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; j; a5 Q5 l: `; |/ x9 Rhttp://www.matrixgames.com/forums/tm.asp?m=3185062
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# x1 U2 B, b) p* g5 s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:
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Change History:
) \8 a1 n- g4 a/ S6 TV1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17)/ [, j' P+ N5 a6 O
1. Seventh Update – This release is a comprehensive release updating all previous+ [+ V, r7 D" w& G
versions to v1.01.17 beta2 \8 l: Z% ]5 b" f9 V8 ?
2. Code Changes. u: y; Q$ Q, J+ C2 \+ z
Fixed9 v7 B6 A+ g! u% i
1. Display of AF/Port icon between player saves based on player's intel
& Y! D4 g) o# `$ a: @! N+ z2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when
0 t. N9 ^% r9 u9 tweapon list updated
0 p- s7 F5 V l. v8 f* [3. Reported cargo/troop safety values incorrect when no cargo/troop space4 Q) X x4 j% L. O
4. Allow smaller 'reserve' space for small groups on ships
$ E, l: x$ N' g2 k, l$ n5. Preserve some more data when swapping fragment and parent to prevent lost of parent+ o: L7 @7 x$ a; J ?, b) V
6. Correct attacking plane count before final post-air combat
; ?: p M+ }* q4 C1 G7 `6 b7. Pilot promotion may have occured in error sometimes- s/ |/ v0 u6 D1 u
8. Raid detect message sometimes dropped of the combat report# y/ x0 ?& @8 ~/ V/ {: n. x9 x
9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply
' y5 z: C, q' |, Vgenerally6 [2 u. k ~% M
10. Some pilot-leader connections were being corrupted
) `6 W; Q: A2 V0 F11. Movement bug with following units due to incorrect move indicator. Seems to fix a few' C0 }% @* I P; z* Y5 }7 d4 r
other move issues due to the incorrect indicator
4 W9 f+ J! _& J$ {12. Wrong ship sometimes reported in Ops report for TF movement which causes some4 M; f+ w; V+ \3 Y$ T: K' D7 [
damage
8 b1 v! d5 J* N# r7 O3 o13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool$ U3 r# m, y' U- O$ U i
14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the
* D1 k% Z. {- T9 Pdate sort5 l6 E8 V2 s3 g
15. ASW groups not allowed to attack sometimes' x7 @" b" s4 S f
16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing6 E8 `6 Z) w; z3 g
HQ/LCU to jump to reinforcement queue, J0 U. t' b; O. Z' w
17. Bug in bomber intercept if too many rounds of fighter v fighter combat! _; J- D" I" e L
18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed
: I- R: ?+ E e3 n3 U0 Cat start of AE but crept back in sometime during updates
" M! f/ C( @+ V% A* @19. Removed the fragment/parent swap during a TF unload as it could often orphan the* ]) f/ F* ]$ J' W9 O, @: r
fragment.3 V) \$ Q# E& C$ f. K
20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade ?6 f, x; F! O6 U
21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not' t. ~6 N6 X- u( S
short scenario). This was fixed in a previous patch but only for one of the VCs, not the full
0 p1 f& y9 f ^3 q* V9 N$ Z5 |set
( [$ e1 q. {( w! W1 C" h( J22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base
& @: j$ w, O Z9 V23. Enabled 'z' to speed up all animations; was commented out in a few animation replays5 P5 V) `: o$ v# k& b7 ]) ~1 e
24. Bug caused F/FB to sometimes bomb at low altitude7 d6 K/ {/ k# j, T2 Q0 ~/ H1 @
25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not
9 D0 \/ Q1 }7 O: s* v+ n+ Doccurring properly.3 U2 A6 [3 Z2 z Z. d X) i
26. Bug in Industry 'failed' indication not showing properly sometimes
2 F% q+ y" [4 M/ Y& I27. Location check at scenario load to include small map sceanrios
& P) L6 X+ ^: D: I7 k8 `28. Bug in air supply to fragments in a non-friendly base hex* J, A7 M% F$ p# @, _ z* V
29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was" A5 H+ F; j# O) i( Z9 X, N# M
being set to homebase before execution of the mission – ie was returning to base
3 _% u; N. k: w8 \. ^9 S! C( limmediately
$ S0 k% ~( E' p30. Error in Strategic map display
8 Z. C& j* ?: Q4 J9 {5 l31. Additional and stockpile options were not turned off when base was captured
) H# m: M/ i7 C5 U32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on
4 {% ]1 Y* D7 O4 i/ Amouse over1 L' [7 k3 M% Q, }0 l6 x
33. Army experience being gained when not 100% prepared as per manual; changed to allow
( F4 } d+ Y9 T9 \/ fchance to gain experience if >75% prepare and < 50% national exp level! M) |% s! v6 c4 k0 d3 i
34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to
- |; J( g: Z) P- ialleviate the incorrect experience gaining happening while in reinforcement queue
; f+ x( z9 G: I4 R) R35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –
8 f* F/ w2 R3 Lcaused unit to jump “off-rail” and move overland
' ^% j8 |& E8 s36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ1 [) C) L C1 y& H8 r
37. Excessive accident messages on unload from TF reported
. [& r- S( g/ [9 R& Q- o38. Reworked editor sub-unit merging as some devices could drop off the unit list when. M% ~; k$ [1 p# r/ Z
merged causing smaller size unit than expected5 R2 y" B k0 r% E1 ]6 B" \& ?
39. Corrected possible TOE error in scenario data load for inactive units
* w- s; F" ]$ q' B- H40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can
$ p* {: y% g4 H8 @. Mhowever be allowed to do this.
( Y# N8 s4 a: B( B. w5 s41. Possible CTD if sinking ship's load was a group
/ c, V" ~/ I) R/ s6 q" G" m/ I42. Limit the number of devices built from resources per unit during LCU replacements; this
- c; I1 C) D" V! Pwas causing an over production for that turn
8 Y8 d& F+ d0 z& D0 N43. Retain day/night setting when creating group fragments1 k4 R& s5 R9 o$ N" X
44. Adjusted supply and fuel values in base list not to overrun the space
2 ~- ]( Y8 m: R45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but
& |& |. H& m1 J1 Z: ]added YMS to Sweep TF in line with manual and code
9 M( A% e- v: K1 g* Y# q) r9 I46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the7 @; o; d7 ?' E8 K
rule relates to the abundance of manpower and is not covered by replacement pool. Normal2 c$ T2 y5 y2 ]/ n+ Y- M
rebuilding of destroyed units is not affected by this.* k( x/ Q$ D, Y6 g4 V
47. Carrier capable and trained text not showing together on Group screen' J5 K# h6 T0 W* N3 F+ P
48. Handle any blank re-name changes by ignoring them6 C2 H/ N' `4 G# Q' h0 t
49. Possible CTD when air fragments combine) @0 T7 B7 W5 U( _
50. Unloading TF can freeze a LCU onto a ship under some conditions$ l3 c2 J. d4 N8 P
51. AI not behaving if main HQs missing (affects small map mainly)
! q' ]* O( I# P/ r4 y1 C, @4 j5 S9 }52. AI using AGC for normal land units – removed from TF if not needed
+ S. s% n2 }- r* q( x" ?2 Z* t53. Soviet activation message not in Ops report- c3 Y. {5 d- _0 |& b8 _: r
54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range
/ d+ y' [+ N' z55. Clear Soviet air balance if not activated. Possible incorrect base switching
, Q# s. v0 j o! ~56. Sub attack against docked TF not happening for port size <3. W' P/ p* N& Y, l( W, T7 l. q
57. Unit type changing unexpectantly$ |4 l" X: V9 T, ~" s* T: ^: x
58. Torpedo replacement on plane sometimes is missed
* G. N$ P: J% A" V' }' }59. Double handling of overstacked supply requirements
6 ]. W! l8 H8 {. X% _+ V60. Fixed alternate weapons for port attacks
( s# \4 G1 ^# K9 `' J/ k' T- e; z( A61. Corrected weapon system damage to show after combat on ships in port rather than wait till
" z" h+ w2 }) O% v: w$ `sometimer in the ship repair cycle.
3 M; s( p! V, P/ l. z62. Ship tonnage over 32K could cause repairs to fail
. M4 X' ~) v; C7 oNew
7 b' a0 P& w; g! J, a1. Show Port re-arm level on ship list screens at base. Does not account for tenders, just the* x* R8 j/ f; p6 U+ _7 ?
port& C; ^% i$ ]! r2 L2 e# x6 C
2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.
+ G( ?1 O9 D5 V: z; k3 zTenders not counted
& i M7 u/ f! e' ^3. When showing mine device on ship, show '!' next to mine ammo if can reload at base
9 n; k0 Z4 {. H& t6 [& l4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method
. u* A2 S( ?' t( Vto remove damaged ships from TF
$ t" O/ G# O# J6 Z6 Y, B# j5. New filter for “non-building” devices in Industry pool screen
7 r3 ~9 F( S6 v6 ?6. New filter for “non-building” aircraft in Air Replacement pool screen/ ]! P% K( V0 s: p% s/ V6 L7 x
7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy; y3 j* s7 g2 [4 x, c
mines (^) detected9 s5 a- \1 e8 I8 U( p, q3 X6 }
8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the
5 y) r |6 S! a; ]6 t‘button6..’ image files, then these will be shown. If not, by default there are shown as
2 z- E" N+ E; ~9 x& hstandard parachute unit icons% ~3 y" z0 ^$ s" C( c
9. Air/port damage and building is shown in base mouse over7 \2 \9 T3 r: P( t
10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on
8 I, S7 C: g& \0 h8 u7 P11. TF can be routed to stay within coastal hexes as much as possible
: J+ F& _2 t9 d# b8 p u. M12. On Top Pilot screen show the 'ace' cut-off value if more than 1! L- P& R- r0 V& `9 D% J
13. Added option on group and LCU reinforcement screen to turn off replacements
9 u3 F8 R$ N6 a& |; w- N14. Current base can get supply returned to it when reserve planes returned which were
. g# i( h( O2 uoriginally supplied from another base) [, c) h! a3 h- A- }
15. Unit type filter on Troop Loading screen! c- i! K, {- l) z5 E* r, Z1 B
16. Report killed ground units if not in combat report3 \0 E- P/ Z6 E4 X$ T5 T$ ~
Changed
5 Y) x7 l5 N4 `/ T1 v1. AF of 8+ have AV support doubled for purposes of determing support for air operations2 I. S; M! p. A2 f4 z7 Z& ?, V
(complements fix 18 above)) |' A6 y0 I O9 K( N) U
2. Permanently increased pilot array to 70K
6 g- k1 z3 g# P" r0 | H3. Increased number of air combat rounds are a factor of total aircraft involved
) {' ~+ \( I, O- z4. Allowed submap to submap movement if land connected for land units. Should have been
% e4 Q3 E; y' d+ b. l- E1 r" Cso as per Andrew Brown" S; e* V- B& e* B0 g
5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message+ Z3 y1 Z4 [3 S" a' ?! P
delay toggle instead2 b' ^3 w$ ^! \3 O) y3 l
6. Aircraft being grounded for maintenance factors in durability also. This will spread out the
1 o0 _7 G& V( pmaintenace a bit more
( Y, s# a' U3 K' G9 @# J7. Support device replacements won't decrease the overall experience of LCU units. This does7 B, u! Y' o! S5 A
not alter the overall EXP change due when any replacements are received.
$ ~2 z/ i6 M& D8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction
/ ^7 v" g( C9 c8 n) Rbetween the two but could break current games.
, a6 R$ e- i0 y1 @* m9. Some LCU Prep points may be retained if unit is experienced1 \6 q% W# `' n/ q% X
Notes
" f- L# ~# N4 O# a' p- B1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario# l9 i1 \- I- ~% ?' V2 H2 ? B1 T" e1 Y
should not change player or HQ, even if not in play. These original HQs are used by the AI' u2 t) ?( `2 }' e2 d
routines so changing or deleting them can put the AI off. Changing other elements should7 U e+ k( g" q+ ?9 u) h
be okay.
7 W2 N4 j5 k7 l1 B0 G* s) f& u2. Clarification to weapon filters for aircraft:
4 b/ F9 r$ X# g5 V2 uPM_NAVAL_ATTACK 2 // used for naval attacks
9 X& N: g5 @. q2 ]PM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)
* L. X3 S6 g4 vPM_LAND_ATTACK 8 // used for land (ground) attack* u* z0 Q* \- `& o
PM_PORT_ATTACK 16 // used for port attack
' @$ J2 f$ Z- I, `' x& V1 OPM_AF_ATTACK 32 // used for AF attack6 S4 t1 V$ \/ Q1 o* O
Dropped any reference to secondary values for land and AF as they served no special use.
* C/ R% j& A% b) W7 z0 \Clarification changes
7 h. F; W2 i i' {8 q$ z0 ~" T1. Some clarification and changes in regard to use of the Soviet Motherland bases. These
7 X* {3 j4 r$ I, |( n- c8 nbases are those defined as having an original Soviet hex ownership of SOV_UNION (90),& `5 I q! {6 M: t+ o* E! ?
MONGOLIA(91) or TANNU_TUVA(92).
' \* `5 q1 B4 _" g3 [4 |1 Y1 Da. Allied non-Soviet groups can't transfer to Soviet Motherland bases
/ z2 O, m& b Jb. Allied non-Soviet LCUs can't move into Soviet Motherland hexes1 ?9 X& I- K+ e& |2 d
c. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases
! I. h7 V4 ?5 o( M Dafter Soviets are activated, but can’t move
0 Z9 e! ?' ?1 Y" sd. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if/ X& Z2 g+ Q8 [+ c' h9 ?: W4 K5 `
disbanded in port.
+ C- \7 e" G& ?5 Q4 We. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently4 s6 ~. @ h$ c) c Z# `; j4 ?: m
f. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |