when base was captured1 ^9 r6 ]3 N! x) H' M$ Q
32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on% O7 ?. a7 w; Q$ m: X/ x! g
mouse over
4 f4 d- z/ N8 q33. Army experience being gained when not 100% prepared as per manual; changed to allow
1 [+ M& h& @9 A# G3 C( T* Ychance to gain experience if >75% prepare and < 50% national exp level
n( @( c' g r! b34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to& f5 \' D! |+ ], q6 a5 }5 D
alleviate the incorrect experience gaining happening while in reinforcement queue
! y( A5 f) A5 R, g6 R35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –
/ t1 G2 U+ b0 X$ Kcaused unit to jump “off-rail” and move overland; ]- A8 V9 ?: f: S7 n; Y) W; _" C# o
36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ1 C" y+ Q0 @* }
37. Excessive accident messages on unload from TF reported9 E5 G, f5 n h p7 [
38. Reworked editor sub-unit merging as some devices could drop off the unit list when
& t8 K. j6 K$ X+ _merged causing smaller size unit than expected
- q4 i. T: V: Y7 f) r( J39. Corrected possible TOE error in scenario data load for inactive units* G$ u/ r$ v5 g8 E$ y3 d
40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can
; h9 d) h) [) J+ ^. N9 ?however be allowed to do this.
$ t; ]) h6 g& M. U) i9 K) [41. Possible CTD if sinking ship's load was a group3 C C/ }$ }* F& s% ~) R7 r
42. Limit the number of devices built from resources per unit during LCU replacements; this, }$ w- s+ ], C& q* ~
was causing an over production for that turn$ R" u: W4 w$ N8 R2 p
43. Retain day/night setting when creating group fragments' W& \$ Z( R* v( c" C2 f: {. a. Z3 g
44. Adjusted supply and fuel values in base list not to overrun the space g3 z* Q4 d g5 V F+ A# p
45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but
6 \; C) k( h' Hadded YMS to Sweep TF in line with manual and code
3 `1 C8 F# E. Q% P1 X9 [46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the4 t8 U2 P/ [1 E
rule relates to the abundance of manpower and is not covered by replacement pool. Normal
3 O. Q5 u2 b9 j$ A- L& ?/ |rebuilding of destroyed units is not affected by this.9 w/ l/ h+ V, @
47. Carrier capable and trained text not showing together on Group screen s; a+ {& z& i8 c6 l' s
48. Handle any blank re-name changes by ignoring them
- _. C* \- V, `& U: G* J$ f1 v49. Possible CTD when air fragments combine% |/ `, ~* |' j4 ?' m
50. Unloading TF can freeze a LCU onto a ship under some conditions
/ L' X8 J2 S! O! n# L$ w51. AI not behaving if main HQs missing (affects small map mainly)
- y0 I8 L4 V. M" `9 {5 W& f52. AI using AGC for normal land units – removed from TF if not needed k! f0 M% K2 Z- j& j
53. Soviet activation message not in Ops report
# q( ~$ }4 e f4 f54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range4 K( O2 {3 m' ~% g) P, p
55. Clear Soviet air balance if not activated. Possible incorrect base switching
# |( i( t3 Z: K8 h56. Sub attack against docked TF not happening for port size <30 t0 g/ }8 O: F/ a- i. n
57. Unit type changing unexpectantly
3 G7 i& y: Y* p6 J: F7 b# a58. Torpedo replacement on plane sometimes is missed1 ?9 Z' |3 L/ v% G% G8 [4 d
59. Double handling of overstacked supply requirements
4 p; r; d% y, s# k& ~$ q" _60. Fixed alternate weapons for port attacks( ~3 F: R! V U5 _7 ?: [5 l# V& @! z
61. Corrected weapon system damage to show after combat on ships in port rather than wait till
- C% d3 R9 _% Q$ }. Rsometimer in the ship repair cycle.- E5 K9 z. L) `
62. Ship tonnage over 32K could cause repairs to fail
. t* k6 N' B+ E6 ?3 e" ?New) y$ J1 B% W! c8 x- ]$ p1 a
1. Show Port re-arm level on ship list screens at base. Does not account for tenders, just the
. X1 n8 v2 E# d1 o5 t" y9 h. l( B+ wport' d8 E4 \0 n. l" r5 p9 N
2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.
4 c/ {7 @: ~! [& C( T/ RTenders not counted
. ~( r4 H8 _) |! g- N5 _ N! \3. When showing mine device on ship, show '!' next to mine ammo if can reload at base6 `7 p+ \ M& f
4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method/ O% a# @# w# m6 f/ f
to remove damaged ships from TF. r4 ~) e( r6 F5 y7 ~- b3 q
5. New filter for “non-building” devices in Industry pool screen
0 H9 k/ P5 \6 |6. New filter for “non-building” aircraft in Air Replacement pool screen
% [' r4 r3 W& l6 L7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy
6 l% G6 q2 B8 E; ^1 ~" z' @& H4 pmines (^) detected
. M; F9 I+ d) v# K2 O8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the
+ _# V F' n) m' g‘button6..’ image files, then these will be shown. If not, by default there are shown as/ o# [' H8 \: J1 w O
standard parachute unit icons
5 O; s7 H- ^+ Z9 g9. Air/port damage and building is shown in base mouse over
Y/ K& V4 T4 i3 p; Y4 r8 U10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on
5 F# h- q% H' s11. TF can be routed to stay within coastal hexes as much as possible
4 G" p1 ^3 H- r7 V# M3 i: `12. On Top Pilot screen show the 'ace' cut-off value if more than 1) a, L# x$ W( x" f* G% _
13. Added option on group and LCU reinforcement screen to turn off replacements
( m9 s& j$ H. Q14. Current base can get supply returned to it when reserve planes returned which were
# J/ X5 j, l/ H2 P* A. h; poriginally supplied from another base
- i2 ?( t: b9 P0 x1 F2 O15. Unit type filter on Troop Loading screen
% L" U. b { M16. Report killed ground units if not in combat report
* Q3 E7 V, u4 ^- @Changed
6 }6 J$ o# F+ T$ Q2 g) m' _1. AF of 8+ have AV support doubled for purposes of determing support for air operations
5 x$ L8 H, f; b$ }(complements fix 18 above)
5 q; _0 j$ ~& {& x6 b* \' r9 q2. Permanently increased pilot array to 70K8 \% u. M: y5 k* q6 e
3. Increased number of air combat rounds are a factor of total aircraft involved6 w6 o4 {/ N- W5 D1 ?$ F
4. Allowed submap to submap movement if land connected for land units. Should have been
7 r1 y: z, w" |3 d9 d2 c# Wso as per Andrew Brown
( j$ m0 L6 R5 J. }* n4 b5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message
+ r6 l' N& h' g! Ydelay toggle instead
+ `1 l ^, f' z( \3 P6 N4 R6. Aircraft being grounded for maintenance factors in durability also. This will spread out the9 I4 J- j& D! Y/ `
maintenace a bit more
8 }) K, M7 b5 L* |& M. h, T3 O7. Support device replacements won't decrease the overall experience of LCU units. This does9 W) a% z, n) x* n" G
not alter the overall EXP change due when any replacements are received.
( q9 N1 v5 w; I! ~4 g n8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction
8 D. h) c8 p5 o A3 H: I6 A: T- Mbetween the two but could break current games., N- O! j/ t+ p# L* |
9. Some LCU Prep points may be retained if unit is experienced
3 l4 K$ S7 q" u+ K7 U6 ANotes
# P) m( s0 a" v$ w1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario3 Q' @# j6 z+ v4 F3 X0 f# v
should not change player or HQ, even if not in play. These original HQs are used by the AI% ^/ V. a6 p5 i. w6 u$ t8 A
routines so changing or deleting them can put the AI off. Changing other elements should6 w; H& Z$ w8 q; x6 ?0 q& b1 j* t
be okay./ I/ e, ~$ W) Y: W# u; w M
2. Clarification to weapon filters for aircraft:
4 F4 L: W; \, o% J& H5 w4 q1 aPM_NAVAL_ATTACK 2 // used for naval attacks, h- V. V; M. ^4 {8 I
PM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)
8 r* W! w4 Y$ g4 a. H) @6 uPM_LAND_ATTACK 8 // used for land (ground) attack
& @6 ?1 l0 @: d4 E* HPM_PORT_ATTACK 16 // used for port attack
; l5 L [9 }) ?PM_AF_ATTACK 32 // used for AF attack
1 R8 x' l# B$ s, \6 ^" M7 HDropped any reference to secondary values for land and AF as they served no special use.* Q& I" X% Q7 x' s i
Clarification changes) Y4 D0 e |. o! ^
1. Some clarification and changes in regard to use of the Soviet Motherland bases. These
# r2 o0 I7 X1 nbases are those defined as having an original Soviet hex ownership of SOV_UNION (90),
$ k. C+ [, L+ @8 [& s( hMONGOLIA(91) or TANNU_TUVA(92).
5 @6 f% q9 X) l/ a" P8 ]9 ea. Allied non-Soviet groups can't transfer to Soviet Motherland bases
* Q7 `3 e& c7 xb. Allied non-Soviet LCUs can't move into Soviet Motherland hexes
4 G! _2 g2 ^3 K, g1 uc. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases% H- \; s/ ~6 s+ w [
after Soviets are activated, but can’t move
# ~( s8 e7 ^5 B( C% ld. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if
x3 q9 z7 J- m& Udisbanded in port.
' s9 N% v5 N4 d# Be. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently
+ r7 \9 ?2 ?! }% C; m3 v9 k9 Sf. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |