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http://www.matrixgames.com/forums/tm.asp?m=3185062) I# u0 p3 q* _4 r2 V$ C, ^0 ]6 l
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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:
& l2 J+ l; Q) K! ^- O& u3 A/ Q' {2 t# G( z/ S9 ?
2 U! h9 D- c# \& [' D( e$ }Change History:* w, o _# c, W) Q7 e0 X9 ]
V1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17)
0 I; k$ h5 t P0 y0 T1. Seventh Update – This release is a comprehensive release updating all previous0 i+ E' E8 ~1 \8 ]% ?+ c
versions to v1.01.17 beta( C) M/ X- F; Z6 G( a& S* q5 V
2. Code Changes
4 {- G3 b8 I" BFixed
2 @. v W/ j* g3 v0 Z1. Display of AF/Port icon between player saves based on player's intel
! D) W4 G+ f4 |. R; g( K2 x2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when
+ Z. Q/ g" Y' n3 n- Gweapon list updated+ w& B' A; _4 ^) T2 v2 k3 V- |
3. Reported cargo/troop safety values incorrect when no cargo/troop space: z$ J4 T: q3 s6 b3 U/ P
4. Allow smaller 'reserve' space for small groups on ships
U) y. p$ ]4 ^9 z; u( X5. Preserve some more data when swapping fragment and parent to prevent lost of parent9 n8 s4 b$ _, H) p
6. Correct attacking plane count before final post-air combat
% U4 D7 a9 ]; ]( \1 p% G7. Pilot promotion may have occured in error sometimes
6 ]" s2 x. Y8 m8. Raid detect message sometimes dropped of the combat report, L' B" p R) G2 j
9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply
7 t( v) F8 G$ X/ S" ]generally
! G6 m; k' m3 t' B+ ~7 u1 h10. Some pilot-leader connections were being corrupted9 p* v) `! ^9 t6 T+ v
11. Movement bug with following units due to incorrect move indicator. Seems to fix a few
- W8 U. C9 H: v7 m; x3 T5 _& ?other move issues due to the incorrect indicator8 e, V6 K. L# K s6 b' p
12. Wrong ship sometimes reported in Ops report for TF movement which causes some
* g r( y+ i' o! Y% l1 h6 H9 w8 Idamage% I/ G8 z* j( b5 T U1 d
13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool& Y* C2 Q) y# H; O7 R2 D3 A4 O
14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the
$ b( O; x+ q( k& }+ S1 M" v4 adate sort
: F) ?, K6 s$ `, }15. ASW groups not allowed to attack sometimes7 ?3 @: S. t! k( Y+ H
16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing
9 W+ U7 e# Q! d% NHQ/LCU to jump to reinforcement queue" J) I' F5 \1 V( Y. ] h0 W
17. Bug in bomber intercept if too many rounds of fighter v fighter combat
; i9 R; Q( d+ {. w18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed
8 v- [3 \9 G6 R8 G; f2 X1 y% xat start of AE but crept back in sometime during updates# ^4 H7 ~/ W$ {* R9 C
19. Removed the fragment/parent swap during a TF unload as it could often orphan the$ R2 Q, h2 }5 `' d
fragment.
5 H5 N) ~- I) [8 z y' o20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade" i! H( E) ]( [! W# ]0 ]' c
21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not( d! Y* d, g$ j+ U1 i$ n5 V
short scenario). This was fixed in a previous patch but only for one of the VCs, not the full
! t; e" V; v' E; n6 Rset0 @+ ]* q& F) O9 y, I0 ]
22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base
; M, T7 H" g; p7 N1 X% C" M23. Enabled 'z' to speed up all animations; was commented out in a few animation replays4 r ?$ Q0 K% @) M% g
24. Bug caused F/FB to sometimes bomb at low altitude5 F, t# h3 p; h& n/ ]
25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not0 H4 L7 C* j& J) \& H! r) H
occurring properly. A F- E9 j& K: F+ G& t( g, |) b
26. Bug in Industry 'failed' indication not showing properly sometimes: X+ C2 Q8 N \. P5 V( r/ Z
27. Location check at scenario load to include small map sceanrios
; p4 P9 M: e" \$ D4 N/ s R" U) k( c28. Bug in air supply to fragments in a non-friendly base hex! b* w6 w6 [+ R7 u9 v
29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was
2 M) F; T( a& F2 S2 b7 h3 rbeing set to homebase before execution of the mission – ie was returning to base* F" H# H. e! Q9 R& C
immediately! n$ _3 l1 F3 {8 A& r7 h* z
30. Error in Strategic map display# P1 O k- R4 h; p$ Q
31. Additional and stockpile options were not turned off when base was captured8 a. t; f* K' k7 n
32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on
5 w% {2 M) W( F N3 d! |5 qmouse over# q, D! p! b5 i
33. Army experience being gained when not 100% prepared as per manual; changed to allow# \# @; X8 n! u5 o" d8 J
chance to gain experience if >75% prepare and < 50% national exp level
m* i( R0 `- b x/ k; j2 S34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to
L& A- B! X5 K* Malleviate the incorrect experience gaining happening while in reinforcement queue: P. A! A$ K4 @) t$ J% A
35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –. F% m, S' V2 i
caused unit to jump “off-rail” and move overland
- A% u8 e0 H/ S7 S$ K! F36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ
6 s3 l0 D9 j& y2 O' d$ P37. Excessive accident messages on unload from TF reported4 q/ y% v7 C: z9 Z
38. Reworked editor sub-unit merging as some devices could drop off the unit list when1 z4 b. L# P' X- S, D
merged causing smaller size unit than expected' r U2 {: K+ o @' z+ G9 a
39. Corrected possible TOE error in scenario data load for inactive units
3 I6 L, i s5 @40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can& `0 E+ J8 w- l% p/ z) E
however be allowed to do this.
9 R& V1 b" V* \* v$ w* \) g41. Possible CTD if sinking ship's load was a group0 M+ C* n3 G3 S' o2 [, p" S8 s6 C
42. Limit the number of devices built from resources per unit during LCU replacements; this
- m. O! M- c5 C% Vwas causing an over production for that turn5 b( r$ N9 F3 |5 h
43. Retain day/night setting when creating group fragments
% d# E8 L+ ^. n/ G8 Q( _9 N44. Adjusted supply and fuel values in base list not to overrun the space3 t# v6 n. W' L, @- t: ^$ L. L
45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but
, M; ?0 E' H2 }1 ~8 X& U4 p1 Jadded YMS to Sweep TF in line with manual and code3 q/ W( x. H1 {' m" M
46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the
$ u( Y/ u# v9 srule relates to the abundance of manpower and is not covered by replacement pool. Normal0 }+ B1 Q- }" }8 ~
rebuilding of destroyed units is not affected by this.
+ ~% P( V6 c* M& n47. Carrier capable and trained text not showing together on Group screen' L& E! x$ I1 H: h ? F
48. Handle any blank re-name changes by ignoring them! o' P* R. M: X% T+ {
49. Possible CTD when air fragments combine
% o& \" N0 i. v( w/ J50. Unloading TF can freeze a LCU onto a ship under some conditions( H+ v: T2 r5 L6 X0 ^
51. AI not behaving if main HQs missing (affects small map mainly)! |' V3 p& D0 C. B' v
52. AI using AGC for normal land units – removed from TF if not needed& h' O0 Q5 b2 c7 ^1 S
53. Soviet activation message not in Ops report
Q/ E1 ?2 y' H0 d+ y9 |: R54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range
* q# K; [7 F3 r1 r55. Clear Soviet air balance if not activated. Possible incorrect base switching# {: `# @) @& n4 ^
56. Sub attack against docked TF not happening for port size <3. B; P* F4 `5 d7 o( V
57. Unit type changing unexpectantly( `( v' M% f, X% F, w- l! Z" k( P0 T
58. Torpedo replacement on plane sometimes is missed
8 }5 V* Y* P k2 M# ~& o59. Double handling of overstacked supply requirements
/ x) M8 N7 H+ u/ H. [60. Fixed alternate weapons for port attacks
3 a" O- T! L4 W9 B3 G0 D5 O3 [61. Corrected weapon system damage to show after combat on ships in port rather than wait till
6 q" }6 s( I4 @3 }& H0 z: `sometimer in the ship repair cycle.
5 w) m% r. G3 I62. Ship tonnage over 32K could cause repairs to fail" S% N1 o: e& S" I3 d8 S9 [
New
4 d5 v; F5 J: ^$ U! s" @6 |; Q1. Show Port re-arm level on ship list screens at base. Does not account for tenders, just the2 ~" C$ s3 R2 M4 U
port
# u/ j; N0 s" d# @/ U2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.6 G/ {/ X6 [( X9 T5 E# J; Z
Tenders not counted/ t3 d9 V! j; c- G c
3. When showing mine device on ship, show '!' next to mine ammo if can reload at base4 u8 K( ~1 x3 B3 d k
4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method0 c g4 x* a" `+ A* r! K) M. e
to remove damaged ships from TF
; Y, A9 _, Z. A$ \1 A5. New filter for “non-building” devices in Industry pool screen
* r: j6 `; i/ d; Q1 W6. New filter for “non-building” aircraft in Air Replacement pool screen6 i0 P/ M+ E& `% z5 [
7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy
' e [8 v; v9 m0 C$ w) I/ Nmines (^) detected" Z4 m* _' ]$ H" ^! m! x" J1 C
8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the( Y8 W9 w+ l z6 w* \6 H3 G$ f5 ~: T
‘button6..’ image files, then these will be shown. If not, by default there are shown as
1 V d+ B H- d0 ~0 }5 Mstandard parachute unit icons4 Q4 i1 z9 j0 l Z9 X- \' m8 [
9. Air/port damage and building is shown in base mouse over% e8 U3 w4 m% a. R
10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on! H' u) E; y! s# l" O
11. TF can be routed to stay within coastal hexes as much as possible
# U3 ?+ C8 a0 G* v* d. r12. On Top Pilot screen show the 'ace' cut-off value if more than 1
, `& Z: W5 x X7 |- P' s3 v* @13. Added option on group and LCU reinforcement screen to turn off replacements
$ C$ o5 m! Z/ v: G3 o* t" q" q* h1 [2 C. G14. Current base can get supply returned to it when reserve planes returned which were- [9 Z+ U- m; |) l
originally supplied from another base+ b) W% W( R# R; c% `
15. Unit type filter on Troop Loading screen
, z! z( i7 q6 {$ `7 F7 H' v3 V, E16. Report killed ground units if not in combat report8 T8 W" B. t4 T# ^) p: ]
Changed: e' `, o4 a* _" B4 q- U! N
1. AF of 8+ have AV support doubled for purposes of determing support for air operations2 x B8 e# c# ?0 j! k1 {
(complements fix 18 above)
o1 |2 p. i& J2. Permanently increased pilot array to 70K
" ~* Y3 Q7 t% L. `4 }9 f3. Increased number of air combat rounds are a factor of total aircraft involved' p% @: g; x- H, A
4. Allowed submap to submap movement if land connected for land units. Should have been: ^6 i2 ?( p/ W) E9 r$ f8 u2 K/ x
so as per Andrew Brown
6 Q* {+ D$ }) |. M5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message3 \" L9 T& c: A# T" I5 m- @
delay toggle instead5 m: k) q) H/ A- W5 k0 _) k
6. Aircraft being grounded for maintenance factors in durability also. This will spread out the3 Y7 E& q- [6 x
maintenace a bit more
1 R; T3 Q- F4 [. u2 y' B. f7. Support device replacements won't decrease the overall experience of LCU units. This does9 Q. L+ P" c" ]6 ~% R
not alter the overall EXP change due when any replacements are received.+ q6 g" Q) Q8 Z1 S, p
8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction
& C- L; o$ Y# B. ^between the two but could break current games.: q" N5 }! K# R8 h, K B: F* A7 }' T
9. Some LCU Prep points may be retained if unit is experienced7 Z3 l9 K9 Q' F5 \
Notes4 O4 x" V/ | C6 ^) ]4 T
1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario
" @; H$ @0 r' [9 y5 @! yshould not change player or HQ, even if not in play. These original HQs are used by the AI
4 |/ |* ?. D( {+ u' {( `' K) jroutines so changing or deleting them can put the AI off. Changing other elements should' {0 {5 g/ @: @4 U) ^
be okay. f7 L: i. \% `& c
2. Clarification to weapon filters for aircraft:
; t8 Q @3 k- \* I. k+ f2 oPM_NAVAL_ATTACK 2 // used for naval attacks5 Y/ P( O! f( _2 x
PM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)( O2 m1 \$ }* `1 C6 h! ]. s
PM_LAND_ATTACK 8 // used for land (ground) attack
5 Y* G# ]+ |0 ]4 W5 c( j- lPM_PORT_ATTACK 16 // used for port attack$ G+ W/ N& {4 \8 V) Y$ Z' L# Z
PM_AF_ATTACK 32 // used for AF attack8 `2 D0 N& | D# Z& Y7 B* e+ O
Dropped any reference to secondary values for land and AF as they served no special use.) Z# A/ f( u! N
Clarification changes( J7 c% O. E3 @) |3 |
1. Some clarification and changes in regard to use of the Soviet Motherland bases. These9 Q5 O# K9 g) ?; G
bases are those defined as having an original Soviet hex ownership of SOV_UNION (90),
4 e- H# @" @1 V0 G2 b* DMONGOLIA(91) or TANNU_TUVA(92).' G) A/ \: O) G3 B. E
a. Allied non-Soviet groups can't transfer to Soviet Motherland bases# u! H9 |5 A' z
b. Allied non-Soviet LCUs can't move into Soviet Motherland hexes" M$ c- Y" G* E1 G- S
c. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases% y5 p8 A+ ]* e
after Soviets are activated, but can’t move
3 c+ G, b! k) I1 ^) bd. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if
" F! D8 w% r2 n8 X8 b: mdisbanded in port.8 r! e) t; q' I5 V
e. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently
1 K6 J" ^6 G8 y* ?, \: u8 W4 }+ zf. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |