具体见
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http://www.matrixgames.com/forums/tm.asp?m=3185062) l) S9 I! w" g5 W5 K4 z1 ]
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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: L" c2 R L0 i
V1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17). b! [+ C+ [7 W: i5 V- O& j5 `" [
1. Seventh Update – This release is a comprehensive release updating all previous
# j% T* Y5 J* J3 Y# X) w3 Xversions to v1.01.17 beta
$ Q2 W' [/ o* L+ x3 j2. Code Changes! I6 b% ?8 N4 a3 { F$ x
Fixed
0 Z' l$ G& r W: J0 ~0 f1. Display of AF/Port icon between player saves based on player's intel
7 M9 I' E* e; k5 p- n4 _: D2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when
( w5 H& k4 C3 V; U- [! e/ x6 B) Gweapon list updated0 }0 z5 Q0 J- H' ~0 e' c0 s: v T c
3. Reported cargo/troop safety values incorrect when no cargo/troop space
/ i, u) g- u6 [4. Allow smaller 'reserve' space for small groups on ships: z3 I4 ^# P8 n- _3 W1 m9 h8 r% ?" H3 E
5. Preserve some more data when swapping fragment and parent to prevent lost of parent
4 N7 `- w- g& P2 T! C* i6. Correct attacking plane count before final post-air combat
& s4 C- e( X0 O3 K$ i( X7 g7. Pilot promotion may have occured in error sometimes
4 p3 b# ?: }5 \& z8. Raid detect message sometimes dropped of the combat report
6 n) R- H& _/ ~7 S& z3 \ ^' Q9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply
# l1 a/ D4 I/ s* p+ ^% }0 u! Zgenerally! W9 [# L9 j# a. \6 Q/ C
10. Some pilot-leader connections were being corrupted# G b* w" s$ N, [
11. Movement bug with following units due to incorrect move indicator. Seems to fix a few7 P+ `1 Q6 u$ [" g6 Z* T# z2 S
other move issues due to the incorrect indicator
. \2 Y8 ^' l) C: |3 B! g% P! c4 t, Z12. Wrong ship sometimes reported in Ops report for TF movement which causes some( m0 i& b9 Q, e& U6 F4 D0 T% k2 T
damage* L$ @/ U J' |. F6 r7 e
13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool$ }: |8 x& ]# u* G, u. ^
14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the
' w0 q4 F; b8 P b5 Vdate sort) n) V2 z* j: [6 ^9 U2 E" U
15. ASW groups not allowed to attack sometimes2 g! I) a3 D5 w% b+ [, _
16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing
) j! D5 h" N, C/ LHQ/LCU to jump to reinforcement queue
8 ?+ \% I$ {4 @. m: @& E, V17. Bug in bomber intercept if too many rounds of fighter v fighter combat2 F- p+ C8 ?& G( R- [9 j
18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed
( Z( n% M0 i5 n" eat start of AE but crept back in sometime during updates
; w5 q7 B- Q* C19. Removed the fragment/parent swap during a TF unload as it could often orphan the% f v! E; r, z) d6 e+ D+ h8 L
fragment.
' u% u( h: p) Z5 ]8 ]20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade0 C( i& f6 o$ _; \
21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not( p7 K8 J( k2 X3 A! E+ R' l( [2 Z
short scenario). This was fixed in a previous patch but only for one of the VCs, not the full
. s) |% ` x' Y5 X, o: o% A( u% t* _: bset/ ^4 N" y. d" a. l" u
22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base
) o. y: r. V! W* o3 M" k1 i23. Enabled 'z' to speed up all animations; was commented out in a few animation replays( O9 P% e0 F. b2 L
24. Bug caused F/FB to sometimes bomb at low altitude9 |3 z/ I, H6 g3 h# b: H. O
25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not
2 v5 f3 H8 p3 soccurring properly.
) a+ W/ |$ ^5 g+ a/ c5 {3 }$ h& M26. Bug in Industry 'failed' indication not showing properly sometimes6 ?' F1 O0 ^( _9 Y' X& m: K' Q4 d
27. Location check at scenario load to include small map sceanrios# }1 C6 u' Q5 V1 y
28. Bug in air supply to fragments in a non-friendly base hex: e; f7 e, G' v- z
29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was& M2 U$ f4 B- T( P6 t% j
being set to homebase before execution of the mission – ie was returning to base/ D) X+ B5 G9 o; \
immediately
" G* b6 F$ F% J* F/ |3 H b30. Error in Strategic map display% ~+ _; K7 g5 N) f. |
31. Additional and stockpile options were not turned off when base was captured1 D9 G! _. A; | Y7 n; @
32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on
) m2 |6 I5 j: j" X' f/ n9 Q/ Smouse over
9 ~4 z' j$ t! R% ?5 g33. Army experience being gained when not 100% prepared as per manual; changed to allow4 ?& R3 r. x# ?
chance to gain experience if >75% prepare and < 50% national exp level
- q/ C# K% T- d8 u4 l34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to
& X. Y: M o- q: @alleviate the incorrect experience gaining happening while in reinforcement queue+ j# q' B% Z5 M: ^4 b$ j5 W
35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –3 y+ v* {- M) ]3 O
caused unit to jump “off-rail” and move overland
- o, i/ b6 C5 S. j" z7 k4 p% W36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ
1 s+ I# w% ]9 p5 n37. Excessive accident messages on unload from TF reported
) t+ v# u# j, P9 T" \38. Reworked editor sub-unit merging as some devices could drop off the unit list when: d0 S& v+ e, e0 M
merged causing smaller size unit than expected' `# t5 p& S2 l9 i5 \+ ]# `
39. Corrected possible TOE error in scenario data load for inactive units
/ C4 @4 ]! x* `40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can5 |! q% k8 k& n1 `0 v
however be allowed to do this.
0 n/ ?% E3 l7 N, f41. Possible CTD if sinking ship's load was a group
, x( g; E: m5 p3 z- f& }42. Limit the number of devices built from resources per unit during LCU replacements; this# J5 ` s( _$ U1 I' r" u
was causing an over production for that turn
7 Z9 c4 |, |2 y$ F% K43. Retain day/night setting when creating group fragments
, C% d: b# G2 ?: f0 \! Z44. Adjusted supply and fuel values in base list not to overrun the space, g1 b2 i* X1 G: a
45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but2 g/ w; u# w" N* c
added YMS to Sweep TF in line with manual and code5 _/ c5 i3 D) ~9 {. ?
46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the @8 ?9 a/ D8 H' J5 B) u) z8 \
rule relates to the abundance of manpower and is not covered by replacement pool. Normal
6 ?6 m( B7 C9 {6 Yrebuilding of destroyed units is not affected by this.8 X- p8 i1 a! _$ J) l4 J. F
47. Carrier capable and trained text not showing together on Group screen
) Y+ t J/ U/ Y; J% |3 }* _/ G48. Handle any blank re-name changes by ignoring them
7 E n/ E) X$ X49. Possible CTD when air fragments combine3 M/ n2 w- [9 x! R
50. Unloading TF can freeze a LCU onto a ship under some conditions
5 |3 ^! T% U+ E9 F0 r7 N51. AI not behaving if main HQs missing (affects small map mainly)
) ]) [. ^% z. n" G* j52. AI using AGC for normal land units – removed from TF if not needed
( O: i+ L, T& L53. Soviet activation message not in Ops report8 Z: B9 m* M# J: ^
54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range. w- H' @2 ?2 U5 K
55. Clear Soviet air balance if not activated. Possible incorrect base switching0 w. `3 K$ q6 k
56. Sub attack against docked TF not happening for port size <3) {9 [; T+ v2 I& A; l
57. Unit type changing unexpectantly0 F2 i$ S/ W" C% Y$ H
58. Torpedo replacement on plane sometimes is missed7 W1 Z- Q% }9 i3 Z+ {# K
59. Double handling of overstacked supply requirements- C( m7 U5 @6 i, U
60. Fixed alternate weapons for port attacks5 t4 G: |- v" z. @; `$ Q3 X
61. Corrected weapon system damage to show after combat on ships in port rather than wait till
8 x; t0 S6 m( f2 f/ Y7 ^* I* Qsometimer in the ship repair cycle.
/ B- u7 i% ~: i" `* A7 c9 d9 `62. Ship tonnage over 32K could cause repairs to fail
9 ~$ |6 D- b5 `/ @+ nNew
3 i9 Q4 f+ u% N; [5 |$ p1. Show Port re-arm level on ship list screens at base. Does not account for tenders, just the: [; J- b; c5 u: j
port
- g1 g, [. H; h. T: e3 _) o( C1 ?2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.
4 q, J. I$ X" ]- e3 U7 c: FTenders not counted _3 Y( M$ w$ J! T
3. When showing mine device on ship, show '!' next to mine ammo if can reload at base
7 v! w. T6 I0 w$ W" C' M* _4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method
3 X% x. g6 T5 x; S( Q4 tto remove damaged ships from TF: f/ t8 i& I) o. c! N4 x4 p% b
5. New filter for “non-building” devices in Industry pool screen% f3 a& k" O. Z
6. New filter for “non-building” aircraft in Air Replacement pool screen0 F. s3 R m! N
7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy
- Q5 W4 b* d; l2 E2 P; X0 [mines (^) detected& S0 ~! L" M5 P: g
8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the9 b) [. }7 \" j6 E6 m, _
‘button6..’ image files, then these will be shown. If not, by default there are shown as( z! Z( r' `8 P( B/ V
standard parachute unit icons$ v8 u& x% E- A8 N
9. Air/port damage and building is shown in base mouse over9 `" e g: d9 r
10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on# m8 K6 @2 q# `( \
11. TF can be routed to stay within coastal hexes as much as possible
( J: \) q4 \& Y0 ^2 R; }12. On Top Pilot screen show the 'ace' cut-off value if more than 1
, q% h$ b/ l# u( t13. Added option on group and LCU reinforcement screen to turn off replacements
; x/ M1 ^% C' u" t14. Current base can get supply returned to it when reserve planes returned which were
2 ^! h/ f% c& Horiginally supplied from another base
' [& F& \2 L, \7 Z. O$ y15. Unit type filter on Troop Loading screen' ~% G1 g( A: p: c
16. Report killed ground units if not in combat report
7 B$ x' M( y! A0 NChanged. y6 M- h* A1 f7 c
1. AF of 8+ have AV support doubled for purposes of determing support for air operations7 J; w" j' U/ b& }: ^; E5 q1 z
(complements fix 18 above)
! J/ a0 k2 S9 Y5 \$ b3 m2. Permanently increased pilot array to 70K" e' @ p, b0 d) z$ Z) S- D. z
3. Increased number of air combat rounds are a factor of total aircraft involved: I8 i `" d: M; K2 X6 {7 k
4. Allowed submap to submap movement if land connected for land units. Should have been6 `, {$ o: k* R
so as per Andrew Brown
# \0 D! ]( B/ {- w" u& j1 q5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message
: I3 g6 n' X L! O- edelay toggle instead: L+ z c" q4 F. _8 t: ^. f
6. Aircraft being grounded for maintenance factors in durability also. This will spread out the5 W. `' F6 E" z3 \" m$ c
maintenace a bit more% e7 F. T$ Z9 ?$ R! }
7. Support device replacements won't decrease the overall experience of LCU units. This does! g V, ]. S0 n3 X% d2 K( f1 p
not alter the overall EXP change due when any replacements are received.8 G" Z/ h# q! u4 c4 a; S( p& m% a% a
8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction4 I$ g, g( N5 e6 y7 _3 v
between the two but could break current games.- S* K N# ]4 d
9. Some LCU Prep points may be retained if unit is experienced- c8 `( P6 v! v; G |0 f$ X
Notes
1 T# I2 ^0 s. p& K2 Y$ P1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario+ S2 {7 s$ r) q% x% P
should not change player or HQ, even if not in play. These original HQs are used by the AI2 o$ C5 |& L- Q: W$ K9 c
routines so changing or deleting them can put the AI off. Changing other elements should8 J$ Q+ m5 w, ~8 S6 D1 D" B4 R
be okay.
$ ? `9 i4 E D% m) D' j) j2. Clarification to weapon filters for aircraft:4 Q# Q. }( T0 B. t. n" ?5 T8 P0 Z
PM_NAVAL_ATTACK 2 // used for naval attacks/ g) Q$ @7 E# X* `" k$ U
PM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)/ r2 J4 P9 r& n) d
PM_LAND_ATTACK 8 // used for land (ground) attack: o% _! ~5 u( k- T4 o
PM_PORT_ATTACK 16 // used for port attack7 A# A0 x q3 t$ _
PM_AF_ATTACK 32 // used for AF attack
8 B t1 J8 H [' w5 t0 q* ]Dropped any reference to secondary values for land and AF as they served no special use.+ _6 n( \2 \; a$ K
Clarification changes
$ g. d" w4 R5 ~1 n. i1. Some clarification and changes in regard to use of the Soviet Motherland bases. These8 ?" ]2 w, v# C* b- X
bases are those defined as having an original Soviet hex ownership of SOV_UNION (90),0 `- b4 d/ M! q1 _9 X
MONGOLIA(91) or TANNU_TUVA(92).- C9 T8 |& x6 g9 A: ~3 b/ @
a. Allied non-Soviet groups can't transfer to Soviet Motherland bases: I' o& p0 d5 ?! D. e c v8 O2 g
b. Allied non-Soviet LCUs can't move into Soviet Motherland hexes+ S3 t' z$ o9 A9 {1 G
c. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases4 ^( l4 P3 c# b' V" P3 z, q
after Soviets are activated, but can’t move/ d! F" i$ b$ f5 Z- `& D# X( V
d. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if1 u$ Y; K0 v- c3 i# l
disbanded in port.
& [9 V2 M) x7 o. J- @$ H. he. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently" t' O* f* i8 Y; N1 b
f. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |