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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" B4 Z* W3 }8 W5 F3 z5 J( n
3 O# k" ^; n; O) G7 w6 R2 [( @大量更新,详见列表:
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0 _ G" l. V; j" n; iChange History:1 j' @; c/ A' r* x; u
V1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17)1 ?" c3 [6 \9 O9 o2 U$ ~/ g- P1 v
1. Seventh Update – This release is a comprehensive release updating all previous1 x( Z# |6 x$ ~" {
versions to v1.01.17 beta* u; B0 @$ S! h+ l
2. Code Changes% F3 Z$ D7 ?+ W- m+ i, Z
Fixed! g$ x; N3 _# _6 @3 A
1. Display of AF/Port icon between player saves based on player's intel
" \% A& C/ ^; f" `2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when8 a7 g& ^2 N1 E4 {3 \
weapon list updated
' H! s: G) W2 N; ^; Y5 U# ]7 z& Y1 w3. Reported cargo/troop safety values incorrect when no cargo/troop space
& W! t) ?9 n1 |/ Q& w" D: b4. Allow smaller 'reserve' space for small groups on ships
7 g% ^0 \% K; u. \5. Preserve some more data when swapping fragment and parent to prevent lost of parent# _" l7 p& o C
6. Correct attacking plane count before final post-air combat
2 n& C) a4 N, y3 R" P7. Pilot promotion may have occured in error sometimes# v: Y2 i; v0 w t- M
8. Raid detect message sometimes dropped of the combat report6 T7 S; A( e# q
9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply
$ y# h; W* T9 i% z& ]" }5 kgenerally
" y; N* C) s# R10. Some pilot-leader connections were being corrupted
9 h8 v9 u/ |& B5 d- ?. i+ \11. Movement bug with following units due to incorrect move indicator. Seems to fix a few7 X+ l% M' B1 P' @9 I) |2 x, T
other move issues due to the incorrect indicator
7 E E7 Q, ~* ^5 l# }( o12. Wrong ship sometimes reported in Ops report for TF movement which causes some( q, H$ U* h1 Q/ n u! H+ B: e
damage. G% ?# b# B: x8 C
13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool
6 w$ R* M' s- n3 W4 t& S14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the
- {0 H0 c" ? y0 D Adate sort
( K# t9 k; s" @/ E- M% \15. ASW groups not allowed to attack sometimes
% A# o+ K3 [1 t7 e16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing
- o+ w! ?1 K( ?/ u. B4 {4 n. ?2 g1 ?HQ/LCU to jump to reinforcement queue
7 ]5 V7 l3 a( \7 \ v& ^* b17. Bug in bomber intercept if too many rounds of fighter v fighter combat6 \6 r, B& d$ c4 l
18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed0 o+ h) @" q# Z4 f
at start of AE but crept back in sometime during updates, u1 p1 Z/ l: K B' c8 @
19. Removed the fragment/parent swap during a TF unload as it could often orphan the8 P7 w- L6 [) |
fragment.7 u7 x# } i4 c0 @
20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade) ]3 f4 [$ g4 x" t7 ]& D3 p9 m
21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not
9 }+ K1 o6 w l! [3 Xshort scenario). This was fixed in a previous patch but only for one of the VCs, not the full
" [7 Y; X% S3 k( ?set
: f/ a9 ]: z7 C1 J2 I2 |22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base
/ y9 {$ F1 \1 S2 K# w) c( i23. Enabled 'z' to speed up all animations; was commented out in a few animation replays
& E' V- ^1 _4 c. B! w24. Bug caused F/FB to sometimes bomb at low altitude
1 X7 V* o# g+ d1 \! j25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not. F- o4 O/ Q1 }+ q8 e9 v
occurring properly.
: b4 `6 C- z" u& k: W26. Bug in Industry 'failed' indication not showing properly sometimes6 p7 y! B+ d. t) e0 y3 r" S% K. f* Y
27. Location check at scenario load to include small map sceanrios
, D1 w6 l- F0 J( ?9 b5 K3 c. ~/ {( c28. Bug in air supply to fragments in a non-friendly base hex
0 r) N& W/ Z& [1 Q& h0 `29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was1 c" v2 ]! @- z; |
being set to homebase before execution of the mission – ie was returning to base
+ [0 {8 k$ o) K% k. H& nimmediately8 t; ?- u% v9 F- T$ E
30. Error in Strategic map display
! W: p; u' u- c }31. Additional and stockpile options were not turned off when base was captured
: g* X3 e: u( f% S* o3 j32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on
1 G$ {* Y" x% O' n3 Hmouse over
4 \$ N* R& t* R0 v4 \33. Army experience being gained when not 100% prepared as per manual; changed to allow6 f8 m4 A( p/ i1 T& b3 I1 n, b# v
chance to gain experience if >75% prepare and < 50% national exp level
/ `" g( P! z1 N* F& T* W34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to, b l8 U. T! }3 }& c
alleviate the incorrect experience gaining happening while in reinforcement queue# X- ^$ Q+ l: U* O3 P' T
35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –
, r. T7 G* j6 Bcaused unit to jump “off-rail” and move overland
; c" J* d9 h. ] I1 H4 J( z$ X; Q36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ/ K( s& d( |. N" H, n3 C" {) S" y
37. Excessive accident messages on unload from TF reported! Q0 ^7 J: U/ w: H7 J
38. Reworked editor sub-unit merging as some devices could drop off the unit list when$ D" s" |" h' C5 d/ d u. b; Q
merged causing smaller size unit than expected z' y# H! B/ F5 A, h% e' f+ y! ~
39. Corrected possible TOE error in scenario data load for inactive units8 M. h* l2 ~6 A5 E, u
40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can
& |4 J3 r4 M1 B5 p. ?however be allowed to do this.
3 v/ S, R8 g ^41. Possible CTD if sinking ship's load was a group
3 o9 I# n" O) B42. Limit the number of devices built from resources per unit during LCU replacements; this
7 {. }! ~/ w8 W. |3 @! p( t9 Z( O, twas causing an over production for that turn
" c( A; Q. x0 `! u& _2 v43. Retain day/night setting when creating group fragments
) W {- u. \/ i6 D44. Adjusted supply and fuel values in base list not to overrun the space
+ s$ b Y6 Y. m' |* A45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but' N9 C5 [# E7 N* p
added YMS to Sweep TF in line with manual and code9 o& m* y8 A L$ W& W1 X
46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the
' T2 `6 }% L* t$ Grule relates to the abundance of manpower and is not covered by replacement pool. Normal
: X! j6 x0 Q9 j7 D. h9 d* |rebuilding of destroyed units is not affected by this.9 T# R) p7 K9 }4 j
47. Carrier capable and trained text not showing together on Group screen! d q5 |4 O" p- L# P2 }% j; C
48. Handle any blank re-name changes by ignoring them
/ U5 d7 X) h9 @. L: R& s49. Possible CTD when air fragments combine
# x+ s6 A- o/ E' C* i: p# J50. Unloading TF can freeze a LCU onto a ship under some conditions
/ D) {+ L8 N6 ^( D51. AI not behaving if main HQs missing (affects small map mainly)
! C( F1 N1 W+ [& U52. AI using AGC for normal land units – removed from TF if not needed& l/ Q1 H; j/ E& s/ ]: n2 O. w
53. Soviet activation message not in Ops report' [) V! o" h0 u6 k, _# |
54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range
5 T; A% E9 X9 j2 n* |' I55. Clear Soviet air balance if not activated. Possible incorrect base switching
2 _: M0 J& l, F3 A6 n& q56. Sub attack against docked TF not happening for port size <3
' ]& M* S( W( E2 I/ A# z8 F57. Unit type changing unexpectantly; z8 p$ i7 y3 r5 L8 R. \; \! u
58. Torpedo replacement on plane sometimes is missed
; V4 v' g! }% k! n* `* v9 {4 S# m% Z; F59. Double handling of overstacked supply requirements
: @- M% c2 v P/ p60. Fixed alternate weapons for port attacks
5 k; h7 w6 \4 l1 X" Q1 D61. Corrected weapon system damage to show after combat on ships in port rather than wait till5 x2 u3 V- t) H8 t6 T: g+ h; A
sometimer in the ship repair cycle.
1 R4 Y. K a* ]/ F+ s; _+ d62. Ship tonnage over 32K could cause repairs to fail5 ^$ X4 e9 g4 ~" |$ t& Z& ?; y
New; U: C+ f4 u5 i
1. Show Port re-arm level on ship list screens at base. Does not account for tenders, just the
7 A" h+ x: C4 p% ]: {; ^port# }/ ], Z# }. E5 o
2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.
4 {+ Y1 I5 ^. Y% [: u, R t) J, t$ ]Tenders not counted
. O- K3 f. }8 ~3 {) e! q3. When showing mine device on ship, show '!' next to mine ammo if can reload at base
* I# R4 F* m: V4 W. u& d. _0 z4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method9 X; A* T6 z: B4 {& ^ C8 S5 S
to remove damaged ships from TF; H8 k- |7 W) z2 y
5. New filter for “non-building” devices in Industry pool screen
+ E" G. L* a' Z/ e& O6. New filter for “non-building” aircraft in Air Replacement pool screen
+ x2 m1 V7 d$ E# J& s& Z8 e7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy7 f [' A A2 Z
mines (^) detected+ [$ ^0 d+ Y6 }1 r$ M7 p
8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the( R3 M- [( h5 c) I# o; ~: Z! w1 `1 S
‘button6..’ image files, then these will be shown. If not, by default there are shown as
! t; v5 V$ x8 Z( ^* l x8 M7 Mstandard parachute unit icons
; r x2 q$ F4 E8 J3 A2 R9. Air/port damage and building is shown in base mouse over
4 q. q- L) h4 D0 R2 X- G10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on
) v7 p0 ~, }% p7 W5 e" _11. TF can be routed to stay within coastal hexes as much as possible
& u7 o2 M. O o7 W6 B12. On Top Pilot screen show the 'ace' cut-off value if more than 1* Y& Z) A4 f V: X% V1 |8 m
13. Added option on group and LCU reinforcement screen to turn off replacements
* D ?7 t2 S. S, I14. Current base can get supply returned to it when reserve planes returned which were5 T5 G# E( B* A( l. `8 i5 \+ Z
originally supplied from another base$ D8 U# B5 J$ n' l7 j
15. Unit type filter on Troop Loading screen
8 i/ K! s M# l* t4 ~16. Report killed ground units if not in combat report4 i5 n1 f$ B }& B/ G& J
Changed9 p- p J3 @* B2 d0 W
1. AF of 8+ have AV support doubled for purposes of determing support for air operations
. M" @1 L3 d. y(complements fix 18 above)
( _: _& k3 d' C7 c2. Permanently increased pilot array to 70K% H7 V% d. s) s( Q3 y
3. Increased number of air combat rounds are a factor of total aircraft involved
* Q( c0 c1 n" B4. Allowed submap to submap movement if land connected for land units. Should have been
) n$ Y& P2 p: d$ `+ Z+ ]4 sso as per Andrew Brown
& ]5 k. G7 F4 d G5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message
9 K {& i: H- T3 p! F2 r& W9 V: _delay toggle instead0 d8 F" O5 E1 } z3 \( B
6. Aircraft being grounded for maintenance factors in durability also. This will spread out the L% f: ^0 q7 j/ w: b+ Z# v; h c
maintenace a bit more
) J* `) g1 Y& R7 u$ {7. Support device replacements won't decrease the overall experience of LCU units. This does7 e- @. c) G1 i' B6 {
not alter the overall EXP change due when any replacements are received.
3 U3 Q% M' g9 N8 K6 D/ h- M8 @* o8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction! @: ?+ S( m; Q8 C7 v( L, r+ ~
between the two but could break current games.
% A [% i* v- m5 ]3 q6 b9. Some LCU Prep points may be retained if unit is experienced
4 [1 y& ~+ ?6 W0 ~ W: b! ]0 jNotes+ \5 r) g) U' X/ p. y" E
1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario7 K7 O, [' g0 X# a
should not change player or HQ, even if not in play. These original HQs are used by the AI ?5 N1 J1 V' W# O/ g P/ }
routines so changing or deleting them can put the AI off. Changing other elements should* i$ x; u( `0 d
be okay.
& M9 X3 y4 a' o9 K4 U5 T3 F% a2. Clarification to weapon filters for aircraft:7 d- H% t4 e( ~3 }
PM_NAVAL_ATTACK 2 // used for naval attacks1 z6 l& ]) G4 }- G0 i# h3 s
PM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)1 m* j; O# k0 d$ M
PM_LAND_ATTACK 8 // used for land (ground) attack
" H+ H0 W' c: [2 JPM_PORT_ATTACK 16 // used for port attack7 q8 M3 E0 M& f" ?' y. J
PM_AF_ATTACK 32 // used for AF attack
& [. a$ V& N4 P0 zDropped any reference to secondary values for land and AF as they served no special use.
! {' v \4 H) L6 Q$ x# dClarification changes; [# L( l/ U: m
1. Some clarification and changes in regard to use of the Soviet Motherland bases. These- F q5 ~$ W4 x0 `9 b* s5 N
bases are those defined as having an original Soviet hex ownership of SOV_UNION (90),9 |0 B6 T, p6 S2 s0 m
MONGOLIA(91) or TANNU_TUVA(92).
. i: h. B9 j: Ga. Allied non-Soviet groups can't transfer to Soviet Motherland bases) n- k" H: }+ W, A1 h& O, B1 z
b. Allied non-Soviet LCUs can't move into Soviet Motherland hexes6 B# Z( v# `9 k# o
c. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases
7 J# R1 B% }& b8 s4 i* kafter Soviets are activated, but can’t move
2 _/ t1 I: d$ n/ Z/ `d. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if
0 i# ?! Q! o, f9 Bdisbanded in port.* n/ S4 d; n. h
e. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently/ P) e& Z% t# v$ ~9 i$ o
f. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |