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http://www.matrixgames.com/forums/tm.asp?m=3185062" V: d$ k: `8 M f
" \ _7 m! ?4 L9 H8 h8 [/ Q已经共享到岛群QQ和本论坛置顶资源帖2 u u g' t5 j1 r. J2 X
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大量更新,详见列表:/ o- E8 z! E! D: O2 P
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! b6 i. Y3 v8 B; B ]+ Z9 PChange History:1 T3 D1 ]4 S3 U& |' }& |0 A5 c
V1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17)0 i. ^0 \! b3 I' d% b- P" r4 B5 y7 ^
1. Seventh Update – This release is a comprehensive release updating all previous* G; [( ^, Q9 X- r) I5 S
versions to v1.01.17 beta* p( m0 I \& E) K$ a
2. Code Changes L6 @+ V' \$ P4 ^. B e
Fixed4 p8 _- [! ^) K: y# _# C* V
1. Display of AF/Port icon between player saves based on player's intel' e1 O. ]. k, u
2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when1 h( p9 ?, J* O* L
weapon list updated
$ t) Y5 a( p, j: c6 Y M# V3. Reported cargo/troop safety values incorrect when no cargo/troop space9 U0 W9 v9 ?4 V/ M- @
4. Allow smaller 'reserve' space for small groups on ships. [/ s x( v5 J/ a1 p& r' J
5. Preserve some more data when swapping fragment and parent to prevent lost of parent/ s5 k4 u6 z9 a; V! m: w2 S
6. Correct attacking plane count before final post-air combat
" b6 [4 C8 m( a7. Pilot promotion may have occured in error sometimes! |) x q' u# G( g
8. Raid detect message sometimes dropped of the combat report
0 r6 o& q: U5 y* b) L9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply
9 J( c2 E7 G8 r; i, Sgenerally. M* r, M0 A6 P8 ?8 J
10. Some pilot-leader connections were being corrupted# w' R# y8 H+ ]
11. Movement bug with following units due to incorrect move indicator. Seems to fix a few
* c8 y- J3 V, D3 n1 K5 {other move issues due to the incorrect indicator
/ o d. |+ f- I12. Wrong ship sometimes reported in Ops report for TF movement which causes some
+ t: D& J# o, [1 ndamage7 o, }7 ?, y" ~ C) [! {( Y
13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool
{3 z; S0 N/ E* I14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the
) U" Y; \( W5 Gdate sort
" h2 ]) k; s8 _# l. S# |* h* y4 A; m15. ASW groups not allowed to attack sometimes* l, v& y/ S: O) h' w4 V( v
16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing
: [$ c# D+ m" t3 k0 |: X! K. I( ]HQ/LCU to jump to reinforcement queue% l8 q7 v# o/ K! J5 K
17. Bug in bomber intercept if too many rounds of fighter v fighter combat
4 H8 o& o5 Q! F5 |. ?8 t8 H18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed) d5 `6 Z* u4 |) K4 L
at start of AE but crept back in sometime during updates
) }( f/ \$ M7 d4 f/ p/ `19. Removed the fragment/parent swap during a TF unload as it could often orphan the5 ^/ \) b, ~7 D& i7 {2 ]
fragment.
, z* K' \4 k8 w) S; {6 r20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade
7 X2 ?8 [8 X+ W0 G$ p) N21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not' l4 I* M1 g* c7 A' `. u/ B
short scenario). This was fixed in a previous patch but only for one of the VCs, not the full9 e* t3 W0 M! \; F1 v
set& K/ f" Z/ t3 K$ Q# ~ n; j% n
22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base
+ ?5 S, J. P2 g# H1 e) ~; ?8 E23. Enabled 'z' to speed up all animations; was commented out in a few animation replays3 `3 K. P; v& c7 K' `; P7 t
24. Bug caused F/FB to sometimes bomb at low altitude4 ]0 S K4 J, y6 B2 ^0 N
25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not# Y6 p- L( X% y4 Z
occurring properly.- ] u% C# z$ o9 i$ l' c
26. Bug in Industry 'failed' indication not showing properly sometimes
. N* K# x9 f8 [2 A7 J7 Q/ _27. Location check at scenario load to include small map sceanrios0 ]" j, ^: M# t* _9 A
28. Bug in air supply to fragments in a non-friendly base hex$ d$ h1 d* @, j5 ]0 n3 D
29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was: t/ J- ~* h; m% l1 b v- Y
being set to homebase before execution of the mission – ie was returning to base
6 w+ m4 ?% Z* x; y; mimmediately' ^/ U/ P y/ c( j0 y2 x: z
30. Error in Strategic map display- K8 \/ x6 B8 a1 K. l
31. Additional and stockpile options were not turned off when base was captured6 i+ O2 E& w, C
32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on' ]7 q; h9 L& v# @# T3 K0 p i
mouse over# r( d8 Z5 |! R8 }" A! d4 K
33. Army experience being gained when not 100% prepared as per manual; changed to allow& i; |& C1 z; }
chance to gain experience if >75% prepare and < 50% national exp level
; N$ _. \( M3 w. A# h* ^: J+ k8 i34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to
$ i1 r [9 x d( Y$ xalleviate the incorrect experience gaining happening while in reinforcement queue
- k/ W+ w1 {; x, E35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –
) h7 L& T2 [- t" j; V, T, fcaused unit to jump “off-rail” and move overland
4 y% e! x( {) ]8 k# v36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ
5 r/ }8 Q1 R a) X37. Excessive accident messages on unload from TF reported1 {" l" ^6 D& n" V) N5 s2 H- P
38. Reworked editor sub-unit merging as some devices could drop off the unit list when
4 y1 V; B# \- m U8 f0 imerged causing smaller size unit than expected
- c W) g! X% y! C. m9 {% p39. Corrected possible TOE error in scenario data load for inactive units
$ p6 O2 J w& W5 ?% Z40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can" |6 U5 Y- H# H2 y" `- n$ ^! [
however be allowed to do this.
b. [3 x& g8 Q5 A41. Possible CTD if sinking ship's load was a group
* H* z3 I" @: m* P6 v. w: s' H, l42. Limit the number of devices built from resources per unit during LCU replacements; this
# ]8 E+ j& ~# w# N- N0 R- I7 e7 y Bwas causing an over production for that turn
+ q$ s/ v' K [43. Retain day/night setting when creating group fragments/ M6 H6 l+ Q$ z* X) x) f3 i
44. Adjusted supply and fuel values in base list not to overrun the space
7 E* ^! G" \) Z45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but
% v2 Z+ @2 a# I0 b9 [added YMS to Sweep TF in line with manual and code
# f2 K- N# X9 W+ M5 S46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the
4 \) @5 {4 t1 C" srule relates to the abundance of manpower and is not covered by replacement pool. Normal! V! a. A9 Y" ?
rebuilding of destroyed units is not affected by this.# R! }! t5 @ u
47. Carrier capable and trained text not showing together on Group screen
9 w% e! [* J# v' i& s8 D. `) R48. Handle any blank re-name changes by ignoring them
1 z6 T: ~" y2 w/ e6 L' o) Z49. Possible CTD when air fragments combine+ f q! O6 U! C& c- p
50. Unloading TF can freeze a LCU onto a ship under some conditions% L% |% X1 L! A1 g$ E
51. AI not behaving if main HQs missing (affects small map mainly) C. ?7 A, y, L. `
52. AI using AGC for normal land units – removed from TF if not needed3 w* A( ~$ O. @5 a( {# `6 Z
53. Soviet activation message not in Ops report
$ w. w; J- Z+ f7 e9 A# i$ K54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range5 [9 P4 Y4 y2 F2 b/ v7 f3 V! R
55. Clear Soviet air balance if not activated. Possible incorrect base switching: `! [+ l8 l1 p+ G2 j/ ?; Z
56. Sub attack against docked TF not happening for port size <3) j! J! t+ ^ `$ I h( ]9 r
57. Unit type changing unexpectantly% E% I2 ]" T# @+ B6 F
58. Torpedo replacement on plane sometimes is missed% U2 s/ _7 M) c% K; k% ~
59. Double handling of overstacked supply requirements9 e* n5 s y& o6 d# E) o
60. Fixed alternate weapons for port attacks1 t) `- J" ]& ?! C s+ I2 w" v& B7 |
61. Corrected weapon system damage to show after combat on ships in port rather than wait till* m5 U; g, G4 V
sometimer in the ship repair cycle.
) e# I `( D$ M2 j62. Ship tonnage over 32K could cause repairs to fail
4 v9 [: C( b* V8 m( ]New
7 G9 n' P1 ]+ i5 A1. Show Port re-arm level on ship list screens at base. Does not account for tenders, just the d4 B* H) m( x3 n
port8 ?* u$ c4 U" O2 G/ R
2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.
/ F2 R# o/ ^$ |Tenders not counted+ W' _3 w& [- ?5 A0 O+ j- o
3. When showing mine device on ship, show '!' next to mine ammo if can reload at base
: m0 `- b- T) d% J! c C5 N5 n4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method
! m% j/ P2 u# B A6 ?" c9 cto remove damaged ships from TF
7 ?3 @' O% b# `# D5. New filter for “non-building” devices in Industry pool screen* S& w. ]) w/ l6 C% z* R
6. New filter for “non-building” aircraft in Air Replacement pool screen
% I4 \; C6 p4 f$ k6 e7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy
) B' I/ E3 A4 m& Smines (^) detected
( |( Z& n: X2 q1 m8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the- ~; H+ M, N! H" y
‘button6..’ image files, then these will be shown. If not, by default there are shown as5 w. l& n( k, s$ P+ _& Z
standard parachute unit icons- R- |: x& a- S V [. k
9. Air/port damage and building is shown in base mouse over
9 W- W0 y* w- \. X/ Q8 y% ~10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on' L/ ~4 @8 d4 O. T$ J: @' B
11. TF can be routed to stay within coastal hexes as much as possible
3 s% K1 c7 ]/ s5 V$ D12. On Top Pilot screen show the 'ace' cut-off value if more than 1
2 X! b M# R+ }9 q( g n+ y13. Added option on group and LCU reinforcement screen to turn off replacements
4 P; H: I% ^8 \: d+ v3 F0 U14. Current base can get supply returned to it when reserve planes returned which were7 S4 ^0 h- p- J2 h* O! s' Y. i
originally supplied from another base; }/ X* i# W. b& m
15. Unit type filter on Troop Loading screen N8 Y4 x( I9 ^4 ], A# ^& {
16. Report killed ground units if not in combat report
+ l# A! |& n( m# Y7 E, h6 YChanged
6 c+ v1 u! {+ @+ }9 `1 b1. AF of 8+ have AV support doubled for purposes of determing support for air operations
6 l3 i# E9 B+ i* V6 L2 _(complements fix 18 above)/ V. \! N7 s8 x/ @6 p
2. Permanently increased pilot array to 70K
" r4 ?% R. l: G: e+ Z3. Increased number of air combat rounds are a factor of total aircraft involved
- y- q# F/ ?+ c& L% h; I/ t4. Allowed submap to submap movement if land connected for land units. Should have been
' ~+ U' \6 b3 i M, sso as per Andrew Brown
& ?- S8 [+ O8 |8 i9 H5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message
% N7 r9 M( l% q5 i3 P! f8 Wdelay toggle instead0 E. v* f. i. B! M- v
6. Aircraft being grounded for maintenance factors in durability also. This will spread out the
0 }. [. a' T4 pmaintenace a bit more
! t0 C5 v8 R8 s1 V- D9 F' k* K& f7. Support device replacements won't decrease the overall experience of LCU units. This does
1 H Q3 v; ?* t5 T& C! k* _1 Z8 [not alter the overall EXP change due when any replacements are received.% d% `0 U9 a2 x# w
8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction. p& y0 @% U; X% ~
between the two but could break current games." p! |# m5 C/ n. }, j
9. Some LCU Prep points may be retained if unit is experienced8 F$ _6 d! t7 V9 b: p
Notes ` J, {/ N$ g$ s; r3 Q% `2 K; e4 D
1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario' \; d9 w3 T) U I- Z: _
should not change player or HQ, even if not in play. These original HQs are used by the AI: r- L, b) T1 @3 g) G$ P7 r
routines so changing or deleting them can put the AI off. Changing other elements should) \' }( w$ L% Y% P7 V) m; p e6 R& U
be okay.
+ F2 F( z! J3 z/ p7 a2. Clarification to weapon filters for aircraft:
9 b% b" H8 p( F# t: JPM_NAVAL_ATTACK 2 // used for naval attacks- M7 e: H- F% r% e$ m5 L
PM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)
$ K' m+ A2 C1 oPM_LAND_ATTACK 8 // used for land (ground) attack# N. O: B6 Z4 i1 V; V
PM_PORT_ATTACK 16 // used for port attack1 L) h' C8 n7 T, t2 T. c
PM_AF_ATTACK 32 // used for AF attack- R9 r9 N4 Y$ R' o
Dropped any reference to secondary values for land and AF as they served no special use.9 J& ~9 a; m+ h& ^2 Q
Clarification changes# w% r6 G9 ~* F# {
1. Some clarification and changes in regard to use of the Soviet Motherland bases. These
3 ?& N6 ^7 E8 J+ `4 dbases are those defined as having an original Soviet hex ownership of SOV_UNION (90),
( B2 ~( [4 {1 Z, v3 `9 eMONGOLIA(91) or TANNU_TUVA(92).& W- i. C7 M7 ~- K' ?) s3 ^
a. Allied non-Soviet groups can't transfer to Soviet Motherland bases7 e2 v; O1 I/ f
b. Allied non-Soviet LCUs can't move into Soviet Motherland hexes4 {' }/ q# k, j: C6 p5 X
c. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases
/ U0 J0 O" p- ~6 Mafter Soviets are activated, but can’t move3 h* s7 u; U! C
d. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if
( g0 }3 p' o' a- ]8 Cdisbanded in port.
5 l( ^& ]1 t7 I6 `( Y! me. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently
! r6 h* C" u1 x+ U, m2 { l1 wf. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |