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ORIGINAL:  michaelm
' N& `, \, p9 M2 ~) GORIGINAL:  erstad4 v7 v& l; d3 C! c3 I9 Q" m$ n
7. Ship-based groups could fly with torpedo if no torpedo slot on ship
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Just to check, this fix won't break the ability of the Seiran to launch torpedos from a sub, will it?) p  ?1 d' M) I$ a/ G4 u
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Have no idea. Torpedo ordnance is suppose to defined on ships which can supply planes with torps.
' }  p) G" e) O6 e! u# bWhat scenario has the Serian setup? [Found one]
  k8 L$ e4 V0 _+ r% iSubs don't seem to have air ordnance? Wonder how they fly strike missions? [not checked if no ordnance slot on sub]
  a; J8 y& @4 H7 {Based on above feed back, I have updated the code (j2) to skip the case where NO ordnance slots are on ship and ship can still fly planes. In that case it will operate as normal.
19/05/2013: 1123k - Enemy base damage impacting ability to use paratroops
18/07/2013: 1123n - Upgrading ships with cargo with attempt to offload cargo while in port (ie not part of TF)
! ?6 G/ u! Z7 K1 mGroup upgrade not performed if ANY fragment present on or off-map : L) V+ P  p$ j% b% c/ E
Correct retreat test in supply phase for isolated units
+ g0 x& N  r3 p2 W* h3 T7 d  T) C( IProtect use of 'unload at' destination when no destination is present 2 }- o" O5 W1 p8 H# e) \
Correct display of port building %
7 E$ j  O( _. S% zReverse base checking order for supply movement every 3rd turn
6 I' D! k6 L' ~7 Y. a5 |7 J& {Allow AI to return to pool small ships - doesn't use shipyard points
27/07/2013: 1123p - Port/AF attack only against bases
5 q1 V# _+ @8 z8 ]% G& Q- W# yCorrect barge rebuilding due to 1123n
09/09/2013: 1123r - Show '0' port if ships sighted % k" _3 G% W# |" d
Ships unable to repair should be able to go to crew-repairs (as long as no other limits)
; N# c' H0 Q/ k6 X6 k$ e' TFixed AI issue with resource movement by TF ! s* [% b+ |* ^
Increased default cadre size to 5% for non-Chinese units to alleviate auto-disband on rebuilding units
16/11/2013: 1123u & Z# ~) E6 K, w: J( T- q; y
Fixed LBA flying from small AFs ! `" c" R* C$ m
Changed Maxed out ship ops on refueling ) G" o1 n5 m1 G; a9 T) J$ Y
Changed Add right-clock to 'Refuel ships in list' for ammo rather than fuel
* _7 n6 l1 v  AChanged Replenish from port with 'no refuel option' will attempt to replenish ammo only
1123的各种补丁不用挨个打,直接打最后一个就行了
23/02/2014: 1123x3 9 v5 z6 a6 @( i
Changed Marked as loaded for ships that can't load troops in Fast Transport TF - was stopping TF from moving 0 B9 o% g/ m1 c2 g7 T! A: l+ D
Fixed Some errors in ship transfers due to tonnage limits
: Y( r5 y. }: J$ I' f+ GFixed Error in setting Ground Reinforcements globally off by menu
) g) t' C' K! xChanged Global replacement OFF includes upgrades for reinforcements
5 N7 j6 Y! a4 @) I" ]Fixed Cleared destination data on parent when rebuilding & d" O- p& M: F
Changed LCU don't move until unpacked (use to be only for STRATEGIC_MOVE)
16/03/2014: 1123x4 % ^  S) B& p2 r- \
Changed Auto rebuilt Chinese squads are not affect by randomization. Other devices may have some randomly disrupted rather than lose the devices due to the randomization % z' x0 V9 M) f# U
Fixed Stop in-game update from wiping pilot HI cost
18/04/2014: 1123x5 5 y3 @( s$ [- M- r2 k5 w
Fixed Forming TF in base with large ships does not undock TF.
: K( i( L% K4 j9 I+ U& w' \Fixed Corrected replacement delay when rebuilding split air groups.
7/06/2014: 1123x8
8 y9 P3 j) x- Q& D/ k4 ^Fixed Potential to only service 150 mines if more than one ACM present
" ~2 @$ V5 k& B' s. b: `Added message when LCU can't march directly to a hex
, s$ o( e$ C# k7 e3 V2 c; pAdded ability to return supply-driven ships to the pool from ship list screen. Slight menu alignment changes.
7 K  C& @6 ^$ d7 `  \  ZAdded reinforcement numbers for small craft to show as (x/y), where x is normal delay and y is delayed but built (no additional building costs) - p! r9 L# G$ W2 h( E/ }
Modified ACM to use the ship’s endurance/fuel rather than port fuel 6 v. b% Y7 A& t# Y9 o8 N  w
Un-docked TF in home base was not expending any endurance, although it does in a non-home base. Such TFs will randomly expend a small amount of endurance.
" |( ~- Y  g5 M3 {7 S1 zAdded air groups filter to loading TF screen, and made items not selectable if filter is off 1 s# o4 _! d( @( d3 m! ~: f
Fixed reporting altitude in the air combat report.
28/06/2014: 1123x9 , j6 A  f* P$ ^- P
Fixed Normally non-trained carrier group on a ship wont take replacements. Docked ship (in port >2 or in TF docked) should allow this.
* y( S9 k/ l: sFixed Pilot losses caused be bombs (as in bombardments) to pilots was adjusting the Allied counts and not Japaense ones.
23/08/2014: 1123x10 ' f, G/ t4 a, A0 T* d! m$ U- Q
Changed When checking for low ASW, ignore ships with NO ASW weapons as distinct from no ammo
( m# i; O0 q, g& o2 yChanged Handle case where top HQ is also a Command Hq attached to another Command Hq. Not really expected.
20/09/2015: 1125
/ L! d9 c) J* f- O" ZAir attacks against TF with many small craft improved as game tended to go after only one of them. 1 V# u( A4 j" U0 o* o, e
City attack target selection assumed max TF speed of CV for target selection. Changed to use cruise TF speed.
' ]  i6 f: L: |5 B7 P- cCorrect hex control value if hexside is not truly 'blocked'
, R' V7 r' R$ S4 l$ E# O6 FFix off-map TF moving on-map without correct setting. Resulted in TF move direct to on-map hex
8 U5 \$ g; z# MFix rare case where the highest TF# was not allowed to form new TFs when alone in hex # c) |8 h$ U, @: C8 F
26/09/2015:
1 M: i+ j4 X% A* NFix case where surrounded units disappearing without VPs " ]4 E- C/ Q( A- k# Q
Fix surrounded units having disabled devices doubled each time checked (and then above bug kicked in)
+ T" A2 e+ ?. z0 c补丁见置顶帖
1125c' N# m: ]4 S% ?- B$ O
02/10/2015:
. O  h) I' V9 v: o( h4 HFix case where leading TF going off map resets destination of following ones
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