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http://www.matrixgames.com/forums/tm.asp?m=3185062
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3 |* S, ^. E) b/ e$ X2 J4 g已经共享到岛群QQ和本论坛置顶资源帖) k3 v. K/ |$ I$ i6 [" y
5 Y! {3 d+ }) R/ X" [大量更新,详见列表:
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0 l7 a5 q: ?6 K" }" [Change History:0 d, |) T% Q3 d+ a0 V: I
V1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17)2 y$ y/ d8 @& n! n
1. Seventh Update – This release is a comprehensive release updating all previous/ R; l& h! Z8 b: N" l# A7 t
versions to v1.01.17 beta3 }. S7 a( [: X3 x% |! ~9 N* h
2. Code Changes' I) q/ q2 M2 q3 `2 b$ J$ @4 T
Fixed
/ p; \- ]6 l2 q% I F7 s1. Display of AF/Port icon between player saves based on player's intel, @% D) q8 @0 r
2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when
+ O x" z+ g7 L) a0 tweapon list updated
! k1 Y2 ^1 I* s3. Reported cargo/troop safety values incorrect when no cargo/troop space( q# Y4 z5 I$ Q9 @8 l: t. e9 G7 s
4. Allow smaller 'reserve' space for small groups on ships. d7 U7 F7 o+ \
5. Preserve some more data when swapping fragment and parent to prevent lost of parent
2 Z0 d9 h5 f( \0 L$ n# E& O6. Correct attacking plane count before final post-air combat) W3 C+ ~4 T" Z, t* t# P; z" }& X
7. Pilot promotion may have occured in error sometimes* O0 l; E" o8 H& [
8. Raid detect message sometimes dropped of the combat report
# U4 b% i, t+ U5 Z9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply
) N, s3 y9 g/ g' Agenerally
( {' Y# j$ w8 w10. Some pilot-leader connections were being corrupted0 n) U$ \/ |( @( e/ c9 k6 d
11. Movement bug with following units due to incorrect move indicator. Seems to fix a few
8 u" r: W3 v: k w$ \" Lother move issues due to the incorrect indicator
. q0 g4 ^1 H7 @( z12. Wrong ship sometimes reported in Ops report for TF movement which causes some% C( C* c& ^1 P7 F# n
damage
) b2 J' j* f' x+ Q% P13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool3 h' i; S9 C2 ^. D& }
14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the% e4 B' Z, l6 x5 }9 Y3 p
date sort$ r8 W% @) I2 D3 b; J! _
15. ASW groups not allowed to attack sometimes
3 |7 j6 e; O7 } C* T16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing
6 v0 Q/ x8 s6 u# i- q+ sHQ/LCU to jump to reinforcement queue
) G: v$ E; D i7 _/ k17. Bug in bomber intercept if too many rounds of fighter v fighter combat
3 S1 v, K8 o' Z2 M" }" u18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed
( n( s6 g3 Z! {* m5 eat start of AE but crept back in sometime during updates: R$ y. F5 h7 [( Y( a! Q4 k
19. Removed the fragment/parent swap during a TF unload as it could often orphan the0 l1 f' w7 F# W! n5 h5 |* |8 Z+ ]
fragment.
; C7 p2 M* \. J7 ~5 R20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade
; z6 o9 f# `) h: }+ ?! l( }21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not
% ^1 f8 m9 m0 Q5 ^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
. i' |: u& o c23. Enabled 'z' to speed up all animations; was commented out in a few animation replays/ N; C) s6 e' o/ b3 p" X5 o3 h
24. Bug caused F/FB to sometimes bomb at low altitude
; ?8 r" x3 g9 A0 b- {9 i25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not: A. ~, i7 X, I- d
occurring properly.
: c0 Q0 e( v) x$ e& j2 H26. Bug in Industry 'failed' indication not showing properly sometimes( t7 j- g. I* G6 u& V
27. Location check at scenario load to include small map sceanrios
8 r- w# i, M* H0 k4 o% p28. Bug in air supply to fragments in a non-friendly base hex' ^! p4 K7 @' g* z, ?
29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was( h2 X3 Q" ?- |/ F7 {
being set to homebase before execution of the mission – ie was returning to base
+ ]: [1 L- R/ _6 b; w! C4 n- Kimmediately
- w1 f. b1 u }1 _) D30. Error in Strategic map display
# e5 n- ]- T# U( R- T, X R31. Additional and stockpile options were not turned off when base was captured
' u3 j. T b0 B, Q6 K+ C% S( |32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on6 T( I" ^1 y$ P" l4 v
mouse over
& R Y& f5 F0 G. Y33. Army experience being gained when not 100% prepared as per manual; changed to allow6 z+ X; G, {" ~( L3 J" o5 }0 `9 C
chance to gain experience if >75% prepare and < 50% national exp level+ r6 @+ T. M& c+ I
34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to
. c7 y9 ?* Y/ H0 X8 }alleviate the incorrect experience gaining happening while in reinforcement queue
m- Y9 Q+ ~: R" O( ^8 i! c35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –
) S- t; ~" u+ H4 i Acaused unit to jump “off-rail” and move overland
7 ^5 Y) {0 o6 d p1 p4 A36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ2 T0 Z; \* d6 d
37. Excessive accident messages on unload from TF reported
* u$ r" S( ]& h38. Reworked editor sub-unit merging as some devices could drop off the unit list when
9 P$ J. k* I0 X, N6 N9 Fmerged causing smaller size unit than expected
/ y# W! w* k% z9 Y39. Corrected possible TOE error in scenario data load for inactive units7 K2 B4 @, ?. W- \" \+ q7 ]9 }
40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can
: ]& O! b. A& P* k% showever be allowed to do this.% x2 N) d5 O' q# n$ x: F
41. Possible CTD if sinking ship's load was a group
* J; W: d) l/ t$ S8 N, p42. Limit the number of devices built from resources per unit during LCU replacements; this% P% y" u* V& |8 M) H) q
was causing an over production for that turn0 n8 S. f+ r/ M- s; P, f1 q
43. Retain day/night setting when creating group fragments8 ], H' V, S0 L- Q: ^
44. Adjusted supply and fuel values in base list not to overrun the space
$ c( a# X) A. [8 e( A45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but
1 s: d4 q4 \; P7 E: v |; fadded YMS to Sweep TF in line with manual and code
3 d& G$ h0 H2 y0 u5 ?- ^) T Y46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the, h: P3 \& d+ H4 f0 C! n+ o5 @, e
rule relates to the abundance of manpower and is not covered by replacement pool. Normal
+ T l% ^7 O: J/ ~0 k9 T! `rebuilding of destroyed units is not affected by this.
# [; d5 Z! K" R* j D' h! H47. Carrier capable and trained text not showing together on Group screen, K& L5 k" Y+ A5 S. |" R
48. Handle any blank re-name changes by ignoring them& I, E& X- I1 K W
49. Possible CTD when air fragments combine, ~2 C! j. C' i7 w7 W f
50. Unloading TF can freeze a LCU onto a ship under some conditions' s2 D& p$ k: Z8 Q( d
51. AI not behaving if main HQs missing (affects small map mainly)( D& {" M0 q! f: r9 Y8 ~
52. AI using AGC for normal land units – removed from TF if not needed
6 K5 Y* x& m/ k9 T( R4 `53. Soviet activation message not in Ops report, a( a% z+ J4 ]% G3 f% T; E: o t9 m( M
54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range) o1 O$ e" X8 m6 y) d- [
55. Clear Soviet air balance if not activated. Possible incorrect base switching# l _+ V* }/ V' c6 r& G( w' x
56. Sub attack against docked TF not happening for port size <38 R& s8 |; a* |3 b
57. Unit type changing unexpectantly
: b; e( f. [6 _! B58. Torpedo replacement on plane sometimes is missed9 G1 u, m% G1 `0 R4 l6 n; D/ l
59. Double handling of overstacked supply requirements1 {( T+ ]- i$ `
60. Fixed alternate weapons for port attacks6 |" M- z( U6 {% h( g
61. Corrected weapon system damage to show after combat on ships in port rather than wait till: s. ^/ l' K- h, z( ?
sometimer in the ship repair cycle.
& ?1 A- j" K" t k( \! n62. Ship tonnage over 32K could cause repairs to fail
/ c5 S& Q- D v; V& T0 _! }+ rNew, ^$ J5 U% T; V) P6 z& D0 X6 j: ?
1. Show Port re-arm level on ship list screens at base. Does not account for tenders, just the$ o8 B# } j9 }( k W. m
port' m& @/ Z. c' E. V$ R
2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.9 F: @! @- L+ u* O% f3 K' f) X
Tenders not counted* E0 P- w! j- j+ l
3. When showing mine device on ship, show '!' next to mine ammo if can reload at base P4 z0 g$ J8 l. i; k
4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method* }, N" Z3 y5 @) S
to remove damaged ships from TF
3 w5 W' l" n4 X% x3 n* V& X5. New filter for “non-building” devices in Industry pool screen/ c7 k2 l1 R& g2 j
6. New filter for “non-building” aircraft in Air Replacement pool screen
# L' d1 x' G1 N# T S7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy
4 |+ w/ J) p3 e' N8 cmines (^) detected# p4 Y1 ~$ n1 l3 E
8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the; p8 X- _! i+ g$ e
‘button6..’ image files, then these will be shown. If not, by default there are shown as- \8 F# a0 \% Y; ]
standard parachute unit icons* q0 {+ @1 q' c) p- q7 ?' T
9. Air/port damage and building is shown in base mouse over$ k5 r; U0 ?- ?2 {8 A2 p
10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on! F$ F- G P5 A% |' t
11. TF can be routed to stay within coastal hexes as much as possible1 w1 r; Q' B5 I
12. On Top Pilot screen show the 'ace' cut-off value if more than 1
6 q6 J. Z# w+ @$ Y* E13. Added option on group and LCU reinforcement screen to turn off replacements: X" \( k; O. |% t5 ]4 a
14. Current base can get supply returned to it when reserve planes returned which were
4 W9 s- G$ Q2 g; f7 \9 H/ Q5 O; P- x1 aoriginally supplied from another base
6 e5 B' d+ p3 n/ W; @+ U15. Unit type filter on Troop Loading screen! F5 _! t/ V7 t1 b* ^6 s9 d
16. Report killed ground units if not in combat report( \2 i4 I1 H- H' Z
Changed2 B0 z1 Z4 w( Z
1. AF of 8+ have AV support doubled for purposes of determing support for air operations
8 e( V9 u7 Z! v$ I(complements fix 18 above)4 o* J/ D+ B. p, q
2. Permanently increased pilot array to 70K( K# H0 y# G: y* c# _
3. Increased number of air combat rounds are a factor of total aircraft involved+ n8 ?, o6 {5 L
4. Allowed submap to submap movement if land connected for land units. Should have been( K: i. ]0 l* B4 c1 o
so as per Andrew Brown- H* Y0 g. ~% g/ h) t
5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message3 o* ]1 B0 C6 P9 q) q
delay toggle instead& N! w, Q+ |7 H
6. Aircraft being grounded for maintenance factors in durability also. This will spread out the
2 r3 q; v% I" X8 w3 Lmaintenace a bit more
" H' Z5 I* {3 L9 J# k7. Support device replacements won't decrease the overall experience of LCU units. This does. J/ J3 P. }2 s5 H. [# M3 M5 w
not alter the overall EXP change due when any replacements are received.7 q! c: _) S6 c+ i/ u/ Z
8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction8 S$ A/ A2 x+ d; `( g
between the two but could break current games." a5 D4 P8 Q8 U+ [3 s& a2 I
9. Some LCU Prep points may be retained if unit is experienced+ x4 Y0 i7 R3 |7 ?% h. o
Notes6 B* u0 V: o4 j1 m. \, j! I8 p" a
1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario: B- k M3 r, K# Z5 S. [7 H; a0 S
should not change player or HQ, even if not in play. These original HQs are used by the AI# B& o6 ?1 L% G1 K
routines so changing or deleting them can put the AI off. Changing other elements should
6 {# y9 ~; d' t) B' L# zbe okay.
* z/ x3 X, D( E+ \2. Clarification to weapon filters for aircraft:- ` D8 e1 M3 K6 P, r% e
PM_NAVAL_ATTACK 2 // used for naval attacks; I# k+ u6 C9 M0 m* Q8 l8 {. K
PM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)6 l$ c$ j' v3 G9 Y3 V; m5 d: L9 u
PM_LAND_ATTACK 8 // used for land (ground) attack
3 D! f; p4 [+ r7 ?, A j; gPM_PORT_ATTACK 16 // used for port attack9 f# M( B9 O! S5 m
PM_AF_ATTACK 32 // used for AF attack C' @, @; {6 V* V" b6 p& I) H# @
Dropped any reference to secondary values for land and AF as they served no special use.
0 G' U6 x7 b% V( ?3 D& C- XClarification changes8 |/ z P+ C. Y
1. Some clarification and changes in regard to use of the Soviet Motherland bases. These
8 D5 v1 `# ^5 @3 q4 m7 X+ H( Lbases are those defined as having an original Soviet hex ownership of SOV_UNION (90),
+ i9 c4 {. G' {* }7 ~% c# ?# \MONGOLIA(91) or TANNU_TUVA(92).- W; V) W" k) J/ F+ ^
a. Allied non-Soviet groups can't transfer to Soviet Motherland bases, x, ]) j; b. g. |2 U" W* |9 _
b. Allied non-Soviet LCUs can't move into Soviet Motherland hexes8 o6 W5 A) |/ e5 L/ A; o
c. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases) B2 y' J4 m; ^. f+ L: S
after Soviets are activated, but can’t move: b9 y# r4 \# A3 A2 O% u
d. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if
$ G: v& p+ v/ ~2 zdisbanded in port.
$ v+ f" a: z+ D- S# J* D* ze. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently. g2 P D) d& K
f. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |