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http://www.matrixgames.com/forums/tm.asp?m=3185062
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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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E: }& G M; F% U6 N4 Y7 CChange History:
: F6 k, m7 p3 y5 ~: M9 Q/ j# xV1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17)1 U j4 O* k2 w6 y, F4 h: s9 X% K
1. Seventh Update – This release is a comprehensive release updating all previous) z v7 t! w3 L- a
versions to v1.01.17 beta
+ w0 e$ E3 W8 r5 v' g2. Code Changes5 d2 X J/ I% z% G
Fixed
! P% l, ?2 x1 d' R7 U$ W- h( V6 _8 z1. Display of AF/Port icon between player saves based on player's intel I. W. U1 k' ^$ ^
2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when6 {) T v7 q5 D+ ]% j! V
weapon list updated
8 } y6 S6 t& _" @3. Reported cargo/troop safety values incorrect when no cargo/troop space8 A, [- |7 M+ [3 M( a8 h
4. Allow smaller 'reserve' space for small groups on ships3 A' m ?9 c9 ?1 K0 W+ ]
5. Preserve some more data when swapping fragment and parent to prevent lost of parent8 v# f/ K' }! U: o/ g9 i
6. Correct attacking plane count before final post-air combat3 j' P& B5 k1 P: B7 q. a7 m
7. Pilot promotion may have occured in error sometimes; N4 t0 c2 A3 x
8. Raid detect message sometimes dropped of the combat report
9 {& ?2 C" h% ^6 B: K9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply
/ J6 q- G! n8 U) t3 r5 kgenerally
. G+ s# J; Z- k2 m) }10. Some pilot-leader connections were being corrupted
( g$ `& f* Q) |2 \( H11. Movement bug with following units due to incorrect move indicator. Seems to fix a few
2 h5 U. \2 @+ t7 Oother move issues due to the incorrect indicator
[' A7 V7 \2 D' j+ a12. Wrong ship sometimes reported in Ops report for TF movement which causes some
, r+ ^ v2 z$ S4 ?) ^' M. r, Vdamage2 s( n2 v4 D, ?
13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool# H1 C. k; l) U x1 Q$ t
14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the& Z* |" f# [/ ]7 S- f3 P" d0 O
date sort
/ R4 g& U) g, ^3 ^15. ASW groups not allowed to attack sometimes( v3 z- |! b A( R; c
16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing3 T6 N! a9 [8 o9 l5 {- O9 ?6 H
HQ/LCU to jump to reinforcement queue0 h! q# F9 V9 N" @, o4 D. i4 v6 v
17. Bug in bomber intercept if too many rounds of fighter v fighter combat
! ^, Q$ l: m! A18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed
' W; I% s3 f! oat start of AE but crept back in sometime during updates( I0 Y3 ]* k2 T3 G# g
19. Removed the fragment/parent swap during a TF unload as it could often orphan the J9 k: L/ E. d
fragment.
& Z6 c/ {$ p+ o8 B20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade. x8 L6 L/ J* Q9 Q) J2 a
21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not, D. j' {0 [$ r, ^
short scenario). This was fixed in a previous patch but only for one of the VCs, not the full
; u0 y5 j0 Y4 \; r5 @/ z: v& uset
7 u O, J) _: D9 C7 c. b22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base
* c5 }' {. Y. B5 O8 F( L23. Enabled 'z' to speed up all animations; was commented out in a few animation replays
5 i1 }. r3 I( e: ?24. Bug caused F/FB to sometimes bomb at low altitude
2 u% o8 X* e( u25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not
/ m" o1 |/ y) T2 w" Boccurring properly.5 t8 M% h# v, [; g8 n- h
26. Bug in Industry 'failed' indication not showing properly sometimes+ u# s' \8 C2 G. x- B
27. Location check at scenario load to include small map sceanrios
% A* c0 C7 n8 s0 u' l. O$ M28. Bug in air supply to fragments in a non-friendly base hex p% V N6 u, f" a* n
29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was! d) r+ c: l/ ~+ @' L
being set to homebase before execution of the mission – ie was returning to base
3 v; F# G W, J8 z' `immediately
/ M/ c1 H5 N; E; _6 z% q30. Error in Strategic map display
* Z2 S) K; V5 q, W7 I' O31. Additional and stockpile options were not turned off when base was captured. H9 a/ \8 q: _, |
32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on2 h! n& ?, b0 `0 ?# a
mouse over$ u) C/ ~4 p' t1 [/ P: S
33. Army experience being gained when not 100% prepared as per manual; changed to allow
' w. q! @1 I# xchance to gain experience if >75% prepare and < 50% national exp level
, F7 {1 D4 _3 n34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to8 j+ J; G0 K# N" r" e/ B; ?
alleviate the incorrect experience gaining happening while in reinforcement queue
& c- r- X+ J6 p9 D$ [/ v35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –
u* _: W Y# e0 t8 z% y/ Pcaused unit to jump “off-rail” and move overland
( p1 S. k, W$ @, j _36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ
: l' J: ?% D" b' L* i: W1 u( n37. Excessive accident messages on unload from TF reported/ l7 Z9 f6 }7 U. G6 r( Y. n
38. Reworked editor sub-unit merging as some devices could drop off the unit list when9 v" t2 D' }3 `4 w
merged causing smaller size unit than expected$ g; g8 b! c, g% r l7 o
39. Corrected possible TOE error in scenario data load for inactive units
/ ~% x Y' F9 r3 H40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can7 j4 O6 n a# P- c) R) M# w
however be allowed to do this.1 e# B: E; i" R
41. Possible CTD if sinking ship's load was a group
# |) B4 X( k) S& x" F7 [4 K42. Limit the number of devices built from resources per unit during LCU replacements; this8 h! t0 W: P0 v6 l, i
was causing an over production for that turn
# E" D' h$ B1 T" d B' H43. Retain day/night setting when creating group fragments5 u% {* L& [; F7 n. e
44. Adjusted supply and fuel values in base list not to overrun the space; B$ Y( y$ ]0 H9 {
45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but* i1 R/ U/ q' C4 J5 S" N7 L
added YMS to Sweep TF in line with manual and code
9 O% Z# M- I1 q. R+ D/ L0 \46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the2 S; ?; r8 ^8 \- {8 @% W
rule relates to the abundance of manpower and is not covered by replacement pool. Normal9 T' W! T; Y7 v0 L" G* t
rebuilding of destroyed units is not affected by this.
% T; A! Y3 t0 P3 b0 i! e2 L47. Carrier capable and trained text not showing together on Group screen6 N8 L/ H# G& T# W! w1 E
48. Handle any blank re-name changes by ignoring them
7 Q- z5 c1 ~8 `3 @; H49. Possible CTD when air fragments combine8 ^6 L( [. E R5 U9 X
50. Unloading TF can freeze a LCU onto a ship under some conditions1 ]/ N% ~6 B C* Y P7 E* L
51. AI not behaving if main HQs missing (affects small map mainly)# v, i. O9 t- ? M5 k4 I1 ~
52. AI using AGC for normal land units – removed from TF if not needed! y7 m" w! m9 I: |
53. Soviet activation message not in Ops report
4 \6 `7 G/ P0 [% z r" b54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range
$ h9 a; `( n4 A2 s3 Z$ F4 z55. Clear Soviet air balance if not activated. Possible incorrect base switching
3 e7 o* B* }& l( U* p! k56. Sub attack against docked TF not happening for port size <3
8 c( {3 R* K8 w1 O, |. V! E57. Unit type changing unexpectantly N/ J Z/ ^/ V
58. Torpedo replacement on plane sometimes is missed8 X6 R" u) W& Z3 G" x U" H
59. Double handling of overstacked supply requirements) Q% M, e- c5 C
60. Fixed alternate weapons for port attacks
- z' L. s* @. Q. x9 L; @* n, D3 p61. Corrected weapon system damage to show after combat on ships in port rather than wait till
* d A. T; v B X( w- V; qsometimer in the ship repair cycle.8 P) @7 {5 Q, {) F" j% G @
62. Ship tonnage over 32K could cause repairs to fail
6 J" \5 T( a/ c( M, c% a# v" DNew
- T0 F8 k9 M9 s6 v6 n4 q1. Show Port re-arm level on ship list screens at base. Does not account for tenders, just the. A5 P, ?/ c4 H/ F# k
port' a& u ~5 v& b* p5 ?; ]
2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.! l# |) W0 t2 _ @5 p( G6 g
Tenders not counted; e. c3 R* N& N5 N) ^. [: O
3. When showing mine device on ship, show '!' next to mine ammo if can reload at base
: m; a% j$ Z+ M4 t8 I6 e5 j% [4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method+ b3 v3 y& F. b$ }
to remove damaged ships from TF" Y4 y5 S+ P) c( Z1 |+ t$ |
5. New filter for “non-building” devices in Industry pool screen
; g+ Z7 R0 P3 P. s8 m+ I6. New filter for “non-building” aircraft in Air Replacement pool screen5 `5 `# {- m" N1 t9 h
7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy- g( x+ M% T5 i6 N- M
mines (^) detected
, o$ a" O( W. s7 T: f8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the
- i) `- f4 ?9 o K‘button6..’ image files, then these will be shown. If not, by default there are shown as- v( K: A; O" ~, a0 @8 h
standard parachute unit icons
0 Y6 m: P2 x2 {' o9. Air/port damage and building is shown in base mouse over
1 C& Q% x4 C5 z. R7 M7 U5 S: `10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on
k. w2 t7 o+ j" u7 w11. TF can be routed to stay within coastal hexes as much as possible
* T7 O0 }% w0 a% D; e; `( ?* g, o) y+ H12. On Top Pilot screen show the 'ace' cut-off value if more than 1
7 r G9 [7 }4 U# X7 X1 k13. Added option on group and LCU reinforcement screen to turn off replacements
' N1 e' V- ~% c1 i9 }14. Current base can get supply returned to it when reserve planes returned which were$ d6 h) A0 c5 @3 B
originally supplied from another base
7 D# w/ g- }: F5 J% B15. Unit type filter on Troop Loading screen4 Y& H, z% b9 d* p6 M8 D) u3 ?+ Y
16. Report killed ground units if not in combat report
9 I4 ?! Y+ k6 p1 Z6 H4 [8 [% XChanged
1 d( r! p3 T' O1. AF of 8+ have AV support doubled for purposes of determing support for air operations
- W, B6 H7 n" f! }9 x' M(complements fix 18 above)" B( Y; y, d+ c7 a! Z
2. Permanently increased pilot array to 70K; ]' ^4 H+ `3 S
3. Increased number of air combat rounds are a factor of total aircraft involved {, R8 b/ U/ x E2 X
4. Allowed submap to submap movement if land connected for land units. Should have been$ E% x; }4 E- f7 G9 e
so as per Andrew Brown
1 t8 O" ^' B+ \4 y" z% Y5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message( e* o2 n* U+ B0 }3 M* k. u$ V
delay toggle instead
& ~0 _$ h$ G1 R( f: Z# e6. Aircraft being grounded for maintenance factors in durability also. This will spread out the
2 T2 w7 U* Y8 _+ Cmaintenace a bit more
& r) c4 O9 D5 {0 r; M' O7. Support device replacements won't decrease the overall experience of LCU units. This does2 B. U% R3 E9 U$ Y4 k4 U5 V
not alter the overall EXP change due when any replacements are received.& | R8 H T) `& P# t4 X
8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction, Q+ \+ S5 h, k6 ^) K
between the two but could break current games.6 y \" J% y5 q
9. Some LCU Prep points may be retained if unit is experienced0 \1 p1 X9 S6 j. P* W
Notes
! ^+ m, n+ c V9 R8 A1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario
& q; R" h9 O' `! K. Gshould not change player or HQ, even if not in play. These original HQs are used by the AI$ w6 t [+ \/ f" c4 B/ v+ g; v
routines so changing or deleting them can put the AI off. Changing other elements should3 M! ]" C! p1 W5 _% A6 r; |
be okay.1 E, c1 Q v* i2 c
2. Clarification to weapon filters for aircraft: u/ V ]) g! ~
PM_NAVAL_ATTACK 2 // used for naval attacks
# e2 G7 F0 ~5 _PM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement). W# O; a J4 Q$ V5 i; n- Y9 g
PM_LAND_ATTACK 8 // used for land (ground) attack: u( S# I8 g6 X) K$ Z) d
PM_PORT_ATTACK 16 // used for port attack
- X, U* J9 T3 CPM_AF_ATTACK 32 // used for AF attack0 e# O0 x8 Y( j: U6 U8 \
Dropped any reference to secondary values for land and AF as they served no special use.
* {( Q8 k4 z7 {# |" v) F1 }Clarification changes2 D* [) G# c: u7 r) k8 C p
1. Some clarification and changes in regard to use of the Soviet Motherland bases. These3 w5 e' W) j% o5 a L
bases are those defined as having an original Soviet hex ownership of SOV_UNION (90),
L* Y. O. A( s$ Z+ H" ?3 P- qMONGOLIA(91) or TANNU_TUVA(92).
" Q+ B" A5 h* c, M: p0 y! I2 Ya. Allied non-Soviet groups can't transfer to Soviet Motherland bases6 P, R! ^9 F0 `; f4 V
b. Allied non-Soviet LCUs can't move into Soviet Motherland hexes
2 ?5 n* N$ A0 p! sc. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases
' d* J6 d4 @' Z8 F3 Gafter Soviets are activated, but can’t move$ J/ _4 v2 U. V+ B0 l5 i% O
d. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if+ b4 ]% X$ v$ a6 K
disbanded in port.4 v- M7 g$ H1 j* v7 j# f* V, h( {
e. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently# _ Z3 ?& B8 M
f. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |