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6 e' V% `- _' k$ u! E6 I5 F/ m2 qhttp://www.matrixgames.com/forums/tm.asp?m=31850621 \2 o$ C% q G9 v
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) F2 A9 I; X8 W. m& e6 A9 v大量更新,详见列表:
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( Z2 ~7 l8 B7 }5 n0 HChange History:
7 o5 n+ g2 |* l: mV1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17)" i: w+ s7 `% s0 U4 P2 V( a
1. Seventh Update – This release is a comprehensive release updating all previous9 {" P6 ?4 V! C r1 ?
versions to v1.01.17 beta) i1 P4 E+ E- n9 [- s$ v1 K, f
2. Code Changes7 ^" U9 Q4 o5 V: l$ Y
Fixed0 ?5 N2 t5 x1 x4 B
1. Display of AF/Port icon between player saves based on player's intel
$ [3 o+ a" m/ c( G2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when d* H4 `" T) J9 S( `* o. @
weapon list updated$ P' G+ O5 o7 G+ _6 H/ Z
3. Reported cargo/troop safety values incorrect when no cargo/troop space
# {$ S7 d- m" p2 U' k& B8 S) X4. Allow smaller 'reserve' space for small groups on ships$ ]$ I0 e6 V1 K( z; L/ S5 N% j
5. Preserve some more data when swapping fragment and parent to prevent lost of parent6 j2 |- Q3 F1 I% @6 {" ?, q) k2 G w
6. Correct attacking plane count before final post-air combat2 J& c9 B+ Y u( m
7. Pilot promotion may have occured in error sometimes( J$ P$ S9 |4 K X# _$ F* k
8. Raid detect message sometimes dropped of the combat report3 Q* }. ^. F Q2 t; c( l
9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply5 p$ J4 Y2 ]5 P; {$ ?
generally/ N/ ~4 V3 c# `1 }: p
10. Some pilot-leader connections were being corrupted
2 l) P( o/ ]3 j11. Movement bug with following units due to incorrect move indicator. Seems to fix a few: i/ D6 E% M- P; {6 b! u
other move issues due to the incorrect indicator% O2 o4 s- Z4 o: A4 F4 ~5 q
12. Wrong ship sometimes reported in Ops report for TF movement which causes some
1 ?8 t$ y, ]4 w9 ^damage5 q5 q) u! j# r5 t, V
13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool2 e0 s! ?( k9 z
14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the" R5 J& R4 j& B, N" [
date sort T0 f9 O9 a, A- T; v4 w
15. ASW groups not allowed to attack sometimes
7 Y6 k3 A% i7 M1 K& N' v. q1 b16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing0 z( `" ]% N( ?5 Z6 I+ c
HQ/LCU to jump to reinforcement queue, y: ]; H9 D: s2 S$ q, V" n
17. Bug in bomber intercept if too many rounds of fighter v fighter combat- |6 B7 E w S& v& Y$ K% Q' D
18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed
$ W8 T. G' S# Z) L9 [, yat start of AE but crept back in sometime during updates
! F ~# B, q3 X5 B19. Removed the fragment/parent swap during a TF unload as it could often orphan the
{3 B5 A1 T! v8 |( Z7 @2 Tfragment.3 L( w' S' W6 e3 d6 L
20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade
# [5 @: e* D7 X: X9 M/ E21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not
7 h6 Y" Z; \, T& y4 Jshort scenario). This was fixed in a previous patch but only for one of the VCs, not the full
) e9 B9 L) R6 L( Aset
7 f' a( ?8 U5 `; J22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base% | v- Z* P/ ?: B2 U
23. Enabled 'z' to speed up all animations; was commented out in a few animation replays# ]% k7 B( W: I& e0 Y+ l
24. Bug caused F/FB to sometimes bomb at low altitude
% g4 ^/ z. v6 ?$ x& u25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not
8 w' M$ p% ~" n* {occurring properly.
' \( V& L& _& ]* ]* {5 t26. Bug in Industry 'failed' indication not showing properly sometimes
) U6 l) e2 a$ q& m- Z: |1 _27. Location check at scenario load to include small map sceanrios+ R9 D0 y1 g$ j- B$ M/ a1 y
28. Bug in air supply to fragments in a non-friendly base hex
+ u$ m" X1 M/ A2 K: U- x0 J29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was
: I: f; c- T9 T; r! ]! F1 W/ ]being set to homebase before execution of the mission – ie was returning to base
" ^5 _3 E4 j4 \+ oimmediately
3 p* K5 [4 l* c, \3 W30. Error in Strategic map display
: L0 C) V5 e$ e6 i0 N31. Additional and stockpile options were not turned off when base was captured( i' X/ x0 y; q8 I& G$ I
32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on
/ @5 ?* F, k$ wmouse over
' t; a7 E& n% l33. Army experience being gained when not 100% prepared as per manual; changed to allow+ E! z n) n. y
chance to gain experience if >75% prepare and < 50% national exp level
* Q1 M) r% _9 }# P- t) m34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to
% Y( y( m- ~! J( c, galleviate the incorrect experience gaining happening while in reinforcement queue2 n% b: z- Q6 ^1 w/ v
35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –. S9 ] w- T! p# i4 b
caused unit to jump “off-rail” and move overland# x Y1 U! P# k- N3 w+ X/ e, [4 Y. H
36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ
! w7 k6 @& t0 J# ~% c' z37. Excessive accident messages on unload from TF reported
2 y4 @& w! T8 _" q J# |4 k38. Reworked editor sub-unit merging as some devices could drop off the unit list when
% M$ a" o+ V9 Pmerged causing smaller size unit than expected! U% Q1 w2 U% _
39. Corrected possible TOE error in scenario data load for inactive units9 ~2 m1 o' Z+ h! ]& n5 |5 ^7 z
40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can) W$ t+ J6 W3 m( k3 g1 g9 z L
however be allowed to do this.
4 n/ `) l A* I* {; u, k! u41. Possible CTD if sinking ship's load was a group6 n- l4 ]0 z& n5 G& j! @) d
42. Limit the number of devices built from resources per unit during LCU replacements; this
+ k; g$ x. ?% K" U9 m, U* Fwas causing an over production for that turn
- R |/ e; |! {5 O. \' x43. Retain day/night setting when creating group fragments
) G3 V& q) M& b( _" e44. Adjusted supply and fuel values in base list not to overrun the space
. c+ [* R/ l4 A2 u, c45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but
1 }% v; U, m) l3 [; r3 Tadded YMS to Sweep TF in line with manual and code
4 r4 g8 M* m5 \% C ]46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the
3 G% z7 I; k0 b. Q- }rule relates to the abundance of manpower and is not covered by replacement pool. Normal4 p; w0 S# ]4 J: X
rebuilding of destroyed units is not affected by this.
1 W6 u: r$ t$ Y6 }* W3 x/ U; @# n47. Carrier capable and trained text not showing together on Group screen8 t2 z5 y: u" o& H+ }8 _6 }
48. Handle any blank re-name changes by ignoring them# i* k' Z+ W, d0 o6 q1 h9 @6 x+ c* k
49. Possible CTD when air fragments combine7 Z4 g& g* U8 d) ~# x
50. Unloading TF can freeze a LCU onto a ship under some conditions
3 w5 u; D( {, K- J51. AI not behaving if main HQs missing (affects small map mainly)
4 b, Y) @; Y+ H; x+ e+ r52. AI using AGC for normal land units – removed from TF if not needed
# @" }2 ^( d% z8 ~+ p6 L53. Soviet activation message not in Ops report
: T3 M+ N* {! m R% e) e54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range
2 o5 u7 T& q' ?: n55. Clear Soviet air balance if not activated. Possible incorrect base switching9 _% F# y" G6 s0 O9 Q8 {
56. Sub attack against docked TF not happening for port size <34 N, \; ~0 h; Y5 ]) V/ L" y$ ?0 p
57. Unit type changing unexpectantly- H7 Z7 s( v) {* g9 Y1 a0 _
58. Torpedo replacement on plane sometimes is missed' R, P% j& S; Z5 Q! l% n! Y W
59. Double handling of overstacked supply requirements
7 a1 B! Q$ o4 h60. Fixed alternate weapons for port attacks
$ h' `, ?; X. l! l+ r61. Corrected weapon system damage to show after combat on ships in port rather than wait till
6 T, u/ _+ j% r/ T3 \" C5 _& ksometimer in the ship repair cycle.4 |5 y# I' c) p! f) h5 Z
62. Ship tonnage over 32K could cause repairs to fail: o6 B; c' V4 ?4 ^+ b
New
2 o2 J4 n/ |% ?1. Show Port re-arm level on ship list screens at base. Does not account for tenders, just the5 T2 e. }0 ~& ^. m& ] r% ~
port/ {- o! ^4 H9 E8 A- s. I E' d
2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base. x" t: ~1 @. F1 D% d8 h$ _" l/ e9 _ r
Tenders not counted
- M$ }& ?: j. U( E8 H7 b3. When showing mine device on ship, show '!' next to mine ammo if can reload at base# p! s) Z* F) P: l) u$ E, D5 r: Z
4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method
, w" W* j& K- k }, Gto remove damaged ships from TF
2 |4 h( q/ ^) s; i5. New filter for “non-building” devices in Industry pool screen, _) V+ L/ r& r. L3 b
6. New filter for “non-building” aircraft in Air Replacement pool screen
7 p5 U/ X- M8 C* \7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy; K; m- J4 X9 f( r7 ]2 @
mines (^) detected
: H, T8 {# a: A* U) }9 `# ~7 k8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the
1 D# u% k: O9 J, D! k8 C, Q‘button6..’ image files, then these will be shown. If not, by default there are shown as
1 c6 N* j% a# y- F: ?* Wstandard parachute unit icons3 o z# w9 H0 S% C1 z
9. Air/port damage and building is shown in base mouse over$ N) X4 q" F9 Z! W5 {1 U3 s; ^
10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on8 n/ ?8 ^7 p& @# ?
11. TF can be routed to stay within coastal hexes as much as possible/ l4 x n6 p5 `, O0 _
12. On Top Pilot screen show the 'ace' cut-off value if more than 1 z; A, V8 k1 c, a c5 G' g6 @
13. Added option on group and LCU reinforcement screen to turn off replacements
% b2 [1 O6 j/ N/ N0 B14. Current base can get supply returned to it when reserve planes returned which were
" B: y3 }2 Q) z) Loriginally supplied from another base: F- D% m. E) U. {7 x3 [
15. Unit type filter on Troop Loading screen
2 g; M" H3 q P. Y4 |/ y16. Report killed ground units if not in combat report
8 ?6 h O$ K* [5 m/ [0 EChanged" @! B$ a5 e1 j
1. AF of 8+ have AV support doubled for purposes of determing support for air operations
: j% L# r4 S; y% J" t(complements fix 18 above)( Y/ _, J) Z: f# c4 e$ \0 W
2. Permanently increased pilot array to 70K
, ? H5 ]1 M0 p3 f6 U3. Increased number of air combat rounds are a factor of total aircraft involved+ k D5 h+ L& p
4. Allowed submap to submap movement if land connected for land units. Should have been. D7 q& a- V& f* ?( S" @- _( m
so as per Andrew Brown( _6 N+ c3 l; j8 ?6 |5 N4 M9 p2 v# z
5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message
b: N- f5 q; adelay toggle instead8 ?, Y D- |, l$ s
6. Aircraft being grounded for maintenance factors in durability also. This will spread out the
$ @4 j( E0 Y$ M4 Tmaintenace a bit more/ n; u9 q6 a* g) S5 B7 ?
7. Support device replacements won't decrease the overall experience of LCU units. This does
7 f O' G9 F/ B; O; cnot alter the overall EXP change due when any replacements are received.
; y. k# r8 o* j+ V8 U' S8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction J2 f0 V( t, {) V/ j# o+ ~. M
between the two but could break current games.
4 w$ I& B( A. n; p1 E8 b ^' m, P9. Some LCU Prep points may be retained if unit is experienced
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1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario
5 X! \8 Z8 ]' Tshould not change player or HQ, even if not in play. These original HQs are used by the AI
1 ]6 |! g) h* l( V, `1 R( Yroutines so changing or deleting them can put the AI off. Changing other elements should1 U4 |- w% P% k. C
be okay./ J. R8 I( Q% `( S$ y! L
2. Clarification to weapon filters for aircraft:
2 E/ m O4 ?9 P( LPM_NAVAL_ATTACK 2 // used for naval attacks
" m& c4 R' j, L3 v) kPM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)$ y; j+ U, G3 ]2 K0 E
PM_LAND_ATTACK 8 // used for land (ground) attack
. J9 ]. y+ x' L" X- EPM_PORT_ATTACK 16 // used for port attack6 a+ O4 Y5 ? Q; {: d/ r
PM_AF_ATTACK 32 // used for AF attack
2 @9 ^" [. b/ c3 i: H3 P0 jDropped any reference to secondary values for land and AF as they served no special use.. X! o, G+ f1 \
Clarification changes
' c" m: M& C7 A+ i/ L, |1. Some clarification and changes in regard to use of the Soviet Motherland bases. These( _( P$ N% R7 _. m4 G/ ]9 N% |/ i
bases are those defined as having an original Soviet hex ownership of SOV_UNION (90),
* R+ Q( f: }2 f; yMONGOLIA(91) or TANNU_TUVA(92).
- o# h+ {$ b* l, N" T; B4 |. K' oa. Allied non-Soviet groups can't transfer to Soviet Motherland bases8 ~' A. m( x' E
b. Allied non-Soviet LCUs can't move into Soviet Motherland hexes
$ }( Q r+ T: B5 n) uc. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases, V, c4 A- {. B0 t# P
after Soviets are activated, but can’t move$ H# `: r& L; }: V a
d. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if$ V0 E8 N F/ I ?/ O; X/ S2 ^9 k7 @
disbanded in port.
! V& N! `; C' b* ye. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently
: O/ D- N% [5 o) f' k, [+ }9 j- Mf. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |