返回列表 回复 发帖
9/12/12: 1120f - Auto-disbanded Escort TF with heavy damage (>50 float or >70 system) in port 3+ goes into Pierside repair
16/12/12: 1121 - Non-port base trying to build a port (type = primary AF is NOT a port). Fixed some other cases where port/af type might not be correct. 0 L; l+ E0 ?1 p. X
Fixed non-base disbanding of LCUs % _( U" z: o- @: V) n1 z$ ?
Fixed transfer name box for veteran pilots missing
这是非官方补丁
23/12/12: 1121a - Adjusted air filter to right justify in order stop overruns on large font 8 h  x2 K9 R, \7 m/ u
Suppressed build rate if device has to be built from production/resources
29/12/12: 1121b - Extended the ship name on some screens to show the class type description as I was getting confused with some
06/01/13: 1122 - overfilled TOE LCU can lose some devices when upgrading
07/01/13: 1122a - device upgrade sometimes skipping an upgrade if another is "available" " z) v8 }1 ?/ Q4 i! ]4 I7 `
Disabled devices not being carried forward for reinforcements when Japanese production is on
20/01/13: 1123 - Restored original code that allowed LI,REF to produce when enemy LCU in hex
) d) v4 A! h, L* H' ]Partially restore original code that allowed HI to produce, but only if no enemy LCU or for port >3, no enemy TF in hex   N: d6 T7 w6 H1 F! d! c
Restored original downgrading of device for arriving Japanese LCU if unable to fully satisfy from pool before dropping by 75% (production on)
! {$ A- Y' M$ X1 URestricted filter on Unit list for 'change all on list ..' not working
0 X: Y2 \7 O3 ~7 H: CDon't show TF to enemy player (in case it happens) 2 W. w" ~- F5 z! P
Troop/supply unload at friendly 'dot' base 7 g8 C: O8 q* J9 c6 g
AI swapping aircraft to different nationalities
* T3 w* ~: B1 m! F( v, MPilot training HI expenditure not set in some cases
0 g/ O% Z- ^, q22/01/13: 1123a - Strategic movement type not carried to 'set all follow/march' units
23/01/13: 1123b - Missing '*' next to AA on class upgrade display $ D! h7 c; b( O3 [
Show Electronics data in in-game database view
8 x& T9 R# O% Q0 \- I7 ^" m4 [! @( SDisbanding VS group when not returning wasn't merged
& w) J  x/ d. j* J$ {9 I: G+ rAllow overdue ship groups to withdraw from ship in base hex rather than move ashore
26/01/13: 1123c - New scenario LCU move direction not always correct
17/02/13: 1123e - Possible overflow error when build list of ships   z9 M4 o( i4 b- I* F5 @  P
Change direction when set for direct move. Added description to March Direction on screen to help identify when direct move is set * V* h$ g( O: B5 g7 Y- ]4 l$ i
Devices in TOE of less than 3 could cause subunits not to rebuild - [* q+ V; T1 Y
TF destination (unload at) not allowing some TFs to return home
20/03/13: 1123f - Direct move fix last patch broke scenario start move setup
, S5 i# T- E" b) k: f6 f  BMissing seaplane expenditure on repair attempts
2 V# P# K7 V' ^1 Q' r4 w+ c  iCorrect TF patrol issue when no destination hex
5 y' p$ O5 ?" L5 r1 s) L2 \Bug in activating barge that could disband random TF (DCB)
7 V  d4 E+ U& k. V  O. IAbility to change combat/strat mode in Load TF screen
$ j9 t' O; q. kAligned unit type and suffix to match - causing some strange results being wrong 2 ?" n" K$ f; x1 p: @. Q. U
Low endurance ships not always using fuel for small moves " Q. Y' r8 {7 k4 u; D
Some ships with system damage excluded from autobuild TFs ( H: Y2 ?5 |# \* I0 A
Some liquid capacity not used on xAK type ships $ ^& z' \! w3 _7 k. j# q
Allow carrier based groups to pick out of range city attack. Inline with port/af attack
7 D1 W/ M  T: j2 Z$ ^- b% qStop multiple combats where more than 500 units in a stack
26/03/13: 1123g - Fixed Device repair bug
! G3 {2 ]9 @  EChanged Show on LCU screen if enemy in next hex and/or crossing river in movement 3 N6 W( `, ?! A! q3 B
Changed Check for enemy in hex only when moving into hex, allow move if own base present, or moving unit stronger than enemy AV, or no enemy combat units, or friendly combat units present - impacting how AI moves
4 ~" _; \4 M3 S0 `/ S( XFixed Setting same destination won't clear march distance
- V2 E, @6 b4 y9 E9 ^8 Z4 @% YAdded Indicate moving unit on Location column mouse-over on army list
4 u) k9 H& `5 J8 n7 L& Y6 {Fixed City attack not allowing 'cities' and 'ports' to be bombed. Just the first type found.
01/04/2013: 1123h - Made emergency mobiliation forces arrive as delay 1 so get correctly setup
; B( \% E; P6 k' }- D: ~  Z% z/ J0 WMoving units try to build non-base forts (using supply) which are zero'ed - wasted supply
26/04/2013: 1123j - Ignore empty convoys when checking for arrivals
# m. i; g! t& V' i. PIssue with '0' AV units continually retreating in combat 6 C" P- G% `( M4 ?
Adjust ship fuel after upgrade/conversion by adjusting ship/base fuel levels
) [) _! W  v+ V4 NCatered for only 2 ships in TF that becomes crippled 9 y# `) H# E2 \' Q8 D
Flak factor could be randomly reduced when checking TF flak numbers   q8 w- ~/ A7 a+ q. d- B" G
Flak calculation incorrect for land units * P6 h# n, u" p+ c7 n
Ship-based groups could fly with torpedo if no torpedo slot on ship
返回列表