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[AE] 最新AE第7个补丁更新至1126b

具体见
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4 K, L3 C( ?0 V( D7 bhttp://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$ m# f; |& u$ \5 J( p8 ^
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大量更新,详见列表:9 @( d, N" t# {1 ~- Q8 K$ e& B

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Change History:$ [: T# D1 x* b9 b
V1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17)/ b8 e+ ]. v$ L: }2 }2 E
1. Seventh Update – This release is a comprehensive release updating all previous
* A4 J  U8 S9 v4 c! Uversions to v1.01.17 beta7 Y: n% T4 g! W# _- }, w
2. Code Changes
+ ~+ t# m  x& R8 J  g- ^Fixed
$ {1 D5 [3 y) ^1. Display of AF/Port icon between player saves based on player's intel6 ~; Q6 ?2 T$ w: F+ K% J6 c* q8 K
2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when
5 x5 R# o& @) E& O, a: Nweapon list updated
5 o0 B7 U( ^. ^3. Reported cargo/troop safety values incorrect when no cargo/troop space1 C# `4 D0 n" q
4. Allow smaller 'reserve' space for small groups on ships" h9 K  d) v, \: s2 t
5. Preserve some more data when swapping fragment and parent to prevent lost of parent4 ^2 _' |' |+ V, Y
6. Correct attacking plane count before final post-air combat% x% h+ Q! B: R
7. Pilot promotion may have occured in error sometimes" c+ B$ a  o. z
8. Raid detect message sometimes dropped of the combat report
; t( R- v' _0 h" s9 c9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply5 h$ \2 ?9 \: S& R8 W1 u
generally
' R/ {% c: W; _  T5 [0 g7 e10. Some pilot-leader connections were being corrupted
% h# s! \$ K5 i' F11. Movement bug with following units due to incorrect move indicator. Seems to fix a few
1 M$ l9 h0 x. _4 r  e- _5 k! t( Fother move issues due to the incorrect indicator2 p  ^( f/ e) s0 W
12. Wrong ship sometimes reported in Ops report for TF movement which causes some
0 w. b' W  V# U  V7 n( ]damage, x1 x9 t  t: r0 v2 o
13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool- F- n4 O( T& k9 q0 T% q: O$ Y" x
14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the& `* [+ e4 y* X2 z* K! }! U$ X
date sort& |* {2 r6 S. A2 r7 J' f! G% S( n
15. ASW groups not allowed to attack sometimes
2 E8 L; L, q8 n+ Z) n2 f& `6 ?% M6 C16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing
+ P0 E8 ^# _* M# n1 ^HQ/LCU to jump to reinforcement queue
+ Y/ K9 W0 c  s  L17. Bug in bomber intercept if too many rounds of fighter v fighter combat+ V; X0 r% i* y2 I/ F
18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed
' k/ B. I6 F/ Gat start of AE but crept back in sometime during updates0 v1 q+ W& W1 w3 ?! G, o
19. Removed the fragment/parent swap during a TF unload as it could often orphan the% W$ s5 j! O9 H3 ^, v6 t' L
fragment.
8 K7 L+ `& v1 O  F20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade
, r# D. N4 R) K21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not0 h: Q2 ~, ~) X6 f& q& D, s- \
short scenario). This was fixed in a previous patch but only for one of the VCs, not the full
4 y# @# h% }, C2 q  v* Bset9 F' W, `2 H( m) E
22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base
5 n8 T) z2 n9 z1 @" Y5 q23. Enabled 'z' to speed up all animations; was commented out in a few animation replays5 Z% F* y( C: s
24. Bug caused F/FB to sometimes bomb at low altitude
6 f0 o  T5 E# ~- V( {, W25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not
0 F  u) q) X( X2 P( N$ _6 c* G1 ?: woccurring properly." p0 L1 ~5 a, U2 G* n' Q1 w% d1 l6 ]* H# S
26. Bug in Industry 'failed' indication not showing properly sometimes5 `8 |4 r' _' a7 i0 [) K: A
27. Location check at scenario load to include small map sceanrios
) G) p' J! G/ E- a0 r  C  @) t! E0 n28. Bug in air supply to fragments in a non-friendly base hex0 J( _8 K+ d: c/ V+ o! x9 u
29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was% Z/ v) z% m# `  ?/ n
being set to homebase before execution of the mission – ie was returning to base
: G; }0 W0 \. s# I% d! W# oimmediately  l1 m  V: d+ i/ S6 @
30. Error in Strategic map display3 R& J: z9 u4 X' ^
31. Additional and stockpile options were not turned off when base was captured
& U+ i; I1 w8 `: _  f6 x32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on) ]2 y9 w1 s& c, I6 V
mouse over
; j0 x! {9 T# w' i- @3 w33. Army experience being gained when not 100% prepared as per manual; changed to allow, Y3 B+ s$ A0 }6 Y$ @. @/ ^
chance to gain experience if >75% prepare and < 50% national exp level  q2 t3 G' \% c5 w
34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to9 j' |' |/ `6 f
alleviate the incorrect experience gaining happening while in reinforcement queue
' M* L/ J% A# W35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –
/ i- }8 z. M) e5 ucaused unit to jump “off-rail” and move overland
8 z! A! u; T$ o2 p5 K9 S+ H36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ2 L5 R. E) p/ u& e* ~3 N
37. Excessive accident messages on unload from TF reported5 {5 P) q+ q- z1 L
38. Reworked editor sub-unit merging as some devices could drop off the unit list when
  q5 E% g2 B$ C' m+ K! Emerged causing smaller size unit than expected
% ^  }& G- R+ H39. Corrected possible TOE error in scenario data load for inactive units
/ ]. `. }. F" t6 G" v+ E40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can" y8 S8 {  @7 d& f4 d
however be allowed to do this.  M7 @, w5 {% v/ }7 N) ]  y
41. Possible CTD if sinking ship's load was a group# C2 N% A' s7 O4 b9 X) g
42. Limit the number of devices built from resources per unit during LCU replacements; this
. g+ P; t& j$ Q/ b, R4 O/ e) k. Swas causing an over production for that turn( d6 h* C; t% x2 \& L1 |+ z( _
43. Retain day/night setting when creating group fragments
: x) N- ~2 o7 U, c' `44. Adjusted supply and fuel values in base list not to overrun the space
: C  I+ y0 a6 b5 l$ M45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but. G) W/ M) v; N" H
added YMS to Sweep TF in line with manual and code
4 c( E+ k* Q( Z46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the
9 F, v3 _8 e% }8 z( [$ o; {  v8 \rule relates to the abundance of manpower and is not covered by replacement pool. Normal
: T) Z3 S: K  ~rebuilding of destroyed units is not affected by this.
* T7 }8 U2 m- V8 Z47. Carrier capable and trained text not showing together on Group screen8 l9 d) B: A' J- K+ b6 r$ e
48. Handle any blank re-name changes by ignoring them
+ _7 X8 l6 ^/ Y+ a5 t49. Possible CTD when air fragments combine' d# L2 p* z: ]4 V/ c6 _
50. Unloading TF can freeze a LCU onto a ship under some conditions
( X8 `0 l& \( N, H( u% C51. AI not behaving if main HQs missing (affects small map mainly)
  {! o$ t* t  U52. AI using AGC for normal land units – removed from TF if not needed
- ~9 x7 C& S( y: @. \) ?53. Soviet activation message not in Ops report
- U  ]# s) _  W54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range
6 C" a" ]1 K6 Y' x9 q, U& i- s55. Clear Soviet air balance if not activated. Possible incorrect base switching6 S, n+ P( x; \
56. Sub attack against docked TF not happening for port size <3
8 O+ \# b, g' @, Z57. Unit type changing unexpectantly. U- Q3 h2 F! X1 v9 p
58. Torpedo replacement on plane sometimes is missed
- V3 P9 W! K& [59. Double handling of overstacked supply requirements" X; n; G( f/ u! F# Q: Z
60. Fixed alternate weapons for port attacks
% `' i$ Y7 l: K, _, f4 e7 S. ]% c, i1 r61. Corrected weapon system damage to show after combat on ships in port rather than wait till* G# n3 b3 r+ |9 o! C, D
sometimer in the ship repair cycle.3 S% s* I6 i; m# J5 C2 U$ a
62. Ship tonnage over 32K could cause repairs to fail" Z8 z& P; Y$ Q
New
% Z& T0 ~5 D# U1. Show Port re-arm level on ship list screens at base. Does not account for tenders, just the
) J, ~/ M% \8 i0 N# c" P; aport
: |, G+ W) p6 A' E5 }, Y7 r, k( L2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.
1 p, R0 {- L; q$ A" o" H1 k$ v# ^' OTenders not counted/ q0 l5 l1 i: ~
3. When showing mine device on ship, show '!' next to mine ammo if can reload at base, }# Q. T4 ]0 U; I' |
4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method
4 C. |2 ?1 [. F' I  Z+ R' ~to remove damaged ships from TF
  q! S; M& N! M4 c2 ]4 G5. New filter for “non-building” devices in Industry pool screen6 n+ K2 C/ b; [3 Y
6. New filter for “non-building” aircraft in Air Replacement pool screen8 }6 r- k7 K5 ]7 K' e0 r% t
7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy
7 U1 Q: a# ?" f7 N* S3 ~' Xmines (^) detected
* a4 V/ c1 w1 c; P) I& F* ~& n/ a# z8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the! N8 n) {! d" y$ R9 F% @
‘button6..’ image files, then these will be shown. If not, by default there are shown as
: l" Q" V- g4 X" w; Jstandard parachute unit icons3 c) F2 R+ M+ B* |4 }6 S/ `
9. Air/port damage and building is shown in base mouse over  k* j( p8 s+ Y
10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on2 O! ?8 m- B+ f, C& t
11. TF can be routed to stay within coastal hexes as much as possible
5 n' @- R: f/ c/ |* I6 ^4 v  u2 a& d12. On Top Pilot screen show the 'ace' cut-off value if more than 1
- O9 D- z* g2 Y6 U9 r13. Added option on group and LCU reinforcement screen to turn off replacements6 b7 q8 \" K% t0 _5 D/ i
14. Current base can get supply returned to it when reserve planes returned which were& w2 v2 p2 k- F$ f9 _. G
originally supplied from another base' W& A: S6 ?$ v3 [  a" ]% L' p
15. Unit type filter on Troop Loading screen9 x5 x$ r  \8 c, J% j# o1 T
16. Report killed ground units if not in combat report8 f) L8 b0 F2 t' m
Changed
8 b+ u3 Y. g+ N# c: w1 a1. AF of 8+ have AV support doubled for purposes of determing support for air operations" _  n: b0 h2 {; |* D! v7 E
(complements fix 18 above)3 W3 E3 E0 b+ F0 z, y; s" N
2. Permanently increased pilot array to 70K+ q7 S1 k) J6 |
3. Increased number of air combat rounds are a factor of total aircraft involved
/ j* N( g: n. D+ A/ L4. Allowed submap to submap movement if land connected for land units. Should have been. v5 q" n" X& p0 |3 Z" \* f$ ~
so as per Andrew Brown
: N0 I' \: n" F. F- F6 O, M5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message
- ~0 w9 }. U8 \) {. q' @' ]. Qdelay toggle instead
% V+ W0 B; e! h# l+ z6. Aircraft being grounded for maintenance factors in durability also. This will spread out the& h2 m" q( T; r
maintenace a bit more3 F& J: `8 {' c* r( N
7. Support device replacements won't decrease the overall experience of LCU units. This does# X  f/ o2 Y. [  X  T6 p( P, B
not alter the overall EXP change due when any replacements are received.5 Z+ t4 B. C! T3 v4 j2 m/ |
8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction
$ k) W* [0 A% {- _  _between the two but could break current games.  u. e, V. N! q8 f; b/ D7 i: P* I0 a
9. Some LCU Prep points may be retained if unit is experienced$ `  p6 n5 A& x
Notes, c, s. Z7 N* _# z- @
1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario- w( |# Y% j, {; J: F
should not change player or HQ, even if not in play. These original HQs are used by the AI# n7 U* Q# A  h* L3 N
routines so changing or deleting them can put the AI off. Changing other elements should* ^4 L! ]/ m& T# k7 H
be okay.
9 V  G1 n) c& c2 q; L0 w0 N2. Clarification to weapon filters for aircraft:+ l% M$ ]5 v" |5 {# T8 P1 M
PM_NAVAL_ATTACK 2 // used for naval attacks
: T' Z$ k8 l( V; Y" T# oPM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)
* x) v% j0 x" l8 A7 T; J& a0 ZPM_LAND_ATTACK 8 // used for land (ground) attack
& \# T4 C' s) \, I) [; `* PPM_PORT_ATTACK 16 // used for port attack3 P- H. @) `  n. G2 G% e# U
PM_AF_ATTACK 32 // used for AF attack6 Q: m, `5 s# i9 I% {- W, |% s! i
Dropped any reference to secondary values for land and AF as they served no special use.
" @/ g' S+ V; h4 X- t! d- pClarification changes
3 L$ Z( u3 _1 N2 f" p) T8 B1. Some clarification and changes in regard to use of the Soviet Motherland bases. These# Z% b0 ^8 W. m: f6 q4 h) h% y
bases are those defined as having an original Soviet hex ownership of SOV_UNION (90),2 o1 q  D) c  P3 w" r8 k4 x% a$ Q+ v
MONGOLIA(91) or TANNU_TUVA(92).7 x2 J6 j/ r& u
a. Allied non-Soviet groups can't transfer to Soviet Motherland bases' B! d5 p: t& e# D
b. Allied non-Soviet LCUs can't move into Soviet Motherland hexes
9 U& o  h+ b; Xc. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases
* U9 j1 V- x2 a0 Wafter Soviets are activated, but can’t move
  r) h, }; Q; z4 v/ c- Q/ [% gd. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if  v' z0 {; c- n* k. F6 B1 z. Y
disbanded in port.
2 x/ W0 N0 E: i  B1 [e. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently3 N( }- g7 F6 |7 H! j% C1 T
f. Re-assigning base command of Soviet Motherland bases needs to also be Soviet
The most persistent sound which reverberates through man's history is the beating of war drums.
重大利好啊
2. Permanently increased pilot array to 70K
7 E0 u6 z/ \7 E  g) d8 N飞行员槽位增加到7万了" G" A# ]5 X' v9 s! J" {% \0 M4 t
6 n- X* [3 M) C& h4 u+ h! Y
3. Increased number of air combat rounds are a factor of total aircraft involved, w( B$ j  y( G  H, j( v, u
17. Bug in bomber intercept if too many rounds of fighter v fighter combat
1 }" ]. O. t' }0 ^! ]这2句话是不是就是意味着千机CAP问题解决了
求翻译,至少重大改变求翻译。
4、Allowed submap to submap movement if land connected for land units
4 |7 E1 r- q4 E- U0 G# ~( }3 K' e陆地连通的地图外,地面部队可以直接走过去了
18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed8 _7 e% o- E+ R5 D, A- E: C2 y
at start of AE but crept back in sometime during updates
0 ]( w1 V* f% t1 H空军地勤的上限不再是250封顶了?0 j# [1 h# k, f& P
在AE最初版本中,空军地勤没有250的上限,但是在后来的升级中变成250为上限了,现在这个补丁又改回没有250的上限了
23. Enabled 'z' to speed up all animations; was commented out in a few animation replays  N9 G" {: a7 \/ X4 x
经过测试,貌似Z键可以暂停动画
29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was, l% T8 P. c3 V+ a, ^, |
being set to homebase before execution of the mission – ie was returning to base
( z% [; r$ l0 m3 C3 c6 {/ p6 M* d5 Timmediately+ B) e1 j# g+ ]9 Z; D+ M3 ?3 E5 t
老赵炮击时设定路径点的BUG,貌似解决了
46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the4 c2 b7 U& }9 e3 m" S9 R
rule relates to the abundance of manpower and is not covered by replacement pool. Normal
$ I1 R+ u2 A3 I7 e; J4 k: i  Mrebuilding of destroyed units is not affected by this.
( E5 w. q; o3 |7 k9 ^  @是不是重建不带装备了?
33. Army experience being gained when not 100% prepared as per manual; changed to allow
1 ]$ k% Z/ x# W0 n, g) K+ xchance to gain experience if >75% prepare and < 50% national exp level
/ ], L# w( v/ r  A7 [8 G- a陆军涨经验不需要准备度100%了
牛牛把以上翻译编辑到一起就更好了
江湖
4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method" r2 H" G* h: e0 Z- D! ~
to remove damaged ships from TF
- H6 o2 X9 R( a) R! P编队里直接解散单个舰船
日90经验无限BUG解决没?
某些改动对过去的习惯改动很大啊
使用大规模杀伤性武器是完全没有人道的
各位大大,是不是可以组织汉化了?1102打的无聊,小白鼠很想试试1108汉化的威力
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