具体见
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http://www.matrixgames.com/forums/tm.asp?m=3185062; {3 t4 m- t8 x9 n, W# T, N
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已经共享到岛群QQ和本论坛置顶资源帖
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大量更新,详见列表:
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Change History:
# I# h! L4 p8 s& aV1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17) s8 W' u& b# I! ]! b
1. Seventh Update – This release is a comprehensive release updating all previous& a [% k8 g1 T1 u
versions to v1.01.17 beta; @7 B5 Q& a8 I8 j$ \
2. Code Changes
( V# R6 A: X: A- b5 B, sFixed- q( s+ u0 ^* N) \% j
1. Display of AF/Port icon between player saves based on player's intel
' G' w5 D3 h# J2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when
% D( t# Z6 O2 A8 q- \weapon list updated
3 ?! W# }" m6 \9 q+ I" ]$ d3. Reported cargo/troop safety values incorrect when no cargo/troop space
) K9 i1 Q7 ~% b3 _9 x4. Allow smaller 'reserve' space for small groups on ships" V& z* K7 m8 a% o0 ^. v4 v
5. Preserve some more data when swapping fragment and parent to prevent lost of parent
7 d7 f/ s# x3 Z: b2 g6. Correct attacking plane count before final post-air combat
% J3 l' D* m I m& Q7. Pilot promotion may have occured in error sometimes5 n7 I2 E2 N7 u* K# K
8. Raid detect message sometimes dropped of the combat report' a0 x2 E. S, t h4 A' d7 _/ P' V: j
9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply
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! t$ Y6 x/ G7 X; P5 I10. Some pilot-leader connections were being corrupted' `% p/ s7 R/ p( A ~# P/ e
11. Movement bug with following units due to incorrect move indicator. Seems to fix a few
4 G) d* K+ v: J+ J; y1 sother move issues due to the incorrect indicator: l% R/ R9 |- z: p& p
12. Wrong ship sometimes reported in Ops report for TF movement which causes some2 S6 |+ c5 J0 q9 } X5 t
damage
2 S8 p" _! e: S7 L! s N13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool7 Q1 t* ^$ P j& ^! q" W
14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the+ Q% }6 q% y1 L8 ?& @, l( O
date sort
% _" y8 S j* |- | f15. ASW groups not allowed to attack sometimes
# Q4 j) I& I0 P, j' y0 b16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing
* d- |: c! U4 K' t, _* G, OHQ/LCU to jump to reinforcement queue1 `; ~" P; f. Z- _
17. Bug in bomber intercept if too many rounds of fighter v fighter combat! X. g* X4 o4 F, m3 E! E: ^
18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed1 E/ l1 f# z& R& M8 b7 R7 A# h8 l2 G
at start of AE but crept back in sometime during updates
# N0 z/ P9 |: F, u. H! Z7 q+ I19. Removed the fragment/parent swap during a TF unload as it could often orphan the) `* C! X1 c6 \- {
fragment.
. O4 g5 _/ o# o7 i" b20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade
& d- }' L7 K2 W9 h6 S# b* E21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not. f* x3 L3 g) A2 G* U4 X
short scenario). This was fixed in a previous patch but only for one of the VCs, not the full
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22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base# y$ s5 Q( ~# r" W
23. Enabled 'z' to speed up all animations; was commented out in a few animation replays
* [5 ~3 A/ t. L' I# {% X( v24. Bug caused F/FB to sometimes bomb at low altitude
4 ^1 f% @7 ?9 [0 c7 l( Q: s25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not* R1 t/ D5 M, b* ]0 N
occurring properly.
! k" ]1 Y+ g) z+ T t: B26. Bug in Industry 'failed' indication not showing properly sometimes* o* a- U) ^( A
27. Location check at scenario load to include small map sceanrios
1 ]! R+ ^- j& I) i/ w28. Bug in air supply to fragments in a non-friendly base hex
% n- b8 \3 Y% {! f% \6 ]7 t0 [29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was
6 Y8 ^7 {3 l9 @1 Ibeing set to homebase before execution of the mission – ie was returning to base
! ~ A6 j4 e; c: H3 u' Pimmediately
. |5 M4 J: R( O% i; {30. Error in Strategic map display
. X: R2 h6 b( S E7 P( P31. Additional and stockpile options were not turned off when base was captured K4 F, h9 o* S5 c0 O
32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on5 z g7 Q( C R6 H9 m- ^
mouse over
( i$ M6 O; T. I6 u33. Army experience being gained when not 100% prepared as per manual; changed to allow. `8 o9 `/ g* z8 H' N: V
chance to gain experience if >75% prepare and < 50% national exp level3 [( J- O# O; y7 N: i( a `
34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to
9 k. D# G: ~! l9 M0 |" S5 B, dalleviate the incorrect experience gaining happening while in reinforcement queue
( G4 Q5 m5 i$ m) d35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –6 S1 g) J. z8 [6 ^. v3 T6 Y
caused unit to jump “off-rail” and move overland
1 l3 y( z9 K: a% E% U- H36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ! l3 _. R3 D5 I7 O. F
37. Excessive accident messages on unload from TF reported
% F' w; ^$ I2 }/ D( ^8 _38. Reworked editor sub-unit merging as some devices could drop off the unit list when, ~) B1 } f% l4 ]9 a
merged causing smaller size unit than expected
- o# Q4 [- y: U! A0 F4 o% Y39. Corrected possible TOE error in scenario data load for inactive units. `1 s9 l( E; f# i
40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can; h' V4 S. Z! S' ^7 I: A
however be allowed to do this.8 A. E& Y5 j4 q* L0 f4 Q3 s
41. Possible CTD if sinking ship's load was a group4 R- `0 T8 d& u
42. Limit the number of devices built from resources per unit during LCU replacements; this
# c+ r Q% b3 Bwas causing an over production for that turn/ b% s7 Z) x3 g6 c' X
43. Retain day/night setting when creating group fragments
4 s) U( \) e* \1 P" C, {44. Adjusted supply and fuel values in base list not to overrun the space: g5 m" X/ I: o, l( H
45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but3 H) g8 w# E; E: p9 H
added YMS to Sweep TF in line with manual and code. w$ G! p" r8 j3 ~: D" ^
46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the) l4 Y0 c% J& r& U" l& z
rule relates to the abundance of manpower and is not covered by replacement pool. Normal; T- c! Q' I8 u7 @" F/ {$ N' v
rebuilding of destroyed units is not affected by this.
/ B+ k B1 K3 t/ T* J$ H% O; e4 k47. Carrier capable and trained text not showing together on Group screen! i" q# U4 V8 D; Z& x
48. Handle any blank re-name changes by ignoring them
$ Y7 T: d; g8 |: U) T( i; v, S9 \49. Possible CTD when air fragments combine
7 P& \2 _; M' r7 u: C$ p50. Unloading TF can freeze a LCU onto a ship under some conditions
! x! E( [! @* K51. AI not behaving if main HQs missing (affects small map mainly)! J5 [7 E( k4 s
52. AI using AGC for normal land units – removed from TF if not needed
8 p! ~' m. {" t( M, O53. Soviet activation message not in Ops report
. @ y' v& M3 B+ A* T! @) @ P54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range
$ o; x; U3 N0 o/ S: T( _3 z2 S55. Clear Soviet air balance if not activated. Possible incorrect base switching
+ a& L( y+ n: H" t56. Sub attack against docked TF not happening for port size <3
7 y. a% F3 M' ]% A# z3 A% ^/ ^& G57. Unit type changing unexpectantly
5 C6 z5 x: H9 q; r58. Torpedo replacement on plane sometimes is missed7 w% u. N) Y0 S1 l" u- S5 ^
59. Double handling of overstacked supply requirements
1 h; f3 y! n+ l" Y8 r5 v: r60. Fixed alternate weapons for port attacks |& H: e7 p2 n7 B
61. Corrected weapon system damage to show after combat on ships in port rather than wait till
; M3 }3 i1 U Rsometimer in the ship repair cycle. @0 S* i0 b4 ^) h: s3 g' f4 f
62. Ship tonnage over 32K could cause repairs to fail
0 d+ Q9 \8 T9 ~ c& H6 I8 m- p0 ?. ONew
) \% Q- B: `2 e; p2 e1. Show Port re-arm level on ship list screens at base. Does not account for tenders, just the% A T3 Q% J" V
port
% o# W5 G& M; d( g5 p2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.
1 A9 T& Q, k( t9 x. ^Tenders not counted: u0 ~1 m$ O Q2 q! B" i" p6 z
3. When showing mine device on ship, show '!' next to mine ammo if can reload at base
8 n0 Q6 D) N5 j& u# M4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method$ F, @* e! x# T# a7 W4 q
to remove damaged ships from TF8 U6 _4 }$ {1 M3 m& l
5. New filter for “non-building” devices in Industry pool screen
: H# |9 c) l. q- q6. New filter for “non-building” aircraft in Air Replacement pool screen1 \% j: e9 }; p% @$ G* B; v
7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy# U! ~# ]8 G0 |6 t
mines (^) detected/ J4 U; R- t" a" b4 v
8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the w9 T- W. s: y2 N7 e+ w% o
‘button6..’ image files, then these will be shown. If not, by default there are shown as
, [# c9 N7 c$ f( ]standard parachute unit icons- u. J* Z- P3 ?: v
9. Air/port damage and building is shown in base mouse over
+ w Y( y) Z# \10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on
! M- m- a: m0 ^! t1 u" S: M11. TF can be routed to stay within coastal hexes as much as possible
4 `" b4 O. u* N- z, E) `9 {( M% j- ^5 A12. On Top Pilot screen show the 'ace' cut-off value if more than 15 g7 O. m! H, U4 c8 z9 j
13. Added option on group and LCU reinforcement screen to turn off replacements( f. o& d( g9 C h+ Y, n
14. Current base can get supply returned to it when reserve planes returned which were; g: G1 \4 R# A; q2 y( q, b) O
originally supplied from another base
! s" s( {- ~. ?$ C- r+ {; ]15. Unit type filter on Troop Loading screen
( e9 K7 Q# ` p1 L16. Report killed ground units if not in combat report7 y) o% U# }) d0 G
Changed
7 @: n3 D- L4 Z- i% K1. AF of 8+ have AV support doubled for purposes of determing support for air operations; m7 B+ z% h6 F4 L
(complements fix 18 above)
& t6 q! R$ h7 q Y2. Permanently increased pilot array to 70K& W/ B7 m! { E& W' z9 c
3. Increased number of air combat rounds are a factor of total aircraft involved0 q! W( X9 M2 I* e2 \: s
4. Allowed submap to submap movement if land connected for land units. Should have been( y& _8 x4 w7 S! R( W$ }
so as per Andrew Brown
8 C. E/ U/ d# x8 m5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message4 `& [5 {0 G0 K0 l+ ]* r
delay toggle instead& _/ R5 m) [4 r9 }7 D( j- T$ _" g
6. Aircraft being grounded for maintenance factors in durability also. This will spread out the
9 `, }. {$ _9 K7 T' X% o0 `/ Pmaintenace a bit more" k3 N6 x& D9 }9 _* `
7. Support device replacements won't decrease the overall experience of LCU units. This does
* B1 C8 n! [* R$ onot alter the overall EXP change due when any replacements are received.
$ X8 a) }: m- G) y( t' X8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction
" h! i, C0 Z' V3 ibetween the two but could break current games.
7 C7 o0 v0 I9 x+ L: X/ R3 ]1 t* j9. Some LCU Prep points may be retained if unit is experienced
. o0 ]$ E7 s4 E4 ZNotes
9 K7 @# e4 E! B: E5 N& I1 l1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario
- k; T5 B+ X5 I# c9 l% wshould not change player or HQ, even if not in play. These original HQs are used by the AI3 h# D5 `: r' V
routines so changing or deleting them can put the AI off. Changing other elements should
- j6 ]4 j7 p2 ube okay.
: Y! t. w4 p9 ]! G" Q4 `. `. ]2. Clarification to weapon filters for aircraft:: R' I+ ?3 t2 P- D. l
PM_NAVAL_ATTACK 2 // used for naval attacks
9 w! |9 R) I c$ RPM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)
7 S% S. T+ Q2 H* G+ g. XPM_LAND_ATTACK 8 // used for land (ground) attack0 f( A# i3 {/ O# ?. w
PM_PORT_ATTACK 16 // used for port attack: o2 V, ]# N v" n4 S; b
PM_AF_ATTACK 32 // used for AF attack+ q% q& h, i+ C1 J
Dropped any reference to secondary values for land and AF as they served no special use./ H2 `) O. ~' }$ Q/ S( Y
Clarification changes
! Q8 @2 g" K3 |4 t, Q5 W1. Some clarification and changes in regard to use of the Soviet Motherland bases. These- c: p4 T) K* N; [+ X$ I4 `2 \
bases are those defined as having an original Soviet hex ownership of SOV_UNION (90),. S' f5 R) t( v5 |( |1 b
MONGOLIA(91) or TANNU_TUVA(92).0 K" {2 r: {9 `6 m* j
a. Allied non-Soviet groups can't transfer to Soviet Motherland bases
- W# f3 Q/ _: ?" v& Mb. Allied non-Soviet LCUs can't move into Soviet Motherland hexes
. p' q# }2 s9 Y5 \c. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases
/ O5 Z8 o( Y$ S; Lafter Soviets are activated, but can’t move
4 ]2 L9 \4 v' n* G! Jd. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if
+ T2 m' G- I- x' m5 J* Bdisbanded in port.# N8 r* S( B% p# j3 ^
e. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently
. t1 A! A; J: T; m8 qf. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |