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26/01/13: 1123c - New scenario LCU move direction not always correct
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+ ?2 X% G2 N( R( V  V; k6 B03/02/13: 1123d - Tweak TF transfer screen for ships in TF , o5 J, {3 p; o1 M+ p
Write-off any active ships that are in enemy port base. Possible bug if ship repairing when base captured # Y6 W7 W7 t0 V+ a" U- H8 p+ v
CV groups should retain resize capability when moved back to ship * j9 q$ [& R* b) z- l! C
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17/02/13: 1123e - Possible overflow error when build list of ships
& P6 Q+ W% K: R; eChange direction when set for direct move. Added description to March Direction on screen to help identify when direct move is set
" B" ]# v& I- w3 y* S: R( `1 q2 p- {Devices in TOE of less than 3 could cause subunits not to rebuild * X: X! `3 ~7 V5 h  |
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
8 W1 M+ w, n3 Z! K9 C1 H" k. WMissing seaplane expenditure on repair attempts & K2 H8 d3 `& J3 b  d* ]
Correct TF patrol issue when no destination hex
8 W- L' t  N0 R# @4 SBug in activating barge that could disband random TF (DCB) # S; i" B1 \3 h; \
Ability to change combat/strat mode in Load TF screen
+ M& k- F' E  e1 i( M6 tAligned unit type and suffix to match - causing some strange results being wrong 3 g: a% L" Y1 C+ {( C; H
Low endurance ships not always using fuel for small moves 1 G! `9 G0 |/ v$ i$ g. z. x! l% l, l
Some ships with system damage excluded from autobuild TFs : Y) i8 a2 k( @- Q8 F$ t3 X
Some liquid capacity not used on xAK type ships
' c8 T. V0 J9 n8 @7 zAllow carrier based groups to pick out of range city attack. Inline with port/af attack 0 Q$ K6 w3 q$ ^5 }: o  Y+ F
Stop multiple combats where more than 500 units in a stack
26/03/13: 1123g - Fixed Device repair bug
# O; u) Q# @. }+ l5 GChanged Show on LCU screen if enemy in next hex and/or crossing river in movement 3 y- Y  L/ s6 u, J5 m8 U1 h
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
0 p$ |/ ^9 @/ B/ T: h  q) OFixed Setting same destination won't clear march distance ' Z$ ?: ~- H/ a5 P
Added Indicate moving unit on Location column mouse-over on army list
+ }. t! j! D0 r: J: _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
/ X8 i9 Y2 Y. p9 ]% ?Moving 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 2 k8 T4 _' ]+ `
Issue with '0' AV units continually retreating in combat . c4 w7 F! C' T5 ^5 _
Adjust ship fuel after upgrade/conversion by adjusting ship/base fuel levels
8 s7 g: f- C6 W: M- S' [' r* `# zCatered for only 2 ships in TF that becomes crippled & I8 Q  @6 J7 H$ b2 h) A+ }  `' L
Flak factor could be randomly reduced when checking TF flak numbers : j" w; Y9 I- x! K6 X2 N
Flak calculation incorrect for land units
) T. m! i& [5 ^: G, B- z1 w4 h( d7 v- q( IShip-based groups could fly with torpedo if no torpedo slot on ship
其实很建议E文达人把历次补丁修复情况汉化一下。
战斗,在路上。
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26/04/2013: 1123j - Ignore empty convoys when checking for arrivals / u: j! \' Q- H. i; w
Issue with '0' AV units continually retreating in combat . W. a6 E1 V. e- X$ S
Adjust ship fuel after upgrade/conversion by adjusting ship/base fuel levels
, d* }. {5 Y, i/ t) w; z& ^8 ]Catered for only 2 ships in TF that becomes crippled
8 u- U7 w/ Q! m- R# NFlak factor could be randomly reduced when checking TF flak numbers
* V' e" {$ i7 ~Flak calculation incorrect for land units # i3 s: |6 Q3 m7 y' P: z
Ship-based groups could fly with torpedo if no torpedo slot on ship . Z% H9 Q2 t3 q& @7 Z( W
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ORIGINAL:  michaelm
" ^. K) y) i1 `. }: P; ~2 Q+ nORIGINAL:  erstad0 U+ m( ?0 N$ G: W: i% v7 f' a
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?/ M( r- i1 Y+ L3 O; D
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Have no idea. Torpedo ordnance is suppose to defined on ships which can supply planes with torps.
  G+ z5 m0 Q7 g+ p( x/ S- K% w4 ~What scenario has the Serian setup? [Found one]9 Q* m! F& f: `- S
Subs don't seem to have air ordnance? Wonder how they fly strike missions? [not checked if no ordnance slot on sub]
  [! y! ^, D- R2 O4 kBased 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.
:L
19/05/2013: 1123k - Enemy base damage impacting ability to use paratroops
求盼:最新中文版..........老版本打ai都感觉漏洞多..............
海军就要突击!大胆突击!遇敌必战!
老赵走了,汉化也搞不成了!本人英文盲,只好开1102中文版凑合着玩吧。
江湖
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02/06/2013: 1123m - Tweaked Isolated units without supply can lose more devices ! a2 t' P/ D  t! D  t' P
Retain extra data from fragment when parent restored from fragment 3 X& Y! v7 X9 F2 W0 h! ]- j
Auto-base capture not kicking in if non-combat friendly unit present & M; Y5 d, `+ d& }1 O; c$ Z
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