具体见
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; T1 ^; G* [' H4 A: chttp://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* I8 O7 K4 R8 A
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大量更新,详见列表:
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Change History:
3 l6 n4 N* |& ]: e9 O* wV1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17)6 U4 V7 O' w. ^ O! `; K d
1. Seventh Update – This release is a comprehensive release updating all previous
! u W: Y, s! o( b; b8 t) A$ t2 y/ {versions to v1.01.17 beta! I- Y5 b! g6 L1 e! U7 _. \
2. Code Changes* y' D3 V" m$ w4 U1 S B8 W
Fixed+ G! j b g2 W2 z" H# A
1. Display of AF/Port icon between player saves based on player's intel
0 x# I1 c' b! A0 V/ [: E+ C0 c% x5 R2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when
5 v# {3 N/ Z$ I# p- [( L$ U9 Yweapon list updated2 W8 C! G: ^! j
3. Reported cargo/troop safety values incorrect when no cargo/troop space
& k& l$ x7 L) H9 C4. Allow smaller 'reserve' space for small groups on ships
4 g, h$ P+ I/ V$ n5. Preserve some more data when swapping fragment and parent to prevent lost of parent6 C8 N/ {+ w& S9 R v% m8 \
6. Correct attacking plane count before final post-air combat% S! U0 c: {$ {5 J7 f3 u- s: C1 `0 |
7. Pilot promotion may have occured in error sometimes, R; ^5 ^7 _" N% f
8. Raid detect message sometimes dropped of the combat report
+ u, F; b2 ]+ |/ ?- V9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply7 N& E9 E+ k& F0 b% h% L
generally2 _$ G3 F! L- t/ b, T9 u; F) z7 q0 x
10. Some pilot-leader connections were being corrupted. o7 F) ?. Z: g
11. Movement bug with following units due to incorrect move indicator. Seems to fix a few
6 W9 ^" o9 z# g' Y+ l. g: Mother move issues due to the incorrect indicator$ l2 J0 Y3 J/ P# S( O6 H; q' d0 Z" H
12. Wrong ship sometimes reported in Ops report for TF movement which causes some
% L/ f+ v w- b ^5 @/ udamage
) Q2 ?1 w7 M. F4 T+ |8 G& \# }, K13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool
% S% d/ [2 d+ Y5 G x( X) h( @0 o14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the
$ B* e f2 x# O' p8 Ddate sort
- R2 g: C8 [: m3 k15. ASW groups not allowed to attack sometimes( i& [- \* p/ `. L
16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing
" z# s) u& G6 i* U1 vHQ/LCU to jump to reinforcement queue! r, [7 z: Y, g4 ^
17. Bug in bomber intercept if too many rounds of fighter v fighter combat' x2 e4 S4 t. F q$ t; U
18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed) _& z$ Z8 F8 s0 P$ i5 P
at start of AE but crept back in sometime during updates
4 L Y9 ~9 M& E; I19. Removed the fragment/parent swap during a TF unload as it could often orphan the+ c8 [5 }$ `) O& g, G6 u( P4 b
fragment.5 @- i- l. N3 e4 x$ v: s ]1 |4 a! _" o
20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade
* u; Y/ {) X' U4 h' ^21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not
) |5 G+ n* j9 x, c( @- Wshort scenario). This was fixed in a previous patch but only for one of the VCs, not the full) L$ p! u7 X! F0 A
set
2 o" s9 m3 I8 h0 o- S5 t3 E+ d22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base
2 V4 U) ~5 | P3 i* u23. Enabled 'z' to speed up all animations; was commented out in a few animation replays* U* ]; T! x4 x! l* l
24. Bug caused F/FB to sometimes bomb at low altitude
1 M" v! J4 {7 a. m# P) G- G25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not
. M5 I9 D# A4 b/ d& _6 Ooccurring properly.
( _) ~/ Y" N/ ]$ ]9 T26. Bug in Industry 'failed' indication not showing properly sometimes
6 c. F) Q( Z: ?' q- Z3 h27. Location check at scenario load to include small map sceanrios
" ?# V3 s0 j3 d9 K+ H28. Bug in air supply to fragments in a non-friendly base hex- D/ q& M# F3 E0 Q! @$ [- u# t
29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was. G9 g1 a3 x9 A; ~) J
being set to homebase before execution of the mission – ie was returning to base
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30. Error in Strategic map display
! y* o- j/ _4 M. V5 B31. Additional and stockpile options were not turned off when base was captured. x' N" O. _" C% C! o
32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on" L* m9 n4 h8 {5 Q* Y$ U9 g: C
mouse over R5 D* ~" _. n
33. Army experience being gained when not 100% prepared as per manual; changed to allow
" k1 }1 j' q+ ?/ Bchance to gain experience if >75% prepare and < 50% national exp level
" T8 ]+ x3 j% L% d' ^34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to
+ l* {, g6 j5 D! v @5 R( Z. c% B7 Halleviate the incorrect experience gaining happening while in reinforcement queue
u% I0 B7 A9 f i) O3 B35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –8 |3 A x1 l9 t, [7 Y
caused unit to jump “off-rail” and move overland
8 x! }+ i: O6 k- Z2 | V36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ
' {0 M' i J: ~3 \37. Excessive accident messages on unload from TF reported
5 V; R- t$ i ?( e& I, S38. Reworked editor sub-unit merging as some devices could drop off the unit list when
) E) d1 s1 `. |: i! d! Fmerged causing smaller size unit than expected
$ D8 f- Y& H x( K4 t39. Corrected possible TOE error in scenario data load for inactive units. P$ B7 n/ ^' D3 @; `2 E( C
40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can
3 T7 A/ p( w: @- J5 v/ w6 e* |+ ^( Bhowever be allowed to do this.
! x$ h( b1 p3 _; `- S41. Possible CTD if sinking ship's load was a group
7 g4 b% z1 A# r' A42. Limit the number of devices built from resources per unit during LCU replacements; this/ T& r! T2 x; h+ y/ @
was causing an over production for that turn; W3 c) h4 H5 W% s' ~
43. Retain day/night setting when creating group fragments& r) f$ F* V* _5 a
44. Adjusted supply and fuel values in base list not to overrun the space
% O& U6 `( i, g& ?4 k8 W/ x$ d; N45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but5 ^3 i/ |7 |1 |' U
added YMS to Sweep TF in line with manual and code
2 H( y7 V1 `/ l. C* x; k46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the- O9 z2 r# n" Y5 @1 F, ?
rule relates to the abundance of manpower and is not covered by replacement pool. Normal
9 N) ~2 U; `3 [4 c/ e. Hrebuilding of destroyed units is not affected by this., {2 J3 V$ h. M( s% h
47. Carrier capable and trained text not showing together on Group screen
6 L) M0 ^7 J$ o% q1 V48. Handle any blank re-name changes by ignoring them
3 g8 b& w' @+ m! W: N" H$ S) G, m49. Possible CTD when air fragments combine6 Y/ T4 x( B+ B8 F* R8 W3 ~
50. Unloading TF can freeze a LCU onto a ship under some conditions
+ h0 f/ c/ K& @/ x8 t51. AI not behaving if main HQs missing (affects small map mainly)
! U* F( Z$ x7 v; n8 ^7 D8 U52. AI using AGC for normal land units – removed from TF if not needed
; e- `( E$ C3 O53. Soviet activation message not in Ops report3 ]/ R% X: t2 _4 T3 G8 h& ]7 @
54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range
; m! r3 }; b/ q2 E8 X, m55. Clear Soviet air balance if not activated. Possible incorrect base switching
$ Q5 q- @8 {1 V7 ^$ C% W; k56. Sub attack against docked TF not happening for port size <33 \& v: K7 L* \$ u# k
57. Unit type changing unexpectantly+ J8 t5 X2 I! {; J3 z3 F* W
58. Torpedo replacement on plane sometimes is missed2 h; h0 i+ l) F5 ?4 H7 c2 J! m0 ]3 D
59. Double handling of overstacked supply requirements
5 d& b) A9 B0 W6 U9 B3 H" l60. Fixed alternate weapons for port attacks
7 K+ d- v) a* c( }4 M6 a61. Corrected weapon system damage to show after combat on ships in port rather than wait till6 u% r$ s0 {5 I" @2 n
sometimer in the ship repair cycle.+ ^0 C8 }/ `0 x9 B3 n# H( X
62. Ship tonnage over 32K could cause repairs to fail
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; G* k* @6 k4 M% c) w% f1. Show Port re-arm level on ship list screens at base. Does not account for tenders, just the0 V p9 l6 V2 ^2 Y2 l- o! g) \
port) t: P- @. Y+ } N; p+ o
2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.: S+ G7 m: A' p- L
Tenders not counted
6 i* N! m: n' F3. When showing mine device on ship, show '!' next to mine ammo if can reload at base
# F& ~8 g/ A! S4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method8 Y& J3 O# W7 | M. M3 R
to remove damaged ships from TF9 O' Y4 L E5 ?
5. New filter for “non-building” devices in Industry pool screen
9 }9 t8 G0 V9 L& o7 a Q. o9 x6. New filter for “non-building” aircraft in Air Replacement pool screen3 ~* c5 w: D; X; i7 \) `# R4 v
7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy
1 ], t n$ J) c( s4 P0 ymines (^) detected$ ^0 @2 V" d$ |. `" s5 `* h4 W5 s
8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the
1 M; h* W( q" G7 h‘button6..’ image files, then these will be shown. If not, by default there are shown as
8 _2 z; ^' p% Y' s( ystandard parachute unit icons
0 f4 u9 Q h8 i0 l9. Air/port damage and building is shown in base mouse over5 [; }4 n( ^4 h) x/ C0 w$ X; B
10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on
3 l0 t8 v- L" g* E/ e. P' a11. TF can be routed to stay within coastal hexes as much as possible# {% t+ H, N+ U ]( g( |' W
12. On Top Pilot screen show the 'ace' cut-off value if more than 1+ P" U" f* k! C/ e* X; v x" A) r! @0 [
13. Added option on group and LCU reinforcement screen to turn off replacements! N2 J! _" N4 x+ W$ |, S+ Y
14. Current base can get supply returned to it when reserve planes returned which were
# V- e* H2 v4 F9 t; u- T) f/ A3 ^2 X" |originally supplied from another base
$ G2 v2 u9 I" F15. Unit type filter on Troop Loading screen6 ^* \+ @, e' Q8 |3 ] G4 t, u0 f
16. Report killed ground units if not in combat report8 X& O0 L+ b1 A/ ^5 H( Y
Changed* t, C7 h& `" r6 q9 G- M6 i
1. AF of 8+ have AV support doubled for purposes of determing support for air operations: T6 }% Y) T" g6 i8 c
(complements fix 18 above)- q9 P0 p3 V6 r7 _3 Z" N: c
2. Permanently increased pilot array to 70K( S3 V& ]6 o# }* k. H' g# h6 M5 J
3. Increased number of air combat rounds are a factor of total aircraft involved% d, |+ h* M' g5 H
4. Allowed submap to submap movement if land connected for land units. Should have been0 _2 M; @& U( @" Z
so as per Andrew Brown
& q! V9 r$ G; `5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message
' ?2 R8 B. z8 }$ zdelay toggle instead
& F/ C a9 f* M6. Aircraft being grounded for maintenance factors in durability also. This will spread out the
. y6 h% a5 N8 I! [6 Pmaintenace a bit more' J8 l' k. p& X
7. Support device replacements won't decrease the overall experience of LCU units. This does8 X( ?0 f( P8 s; M7 Y
not alter the overall EXP change due when any replacements are received.0 a/ I4 y( q. g9 E9 G' w* t1 K
8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction4 a% i1 `/ ]2 x G: w
between the two but could break current games.
0 _* j! a5 p) s6 c8 Q9 ]" H2 x9. Some LCU Prep points may be retained if unit is experienced
8 g% t0 j( o5 UNotes
* g$ w! L' v9 q1 J0 ~6 i. Z. B3 P1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario
# m" q2 n1 Y( Fshould not change player or HQ, even if not in play. These original HQs are used by the AI
; ? P4 J8 B I9 i0 }0 k" rroutines so changing or deleting them can put the AI off. Changing other elements should* ~9 c$ L* c1 g7 M3 h) P* P
be okay.' w* J; F3 ~6 j- K+ D4 q' O' w1 C
2. Clarification to weapon filters for aircraft:
6 f% M2 e0 L9 j) M$ hPM_NAVAL_ATTACK 2 // used for naval attacks
9 A) x0 l+ `# ^2 h8 v+ V UPM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)6 S! F0 v* N: _
PM_LAND_ATTACK 8 // used for land (ground) attack7 [5 v2 t0 Z5 u2 N4 {
PM_PORT_ATTACK 16 // used for port attack
+ ^$ F. R- v2 L4 k4 W% x: FPM_AF_ATTACK 32 // used for AF attack% l! A/ n, F( s" P
Dropped any reference to secondary values for land and AF as they served no special use.
" p; e- }& n% H9 s7 W" x2 UClarification changes
% G$ M9 [8 B$ P/ B1. Some clarification and changes in regard to use of the Soviet Motherland bases. These- r/ I1 Y0 G; ~) C: c# u
bases are those defined as having an original Soviet hex ownership of SOV_UNION (90),5 ]" B* k5 i* e, p
MONGOLIA(91) or TANNU_TUVA(92).
1 Z |4 b* F( |. g, e# D7 j3 y9 ea. Allied non-Soviet groups can't transfer to Soviet Motherland bases
& D( a2 V- ^( q. S: ?b. Allied non-Soviet LCUs can't move into Soviet Motherland hexes7 z2 v" l& I0 X4 _& k
c. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases" X5 `; z7 ]( Y; ^$ o! g* Q- A5 X
after Soviets are activated, but can’t move+ L9 j V8 ^) t/ p6 C+ l) } x8 p1 f
d. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if9 O4 o- `7 ]' V5 \
disbanded in port.
7 V, K4 E' `6 L& j Z$ De. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently
' k/ C: [% w/ S7 Y0 qf. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |