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6 ?% q* T8 W! q8 v, g. V5 lhttp://www.matrixgames.com/forums/tm.asp?m=3185062- y& z) K& t8 H9 K c
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大量更新,详见列表:
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0 f6 ^8 l! T/ b( t( O. qChange History:; l X1 a% P! b. ^0 s8 _2 S
V1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17)
n& @# R q- y' W H2 J; Z- u% T3 X1. Seventh Update – This release is a comprehensive release updating all previous
: M+ q* s- [/ q9 sversions to v1.01.17 beta
1 Z2 ]2 s% n- C# n2. Code Changes$ z5 p- v1 ^+ ~+ y
Fixed% w' g" R! x Y
1. Display of AF/Port icon between player saves based on player's intel
; M0 \- ]( t8 g- h2 }2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when% q `7 W0 D4 q/ @
weapon list updated
$ R0 M, P1 L( H3. Reported cargo/troop safety values incorrect when no cargo/troop space) w, C: t0 n9 S+ u! O5 i
4. Allow smaller 'reserve' space for small groups on ships
! T" ?% c9 t7 _' m; _5. Preserve some more data when swapping fragment and parent to prevent lost of parent! l" H' F/ f* j/ @' h- U
6. Correct attacking plane count before final post-air combat
% ~5 i: h3 H6 B. D; S8 i7 A( k7. Pilot promotion may have occured in error sometimes
7 [7 W4 A& f7 n' ^2 ~3 s) i8 n5 P6 ]/ ?8. Raid detect message sometimes dropped of the combat report1 b! z b% ]) |, o, o" `
9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply
3 l: K, i/ f( ?generally7 B: i# q1 D9 L" g7 X Q
10. Some pilot-leader connections were being corrupted. J5 Q: O8 `% S
11. Movement bug with following units due to incorrect move indicator. Seems to fix a few" b: r* f1 b1 \: J, y8 i
other move issues due to the incorrect indicator
7 _7 l! J/ b; {0 Q6 `' p4 v12. Wrong ship sometimes reported in Ops report for TF movement which causes some
: ?6 s; k. ~( Kdamage
6 w7 ]; Z- Q# w/ c4 b" w% a13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool
- @$ F2 d+ G; t& t+ l3 x14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the
1 _5 T% I( P8 p, x5 ^+ Sdate sort
3 f, ?* d! V5 V! ^! ?3 |15. ASW groups not allowed to attack sometimes. \* f. m2 m+ l
16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing( R* a* w& c( v- z' |) C3 _5 n `
HQ/LCU to jump to reinforcement queue: O* w9 `! U* k# w
17. Bug in bomber intercept if too many rounds of fighter v fighter combat' a( ]9 l; ^! r; u- [: {. K3 Q
18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed, l- k3 ~% d+ y9 ]: k: Q U
at start of AE but crept back in sometime during updates
; _( K7 c1 u( M/ E% ^8 }) G19. Removed the fragment/parent swap during a TF unload as it could often orphan the
% ^# @$ N) U8 n1 q G f+ p5 [fragment.8 u% B5 c, e7 V0 Q# f2 ~
20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade
" A: X2 v# ]' D21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not- g4 n6 W, l- N( k" P
short scenario). This was fixed in a previous patch but only for one of the VCs, not the full* c* i& B* Y. c
set
, E/ U* b* \% y0 H8 t2 w22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base
% G! c* `9 }+ a3 U5 V6 q23. Enabled 'z' to speed up all animations; was commented out in a few animation replays
; `/ S/ V; ~) S6 P24. Bug caused F/FB to sometimes bomb at low altitude1 Z3 P* B( U) O& H) v, q3 z
25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not
% Z- d3 s Y1 P5 p2 J# `occurring properly.) o8 f2 Z ` J
26. Bug in Industry 'failed' indication not showing properly sometimes
9 Q" c) h; m: F" `) M27. Location check at scenario load to include small map sceanrios0 E6 i7 f# G0 y6 v3 H& `! |$ p5 y: l
28. Bug in air supply to fragments in a non-friendly base hex. E7 |( ]6 ~8 Q" e: m
29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was
# g+ u: @/ _ o( n+ tbeing set to homebase before execution of the mission – ie was returning to base2 n# z6 q5 p+ Y" N4 U
immediately2 |' i/ ], U; q, r
30. Error in Strategic map display
" }/ a( h- R: w4 w! |3 a31. Additional and stockpile options were not turned off when base was captured/ V! ?5 O5 s7 B7 C" `2 l
32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on7 |- G% B. Y B5 m
mouse over' e! n' @( C* ~2 f% W+ z
33. Army experience being gained when not 100% prepared as per manual; changed to allow
9 k. V5 N3 R( e- Schance to gain experience if >75% prepare and < 50% national exp level5 G; f' m! R- D
34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to
' y- `3 ]& [: [alleviate the incorrect experience gaining happening while in reinforcement queue) w+ I {" }$ @2 O, y" ~
35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –
( a4 U$ F: n: h# l5 v7 n( y# s( bcaused unit to jump “off-rail” and move overland) @7 X6 ~6 T A0 [/ z4 i! d X
36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ
: r. e4 l- a$ i. P ]37. Excessive accident messages on unload from TF reported
a4 c* h" `+ l! w- j2 i- q4 ~38. Reworked editor sub-unit merging as some devices could drop off the unit list when% {3 E1 D7 M$ D: F' ~; Y
merged causing smaller size unit than expected
3 o# k# J. s: O+ Q) X6 ?39. Corrected possible TOE error in scenario data load for inactive units
1 j6 m! }, q0 Z# Z. M40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can
! A+ A* M" W- v! H S ?' i) khowever be allowed to do this.' s+ D) a5 |3 Y9 x* z2 x, C
41. Possible CTD if sinking ship's load was a group
9 Q( W1 i1 w$ o) i5 u+ S) c42. Limit the number of devices built from resources per unit during LCU replacements; this) o, \5 m8 ?. b; m' [6 X
was causing an over production for that turn
3 U, d8 P, y2 O; d5 }% o" V. m/ O43. Retain day/night setting when creating group fragments. Z, L1 k% E/ E/ {- j/ R0 h* \/ ^
44. Adjusted supply and fuel values in base list not to overrun the space
+ q: w! f1 H4 P45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but) p0 B& D( K/ J7 F, e
added YMS to Sweep TF in line with manual and code
( q2 _. l0 x6 \3 ]46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the
$ B% c/ t( d! C# k8 F5 M) nrule relates to the abundance of manpower and is not covered by replacement pool. Normal
3 H" U6 \9 o6 v! _* o( Crebuilding of destroyed units is not affected by this.' r' ^5 F2 E3 o6 L8 N0 r
47. Carrier capable and trained text not showing together on Group screen
+ B; R! h! W' G- y4 g48. Handle any blank re-name changes by ignoring them
+ [* O7 U) \! k7 ^$ k$ W' i* M) @49. Possible CTD when air fragments combine
$ t" }: V1 D2 q) W. a50. Unloading TF can freeze a LCU onto a ship under some conditions
: q- o" E& [' Q+ |0 e51. AI not behaving if main HQs missing (affects small map mainly)$ C8 D$ U1 C- o' ]9 H# v* _
52. AI using AGC for normal land units – removed from TF if not needed& j4 I" N/ w' \. ~8 A+ T+ r
53. Soviet activation message not in Ops report% o. d6 D# P& o) j; M& s. J$ S: E7 B
54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range
* B; g) u' H7 N) q7 ~' N9 k! g55. Clear Soviet air balance if not activated. Possible incorrect base switching
8 @ ?& @: B a W) v: u56. Sub attack against docked TF not happening for port size <3. T0 N* i$ X7 y) \( L* g
57. Unit type changing unexpectantly/ D$ Z% U5 c" t- L
58. Torpedo replacement on plane sometimes is missed
* k. B' N# `& H: u( O) L- N+ Y59. Double handling of overstacked supply requirements! C: c# A( z& E; I1 B; ^
60. Fixed alternate weapons for port attacks
* [* Q/ L! ^/ y61. Corrected weapon system damage to show after combat on ships in port rather than wait till2 {6 F- A( [) R1 Y I5 s
sometimer in the ship repair cycle.
o) Y: j6 U, a) V. j3 t4 ~62. Ship tonnage over 32K could cause repairs to fail
/ E: K) k. R1 MNew
, P5 y* o3 i, v: p% Z! a, }1. Show Port re-arm level on ship list screens at base. Does not account for tenders, just the
# v2 g3 ~( g" ?7 V: t2 l* W- I4 nport! R9 H7 |4 ^. |8 Y5 ]; E- M
2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.
) n5 x+ h6 V5 w6 z6 aTenders not counted* D5 j; u1 u7 f1 R* a$ O7 @
3. When showing mine device on ship, show '!' next to mine ammo if can reload at base- u; A0 D% X: _( G* N
4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method
0 H3 w7 i! A7 B$ w$ V$ lto remove damaged ships from TF! Y; @0 K2 z0 Q; \6 S
5. New filter for “non-building” devices in Industry pool screen
7 _- F! P6 E, I# K9 }' e6. New filter for “non-building” aircraft in Air Replacement pool screen3 Y' j& K( L; H4 x
7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy0 c P; P V" b+ l$ d
mines (^) detected
7 B! o$ Y2 F8 k1 ~' c8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the# D3 B3 N9 S) P* ^- z7 w, J' `
‘button6..’ image files, then these will be shown. If not, by default there are shown as
# b- A; x1 s1 G! }, V* Estandard parachute unit icons+ Q9 s7 _9 G$ p
9. Air/port damage and building is shown in base mouse over
0 r7 u, {5 V: g7 Q6 Q, N$ E10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on
5 k2 M/ N+ N2 T1 ?/ L" @; K11. TF can be routed to stay within coastal hexes as much as possible; b, L/ @8 P# z3 D/ n9 S0 _
12. On Top Pilot screen show the 'ace' cut-off value if more than 1 v1 G, S: v D% H! Z
13. Added option on group and LCU reinforcement screen to turn off replacements: f8 }) a5 Z ^5 f* W+ P& w+ z
14. Current base can get supply returned to it when reserve planes returned which were
- ]2 L( _# D+ C4 V d7 Aoriginally supplied from another base
5 e0 I; j7 x: g, ~. n2 N5 B6 Z15. Unit type filter on Troop Loading screen
' {, ?+ O( `6 y7 u: w. ~1 z4 u16. Report killed ground units if not in combat report* _ z6 z2 N$ C: f! O; k
Changed
3 W. t; I" q# g. D7 ~1. AF of 8+ have AV support doubled for purposes of determing support for air operations Z0 Y" h: M% E' E: m8 ^5 z
(complements fix 18 above)
' k& K) P2 P# |* ]: i# [. @5 F5 R2. Permanently increased pilot array to 70K
8 K. V( {+ R* M3 f; x$ Y l3. Increased number of air combat rounds are a factor of total aircraft involved4 A/ B+ X- ?1 C
4. Allowed submap to submap movement if land connected for land units. Should have been& j. \$ J9 X8 Z* d8 @( h, W
so as per Andrew Brown
6 ]" c' Q& ^0 `3 y& G Y5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message
; w! G- U3 u0 ~- `1 Wdelay toggle instead
/ H$ K+ h( `3 c( M6. Aircraft being grounded for maintenance factors in durability also. This will spread out the
( y# p3 q# \( T5 K8 X9 {maintenace a bit more
" n/ x0 a2 u/ R6 k2 r7. Support device replacements won't decrease the overall experience of LCU units. This does6 ^' l4 e: l1 p5 q3 c9 l
not alter the overall EXP change due when any replacements are received.
: h" r" A3 H4 q/ t8 C8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction
- ~$ h( q* X0 ?: @between the two but could break current games.
- {4 c' p+ f! V4 T3 I" U, A/ R9. Some LCU Prep points may be retained if unit is experienced& u8 p* I% X/ H8 o3 M! l8 x- x5 k2 H5 c+ U
Notes
, C) y0 N) l. K$ ^1 s/ H1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario
2 l3 \4 A* q: g$ G _, Dshould not change player or HQ, even if not in play. These original HQs are used by the AI/ I5 B( E0 Z1 ~$ R8 A+ I! R
routines so changing or deleting them can put the AI off. Changing other elements should
* c! Q. X' c" Abe okay.
" ~' e7 l6 X9 a& N) k( G- X- b2. Clarification to weapon filters for aircraft:. H4 Z+ W. X3 s* |" b. q
PM_NAVAL_ATTACK 2 // used for naval attacks. F7 i& @. E2 l6 b. M. B
PM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)
$ _; I1 W6 t/ Y3 b: tPM_LAND_ATTACK 8 // used for land (ground) attack- P( _! G/ g2 t, d5 f
PM_PORT_ATTACK 16 // used for port attack
6 u; }' M: D9 F9 J( b, VPM_AF_ATTACK 32 // used for AF attack( t+ M% J! e. c1 r7 P4 q& _& C
Dropped any reference to secondary values for land and AF as they served no special use.
- |9 [3 n: I; o+ [7 E8 P$ n8 wClarification changes
/ f. P! }- W' Z( ]1. Some clarification and changes in regard to use of the Soviet Motherland bases. These5 R7 {5 m6 h2 {
bases are those defined as having an original Soviet hex ownership of SOV_UNION (90),) Z) Q: O- b: T% q( C: ]5 V3 g8 @
MONGOLIA(91) or TANNU_TUVA(92)." `1 ?# _% s- I% o( O& b
a. Allied non-Soviet groups can't transfer to Soviet Motherland bases
; I. I9 V3 \$ Q0 Xb. Allied non-Soviet LCUs can't move into Soviet Motherland hexes2 [: {- _# l& U! C5 U
c. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases! y9 u! U) C% D) n6 U
after Soviets are activated, but can’t move$ A. d, i/ _4 H. \" ~% F
d. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if: Q" T8 [' K9 R; S; C
disbanded in port.
5 c, d; l7 ?5 t1 Ae. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently
! [* ^8 h+ |" y2 R i5 X t) tf. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |