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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
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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 |