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* Q/ Y6 g+ _* shttp://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:' Y* q8 J9 T4 c! T" [' ~5 I
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( b' q% E$ W, p* v, _% `Change History:
6 i8 A( y1 i' H6 _; j: NV1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17)
6 Z& p o9 n8 H" S6 O5 l1. Seventh Update – This release is a comprehensive release updating all previous
* Q) s6 f0 L% Y2 `: p) eversions to v1.01.17 beta t& L- m8 p+ I; _1 d9 }+ y
2. Code Changes, }- Z& M2 j: z: U
Fixed
8 L; ?# e) r# C" E8 \* j9 A" L( M1. Display of AF/Port icon between player saves based on player's intel
1 z6 K, ?# r% `2 f' z& R2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when3 Z* d* ~3 U3 {
weapon list updated
Z# h5 ?: m5 c3. Reported cargo/troop safety values incorrect when no cargo/troop space
" ]/ z5 n, t- v/ R; h4. Allow smaller 'reserve' space for small groups on ships* g& {' W3 V. d' e
5. Preserve some more data when swapping fragment and parent to prevent lost of parent
0 d% o$ l1 |& e, o# ^7 a# u' }6. Correct attacking plane count before final post-air combat' P8 }* y, r# [ Q, I7 R
7. Pilot promotion may have occured in error sometimes
9 a9 t X& i( w# [3 a8. Raid detect message sometimes dropped of the combat report; G7 \7 H: D% ?3 \/ {' A% o; q7 g1 H% `
9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply
( v! x, Q8 k* B. m Z" dgenerally
2 @4 P- m0 S/ O9 n10. Some pilot-leader connections were being corrupted
4 B/ M/ z# K' X4 H' G5 d3 a11. Movement bug with following units due to incorrect move indicator. Seems to fix a few: g( x& b. V3 H4 _; l) O' V. q
other move issues due to the incorrect indicator7 A$ [% n3 W j1 T5 ]8 L
12. Wrong ship sometimes reported in Ops report for TF movement which causes some2 V- F: @9 e3 T) y
damage, X& t D4 B0 i. g& B" k4 y/ _
13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool1 h& Y7 _' p; w4 b
14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the
# b1 u$ ?9 B1 i# q: ~date sort
6 V) c6 l- S7 g9 ^# h2 g: B; j15. ASW groups not allowed to attack sometimes
4 J) ~( l& e. Y16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing) b9 @) l- L% e8 t* F( o
HQ/LCU to jump to reinforcement queue# g# R2 _3 \3 ?. J& K, K" L
17. Bug in bomber intercept if too many rounds of fighter v fighter combat
+ g4 ?# \$ W7 T k3 ]# g3 E, b' n18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed
c1 I7 b( t8 L- L# rat start of AE but crept back in sometime during updates( \2 A0 d. q$ Q3 Z& ]! {
19. Removed the fragment/parent swap during a TF unload as it could often orphan the& g0 t- P* ~$ w: I
fragment.$ a Z, Q: q1 f# n9 X$ n9 k
20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade
?3 g) F8 s& a/ J21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not
4 d' o# X# L9 c/ B" j/ K w# Kshort scenario). This was fixed in a previous patch but only for one of the VCs, not the full3 @/ `& a7 D0 |8 a: M
set+ U& V1 X5 D$ i* z
22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base
' n/ U. K4 }& v1 v1 F23. Enabled 'z' to speed up all animations; was commented out in a few animation replays. e% s8 m- Q' c7 s# O
24. Bug caused F/FB to sometimes bomb at low altitude+ z( c' t( \+ V6 F' K& B' V+ i, h0 \
25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not% A; m3 x, K+ M
occurring properly.
- l0 |: O2 H, \- w& w" x26. Bug in Industry 'failed' indication not showing properly sometimes
9 Z3 s, ] Q" ?# _, v% k& s) R6 V27. Location check at scenario load to include small map sceanrios
- p) {$ j$ w" I) i% ?28. Bug in air supply to fragments in a non-friendly base hex+ L1 R1 N' j- o4 Q' B+ S% j
29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was# L' }+ {- R* Q3 `1 H4 G9 y0 a
being set to homebase before execution of the mission – ie was returning to base
6 ?% K/ d6 O8 Q5 limmediately* h" m# S! `$ j& D' X
30. Error in Strategic map display4 m$ P& j8 ^7 T4 B" m. p
31. Additional and stockpile options were not turned off when base was captured
% J! t- k" S7 K& M32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on# y) }$ p& i, d y0 D6 \
mouse over* k5 \4 l) k% }7 d4 S4 j
33. Army experience being gained when not 100% prepared as per manual; changed to allow
& w6 s1 t5 I n, w7 ?, X/ Uchance to gain experience if >75% prepare and < 50% national exp level
3 l) g4 H4 ?5 H( E34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to, f% i6 E/ G8 h, M
alleviate the incorrect experience gaining happening while in reinforcement queue
& L9 D6 {* ^2 a35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –; }4 ]9 m+ X) w
caused unit to jump “off-rail” and move overland4 _. Q5 G4 w3 A# ?- _
36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ
% L* `* s/ ] p" K; {. l5 y37. Excessive accident messages on unload from TF reported' l" j! s- G, H! B# ~5 ^+ _
38. Reworked editor sub-unit merging as some devices could drop off the unit list when
& |2 S9 y- N% @: c: Rmerged causing smaller size unit than expected A3 h5 M" N1 f% U* A3 _
39. Corrected possible TOE error in scenario data load for inactive units
0 q7 V- J3 ]- o* R' N. p6 g40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can, _ b4 l, y) T6 v3 i
however be allowed to do this.
, {. O' v4 r3 O3 \41. Possible CTD if sinking ship's load was a group
: g( _( z9 V! j8 y% `8 Z" u; E42. Limit the number of devices built from resources per unit during LCU replacements; this- [, M; A8 L- ^% t; e
was causing an over production for that turn
) c. Y; k7 I6 x) w2 j6 V2 k43. Retain day/night setting when creating group fragments" y8 _' P1 \" [3 _: k
44. Adjusted supply and fuel values in base list not to overrun the space
. a: Z/ }8 S1 e45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but
9 q; Z+ r9 V( Q v/ Y% k/ F. J* {added YMS to Sweep TF in line with manual and code
& O# [: }4 y$ c1 t8 g8 _) C- e46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the3 d0 l- p6 {9 y1 B7 V
rule relates to the abundance of manpower and is not covered by replacement pool. Normal
' j1 c* E1 E* `: B( r* f; crebuilding of destroyed units is not affected by this.9 i$ P) m, N! X4 i2 r x
47. Carrier capable and trained text not showing together on Group screen
; Y3 R: N2 z9 c- n7 _0 j48. Handle any blank re-name changes by ignoring them) n" ?- A, x. S- b% C: w3 S
49. Possible CTD when air fragments combine
6 c' e5 n# d$ J7 R50. Unloading TF can freeze a LCU onto a ship under some conditions8 x& ~0 ]) S3 U: K' l" R% e& q6 {
51. AI not behaving if main HQs missing (affects small map mainly)
1 t- q/ ^$ u. ^" `2 O3 }52. AI using AGC for normal land units – removed from TF if not needed- I2 ~, b: f) ~& G9 K
53. Soviet activation message not in Ops report! J& E8 T* g7 o# U; l
54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range0 R/ n; {* q3 {! p0 f& C
55. Clear Soviet air balance if not activated. Possible incorrect base switching- Q, O) u% @$ W9 U# d
56. Sub attack against docked TF not happening for port size <3: a' C" n1 t: o, d5 K, L
57. Unit type changing unexpectantly
; t- n6 Q' {1 n4 d0 m5 O& ~58. Torpedo replacement on plane sometimes is missed
u' `7 ]- ^) y9 W+ w59. Double handling of overstacked supply requirements
- e0 [. t* \$ h7 j; D4 [5 n60. Fixed alternate weapons for port attacks, X6 n" Q: P) S
61. Corrected weapon system damage to show after combat on ships in port rather than wait till+ y+ l/ O" M" Y, ?
sometimer in the ship repair cycle.
4 n8 v/ G( v+ o9 P$ _6 O) {62. Ship tonnage over 32K could cause repairs to fail0 h( L7 Y) i& h$ K$ G: X; N
New. Y" T. |5 R% Y; u1 u
1. Show Port re-arm level on ship list screens at base. Does not account for tenders, just the
& Z5 {9 h+ i2 T2 w7 N4 U4 X7 Yport
x+ @" {( m9 l; w6 c$ k2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.+ _: _' S4 c5 }( \7 w- l% h
Tenders not counted+ ], w( ]3 r7 u- @
3. When showing mine device on ship, show '!' next to mine ammo if can reload at base
3 y$ `* x% j2 y3 w- l+ P# K4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method8 T9 V+ C2 E0 }0 L' e7 `8 m
to remove damaged ships from TF
3 x9 k) x7 W! R& n( P5. New filter for “non-building” devices in Industry pool screen p0 m; i: T L% Y( @
6. New filter for “non-building” aircraft in Air Replacement pool screen
/ t2 {6 N, g' x- o7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy
3 r; s J: k: y! o, [- [; Mmines (^) detected" U5 z8 j. q/ m% }9 [7 Z& c
8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the
! b5 |8 ?3 Y, H/ u‘button6..’ image files, then these will be shown. If not, by default there are shown as! X) p4 P# q4 [2 q4 o
standard parachute unit icons
( q( W2 f3 e N5 ]" H9. Air/port damage and building is shown in base mouse over; I4 {% z/ ^3 @
10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on
7 w- d! p" E" E8 @- Y11. TF can be routed to stay within coastal hexes as much as possible3 S3 o. c: q9 W6 l" t
12. On Top Pilot screen show the 'ace' cut-off value if more than 13 l# E. O3 W! @5 [' x
13. Added option on group and LCU reinforcement screen to turn off replacements/ O: z, v0 @8 [2 J, h9 V* I, ^% L
14. Current base can get supply returned to it when reserve planes returned which were
; h7 F% {) x) Z: Xoriginally supplied from another base& j6 L+ c# Z; G/ D1 N
15. Unit type filter on Troop Loading screen
) T5 L. X0 m* u. u. k5 b16. Report killed ground units if not in combat report1 p$ I4 @8 ]& a
Changed+ @! V; m) ]3 z" z9 s3 `
1. AF of 8+ have AV support doubled for purposes of determing support for air operations6 y8 P2 w$ j* n3 k
(complements fix 18 above)2 H/ d$ V' z3 h% e1 S3 g
2. Permanently increased pilot array to 70K
" Q# j2 Q7 I4 j: x# s0 K# c( E4 y A3. Increased number of air combat rounds are a factor of total aircraft involved5 A3 h" t" C% O. c T
4. Allowed submap to submap movement if land connected for land units. Should have been
, D3 ^" f. t8 l0 q; B- [- @$ Eso as per Andrew Brown
9 g* F" W8 o3 i" G. \9 X5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message) Q7 Y$ [/ p5 z
delay toggle instead0 B6 ~+ c. X4 S. w8 Q* W) z _
6. Aircraft being grounded for maintenance factors in durability also. This will spread out the
& \" Z( W- S% ?4 s& ^maintenace a bit more
, z }4 {; N8 d; |5 J( V7. Support device replacements won't decrease the overall experience of LCU units. This does M& y9 d0 C9 U7 u
not alter the overall EXP change due when any replacements are received.; c( }* Z+ k# B. V8 h8 A9 Z) s/ w
8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction
% b4 h1 d3 l" c0 _between the two but could break current games.
+ E- H/ n3 Q5 v9. Some LCU Prep points may be retained if unit is experienced
% p: ^* h6 F! \$ P4 WNotes, B! H& f7 c& ^2 c2 u) s
1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario' s2 o; v' T; p+ R3 E' j& q; o
should not change player or HQ, even if not in play. These original HQs are used by the AI
2 S1 I2 F8 E$ m ]8 J, K! B# P5 a* L jroutines so changing or deleting them can put the AI off. Changing other elements should
& B9 }. S. e% |- a; Lbe okay.
2 _1 l3 W f0 {! \$ l7 a2. Clarification to weapon filters for aircraft:$ Q& e2 n P0 G' E% p. ~! p
PM_NAVAL_ATTACK 2 // used for naval attacks
& l' f' f, S: c% z# k/ BPM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)
+ J: u7 {7 M% S ]9 uPM_LAND_ATTACK 8 // used for land (ground) attack% v+ \" U# r" k) u- b8 }
PM_PORT_ATTACK 16 // used for port attack
* x) T9 m# u4 m( V2 dPM_AF_ATTACK 32 // used for AF attack
( J' ?6 {# D6 w pDropped any reference to secondary values for land and AF as they served no special use.
+ v( N# x0 @9 l& r( j, G( v# [Clarification changes% _1 { M& Z; y& R& j) [
1. Some clarification and changes in regard to use of the Soviet Motherland bases. These
- [3 C" Y! G, D+ z# T& W2 x5 Gbases are those defined as having an original Soviet hex ownership of SOV_UNION (90),
5 I: o2 [1 x" ^0 c- mMONGOLIA(91) or TANNU_TUVA(92).5 m, _1 r% m. z( p
a. Allied non-Soviet groups can't transfer to Soviet Motherland bases; |* c* D' v7 j- S* g. {& J& h
b. Allied non-Soviet LCUs can't move into Soviet Motherland hexes
+ F" @) M; s4 Q' @c. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases
+ h$ I+ g0 r7 t' X- u+ ?3 X: Y: Bafter Soviets are activated, but can’t move9 T- h) [, T. ~0 m) j
d. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if* C/ N2 D3 O. P# l' x9 r8 k
disbanded in port.3 U7 J3 s, E; w* |2 T m& c1 h( i* r
e. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently
# Z$ @ b, G1 B* ef. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |