具体见4 \' i. E. u! F1 H
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http://www.matrixgames.com/forums/tm.asp?m=3185062
$ \5 W( C/ U# L/ X5 x( {
) z! p2 @) s& Y5 E已经共享到岛群QQ和本论坛置顶资源帖' @! B7 M/ q2 O& L0 f6 ^8 M
1 l( E+ x2 a9 E, Q* X3 a$ \' g; T大量更新,详见列表:
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+ M& q) m4 S. g1 k7 `/ ?' H
Change History:
! ^; v x$ c6 M0 {* aV1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17)1 l5 V. Z4 b/ C |
1. Seventh Update – This release is a comprehensive release updating all previous
1 S4 H. A& Q: u& lversions to v1.01.17 beta
8 ]; |; W* v5 b* S# i2. Code Changes
9 ^ n$ b: W- ]: @- `$ e" SFixed
0 _ l1 O3 O8 _( G8 `1. Display of AF/Port icon between player saves based on player's intel
2 E F y/ g4 @' k; z7 ?' F2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when
+ Z) a) I7 f' {! \ Jweapon list updated, x- ~# _" e5 p' g# L
3. Reported cargo/troop safety values incorrect when no cargo/troop space) j) t& x! |7 D5 X% D
4. Allow smaller 'reserve' space for small groups on ships
/ M' [( U0 y" f1 h5. Preserve some more data when swapping fragment and parent to prevent lost of parent( a2 N7 X, ]9 {9 \$ N
6. Correct attacking plane count before final post-air combat" X$ _! i$ [- k' ?
7. Pilot promotion may have occured in error sometimes% H6 d* P: W$ ^7 Q; f
8. Raid detect message sometimes dropped of the combat report4 ~% r' J, @! \. ^3 L) n% C
9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply
) L2 [' M! _1 @( x$ Q: Kgenerally
' h# Q. ]5 }6 d2 i4 B10. Some pilot-leader connections were being corrupted
/ D# X8 Z+ s/ h11. Movement bug with following units due to incorrect move indicator. Seems to fix a few
; ^) e% l7 L7 J- d$ M4 tother move issues due to the incorrect indicator. B2 T8 d3 E9 J: K& N9 Q$ ]
12. Wrong ship sometimes reported in Ops report for TF movement which causes some
' ` Y; Q: m- Z/ b( zdamage4 u( O& u2 g; n& c
13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool
) t: ^5 n0 Z: n2 z14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the( k: D8 K) [/ L, A
date sort
$ s0 P G3 ]% I: |2 B15. ASW groups not allowed to attack sometimes1 w" A$ `3 Q' U+ ?+ @9 e
16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing
& X) q2 ?: K+ C" w+ j/ GHQ/LCU to jump to reinforcement queue
) }7 z8 ^& L; V0 }3 Q: X17. Bug in bomber intercept if too many rounds of fighter v fighter combat3 T+ O! _3 S; Z
18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed& P* [% e; X: D
at start of AE but crept back in sometime during updates
3 T! p! R0 a! a( a. A19. Removed the fragment/parent swap during a TF unload as it could often orphan the
8 P0 S. G9 k8 E" ^, t. \1 Ifragment./ N3 T/ j, I' m4 `; |" _) v
20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade2 M. |2 ]8 B2 q/ S( P
21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not
4 }$ i# x1 k7 ?" B- ^$ o! }short scenario). This was fixed in a previous patch but only for one of the VCs, not the full
$ q/ H7 t5 s2 D, R& _. u2 }; zset
- J! u+ E- i* X$ K7 y22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base4 S8 n. a$ y: @3 Y% N8 e
23. Enabled 'z' to speed up all animations; was commented out in a few animation replays, ~# w, y9 m6 G8 ]2 X
24. Bug caused F/FB to sometimes bomb at low altitude& z. E g" G9 J) l: B3 ]
25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not2 d5 a1 E3 D6 N/ Z
occurring properly.
4 \' h' m# V M5 F26. Bug in Industry 'failed' indication not showing properly sometimes
/ a! y) H5 e' A) i6 I27. Location check at scenario load to include small map sceanrios$ M3 C! Z1 g" k3 B! o
28. Bug in air supply to fragments in a non-friendly base hex
4 F- s& G8 t! E& |% S$ }3 r) {29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was0 [4 n9 k h, a) ]9 ^
being set to homebase before execution of the mission – ie was returning to base" Y6 [! y3 Q/ H2 C( X
immediately
4 P V7 ` W4 {# h& h; T30. Error in Strategic map display
% S' l5 `$ u" f31. Additional and stockpile options were not turned off when base was captured
! q' T9 y7 o$ e' t F1 D32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on
5 \% ^2 U5 R3 Pmouse over
( z- B6 s# s9 D1 K+ M" J: K33. Army experience being gained when not 100% prepared as per manual; changed to allow
8 Q: X; Z0 y5 `chance to gain experience if >75% prepare and < 50% national exp level: L( A; r) N7 d% j3 r
34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to
" k2 O) |3 {) k( R X8 Ialleviate the incorrect experience gaining happening while in reinforcement queue' h+ R6 V: R* u K z
35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –
( A8 s# k o. K0 H X2 S+ H' d! xcaused unit to jump “off-rail” and move overland1 Q, w4 ] x( z( t, U9 E% O
36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ1 t1 L+ ~" b$ }9 U. u* h
37. Excessive accident messages on unload from TF reported2 Z+ B+ Y3 r1 r3 D0 c3 T
38. Reworked editor sub-unit merging as some devices could drop off the unit list when
+ T, L- h" G4 W% [" Wmerged causing smaller size unit than expected
: Y( Q8 O/ D+ y1 S39. Corrected possible TOE error in scenario data load for inactive units
1 u& {, \& v) c5 d40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can
/ T; U# B$ Q2 Y- t& m1 H0 h4 Whowever be allowed to do this.* t5 ^5 _2 p" e
41. Possible CTD if sinking ship's load was a group# {, ?6 E% O/ O6 r& _4 R8 d0 C
42. Limit the number of devices built from resources per unit during LCU replacements; this- u0 E' l8 n% t5 v
was causing an over production for that turn8 I4 a9 ^/ U7 R
43. Retain day/night setting when creating group fragments
, J5 x' n3 f {0 m. C; ?44. Adjusted supply and fuel values in base list not to overrun the space
% @5 t/ ]8 U# b) U# K45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but
; |2 g. J `7 X9 kadded YMS to Sweep TF in line with manual and code. F1 [7 x% H/ N: |: c1 ^( V2 Z
46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the9 l7 s" i& |; `2 C7 m. U# M g
rule relates to the abundance of manpower and is not covered by replacement pool. Normal! ~6 y3 t$ `3 r% a
rebuilding of destroyed units is not affected by this., j b7 i8 Z% l
47. Carrier capable and trained text not showing together on Group screen. J4 F) i1 h- O
48. Handle any blank re-name changes by ignoring them: X& O- }8 q. o& t" ~( j h
49. Possible CTD when air fragments combine; U7 n7 q: M. _& f; q! e
50. Unloading TF can freeze a LCU onto a ship under some conditions
; }' N I$ g7 {& Y51. AI not behaving if main HQs missing (affects small map mainly)1 w, f/ U. Z3 B, V1 q
52. AI using AGC for normal land units – removed from TF if not needed
+ K3 z. l( G) r- J1 W: q4 x, f53. Soviet activation message not in Ops report
+ c, P% W" Q5 G* g0 K6 l54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range
2 J5 F. C6 ]: C6 R55. Clear Soviet air balance if not activated. Possible incorrect base switching
/ t1 K& Q" {1 V. w9 }$ w# Y56. Sub attack against docked TF not happening for port size <3
2 q) f- T& K$ x57. Unit type changing unexpectantly
0 ?, s# d( Z8 Z# C1 R58. Torpedo replacement on plane sometimes is missed2 C% G( k8 ^( L8 t* f c
59. Double handling of overstacked supply requirements; Q' u; v* l0 }
60. Fixed alternate weapons for port attacks
& {) b. w! v2 j; y- Q; P3 K61. Corrected weapon system damage to show after combat on ships in port rather than wait till* A, p8 T4 _9 V+ |% b
sometimer in the ship repair cycle.7 l: X4 C5 w5 k9 G
62. Ship tonnage over 32K could cause repairs to fail
2 P, X5 W. W& f3 \New& y# B1 |# D+ E; T
1. Show Port re-arm level on ship list screens at base. Does not account for tenders, just the0 p+ e {5 h& }+ B+ B
port
/ H$ z5 U) N0 {% f& n% h) d2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.
3 m0 A" G! e( r5 [/ f- M1 MTenders not counted
2 R- W3 Z/ j! ~8 s7 e4 L* _8 }3. When showing mine device on ship, show '!' next to mine ammo if can reload at base
' ~, ]/ o; d$ t( L0 g) s: \4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method% x4 f; h+ {- M/ a9 ^0 @2 G2 {% b
to remove damaged ships from TF: w6 @8 W D1 w( k
5. New filter for “non-building” devices in Industry pool screen
4 d% O9 l0 X6 p# t; M0 k6. New filter for “non-building” aircraft in Air Replacement pool screen3 l# H2 i4 f% p# n' Q ^7 q, N! D
7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy
2 c: {. A1 q9 Y! f9 F* `; O/ Y& O- _mines (^) detected5 t, _+ ~& Y& _* b- f3 u( R% ^. v+ ~
8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the" Q. \+ n+ k4 ?7 G) }9 D
‘button6..’ image files, then these will be shown. If not, by default there are shown as
. P9 G/ n# @8 \2 D* T/ Q; B1 astandard parachute unit icons. h0 |6 ]" F9 N6 N# K& x+ u: x
9. Air/port damage and building is shown in base mouse over
9 F3 a2 u8 M% h; m) z10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on
. L; C- K$ \9 I7 f11. TF can be routed to stay within coastal hexes as much as possible
% J- M1 Z% U# J- ? D$ ^12. On Top Pilot screen show the 'ace' cut-off value if more than 1
$ y0 w/ M2 X' p, U6 e& M2 B13. Added option on group and LCU reinforcement screen to turn off replacements
; O$ X5 N% K) ]; o6 r0 h, N14. Current base can get supply returned to it when reserve planes returned which were, a/ P- w) R. J; {) S5 o, `
originally supplied from another base! M$ P) g* s8 `" \& g! V9 M8 x$ \. L
15. Unit type filter on Troop Loading screen
* Q/ Q/ Y- O; P9 D16. Report killed ground units if not in combat report3 P$ {6 U @' w) q3 b* Z
Changed K y0 u- g; o+ M# n7 K* O
1. AF of 8+ have AV support doubled for purposes of determing support for air operations
' o! c$ i5 y& r% N( A( u(complements fix 18 above)+ R+ Y0 L, U4 B: |* Y% H
2. Permanently increased pilot array to 70K7 h/ G0 K2 O" j! b* f- w# L
3. Increased number of air combat rounds are a factor of total aircraft involved
1 M# D1 j* a' h& U* x+ t( U* f3 e4. Allowed submap to submap movement if land connected for land units. Should have been' y: U# U8 e% k$ v6 o) C
so as per Andrew Brown
% r( c5 z" f8 K' z! A0 b5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message: t7 F5 Y( H& z$ ~; D4 C
delay toggle instead
! y3 @; ~6 F* K6. Aircraft being grounded for maintenance factors in durability also. This will spread out the
# T. w) M, m4 r: Y: M# gmaintenace a bit more6 x! R5 D. p' m! ?" F6 R
7. Support device replacements won't decrease the overall experience of LCU units. This does) K8 ?, }/ ^; I$ j+ x r
not alter the overall EXP change due when any replacements are received.
. f6 Y' s& A( {8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction" J; C% w8 A, R
between the two but could break current games.1 x @, p( H9 O; _0 \# `3 W
9. Some LCU Prep points may be retained if unit is experienced9 L. T/ c* F# A3 E$ g' ~! E4 Z
Notes
' k3 H8 T v! T* A/ \3 _' X1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario6 X' F9 `$ i4 E6 {: h' d" v
should not change player or HQ, even if not in play. These original HQs are used by the AI
/ B4 t$ l% x" l$ ^4 }routines so changing or deleting them can put the AI off. Changing other elements should& W& c5 @* c% ^: ]0 y: a( P# \# s: Q
be okay.
3 H. `8 E3 h* V. M7 E3 h- g1 t2. Clarification to weapon filters for aircraft:% m; e9 L& k2 m. \
PM_NAVAL_ATTACK 2 // used for naval attacks- U* D, \+ p8 I9 d6 V5 [0 E m
PM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)
, Z, W3 t ^/ `7 o1 ^PM_LAND_ATTACK 8 // used for land (ground) attack+ G z" E$ r1 ^8 H, ^+ n
PM_PORT_ATTACK 16 // used for port attack
: ]4 _" b9 `# |: qPM_AF_ATTACK 32 // used for AF attack4 S* p) R& T8 ~: w) T9 f
Dropped any reference to secondary values for land and AF as they served no special use.
8 f* u ? J: P9 |' R8 mClarification changes' L/ K! u/ r/ u
1. Some clarification and changes in regard to use of the Soviet Motherland bases. These8 h2 ~& \3 T( x: ^7 J- U
bases are those defined as having an original Soviet hex ownership of SOV_UNION (90),
% t* d% P8 z7 k) eMONGOLIA(91) or TANNU_TUVA(92).
8 i/ ], y) l Z8 h) N9 J5 J5 H( ?a. Allied non-Soviet groups can't transfer to Soviet Motherland bases
- z) o& |( |3 a+ Rb. Allied non-Soviet LCUs can't move into Soviet Motherland hexes2 ^5 W$ K" q+ S- X: @
c. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases
% R3 ]/ U+ v n: j+ J+ ]$ Mafter Soviets are activated, but can’t move1 u/ D5 O2 A7 n$ \
d. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if
( ]+ \6 T8 T) N2 X, |7 l6 udisbanded in port." T9 ~9 A3 G+ b9 D; ]6 @
e. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently
7 B/ ], C& _) a& mf. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |